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I assume many of you guys know about this already:

https://docs.google.com/file/d/0BxMevjNSr2EjbDBpZ2ZMdmNnc28/view?sle=true&pli=1

Also if you don't have a google account:
http://uploadmirrors.com/download/0PGFKT0X/WL2_VisionDoc_Final.pdf

It's only 10 pages, pretty light reading, but I found it pretty uplifting stuff, there's obviously a lot of ambition to basically revolutionize cRPG's.
Yep I just found out about this too. Reading it now; very excited.

-edit- Finished reading it. Damn. If inXile can meet those goals, this better be GOTY or I'm going to lop some heads.
Post edited June 12, 2012 by lowyhong
So nobody else has read it?

Anyway here's a shortened version for those who haven't and/or don't want to:

- WL2 begins 15 years after WL1.

- Once again you create a party of 4 fully customizable Desert Rangers with a max of 3 NPCs being able to join your party. NPCs are more than just pack mules or extra guns devoid of personalities this time. Vision doc suggests personalities similar to Jagged Alliance 2's mercs.

- You can write player bios and import custom portraits in WL2.

- Similarly robust skills set and leveling mechanics as in WL1.

- Fully customizable UI.

- Like WL1, WL2 will be non-linear, so you can go to dangerous zones right off the bat (and promptly get shot to pieces). There will also be very interesting places to explore, just like WL1 and the Fallout games.

- Like it's predecessor, it's going to heavily rely on text to narrate details.

- Keyword responses are back. I am guessing most of the game will use selectable responses as dialogue choices, but you definitely can type certain keywords to evoke unique responses from the other party, that may open up new choices.

- The world reacts to your party composition, appearances, choices, health etc. According to the description, "encountering a horde of Leather Jerks shortly after being bloodied and
out of ammo from an unexpected Reagan Hover Tank fight is going to spark a much different reaction that rolling onto the scene with upgraded automatic weapons and proton axes while riding the same Hover Tank you were fighting previously."

- Choices and consequences (cause and effect) no longer one-dimensional. Expect to have rippling repercussions, rather than just opening up a new chain of quests.

- Modding!

- Humour!

- Emergent gameplay and combat. Because of personality traits and AI advancement, you can find different and unexpected ways to confront an enemy. An example is "luring a bloodthirsty nest of Sewer Lizards into (some priests') lair". Environments can be used to your advantage too. Timekeeping system to be used is turn-based mode.

- Multiple ways to overcome a non-combat situation e.g. doors, and these will affect how characters on the other side respond to you.

- Environments are going to be richly detailed.

- Combat will be very reliant on tactics, line of sight and fog of war. You will be able to use stealth or brute force at your discretion, but ammo and resources are going to be scarce.
Post edited June 12, 2012 by lowyhong
They can talk the talk. It will be interesting to see if they can also walk the walk. For now, I think it feels like our investments are in good hands. ;-)
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lowyhong:
Thanks for summing it all up. It sounds great.
The only kickstarter project i pledged money to as i know that this will work well. Brian is so passionate about the game its nice to see. Looking forward to this next year elthough feels like a long long time to go.
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Skystrider: They can talk the talk. It will be interesting to see if they can also walk the walk. For now, I think it feels like our investments are in good hands. ;-)
Indeed, but with the modding tools when they come available it should be less of an issue. Assuming of course that they release something that's reasonably bug free. The worst thing is when these projects end up with a ton of bugs because they couldn't adequately QA the process.
Well... It kinda sounds like Fallout. Which is a good thing :D
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Fenixp: Well... It kinda sounds like Fallout. Which is a good thing :D
Well.... Interplay and Fargo made Fallout 1 & 2 because they couldn't make sequels to Wasteland (which was made by Interplay in 1988), this is because Electronic Arts published the original WL and held the rights. Fargo got the license back from EA by purchasing it about 4 years ago.
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Crosmando: Well.... Interplay and Fargo made Fallout 1 & 2 because they couldn't make sequels to Wasteland (which was made by Interplay in 1988), this is because Electronic Arts published the original WL and held the rights. Fargo got the license back from EA by purchasing it about 4 years ago.
Yeah, I understand that. I was actually worried they would go and ruin it by doing something else than Fallout :D
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Crosmando: Well.... Interplay and Fargo made Fallout 1 & 2 because they couldn't make sequels to Wasteland (which was made by Interplay in 1988), this is because Electronic Arts published the original WL and held the rights. Fargo got the license back from EA by purchasing it about 4 years ago.
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Fenixp: Yeah, I understand that. I was actually worried they would go and ruin it by doing something else than Fallout :D
I think WL2 will be more like the original Wasteland than FO1/2, for better or worse FO bridged out and made it's own world and style. Wasteland is different, the desert rangers thing, it's more party-centric. You'll have to create your entire party when you start a game, the original Wasteland had something like 8 different character traits, and those traits affected skills (for example high IQ isn't required for Brawling, but high strength is).

Like how you start Icewind Dale for example
Sounds interesting what is planed for Wasteland 2.
Heck, the entire game could take place in a circus with a party made entirely of clowns, I'm just glad to see someone making a classic-style cRPG (actually a clown-centric RPG sounds awesome). Anyway, this sounds pretty promising, definitely looking forward to the finished project.
It's a good read. Still waiting for that survey for PayPal backers they were going to send out that would let us up our pledge, I have more money for them.