Wasteland 2 Interview
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(Our next step is to make damn sure we deliver the game that people are expecting,) says Brian Fargo. (We still want to be able to get this done in 18 months. Our pre-production work was complete in terms of the basic storyline, setting a visual tone and determining what the most important touch points need to be. We're close to finalizing the tech but we need to do some art tests to make sure we are happy with the result. Once we have that we will start showing some imagery to the fans so they can chime in. From there we will open up aspects of the production to some if they would like to pitch in on asset creation.)
Halfway through the Kickstarter campaign, InXile promised that if $2.1 million was raised, Alpha Protocol developer Obsidian would be brought on to assist in Wasteland 2's creation. That goal was shattered, so Obsidian is on board. (Obsidian's involvement is the help of Chris Avellone helping in the design of the Wasteland world and the levels themselves,) explains Fargo, (He spends 2-3 days a week over here brainstorming everything from storylines to combat systems. It's been a joy to work with him again. Additionally Obsidian has a host of tools that may help us to get story and dialogue assets organized and integrated more easily. The coding is happening at InXile.)