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Game News Wasteland 2 News: Kickstarter Update, Ranger Concept Art, and Michael Stackpole on Wasteland

mindx2

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Was hoping for more than one picture and a jobs report :p!
 

Mozgoëbstvo

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News are good, but concept art really needs some light. Plus the ranger's BDUs shouldn't look too modern and "clean". If it's a Wasteland sequel, it stays in the same timeline... right? :eek:
 

Roguey

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How I Learned to Stop Worrying and Love the Dark Gritty Mature Brown and Bloom.
 

Havoc

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empi, this is for you (why green? Well... you had a green shirt in W1):
f20xd.jpg


inXile, i has job now?
 

Havoc

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AM I AN ARTIST?!
ZN5Pw.png


empi, screw the art I gave you earlier. This one is TRUE WASTELAND!
 

hiver

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Tags: Michael A. Stackpole;


Finally, in other Wasteland-related news, Michael A. Stackpole recently put up a blog post on Wasteland and Wasteland 2:

I remember tons of phone conversations with Alan that began because Ken had called him, tried to get Alan to do something, and they just weren’t communicating well. Ken would call me to vent. I’d listen, figure out what it was he wanted to do, and mentally translate it into something a programmer could work with. Then I’d call Alan, we’d mull things over, and not only come away with something that would let Ken do what he wanted, but a whole bunch more. This is precisely why, in Wasteland, you see a door that won’t open and you don’t have the key, you can pick the lock, you can shoot it off, you can blow it up (and so much more). If I recall correctly, there were 14 different ways to open doors, and depending what you did to open a door, you’d find different things on the other side.​
Wasteland’s strongest point was that actions had consequences. Radical concept, I know. Because of that, how a player approached the game would determine the result he’d get. It allowed us to provide a different gaming experience for different players. It required more than just a hack and slash mentality—sure, you could get to the end that way, but if you used skills and smarts, the path would be different, and often more rewarding.​
This is what so excites me about Wasteland II. I remember all the things we wanted to do but couldn’t, simply because of the limits of machines back then. The game’s scope will be huge, and the things players can do, the strategies that will win the game, will likewise expand. Being able to add atmosphere through music and voice acting will make the game that more immersive. In the original game we could only supply a small slice of a world, but now we’ll be able to provide a vast landscape overflowing with adventure and discovery.​

Check out Michael's post in full here.

:yeah: - Talk to me :) Tell me more!


/
Nice work of concept art there.
The guy can draw mean...
 

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