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Game News Wasteland 3 Fig Update #18: The Ruins of Denver and the Gippers

Infinitron

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Tags: Brother None; Gavin Jurgens-Fyhrie; InXile Entertainment; Wasteland 3

The reception of Torment may still be echoing, but life at inXile continues. The Wasteland 3 Fig update released today has another brief report on the status of the game's production, under the leadership of George Ziets and Gavin Jurgens-Fyhrie.

We gave all of you an update on pre-production last month, and we want to keep doing so in these coming months, so here is another status update! Developers of all disciplines have started rolling onto the game, both those from the Torment team as well as new hires. We also have some exciting contractors helping us out on area design during pre-production.

Design Lead George Ziets and Lead Writer Gavin Jurgens-Fyhrie have crafted a strong pass on the overall narrative, and a full list of zones (areas) that we want to be in the game. We don't want to spoil the whole list for you, but we'll be talking about one of those zones (Denver) later in this update. George has detailed out each of these areas at a high level in something we call a Zone Constraints document. Those are then sent to our designers who generate "Zone Briefs" that further define the characters, story, and missions of the zone. If you want a refresher on our area design processes, George wrote a great update on it earlier.

But it's not all paper design. Crucially at this stage we also have time to prototype and work on our tech, as we mentioned last update. Our art department has been setting up the technical details of the art pipeline and also has been making great strides on our technology for snow, as we explore all the possibilities our unique setting offers. Additionally, we are creating a concept art library for the game, which will ensure that we have a consistent vision on the game's look as you move from zone to zone.

Engineering is largely finished porting over code from Wasteland 2, which gives us a solid technical basis, and is now working on the details and functionality of Wasteland 3's multiplayer. It is crucial we have multiplayer functioning in our engine early, as it touches on every facet of our game. When tech is in a good place, systems design can start creating prototypes to experiment with combat, vehicles, and more.​

Gavin has written a short description of the post-apocalyptic ruins of Denver, presumably a major location in the game, and its eccentric inhabitants. These include the Gippers, the Ronald Reagan-worshipping cult that was cut from Wasteland 2.

Most of Denver is in ruins. During the end of the old world, a nuclear weapon exploded high in the air over the city, killing most of the inhabitants. The skyscrapers that remain are jagged, crooked affairs that lean against each other. In their shadows, the lesser buildings have crumbled, forming ever-shifting mazes and subterranean tunnels of broken concrete and rusted rebar.

These urban wilds are battlefields for the predators prowling the city, unaffiliated treasure hunters, and scavengers. Though the radiation is long gone, Denver is still a deathtrap, but one studded with buried riches from the old world.

The Denver Airport Commune lies to the east of the ruins and is now a colony of artists, hackers, conspiracy nuts, mad scientists, and assorted eccentrics. The Commune is centered around the Space Shuttle Atlantis (which landed here sometime after the bombs fell), and is dedicated to strange experimentation, acts of cyber espionage against the Patriarch, and MANY other things.

In the north is the mighty stronghold of the Gippers.

We shared a glimpse of the Ronald Reagan-worshiping cult in an earlier update. As many of you recall, the Gippers were a faction we originally planned for Wasteland 2, but now they will be appearing in Wasteland 3. The leaders of the Gippers are the priestesses known as Nancies - wives to the divine God-President Reagan, lawmakers, and judges. Above them all is the fierce and formidable Mother Nancy Reliance.

People do rather get the wrong idea about us. I can’t say I mind.

Let us be underestimated and ridiculed. They think our Ronnie is dead and never coming back, and they are wrong. They accuse us of seeing communists in every shadow, and well, they’re right. But so are we.

Make no mistake, dears. We are surrounded by the vestiges of the Evil Empire. They have turned our great nation into an irradiated graveyard and they expect us to weep. But we are steel, sisters. We do not bend, nor do we rust. We endure.

So let them laugh at us. We are the wives of the God-President, and we will endure until he returns to us. Until then, his Great Work lies before us, unfinished.

We will arm our sons and our daughters and teach them to hunt Communists and snake-tongued Socialists. From birth, we will turn our children’s hearts to unyielding stone. With our blessing, they will bring peace back to the world, one bullet at a time.

We do this in the Gipper’s name. Amen.
Sounds pretty interesting, but then preproduction always does. Has inXile finally found a winning team with George and Gavin? As the Gipper himself said - trust, but verify.
 

Pentagon

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Jan 17, 2017
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Cascadia
Most of the factions in Wasteland 2 sounded interesting on paper, but a lot of them came out kinda uninteresting. Hopefully Wasteland 3 does it better. A boy can dream...
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
650
I could do without the talking heads. Seems like an unnecessary feature that a lot of effort will be sunk into, effort that could be spent adding meaningful content to the actual game. I hope it will be a lot bigger than WL2.
 

Wizfall

Cipher
Joined
Oct 3, 2012
Messages
816
W2 was largely big enough, the problem was the linearity.
There were largely enough locations overall but not enough locations you could possibility visit at the same time, the maps should have been much more open to get a sense of "freedom" like in F1/F2.
The choice to divide the game in 2 parts was the wrong one, it shrinks the game, railroaded the "walkthrough" and almost completely annihilated the sense of wonder/exploration part.
 

l3loodAngel

Proud INTJ
Patron
Edgy
Joined
Nov 19, 2010
Messages
1,452
W2 was largely big enough, the problem was the linearity.
There were largely enough locations overall but not enough locations you could possibility visit at the same time, the maps should have been much more open to get a sense of "freedom" like in F1/F2.
The choice to divide the game in 2 parts was the wrong one, it shrinks the game, railroaded the "walkthrough" and almost completely annihilated the sense of wonder/exploration part.
Choice based exploration >>>>>> Quest based exploration. It beats it by a such large margin that it's not even funny. It's like comparing FO 1-2 to FT BOS...
 

acer palmatum

Scholar
Joined
Sep 12, 2015
Messages
143
Location
Middle of Franconia
I could do without the talking heads. Seems like an unnecessary feature that a lot of effort will be sunk into, effort that could be spent adding meaningful content to the actual game. I hope it will be a lot bigger than WL2.

They (aka Brian Fargo) already stated it will be smaller - I hope it will be more packed with locations and most of them will be interessting (not like the 3 locations that pop up for the "stop the spread of..." in WL2).
I also agree fully with Pentagons post.
 

Gecos

Learned
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Sep 26, 2015
Messages
79
Hoping for a true swan song... or at least a true effort at it. That's all I'm gonna say.
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
650
By the way, whatever happened to Brother None? I see he last posted in September. I seem to vaguely recall somebody saying something about a conflict involving him, but don't know any details. Can someone enlighten me?
If you wanna make a clever in-joke about it instead, I would still appreciate including an actual answer in a spoiler or something
 
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I could do without the talking heads. Seems like an unnecessary feature that a lot of effort will be sunk into, effort that could be spent adding meaningful content to the actual game. I hope it will be a lot bigger than WL2.

They (aka Brian Fargo) already stated it will be smaller - I hope it will be more packed with locations and most of them will be interessting (not like the 3 locations that pop up for the "stop the spread of..." in WL2).
I also agree fully with Pentagons post.

Huh. I might play this after all.

At 20-40 hours, Fallout 2 was pretty much the upper limit of how long an RPG should be.
 

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