Wasteland 2 Podcast Interview

For the 50th episode of the Through the Aftermath post-apocalyptic themed podcast the guests were inXile CEO Brian Fargo and Wasteland 2/Torment: Tides of Numenera writer Nathan Long, to talk about inXile's upcoming post-apocalyptic turn-based RPG.

You can download the podcast directly here, but be warned that it lasts more than 1 hour, so you might have to set aside some time to listen to it. In case you don't have that time, here are a few of the salient points:

  • While knowledge of the original won't be needed to play Wasteland 2, people who have will get more out of the game. Fargo mentions being able to type keywords related to the original to get new dialogue nodes as an example.
  • The storyline is a lot more complex than the original's, and Fargo mentions that the game is possibly the biggest RPG he's ever worked on.
  • The game will apparently even feature a few references to the infamous fake paragraphs included in the paragraph book for the original.
  • The party you create in the game is assigned to investigate some mysterious radio broadcast of unknown origin.
  • Fargo mentions that, because the game will allow for multiple solution, it frees the developers to do things like difficult puzzles, which would not be acceptable for an adventure game due to the frustration they generate when you get stuck and have no other way to progress.
  • Speaking of reactivity and multiple solution, according to Nathan Long, speed-runners might miss as much as 60% of the content, and the very first game choice involve choosing what town to save between two.
  • Not every companion will have the same kind of systemic utility, but Fargo feels that some people will want to keep them around anyway because of their personality. Because of that, those characters will get a bigger payoff, like sequences you might miss if you don't have them in your party.
  • To that, Nathan Long added that every major companion has "some kind of story", and you'll be able to interact it with it, either by helping the NPCs solve their issues, or by aggravating them.
  • Fargo teased the possibility of "non-standard ending" that aren't game overs during the game, and gave an example of the Rangers deciding to not send your team to Los Angeles because you're acting like vigilantes. From what I can understand, it sounds like an expansion of the concept behind the Super Mutant ending in Fallout.

Thanks, RPG Codex.