Showing posts with label inxile studios. Show all posts
Showing posts with label inxile studios. Show all posts

Sunday, 11 November 2018

Microsoft (also) buys inXile Entertainment

Hot on the heels of the news that Microsoft has bought CRPG masterminds Obsidian Entertainment, it has also been confirmed that Microsoft has acquired fellow RPG studio inXile. Unlike Obsidian's acquisition, which was widely anticipated, inXile's is a surprise.


inXile Entertainment was founded in 2002 by Bryan Fargo shortly after he quit the company he founded back in the early 1980s, Interplay, after it fell into financial mismanagement involving outside investors. The company survived its first decade by making 3D console ports and then games for mobile devices.

In 2012 the company launched a crowdfunding campaign via Kickstarter for a new RPG, Wasteland 2 (a sequel to the classic Electronic Arts RPG Wasteland, which in turn had inspired the original Fallout). Released in 2014, Wasteland 2 was a significant sales and critical success. The company followed this up with Torment: Tides of Numenera (2017), a "spiritual successor" to the classic Interplay CRPG Planescape: Torment. Despite strong reviews, Torment sold poorly.

inXile's most recent game, The Bard's Tale IV (2018), attracted mixed critical notices and has also apparently not sold well. This pattern of low sales for their games and the reduced income from crowdfunding - although it should be noted that both Obsidian and inXile moving from the very-well-known Kickstarter platform to the obscure Fig system would not have helped - has likely made it necessary to consider selling the company.

inXile have almost completed work on Wasteland 3, which is due for release in 2019 and will now presumably be a Microsoft-branded game.

Intriguingly, both Obsidian and inXile started as Interplay and unusually (given the passage of 20 years) many of the same people work at both companies, raising the interesting prospect of them perhaps being merged to work on future projects, effectively recreating the "good old days" of Interplay in the 1990s.

Tuesday, 28 February 2017

TORMENT: TIDES OF NUMENERA released

inXile Studios have released their long, long-gestating CRPG, Torment: Tides of Numenera.


A "spiritual" successor to the greatest CRPG ever made, Planescape: Torment (1999), Tides of Numenera is set in Monte Cook's Dying Earth/Book of the New Sun-inspired pen-and-paper RPG setting, Earth a billion years in the future where technology and magic have become indistinguishable. Colin McComb, one of the creative geniuses behind the Planescape D&D setting and a writer on Planescape: Torment, is one of the lead designers on the new game. Chris Avellone, the creative lead of Planescape: Torment, also contributed quests and prose to the new game, as has bestselling fantasy author Patrick Rothfuss.

So far Torment: Tides of Numenera has wracked up some excellent reviews. It is available now on PC, X-Box One and PlayStation 4.

Thursday, 9 February 2017

TORMENT: TIDES OF NUMENERA story trailer released

inXile Studios have released the story trailer for their roleplaying game Torment: Tides of Numenera. This is the "spiritual successor" to the classic Black Isle CRPG Planescape: Torment, set instead in Monte Cook's Numenera roleplaying setting.


A billion years into the future, a man strives to escape death by transferring his consciousness from body to body. However, each time he leaves a body, a new consciousness is born within. At first he embraces these entities as his "children" but as time passes he becomes colder and more remote, more willing to cast off these offspring. Until he transfers to his last body, and a new being is born...you.

Colin McComb, who co-designed and developed both the Planescape roleplaying game and Planescape: Torment itself, is the project lead on the game. Chris Avellone (CRPG demigod and lead developer of Planescape: Torment back in the day) has contributed quests and characters to the game, as has fantasy novelist Patrick Rothfuss (The Name of the Wind).

Torment: Tides of Numenera will be released on 28 February.

Wednesday, 14 December 2016

TORMENT: TIDES OF NUMENERA gets a release date

inXile Studios have confirmed that, after many delays, their crowdfunded computer roleplaying game Torment: Tides of Numenera will be released on 28 February 2017.



Described as a "spiritual successor" to the classic 1999 Black Isle RPG Planescape: Torment, Tides of Numenera is set a billion years in the future on (or near) a post-human Earth inhabited by the ruins of eight great civilisations. Heavily inspired by Jack Vance's The Dying Earth and Gene Wolfe's The Book of the New Sun, this is a deep, reactive CRPG which will encourage dialogue and puzzle-solving as well as violence as a way of solving problems.

The game is primarily written by Colin McComb, who wrote a lot of Planescape: Torment as well numerous Planescape sourcebooks back when it was a Dungeons and Dragons campaign setting. George Ziets (Neverwinter Nights II, Fallout: New Vegas) is another lead writer. Chris Avellone, the project lead on Planescape: Torment, has also contributed a couple of quests and characters, as has Patrick Rothfuss, the writer of The Name of the Wind.

This is one of the more promising CRPGs in development at the moment, and it'll be interested to see if the lengthy gestation period (the game will launch four years after its Kickstarter campaign started, which is a long time for an isometrically-viewed CRPG) will result in an appropriately impressive game.

Wednesday, 28 September 2016

WASTELAND 3 announced

inXile Entertainment have announced development of Wasteland 3, the sequel to their 2014 post-apocalyptic RPG Wasteland 2. Like its predecessor, this game will be crowdfunded.



The head of inXile Entertainment, Brian Fargo, formerly worked for Electronic Arts, where he made the original Wasteland back in 1988, and then founded Interplay. When they were unable to create a sequel to Wasteland as EA refused to give up the rights, they instead created the Fallout video game series. After Interplay collapsed in the early 2000s, Fargo founded inXile and reacquired the Wasteland licence. In 2012 inXile launched a Kickstarter campaign for Wasteland 2, asking for $900,000 and eventually ending up with over $3 million. The game was released in late 2014 to strong critical acclaim, and a "Director's Cut" was then released a year later which upgraded almost every aspect of the game.

Wasteland 3 will feature radically enhanced graphics, including a much-improved scaling system. This will allow for cinematic cut scenes and action shots similar to those in XCOM and its sequel. The game will also be fully voiced and will have co-op multiplayer with players able to carry out quests in different parts of the world map simultaneously and have a knock-on effect on the other player's story (similar to what is being developed for Divinity: Original Sin II). The game will also feature an upgradeable home base and will be released on PC and console simultaneously.

This time around inXile are using the newer crowdfunding service Fig. Unlike Kickstarter, Fig acts as an investment plan and will see any profits from the game returned to the investors. inXile are targeting a budget of over $7 million for the game, mostly paid for by the profits from Wasteland 2, but will be seeking to raise $2.75 million from investors.

inXile are also finishing off two other games, both crowdfunded. Torment: Tides of Numenera is mostly completed and is in bug-fixing and QA ahead of an early 2017 release. Development is in full swing on The Bard's Tale IV, with a mid-to-late 2017 release date mooted. Wasteland 3 is more likely to come out in 2018 or 2019.

Saturday, 11 June 2016

TORMENT: TIDES OF NUMENERA delayed until 2017

inXile Entertainment have confirmed that their CRPG Torment: Tides of Numenera, a spiritual successor to the classic 1999 game Planescape: Torment, has been delayed until early 2017.



The game is currently in beta and a preview is currently available to play for backers, but inXile say that bringing the game up to release standard and completing localisation for its many hundreds of thousands of words of dialogue will take slightly longer than they had been planning for their late 2016 release.

Torment: Tides of Numenera is set in the Dying Earth-esque SF/fantasy mashup world of Monte Cook's pen-and-paper roleplaying system. The game will feature combat and intrigue, but is more interested in exploring story, character and themes, and will proritise wits, roleplaying and dialogue over violence. The game's writers include CRPG veteran Chris Avellone (Fallout 2 and New Vegas, Mask of the Betrayer, Planescape: Torment) and novelist Patrick Rothfuss (The Name of the Wind, The Wise Man's Fear).

Tuesday, 3 November 2015

TORMENT: TIDES OF NUMENERA delayed until 2016

Surprising no-one, inXile's new computer RPG has been delayed until some time in 2016. Torment: Tides of Numenera is a spiritual successor to Planescape: Torment, arguably the greatest CRPG of all time, and is set in the Numenera roleplaying setting created by Monte Cook.


The delay was unsurprising given the crowded late 2015 release schedule and the fact that the game has only recently started seeing more substantive previews and trailers being released (see above, focusing on the game's "Crisis" encounter system).

Torment: Tides of Numenera will also be of interesting to epic fantasy fans, featuring as it does some quests and characters written by Kingkiller Chronicle author Patrick Rothfuss, as well as material from Chris Avellone (of Fallout 2, Fallout: New Vegas, Planescape: Torment and Mask of the Betrayer fame).

Monday, 5 October 2015

Patrick Rothfuss's books to be adapted into many things

Patrick Rothfuss has struck a deal with Lionsgate over his Kingkiller Chronicles books, The Name of the Wind, The Wise Man's Fear and the forthcoming Doors of Stone. The deal will involve feature films, a TV series and a video game.



The exact details of the deal remain to be hammered out, but will include both films and a TV series that will adapt the books, as well as potentially telling new stories in the world of Termerant. Robert Lawrence, who worked on Clueless, Rock Star and The Last Castle, will executive produce the project.

The level of Rothfuss's involvement also remains to be seen. Rothfuss is finishing off The Doors of Stone for (hopefully) a 2016 release, so will be free of any immediate, announced obligations in the near future. Rothfuss also picked up some recent video game writing experience when he contributed characters, quests and dialogue to inXile's forthcoming Torment: Tides of Numenera.

It's unlikely we will see anything on screen before (at the earliest) late 2017/early 2018, but the level of commitment from Lionsgate is seriously impressive.

The news also confirms that the Kingkiller books have sold just over 10 million copies, making it easily the most successful debut epic fantasy series of the past decade.

Tuesday, 9 June 2015

Chris Avellone leaves Obsidian Entertainment

Chris Avellone, one of the best-known writers in the CRPG field, has left Obsidian Entertainment, the company he co-founded a dozen years ago, for pastures new.

"What can change the nature of a man?"
"Being reduced to a floating, disembodied skull."
"Oh, right."


Normally, a change of career for a video game staffmember would not be news-worthy, but Avellone is one of the most critically well-regarded writers in the genre. He started out at Interplay, in particular its Black Isle RPG development team, where he won early acclaim for directing the development of Fallout 2. Following that he worked on what is widely regarded as the greatest CRPG ever written, Planescape: Torment. He proceeded to work on Icewind Dale and its sequel before leading development of Project Van Buren, the code-name for the original Fallout 3. During the development of Van Buren Black Isle was abruptly shut down due to financial issues and Interplay effectively ceased to exist as a games development company.

Avellone and several of his Black Isle colleagues regrouped to found Obsidian Entertainment in 2003. BioWare, who had produced the Baldur's Gate series for Interplay and worked alongside Black Isle, gave Obsidian their first break by convincing LucasArts to hire them to make Knights of the Old Republic II: The Sith Lords, with Avellone taking a key writing role. Although hamstrung by budget and time constraints, Knights of the Old Republic II won critical acclaim for its subversive deconstruction of the Jedi and the simplistic black/white morality of the Star Wars universe. Obsidian subsequently developed Neverwinter Nights II, Alpha Protocol and Fallout: New Vegas, the latter of which re-used some of the old Van Buren ideas. Avellone worked on all of these games, gaining kudos for his key work on the Mask of the Betrayer expansion for NWN2 and Old World Blues for New Vegas.

More recently, Avellone has been allowed to branch out and outsource work to inXile Entertainment (made up of other ex-Interplay and Black Isle staff), contributing quests, dialogue and characters to both Wasteland 2 and the upcoming Torment: Tides of Numenera. His last big project for Obsidian was working on the hugely successful crowdfunded RPG Pillars of Eternity.

Avellone's writing is noted for being rooted in character and thematic development, philosophy and internal realisation, unusual for a medium which is usually more story and action-focused.

According to Twitter, the break with Obsidian was wholly mutual. Avellone's next project is unknown, but speculation is rampant that he may team up with inXile, who recently regained access to the Van Buren trademark. Although it won't be a Fallout game (the rights for which reside with Bethesda, who recently announced Fallout 4), there is speculation that Van Buren will be re-tooled either as a whole new post-apocalyptic franchise, or may form the basis for the inevitable Wasteland 3.

Friday, 27 March 2015

Wasteland 2

AD 2102. The world is still basking in the afterglow of a devastating nuclear war. In Arizona, a law-enforcing militia known as the Desert Rangers is trying to bring justice and order to a land plagued by bandits, warlords and crazed cyborgs. When Desert Rangers start turning up dead, it becomes clear that someone or something has it in for the Rangers, and their attempt to find out who is responsible will take them to every corner of Arizona, and far beyond.



Wasteland 2 has an interesting history. The original Wasteland was a hugely successful, genre-defining roleplaying game when it was released by Electronic Arts in 1988, featuring a rich story and solid gameplay for the time. Brian Fargo and his team at Interplay later left EA to go solo. In 1996 they tried to get the rights to make an official sequel but EA turned them down. So they had to make a spiritual successor, a similar post-apocalyptic game with a nicely non-copyright-infringing, alternate-history twist to set it apart. The result was a game called Fallout. You may have heard of it, and its increasingly massive, mega-selling sequels.

Years later, after Interplay went down in flames and the Fallout franchise rights were purchased by Bethesda, Fargo and some of his team-mates regrouped as inXile Entertainment, purchased the Wasteland IP rights from a now-more-relaxed EA and raised over $3 million from crowdfunding. The game was finally released in September 2014. To say it represented a labour of love for its creators, who had spent a quarter of a century trying to get it made, is an understatement.

So much for the history, what about the game? Wasteland 2 is a top-down roleplaying title. You create a party of four characters from scratch who can then be joined by up to three additional companions as the game proceeds. You control the development of both the created and original characters, determining where skill points are assigned and what equipment they use. The game demands a fairly broad-based approach and it pays to split skills between party members, so making one a computer specialist, another a master lockpicker, another a medic etc is pretty much essential. All characters need to pour points into their fighting skills as well, with the game providing a nice variety of ranged (rifles, pistols, miniguns, laser weapons, sniper rifles, shotguns etc) and melee weapons. There are also non-violent skills, most notably the conversation skills which can dramatically change how conversations, quests and entire storylines unfold. Roleplayers will enjoy seeing how much combat in the game can be avoided by picking the right dialogue options and using either logic, determination or appeals to mercy as befitting the other character's nature.

Grenades and bazookas can be a vital equaliser in really tough fights.

Wasteland 2 is reasonably attractive graphically, although the first half of the game is very, very brown. You spend so much time zoomed-out it's not really a problem (the - fortunately very brief and rare - in-game cut scenes are a bad idea), and the game's excellent graphic design shines through at every point. The game employs the old Infinity Engine technique of having some well-designed maps and areas that aren't actually that huge, but cleverly-designed paths and well-placed enemies can make crossing them a lengthy challenge. There's also an absolute ton of them. Wasteland 2 is a massive game, taking most players north of 50 hours to complete (I did in 54, and that included rushing some late-game areas and not exploring every nook and cranny as it was no longer necessary) and does a good job of maintaining interest over that time. I certainly never found myself glancing at the time and wishing the game was over like I did through most of the second half of Dragon Age: Origins, for example.

The writing is pretty good, although inconsistent. Chris Avellone was parachuted in from Obsidian to help on several sections and his Planescape: Torment co-writer Colin McComb played a large role, resulting in a twisting and turning narrative which never shies away from asking hard questions and leaving players feeling that all choices are bad ones. However, some other sections of the game are more pedestrian and more easily resolved through combat. The writing is good but certainly not a major selling-point of the game (as it is for Pillars of Eternity, for example). Combat is more enjoyable, being turn-based and emphasising positioning and cover. XCOM fans will particularly enjoy the fights. As better weapons are secured and combat skills are levelled up, battles become more elaborate and enjoyable. However, towards the end of the game your party will start outstripping the enemies arrayed against it and tactics will become less important as you shrug off massive volleys of enemy fire like gnats.

Although your party does eventually become unstoppable walking tanks, it takes a while to get there. Unlike most RPGs, the game is pretty stingy with ammo and money. Looting items provides only a small return, while the cost of everything is absolutely astronomical. Late in the game I still found kitting my side out with enough bullets to get through a few fights without running dry to be ruinously expensive. It doesn't help that the game is also stingy with its vendors and their bank balances, sometimes necessitating large trips across the map stopping off at every merchant you know to stock up.

Despite small and undetailed textures, the graphics can be ocassionally excellent.

The other key weakness is the overly exacting use of skills. Having Safecracking and Lockpicking as separate skills felt like one step too far into pedantry, as was the splitting of Medic and Surgeon. It does force some hard choices in levelling your characters, which is good, but the gap between tough choices and unnecessary busywork is very small and the game does step over it several times.

Still, if Wasteland 2 repeats some of the mistakes of old-school RPGs, it also embraces some of the best bits. There are lengthy, branching storylines with multiple outcomes. Quests with three or four different outcomes which have associated subquests with their own branching endings. Entire storylines can be missed if you don't open the right door. Decisions made in the opening minutes of the game have huge consequences in the endgame. One wrong judgement during a particularly tense, dramatic confrontation with a bunch of warrior-priests can determine if a nearby town is enslaved, left alone or destroyed. Wasteland 2 gives every one of your decisions weight and consequence, and makes you care about those consequences.

Wasteland 2 (****) is occasionally tough, sometimes obtuse and perhaps overuses the brown texture colour a tad too much. It's also brilliantly designed, well-characterised and knows how to gut-punch the player when they're least expecting it. Amongst the recent surge of old-school RPGs it may be the ugliest (although this is very relative) but it's definitely one of the most rewarding. Wasteland 2 is available now on PC from Steam and GoG, with PS4 and X-Box One versions to follow later this year.

Thursday, 18 September 2014

First gameplay footage from TORMENT: TIDES OF NUMENERA

inXile have released the first gameplay video for Torment: Tides of Numenera. This is their spiritual sequel to the 1999 CPRG Planescape: Torment, widely regarded as one of the greatest CRPGs ever made.



Tides of Numenera takes place on Earth a billion years in the future, after multiple civilisations have risen and fallen and magic and science have become entwined. Several of the creators of Planescape: Torment are working on the game and inXile are gearing up for full production as soon as they release their Kickstarted post-apocalyptic RPG Wasteland 2. Which is tomorrow, which is quite handy. inXile have received the assistance of Obsidian Entertainment in making the game, who loaned both tech and some writers (including Planescape: Torment's head writer, Chris Avellone) to the project. Obsidian are preparing their own old-school CRPG Pillars of Eternity for release in the next few weeks.

It may also be of interest to literature fantasy fans that Patrick Rothfuss is contributing some writing and a character to the game as well.

This video footage is pre-alpha, so a lot can change before Tides of Numenera's final release, which is anticipated in late 2015.

Wednesday, 27 November 2013

WASTELAND 2 approaches completion

InXile Entertainment today confirmed that Wasteland 2, their forthcoming post-apocalyptic RPG, is nearing completion. The game's beta testing stage will commence in mid-December, allowing thousands of players the chance to try a 10-hour slice of the game (which, depending on some reports, may only be about a quarter of the whole game). They will be testing for bugs and reporting back on gameplay issues such as combat and UI, which inXile can tweak before the final release.



No final release date has been set yet, but typically betas last 2-3 months, making a Spring 2014 release highly likely. Wasteland 2 is the sequel to a 1988 RPG which is counted as being highly influential; the Fallout franchise was created by the same team ten years later when they were unable to use the Wasteland name.

With work drawing to a close on Wasteland 2, the inXile's team are now ramping up work on Torment: Tides of Numenera, their other RPG which will be a spiritual successor to the classic 1999 game Planescape: Torment. That game is expected to be released in 2015.

Wednesday, 26 June 2013

Chris Avellone on RPG design, PROJECT ETERNITY and too many great games to count

At the Rezzed gaming conference this weekened, Obsidian developer Chris Avellone did a presentation on CRPG design. You can check it out here.



Avellone has a CV that is interesting. At Black Isle back in the day he was the project lead on Fallout 2 and Planescape: Torment (probably the greatest Western CRPG of all time) as well as working on Icewind Dale and its sequel. At Obsidian he was the lead designer on Knights of the Old Republic II, Fallout: New Vegas - Old World Blues and Alpha Protocol. He also worked on Neverwinter Nights II and its expansion Mask of the Betrayer as well as the main game of Fallout: New Vegas. He has also been hired out to inXile to assist on the upcoming Wasteland 2 and Torment: Tides of Numenera. Avellone is a noted proponent of player choice and including more complex thematic, and philosophical elements than is normally found in games, not to mention more complex characterisation.

Some of those things are discussed in the interview, along with progress on Project: Eternity, some interesting info on how they made Planescape: Torment and Fallout: New Vegas, and on the merits of Kickstarter as a business model. He also namechecks Brandon Sanderson and Patrick Rothfuss in a discussion of magic systems, though he doesn't mentioned Obsidian's planned Wheel of Time CRPG (which is still on hold until Red Eagle raise the funding for it).

Friday, 22 March 2013

TORMENT update: Rothfuss and Avellone in

The Kickstarter for Torment: Tides of Numenera is roughly halfway done, with 14 days to go before the end of the appeal. However, the game is already funded: having asked for $900,000, inXile Studios have actually received $2.9 million. The game is now deep into what Kickstarter calls, 'stretch goals', that is additional incentives for people to keep funding in the form of added content to the game.


First up, if the game hits $3.25 million then the writing team will be expanded to include bestselling fantasy author Patrick Rothfuss (The Name of the Wind, The Wise Man's Fear). Rothfuss will be adding about 10,000 words of content to the game in the form of dialogue and characters. He won't be doing any more because of his commitments to finishing off The Doors of Stone, the third and concluding volume of The Kingkiller Chronicle.

Much more enticing (to this blogger, anyway) is that at $3.5 million, inXile will add Chris Avellone to the writing time. Avellone was the primary writer and designer of the original Planescape: Torment (to which Numenera is the spiritual successor), as well as Fallout 2, Neverwinter Nights 2: Mask of the Betrayer and the forthcoming Project: Eternity. He also worked on Icewind Dale and its sequel; Fallout: New Vegas (including leading the design of several of its DLC episodes); and Alpha Protocol. He has also done some writing for inXile's previous Kickstarter game project, Wasteland 2. He is often cited as the finest writer of Western CRPGs. Exactly why Avellone still hasn't written a novel, I don't know, as I suspect it would be awesome. Avellone will be creating a new NPC character for the game and writing their dialogue, but will also be serving as an editor and a fresh pair of eyes on the work of the rest of the team as well.

With still two weeks to go, I suspect this Kickstarter will breeze past both targets and probably end up somewhere on the other side of $4 million when all is said and done. It's shaping up to be a very interesting game.

Wednesday, 6 March 2013

Torment: Tides of Numenera now on Kickstarter

InXile Entertainment have launched their Kickstarter campaign for their roleplaying game, Torment: Tides of Numenera.



This game is a spiritual successor to Planescape: Torment, the 1999 PC game which is widely regarded as the best (and certainly the best-written) computer RPG ever made. Eschewing traditional fantasy conventions (no elves, no dwarves, precious few action sequences), the game delved deeply into themes of identity, responsibility, consequence and if people can every truly change themselves. It sold modestly but has attracted critical acclaim like no other RPG in history.

Since inXile do not have the rights to the Planescape setting, they are instead setting this game in a different universe altogether. The setting is Numenera, a pen-and-paper setting conceived by Monte Cook, one of the chief designers on the 3rd Edition of the Dungeons and Dragons game. The setting is Earth, approximately one billion years in the future. Our world has been rendered almost unrecognisable over that time, having gone through technology-driven utopian periods and multiple catastrophes. The planet is littered with the remnants of ultra-advanced technology that no-one understands any more (the 'numenera' of the title), not to mention alien and genetically-engineered lifeforms. There are echoes of Jack Vance's Dying Earth and Gene Wolfe's Book of the New Sun in the descriptions of the setting. This isn't Generic Medieval Landscape #35.



The plot of the game involves a being who is capable of skipping between different bodies, which are lifeless husks before and after he uses them. Somehow, one of the husks comes to life after he has vacated it. This creature - you - then has to search for identity and the answers to several mysteries (like, presumably, the identity of the body-jumper) along the way.

The game will be an isometric role-playing game, created using the Unity Engine. It will feature combat, but as with Planescape: Torment it will almost all be avoidable, with your character able to use dialogue or skills to resolve confrontations rather than violence.

InXile are asking for $900,000. They are certainly going to hit this, given that the total right now (just a couple of hours after launch and with a month to go) is $150,000. Amounts raised beyond that will allow for more elements to be added to the game. InXile have also guaranteed that they will pass on 5% of any excess to fund additional Kickstarter projects.

Torment: Tides of Numenera will be released in late 2014. InXile will ship Wasteland 2 at the end of this year. As they mention in the pitch video, with Wasteland 2 now in full development on the 3D and content side of things, their concept artists and writers are now free to fully commit to Torment (otherwise they'd presumably be left with nothing to do for six months or would have to be let go), explaining the timing of the appeal.

Sunday, 10 February 2013

First WASTELAND 2 gameplay video

inXile have released the first gameplay video for their upcoming, Kickstarter-funded, retro-RPG, Wasteland 2.


Wasteland 2 is a stand-alone sequel to the original, released, way back in 1988. The new game features similar turn-based combat and text-based descriptions of events, but also a vastly more advanced graphics engine based on 3D models. It'll be interesting to see how this old-school style of gaming resonates with modern audiences, but there's a lot here that looks promising (particularly the fully-customisable UI). The game is due for release at the end of the year.

Wednesday, 9 January 2013

More detailed plans for PLANESCAPE: TORMENT successor emerge

InXile Studios may be hard at work on Wasteland 2, the crowd-funded sequel to the seminal 1988 computer RPG Wasteland, but they have already announced their next project. With most of the writing and concept art completed for Wasteland 2, those teams have started work on a game that may be called Numenera: Torment. This game will be a spiritual sequel to the classic 1999 RPG Planescape: Torment, widely-regarded as the finest (and most literate) computer roleplaying game ever made.



The new game will not involve any of the characters or situations from Planescape: Torment (which is copyrighted by Atari and Wizards of the Coast), but will share a similar focus on characterisation and philosophical matters, such as the nature of life, death and consciousness. The setting will be Numenera, a new roleplaying setting created by Monte Cook. Cook is a highly respected RPG game designer and worked extensively on the original Planescape setting for the Dungeons and Dragons game in the 1990s.

The game itself is being worked on by Colin McComb, one of the main designers on the original Planescape pen-and-paper setting and a key creative force on Planescape: Torment. The director of the game is Kevin Saunders, who has joined the team from Obsidian, where he led the Mask of the Betrayer team. Also on board are Torment designer Adam Heine and Dana Knutson, the concept artist whose work on Torment was crucial.

The game will use all-new rules for skills, character creation and combat. Full-scale work on the game will begin after Wasteland 2's planned release date (still scheduled for October 2013). There will be another Kickstarter campaign further down the line to help fund the game ahead of time.

Since Planescape: Torment is one of my favourite RPGs of all time (the computer game equivalent of Gene Wolfe), this is a project that I'll be watching with great interest.