GB Feature: Wasteland 2 Interview

With a return to the tactical, turn-based combat we grew up with, a seven-character party system, an isometric viewpoint, deep moral dilemmas filled with choice and consequence, and the same post-nuclear wasteland we first fell in love with back in 1988, I couldn't help but fire off some interview questions to inXile's Brian Fargo. A snip from our conversation:
GB: There are quite a few differences between Wasteland and Fallout, but due to the fact that the latter was a spiritual successor of the former, they oftentimes get construed as near-identical post-apocalyptic games. Do you think it's important to retain the Wasteland identity in the sequel and perhaps even try to push the game further away from the Fallout formula to ensure its uniqueness?

Brian: I think there might be varying opinions on what the formulas were for each and how they might be different. Wasteland excelled at many things like tactical combat, interesting situations that did not have clear cut correct solutions and it continued to surprise you along the way. Not only with those elements not be lost they will be expanded upon. We have the advantage of hindsight now since we can clearly see what things people reacted well to. We were flying blind while we made the first game. Fallout excelled in many of the same things but it really shined in tone and style. We need to make sure that we have an interesting art style and vibe. If there is any feeling that you have seen something a hundred times before you lose interest pretty quickly.