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
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French article complaining about the console performance: http://www.geeksandcom.com/2015/06/...ue-a-la-version-xbox-one-que-donne-ce-portage
Well, I agree with DosBuster: C# allows you to get the show on the road faster because you can write code with your eyes closed. Manual memory allocation is a bitch, esp. for an unexperienced programmer. But C++ nets you better performance and if you want to go pro someday you need to dive into low-level stuff anyway even if just to learn how things really work. So anyone who considers writing a large project in C# should think twice IMO.French article complaining about the console performance: http://www.geeksandcom.com/2015/06/...ue-a-la-version-xbox-one-que-donne-ce-portage
They're likely going to be in the shadow of Larian once again, judging by their respective E3 receptions.
You know if it's a console hit that only increases the chances of inXile becoming New Interplay.
This time they're probably releasing before Larian though.
You know if it's a console hit that only increases the chances of inXile becoming New Interplay.
"Brian, what would make PC gamers want to buy the console version of WL2?"
Trolololololololol
NOTHING FFS! Period!
Investors killed Interplay, not consoles.
All Brian has to do to avoid the fate of Interplay is avoid selling shares and and avoid licensing.
But by the end of the 1990s, Interplay was in trouble. Fargo identifies his own mistakes in the company's decline: He failed to make the jump from PC to the newly dominant consoles.
"Other publishers had that one product that blasted them through to the other side," he says. "With Take-Two it was GTA. With THQ it was wrestling — it got them through the other side for a while. With Activision it was Tony Hawk. You could pin it to one thing. We didn't have that one thing. The only one thing we had was Baldur's Gate, but the problem with Baldur's Gate [was] it was PC. You couldn't sell five million copies."
Interplay was a manifestation of Fargo's skill for serial hit-making. He saw an opportunity and chased it. This was also its downfall.
#64
A Special Offer for InXile Backers, Wasteland 2 Name Change and a Video of the New Version
Posted by inXile entertainment
Hey Exiles,
It's that time of the year once again! E3 2015 has come and gone, and the gaming world has been flooded with big news from all over the globe. And we are no exception to that, as we have a huge helping of items ourselves to share with you!
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The Bard's Tale IV – Just over 2 weeks left!
As some of you might have heard, the team behind Wasteland 2 has also been running a Kickstarter campaign for The Bard's Tale IV. We've fully funded the project thanks to the support of nearly 30,000 backers, but are looking to make this the epic scale game that you have come to expect from us! With only two weeks left on our campaign, we want to close in a big way.
https://www.youtube.com/watch?v=fVB6dSckvJI
If you haven't seen The Bard's Tale IV footage, you must check it out!
We say it all the time, but we mean it: our games would not happen without your incredible support. And we want to reward your generosity in the past by offering a special promotion for all of our returning backers.
Today we are happy to roll out an inXile Loyalty Rewards promotion! Anyone who backed Wasteland 2 or Torment: Tides of Numenera previously, who also backs The Bard's Tale IV at $20 or above, will get a FREE bonus reward containing items from either Torment, Wasteland 2 or The Bard's Tale IV (valued at up to $15)! These rewards include items such as digital soundtracks, novella compilations, concept art books and more.
Furthermore, any returning backers who back The Bard's Tale IV at the $33 tier or higher will additionally receive FREE copies of Ultima Underworld 1 & 2, from GOG.com and our friends at OtherSide Entertainment. This offer is only available until June 26th. If you are a returning backer and have already backed The Bard's Tale IV – and if you did, thank you! – the loyalty reward is also retroactive for you as well.
Simply back The Bard's Tale IV on Kickstarter using the same account you did previously in our system. We'll contact you after the Kickstarter campaign concludes so you can make your selection. For more details and the full roster of options available, please visit this page.
Of course, this is independent of our other special offer: all backers of The Bard's Tale IV at $20 and up, whether they've backed us before or not, will be getting a free copy of the Bard's Tale I-III Trilogy, letting everyone experience the original games that started it all.
We are very cognizant of how many emails you get each day so we promise not to update on the Bard’s Tale Kickstarter campaign again. Supporting inXile with each of our endeavors allows us to bring you a certain style of RPG that we know you love.
So, we invite you to join us to hail the Bard’s return!
And now for something fun: Gavin/Miracle of Sound did a great rendition of "Money for Nothing", with his own RPG-themed take on it that we think will resonate with a lot of you. Take a look!
https://www.youtube.com/watch?v=p-WlEgn_pig
Featuring lyrics by Nathan Long, writer on Wasteland 2 and The Bard's Tale IV!
Wasteland 2 Director's Cut
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Many of you are familiar with our previously announced Game of the Year Edition update for Wasteland 2. Today, we are happy to share with you that Wasteland 2 Game of the Year Edition will henceforth be known as Wasteland 2 Director's Cut. And to commemorate this occasion, we have a brand-new trailer to share with you, featuring all-new footage taken directly from the Director's Cut!
https://www.youtube.com/watch?v=hNbEYHzheP0
Why the change? We feel that this new title more accurately reflects the contents of the update. Rather than just being a repackaging of the same old content, the Director's Cut name indicates the sheer scope of the changes involved. With many all-new features that you have requested, overhauled graphics, an upgrade to a new game engine, and tons of new recorded voice-over, not to mention controller support and Xbox One and PlayStation 4 versions – Wasteland 2 Director's Cut is truly the definitive version of the game. And of course, anyone who currently owns Wasteland 2 will get the Director’s Cut on PC, Mac and Linux for FREE!
E3 2015 – LA, here we come!
Associate producer Thomas Beekers has been working hard this week, hanging out at E3 2015 in Los Angeles along with Brian Fargo, Maxx Kaufman, Joey Betz, Erika Sass and myself. They were all on hand to demo the game for the press and fans running on real console hardware. We've been thrilled to finally take the lid off and share this version of the game for the first time. We managed to snap some photos of the fun so we could share it with you.
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Show-goers enjoying Wasteland 2 on consoles for the first time.
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Brian talking to press. This was not the first nor the last.
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We were even nominated for WorthPlaying's Best of Show award! Here's Thomas displaying the badge of honor.
We are very proud of how great the game is turning out, and just how well it plays with a controller – not something you might expect from a top-down perspective party-based RPG. In fact, thanks to our new features like Precision Strikes, Perks and Quirks, the game celebrates replayability more than ever now.
The feedback we got from E3 was great not just for the sake of press coverage, but also for letting us get the game in the hands of eager testers for the first time. The game played great, and we were also able to take those first impressions to fine tune the game even more. As we move towards release we will be working to polish things up and make this the best version of Wasteland 2 yet, whether you choose to play with keyboard and mouse, or with a controller in hand.
As a general note, the screenshots and video in this update are all using our controller interface – but remember that we won't be forcing a controller-driven interface on you when you use mouse and keyboard.
We showed you Quirks – now, here's Perks
When we first announced this updated version of Wasteland 2, we hinted at a number of new features. One of those was Quirks, our personality-defining characteristics you pick when you start the game and which have both positive and negative aspects, but we haven't spoken about Perks in detail yet – the other side of the new character customization depth we've been cooking up.
Perks, unlike Quirks, are gained as you level up your characters. As you progress in the game you will earn Perk Points, which you can spend on Perks whenever you wish. Perks are per-character bonus you pick, and unlike Quirks, they are always positive stat and gameplay adjustments. Right now, we have it set up so that you gain a new Perk Point every 3 levels, though we're currently playing through the game balancing things out, so the rate you earn Perk Points may change by final release. Perks also have Skill requirements to unlock – for instance, you might need 3 in Toaster Repair, or 7 in Assault Rifles, with more useful or powerful Perks typically at higher Skill requirements.
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The Perks screen will list all available Perks as well as the ones your character has learned. Each Perk costs 1 Perk Point, which you'll gain throughout the game as your squad levels up.
This also gives us a great opportunity for us to give players more incentive to pick certain Skills, since now you might need to think about which Skills to get based on the Perks they unlock. Some Perks are a bit more universal in how they work. For instance, you might get a bigger Evasion bonus from hiding behind cover, but with others, you will get gameplay-altering features that will change how you approach combat or exploration, such as unlocking the ability to deal more damage when attacking from behind.
Here's a few more examples:
Deadeye: Slow and steady wins the race. In combat, your enemies keep an eye on you at all times - because if they don't, they're liable to lose theirs.
Benefits: -1 Action Point cost when firing Sniper Rifles if you haven't moved during your combat turn
Glancing Strike : Your prowess in close combat allows you to catch your enemies with a well-timed melee strike as they weave in and out of the fray.
Benefits: Gain melee Ambush attacks against enemies when they move past you in combat, dealing 50% normal damage
Powder Packer: You always seem to find ammo stuffed in the strangest places. Your friends won't ask.
Benefits: +10% chance of finding bonus Ammo when looting
And that's just a small sampling. We have over 80 Perks in the game for your party to earn, giving you new tactical options and choices in how you build your party. We are very happy in how the system has turned out and we can't wait to let you enjoy it!
Texas Hold 'Em – Ranger style!
We'd like to announce that we have partnered with Kings Wild Project and Jackson Robinson to Kickstart an awesome Wasteland-themed playing card deck! These cards feature art inspired by the game and look and feel awesome. You can view more photos of the cards here. The Kickstarter for these cards will begin July 1st, 7 PM Central time, so mark your calendar!
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The box. What could be inside?!
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This isn't the Jack you expected to see...
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Bust these babies out at the table to dispense that good 'ol Ranger justice.
That's all for now, but if you've been counting, we've still got a couple more bits and pieces to share with you before Wasteland 2 Director's Cut ends up in stores – or as a free update in your game library if you already own Wasteland 2 on PC. We hope to share more of those with you before we release in late summer of this year.
Chris Keenan
Project Lead - Wasteland 2 and The Bard's Tale IV
@RangerKeenan
Thanks for your feedback. The trailer was intended to showcase the game to old and new players alike. We wanted to present the console UI, the new environment visuals, and the new stuff that we are ready to show. It wasn't meant to be a "features trailer" going over each and every new detail. We wanted to give a taste of what people could expect.Pretty disappointing trailer... showed mostly console decline stuff
And not alot of shots with the UPDATED GRAPHICS!!! Why the quick shots?
And what about the PRECISION STRIKE SYSTEM? where is that? Why aren't you releasing more info about that?
You said it's a combat gamechanger like aimed shots in fallout..
PICTURES, VIDEO
But having a console *hit* would be the opposite of Interplay. More like the new BiowareThey're likely going to be in the shadow of Larian once again, judging by their respective E3 receptions.
You know if it's a console hit that only increases the chances of inXile becoming New Interplay.
By the way if my box doesn't ship by the end of this week I'm going to be cross. Shipping soon should mean shipping soon.
Thanks for your feedback. The trailer was intended to showcase the game to old and new players alike. We wanted to present the console UI, the new environment visuals, and the new stuff that we are ready to show. It wasn't meant to be a "features trailer" going over each and every new detail. We wanted to give a taste of what people could expect.Pretty disappointing trailer... showed mostly console decline stuff
And not alot of shots with the UPDATED GRAPHICS!!! Why the quick shots?
And what about the PRECISION STRIKE SYSTEM? where is that? Why aren't you releasing more info about that?
You said it's a combat gamechanger like aimed shots in fallout..
PICTURES, VIDEO
The mouse/keyboard UI is not finished yet and at the time of this footage being shot, so it's not in a state we can really show; neither was the Precision Strike UI or combat radial for consoles quite polished enough either. Precision Strikes are in the game and working great; the feature isn't perfectly pretty-looking just yet. We also wanted to avoid showing the interface of any one specific platform in too much detail, since we didn't want to make it seem like we were focusing on one version of the game above others; since controllers and mouse/keyboard have different interfaces, we also thought it might be confusing to go back and forth between them or show off something HUD-related.
We'll have more details on things like Precision Strikes in future backer updates, interviews, videos, etc., where we are able to go into much more detail on them, just like we did with Perks this time.