Wasteland 3 - All News
Wednesday - July 10, 2019
Wasteland 3 - 50 Hours
Gamepressure reports that one Wasteland 3 playthrough will take ca. 50 hours:
Wasteland 3 Playthrough Will Take Around 50 Hours
inXile Enterainment has announced that it will take about 50 hours to complete Wasteland 3. The team also revealed that they intend to work on other projects from the franchise over the next decade.
Saturday - July 06, 2019
Wasteland 3 - Interview @Wccftech
@Wccftech An interview with Brian Fargo about the Wasteland series and Wasteland 3.
Yeah, that makes sense. I’ve noticed that destruction and physics in general seems to be much more detailed this time around.
Campbell: Yeah, absolutely. The nice thing is, that’s an area we haven’t explored much before. This is a new thing where the extra 10% that we’re talking about, being able to iterate and polish, is enabling us to really kind of go to town with destruction. And we have ragdoll physics, we have kind of advanced shipping, we have barriers in combat that you can hide behind and get cover. And those are things that can actually get destroyed, leaving your characters exposed, vehicles can actually run over obstacles and crush them and knock things out of their way. So we’ve really, I think, done a lot of little things there that will add up to a really fun experience for players.
Another big new feature is the addition of player vehicles. How are these going to work?
Campbell: That’s actually one of the areas in the game that I’m most excited about. You effectively dig your first one out of the snow. It’s like this rusty baseline vehicle, and you can upgrade it throughout the course of the game, you find parts, you find technology, you’re able to start kind of upgrading it. So it goes from kind of this clunker that’s just barely hanging on to life all the way up to this rolling death machine with customizable turrets and upgradeable armor. We even go so far as to let you customize the hood ornament on the front of your vehicle. It’s a really in-depth system and it’s directly used in combat. It’s how you traverse the roadmap, so you can drive around and do these different things and your vehicle’s capabilities affect your party along the way.
Saturday - June 15, 2019
Wasteland 3 - E3 Trailer Analysis
Retcon Raider analyses what is known about Wasteland 3.
Goodness, it's been quite some time since we took our last look at Wasteland 3, hasn't it? With over two years worth of video clips, promotional images, and other assorted teasers - we've got quite a bit of catching up to do!
Where better to start than the recent 74-second trailer that InXile just showed off at E3 2019? It might be less than two minutes long, but it still gives us a LOT to talk about!
That said, this video WILL contain some modest spoilers related to the enemies and areas planned for Wasteland 3. If you're trying to avoid anything related to the game's planned storyline or scripted encounters, then you might want to skip this one.
I did back the crowdfunding campaign on Fig, but I'm not otherwise affiliated with InXile or Wasteland 3 in any way. I just love turn-based tactical role-playing games, especially ones set in bleak, post-apocalyptic landscapes.
Wednesday - June 12, 2019
Wasteland 3 - Coming next Spring
PC Gamer reports that Wasteland 3 will be released spring 2020:
Wasteland 3 is coming next spring
Hit the trail early next year.
Wasteland 3, which we saw from the E3 trailer is going let us trek through a very violent, eccentric post-apocalyptic Colorado, is now aiming for a spring 2020 launch, but backers and Early Access players will get their hands on it sooner.
Sunday - June 09, 2019
Wasteland 3 - E3 Trailer
The E3 trailer for Wasteland 3.
E3 2019 Trailer of Wasteland 3. The latest from E3 2019 here!
Tuesday - May 14, 2019
Wasteland 3 - Building Up the Ranger Force
A new update for Wasteland 3 demonstrates the character building process and announces an E3 presense.
Building Up the Ranger Force
Saturday - December 22, 2018
Wasteland 3 - Christmas in the Wasteland
Wasteland 3's Christmas update announces that 'The Bizarre' made its way into the game and confirms that the Microsoft acqusition will not change prior commitments.
Thursday - July 19, 2018
Wasteland 3 - You Reap What You Sow
A Fig update for Wasteland 3 shows us The Garden of the Gods and how combat is being implemented. Thanks to you!
You Reap What You Sow
Tuesday - April 17, 2018
Wasteland 3 - On The Road To Alpha
A lengthy Fig update for Wasteland 3 talks about the road to Alpha.
Production Greetings with Stewart Spilkin, Senior Producer
As we roll on into 2018, Wasteland 3 has been in full production for a while and I’m happy to say we’re hitting all our major milestones on design, art, and engineering. Long-time fans of inXile may know our production philosophy puts a heavy emphasis on iteration. Practically speaking, that means we want to have levels and systems in so we can test and improve on our ideas. This allows us to find out sooner rather than later what works and doesn’t work.
At this point, over 90% of the scenes in the game have first pass scripting as well as first pass art. We have Rangers killing stuff, vehicles driving around (and also killing stuff), multiplayer working on consoles and PC, the works! This allows our level and systems designers to experience and polish up their scenes, and for our Design Lead George Ziets to do playthroughs and take (very meticulous) notes. The value of getting this kind of revision time early on can’t be overstated.
We have a few new team members to mention. On the Environment Art side is Yong-Ha Hwang, recently on the Blizzard cinematics team, and Josh Deeb, who is joining us from Daybreak. In our NOLA studio, we've also picked up Germ Revoso as a concept artist, and Greg Roberts is doing some great animation work for us. On the writing team, author Cassandra Khaw has been doing some amazingly twisted dialog work for us, and Nathan Long, the principal writer on Wasteland 2, is cranking out volumes of great material too.
Checking In On: Gameplay Systems with Eric Schwarz, Systems Designer
Hi everyone! The last several months of development have seen huge strides as far as our gameplay goes. As we barrel forward on development, we're continuing to refine the feature set and details of our character system, skills, abilities, weapon types, gameplay styles, and more. Being system designer on the game means ensuring that the game is fun to play, that the user interface and experience is as smooth as possible, and that I advocate for (and design) as many features as we can possibly get in. Most of my efforts lately have been focused both on ensuring our core combat and exploration systems are at a level where we feel there are no major unknowns left to solve, and are in a good state for iteration, balancing, and, later, polishing up.
In addition to making the core gameplay as good as it can be, I've also been working heavily with George so that our area design is in sync with our gameplay mechanics and makes the best possible use of them. This also means working on content design for all of our enemies, whether those are our different factions of NPCs, robots, animals, and even bigger, meaner things, so that each of them has a distinct gameplay identity, weapon types, and in some cases, abilities they use in combat. We're spending considerable effort to ensure that our combat encounters and enemy types have plenty of variety, and fitting personality for our post-apocalyptic version of Colorado.
Of course, all that high-level stuff is important, but what matters is getting those features directly in the game to play and experience first-hand. As such, a bunch of my time also involves coordinating with the level design team to implement all our features in all the locations you'll explore. Jeremy, Zack, Ben, Alex, Leland, Jeffrey, and others have been working hard to not only build the gameplay scenes and missions, but also do passes on combat implementation, loot, skill interactions, and more. It's a huge undertaking for the team, but with each and every revision, our scenes and gameplay get better and more fleshed out.
While we're still building on the foundation of Wasteland 2, there are also dozens of little tweaks, changes, improvements, and quality-of-life updates, many of which came directly out of feedback from our previous games. In future updates, we hope to be able to go into more detail about these. Until next time!
Checking In On: Content Design with George Ziets, Lead Designer
Hello all, Ziets here. The writers and level designers are working hard to get the whole game to a first draft state - especially the critical path. By the end of next month, we should be able to start the game at the tutorial and follow the critical path all the way to the end. It won’t be bug-free, of course, but getting to a solid first draft (as early as possible) is a critical step.
Some of our zones are already at an alpha state, which means that first-pass dialogue and level scripting are done, and combat, missions, and exploration all exist in some form. I’ve been playing through our zones and sending long lists of feedback to the design team. Our current focus is the city of Colorado Springs and Ranger HQ, our main hubs that contain the most reactivity to events that occur elsewhere. We’re also developing the endgame sequence and writing some of the most important characters in the game, like the Patriarch (the ruler of Colorado) and a returning Ranger from Wasteland 2 (who will, for the moment, remain nameless).
Once we're satisfied that all our zones have reached alpha, we’ll shift our emphasis toward playtesting, bug-fixing, and iterating. The iteration phase is the moment when a game really begins to shine, so the more time we can spend in iteration, the better the final product will be.
Final note: When we reach the final installment of our "Building the Everest" series of updates, we'll give you an early look at how our mission system will actually work in game.
Checking In On: Art Design with Charlie Bloomer, Art Director
Hi all, I'm here to give you some news about what the Art team has been up to lately. The pace of production has been astounding! As with any production cycle, as the design becomes more and more fleshed out, the remaining questions begin to melt away, leaving a relatively clear path for artists to move in.
This is probably most evident with our environments. Every scene in our game has passed the blockout stage by Design, which means there is nothing stopping the Environment Art team from moving forward on first pass treatments for every scene in the game. We even took scenes from three different zones to a finished (polished) state before Alpha, since doing so would allow us to test assumptions about overall aesthetic approach, performance, and about how well our special shader solutions for snow etc. will work across ALL platforms. The other aspect of environments that we switched into high gear was props. We have a mix of in-house and outsourcing resources cranking through a long list of carefully vetted assets that include props, interactables, items, and weapons.
In January we made the decision to focus our Character Art effort leading up to Alpha on the assets that would have the most wide-reaching impact on our game - namely our factions. The world of Wasteland 3 is populated by many distinct groups! Each faction character is constructed out of a collection of "parts" - chests, legs, hands, feet, heads - that results in a large amount of variation across the Wasteland 3 landscape. By focusing all of our resources on these character factions, we've developed an excellent visual language for each group and a firm foundation for the next stage - characters with more unique appearances that will play a specific role in conversations and/or gameplay. Here's an example of a Scar Collector outfit, kitted out for the harsh winter enviornment:
Speaking of conversations, we've fully tested our pipeline for generating facial animation and the accompanying full-body gestures that will make up our cinematic conversations! We've settled on a system of processing audio tracks, combined with motion capture, that yields the quality we have been aiming for. As we work toward Alpha, the last piece of the puzzle is being addressed. That has to do with how our tools for managing the complex conversation system in Wasteland 3 can actually drive the animation and audio at runtime as well. In the end, it's a cleverly automated system that handles the heavy lifting with relatively little hand-holding required by us mortals.
Our Animation team has been focusing on establishing really nice idle poses that will serve as the starting and stopping points for all of our combat animations. The end result is animations across all our weapons sets that demonstrate excellent readability and also personality! The same can be said for our new fidgets and reaction animations as well. And the most recent leap forward has to do with a clever way of using additive layers for our damage animations so they now take into account both the direction and severity of an attack and then randomize the result. We really like how it's coming together and hope you will, too.
The Wasteland 3 UI departs in appearance from that of its predecessor. While the functionality has been improved in many spots, visually we've moved toward a look that is intended to provide the same information in a less "physical" shell. Part of the change is aesthetic - we tie into the game's themes with shades of blue and with hints at ice and frost. Beyond that, we're keeping the interface elements clean and easier to read. We've established our visual language and now it is simply a matter of executing on the plan.
Across the whole project, the excellent pace of art creation in the last several months has been exhilarating and positions us well to dive into the part of the project I like best - that time after Alpha where our focus shifts from getting things in and functional to making things beautiful! Things like the Meat Clown!
Sunday - March 25, 2018
Wasteland: Frost Point - InXile trademark
Could this be a renaming or some sort of expansion for Wasteland 3? I'd say it's more likely to be related to the open world VR survival RPG that inXile are supposed to have started working on after landing an investment from the Japanese firm Gumi last July, but we'll see. I wonder if this has something to do with why there's been zero Wasteland 3 news since October.
Saturday - October 14, 2017
Wasteland 3 - Setting the Stage
There is a new update for Wasteland 3 on Fig. The update provides details on their vertical slice of the Everest and what it takes to set the stage.
Setting the Stage
Hi everyone, Paul here with the next installment of our look at building a vertical slice. Last go-around, Colin McComb took us through the high-level concept (and iterations on it) of the Everest Hotel. In this entry, and just in time for #Blocktober, level designer Alex Kerr takes us through the process of building that concept into reality - of crafting a game zone that captures the intent of the design. Fair warning: if you want to remain spoiler-free about this part of the game, skip past the next section!
Take it away, Alex!
Thursday - August 10, 2017
Wasteland 3 - The Everest Hotel
Colin McComb talks about designing the Everest Hotel in Wasteland 3 in their latest update.
Colin here to talk about some of the early design we’ve been working on for the game. Right now, I’m the narrative designer for an area in the northern reaches of the world map, a place originally called the Stanley Hotel. We’ve recently changed the name to “the Everest Hotel” - in part, because I wanted a name that fit the function of the hotel better. See, not only is this hotel up in the mountains (thus "Everest"), but it's also a place for a guest to sleep forever, or Ever-rest.
I need to give a special shout out to Alex Kerr, the level designer for this area. He’s taking ideas and really making them shine - discussing features, conversations, and quests, and then suggesting improvements after he begins implementation and blockout of the quest areas. You will see more about the work Alex is doing in a future update.
By the way, this being a design diary-style entry, I have to warn you that this whole section is FILLED with spoilers. Skip to the Crowdfunding Corner section if you don’t want the the hotel ruined for you.
If you’re still reading, this is your own fault.
Friday - June 30, 2017
Wasteland 3 - Fig Update
A new update for Wasteland 3 is available at Fig now. It contains a variation of topics, like this one about vehicles.
Hi all, Charlie here. Vehicles? In Wasteland 3? Oh it's happening, and we've made some good progress on that front in the past few weeks! We now have a vehicle playground, a test scene in Unity that we're using to drive around in so we can figure out our parameters for fun vehicle gameplay. While we intend to show that at least one faction in post-apocalyptic Colorado is equipped to build their own vehicles, most of the drivable machines you'll find are examples of ingenuity and resourcefulness, with a healthy dose of auto shop and welding skills thrown in. In this world, scrounged materials can make the difference between barely mobile and fortified, armed transport.
The first vehicle you'll acquire in the game is a bit of a beater. We wanted to provide the player with something that is functional - it can be trusted to get you from point A to point B - but that would be sparse when it comes to weaponry or armor. Our beater has nice big tires and some attached armor plating, so it's a whole lot better than walking. On the other hand, the starting place for those modifications is a vehicle that looks like its previous owner might have been a "soccer mom." Not to worry, if you survive with this puppy, you will be well rewarded with the next vehicle, which is a beast!
Sunday - June 04, 2017
Wasteland 3 - Production Starting
Wasteland 3 has a new update and InXile announces that production has officially started. This sees the team focus on producing a vertical slice of the Stanley Hotel. There is also a survey for backers to fill out about what you want to see in Wasteland 3.
Building the Stanley: An Introduction to "The Vertical Slice"
Thomas here to wrap up this update!
In the previous update, we introduced you to Stanley Hotel, one of the zones of Wasteland 3. As part of our production schedule, we'll be looking to flesh out Stanley Hotel early, taking it from blockout (a rough level implementation with no art) into a developed zone, with missions, combat, dialogues and art worked out. That way, the Stanley Hotel will work as our vertical slice, allowing us to proof out the entire process from A to Z. In video games, doing a vertical slice early in production allows you to prove out the production process of your level, catching and correcting any mistakes or factors that'd slow us down for later zones, and it'll give us vital information on questions regarding combat density, balance, and the use of vehicles in our game.
In the coming updates, we'll be sharing various facets of the vertical slice with you, highlighting what this process means for us in art, engineering, design, and writing. Part of the reason we chose the Stanley Hotel as a vertical slice is that the location is fairly isolated from the main storyline, so we'll be able to share a lot of details without spoiling the game's overall story.
Thursday - June 01, 2017
Wasteland 3 - Whats the Story?
Retcon Raider breaks down everything we know so far about Wasteland 3.
"Dear diary, today I spent fifteen minutes pretending I was a talking car. What am I doing with my life?"
Today we take a look at another giant crowdfunding project - Wasteland 3! The game's still years from release and they've barely revealed anything about it so far, but somehow I still managed to talk about the story and setting information for almost fifteen minutes straight. Enjoy!
I did back the crowdfunding campaign on Fig, but I'm not otherwise affiliated with InXile or Wasteland 3 in any way.
I just love turn-based tactical role-playing games, especially ones set in bleak, post-apocalyptic landscapes.
To find out more about Wasteland 3, visit the official websites:
And you can contact me here:
Saturday - April 29, 2017
Wasteland 3 - Fig Update
Some new ideas for Wasteland 3 are getting implemented:
Monday - March 27, 2017
Wasteland 3 - Development Update
Lear more about the Ruins of Denver in this Wasteland 3 Fig-update:
Travel to the Ruins of Denver
The Ruins of Denver
Hello all. Gavin here to talk about the Denver zone in Wasteland 3.
Most of Denver is in ruins. During the end of the old world, a nuclear weapon exploded high in the air over the city, killing most of the inhabitants. The skyscrapers that remain are jagged, crooked affairs that lean against each other. In their shadows, the lesser buildings have crumbled, forming ever-shifting mazes and subterranean tunnels of broken concrete and rusted rebar.
These urban wilds are battlefields for the predators prowling the city, unaffiliated treasure hunters, and scavengers. Though the radiation is long gone, Denver is still a deathtrap, but one studded with buried riches from the old world.
The Denver Airport Commune lies to the east of the ruins and is now a colony of artists, hackers, conspiracy nuts, mad scientists, and assorted eccentrics. The Commune is centered around the Space Shuttle Atlantis (which landed here sometime after the bombs fell), and is dedicated to strange experimentation, acts of cyber espionage against the Patriarch, and MANY other things.
In the north is the mighty stronghold of the Gippers.
We shared a glimpse of the Ronald Reagan-worshiping cult in an earlier update. As many of you recall, the Gippers were a faction we originally planned for Wasteland 2, but now they will be appearing in Wasteland 3. The leaders of the Gippers are the priestesses known as Nancies - wives to the divine God-President Reagan, lawmakers, and judges. Above them all is the fierce and formidable Mother Nancy Reliance.
Monday - February 06, 2017
Wasteland 3 - Vision for the Apocalypse
It is time to give you all another status update on Wasteland 3! As we mentioned previously, we are deep in our pre-production phase. We have a set of core team members working to build out the vision for the game. In the coming months we have a set timeline to ensure our future team members will roll onto the project smoothly. Lead Designer George Ziets and the content team are hard at work hammering down the overall storyline, as well as working on area design and coming up with all kinds of quirky characters and companions to populate Colorado.
Beyond area and system designs, a key goal for our pre-production period is to get working prototypes for our internal use. These are focused on major gameplay elements, such as combat, missions, exploration, skill use, and so on. A lot of those designs are heavily rooted in Wasteland 2, which gives us a firm basis in the kind of rich reactivity and systemic depth we want. Our prototype work will focus on answering larger questions about new gameplay elements, such as vehicles, multiplayer, and ice and cold. We showed some of this prototyping work in our crowdfunding campaign, but for pre-production it is essential to create prototypes that explore the riskiest gameplay elements, and this will be our focus in coming months.
Since we now have a good idea of the basics, our humble team has been growing. The art lead on Torment, Charlie Bloomer, has begun work on Wasteland 3, and will be concepting and prototyping scenes to figure out how we can maximize the aesthetic of our unique, wintery setting. Dan Jenkins and Chris Wiedel, engineers who worked on Wasteland 2 and Torment, have started exploring Wasteland 3's programming needs, such as integrating useful code from Wasteland 2 and Torment, as well as investigating our requirements to get multiplayer off the ground.
But that's not all we have to share. Dating back to the Interplay days, our studio philosophy is to create a vision document for each of our projects. This document contains the game's core elements and features, and serves to remind us of our high-level goals throughout production, as well as to give new team members an introduction to the game's core features. On Wasteland 2, we shared our vision with you early in the development process, and we're continuing that tradition with Wasteland 3. To read up on it, please click below:
Wednesday - December 07, 2016
Wasteland 3 - Bonus Game Keys Available
The latest update for Wasteland 3 makes available to backers the bonus game keys using CrowdOx.
Bonus Game Keys Now Available
You may remember that we offered several bonus games during the campaign, and we know many of you have been waiting! We're happy to say those are now available too.
When completing your CrowdOx survey, you will get a chance to select your free game and whether you prefer Steam or GOG.com. After completing your survey, CrowdOx will send you your game key(s) in an email - you can use them and start playing immediately.
Important Note: The free game offerings from third parties (STASIS, UnderRail, Shadowrun: Dragonfall) will be available for the next three months only. You will not be able to claim those game keys after March 6th, so please get them while you can!
This same restriction does not apply to our own games such as Wasteland 2 and Torment: Tides of Numenera, only the ones mentioned above.
Once again, if you are missing your CrowdOx survey, you can request CrowdOx re-send it by visiting this page. And if you have any other pledge issues on CrowdOx, please do not hesitate to reach out to us.
That is all for now, but I will have more to share in coming months. See you then!
Thursday - November 24, 2016
Wasteland 3 - Interview @RedBull
Redbull interview Brian Fargo and Chris Keenan about Wasteland 3.
"I like the concept of you starting off alone and trying to survive with all the elements against you, so you don't get the luxury of having your squad around helping to save your ass," starts Fargo. "The thing with role-playing games is that at the start, we're already asking you to spec out a guy before you really understand what's best. And it compounds the problem when we're asking you to spec out four people before you know what's best. So, for all those reasons, we really liked that, from both a psychological perspective and also from a gameplay perspective."
Keenan agrees, and the team have been watching Twitch streams to see how the players actually enjoyed the game. "It seemed like there was a group of people who were used to that old-school character creation right off the bat, with lots of stats and numbers, who you could tell just immediately loved," he says, but there were other people who were more apprehensive to that creation system, and Keenan offers a solution. "What if we give the player a little bit of a sense of the world so they can start to feel it out and then building that stuff up afterwards so they can really make it count?"
It's an interesting idea, but the concern must surely be that this strays from what fans of Wasteland are used to. Keenan is aware of that worry and is quick to calm fears. "You'll still create your party," he explains. "You'll have your initial character, and then you will certainly come across a wide range of NPCs throughout the world. But you will be able to adjust the stats of other party members."
After spending time in Arizona for Wasteland 2, Fargo is happy to tell us how the new setting, Colorado, fits into the lore. "The idea was that the Rangers [the dominant faction in the Wasteland] wanted to expand their territory and bring law and order not just to Arizona, but to the rest of the States. And Colorado was interesting because NORAAD (North American Aerospace Defence Command) is located there, too. So it seemed like an obvious place to go."
Switching the arid deserts of Wasteland 2 for the cold weather of Colorado means that the radiation suit you needed to stay alive is now going to be replaced by protection from the cold, but there's still a world map in play, it's just that inXile isn't quite sure how it will work yet. Keenan explains: "There will be some amount of overworld travel as you move through. Whether it looks like the old world map is up for debate," while Fargo insists that the team are currently experimenting. "But the idea of a world map goes all the way back to Wasteland 1 and the original Fallout series, and that's not something we want to deviate from." So the game won't be Skyrim sized, then, but Keenan insists that "we still want you moving between locations and feeling like you're outside a local space."
Wednesday - November 02, 2016
Wasteland 3 - The Dunes of Thought
[From the letters of Doctor Ellen Buchanan, dated 2022 - twenty-five years after the bombs fell. Housed in the Patriarch's personal archive, Colorado Springs.]
I'm writing this from the passenger seat of an old, prewar pickup, not far from the ruins of Fort Garland. It's April, I think... almost two years since we embarked upon this project to survey what's become of our world.
My driver is a silent, pale-skinned man, his bald head mottled with scars and radiation burns. His coveralls have been mended so many times that I've taken to calling him Patch. He never speaks, so I don't know if he minds the name, but I hope he doesn't. Ever since the death of Dr. Herrera, he's been my sole companion and friend.
A few days ago, Patch and I reached the edge of a barren expanse. Sand piled in vast, sweeping dunes at the edge of the mountains. This was once a national park that had been turned over to a group of scientists - not university professors like I once was, but a private foundation. They'd fenced off the whole area, and no one was allowed inside.
Of course, my curiosity immediately got the better of me. I told Patch to stay with the truck, and I set off alone.
At the edge of the dunes, I found toppled fences and guard towers, probably abandoned when the bombs fell. As I climbed over the ruins, I saw flickers of blue light from the sands beyond.
Sitting amongst the dunes were dozens of massive globes, like giant crystal balls strewn around a beach. Each of them was about twenty feet in diameter, though some were larger than others. They were filled with intricate networks of transparent fibers, so complex that the human eye couldn't follow all their connections. Tiny blue-white sparks moved along the fibers at an incredible speed. Every so often, an arc of electricity jumped from one of the globes to another, setting off a chain reaction that sliced through the air and unleashed a burst of thunder.
I watched, mesmerized, for who knows how long, trying to understand what I was seeing.
"The Storm-in-Chains," said a voice beside me. "Preserved minds from before the war."
I leaped in surprise. A hairy little man stood close by, nearly naked, with metal rods strapped to his back. Startled by his sudden appearance, I asked who he was.
"Sparksinger," he said. "First of my name. The Storm called me hence."
Instinctively I edged away from him, but he grabbed my arm, pulling me toward the lightning globes with a wiry strength. He put his mouth close to my ear. "Hear me, Dr. Buchanan - you are an echo, nothing more. All those you studied are dead. All those you taught are dead."
How he knew me, I cannot guess. I was so shocked by his words that I didn't resist, and he dragged me closer to the orbs. Before it even occurred to me to shout for help, Patch was running toward us, mouth set in an angry line. The little man looked at him with horror."
I know what's under your skin, dissembler. Get you back!"
For a moment, the Sparksinger let go of my arm. Patch and I broke away and raced for our truck...
[Beyond this point, the letter is torn, and no further record of the story has been found.]
Tuesday - November 01, 2016
Wasteland 3 - Designing Towns and another Free Game
Wasteland 3 is into the last three days and has released a couple of updates that are of interest. The first explains how George Ziets, lead area designer, is approaching designing towns in Wasteland 3 and the second update expands the free game offer to include Shadowrun Dragonfall as long as you have pledged $40 or more.
As part of our final push, we have another promotion for you guys! Thanks to our friends at Harebrained Schemes, we're offering a free copy of Shadowrun: Dragonfall to all backers $40 and above. This applies to everyone who pledges during our campaign as long as your final pledge is $40 or more - either through a reward level like Wasteland Scout, or by adding add-ons to an existing pledge!
As you may know, I'm currently the Lead Area Designer on Torment: Tides of Numenera, and I've also done writing and design work on a number of other RPGs, including Neverwinter Nights 2 and Fallout: New Vegas. Today I'm going to describe my approach to designing a city or town in an RPG (and along the way, reveal some of our initial design thoughts for WL3).
At the start of the design process, the first order of business is always research. I try to find out as much as I can about the town's existing lore, dig up any maps that might exist, and search out preexisting stories, characters, and landmarks that could spark fun ideas for quests. For example, when I designed the town of Mulsantir in Neverwinter Nights 2: Mask of the Betrayer, I delved into some really old Forgotten Realms sourcebooks, looked for references to the town, and jotted down notes on everything that sounded interesting. Partly this is to reward fans of the setting and surprise them with references to people and places they know and love... but it's also an effort to gather as much creative ammunition as I can. I find that my imagination works best when I have plenty of disparate elements that I can fit together in interesting ways.
Monday - October 31, 2016
Wasteland 3 - Brian Fargo Interview
@USGamer they interview Brian Fargo, starting at the 32:30 mark, where they discuss multiplayer, the Ranger HQ, the state of RPGs and more.
Legendary RPG designer Brian Fargo joins the pod to discuss Wasteland 3, his history with the series, the evolution of RPGs, and what it was like to make games back in the '80s. But first, Jeremy and Nadia go in-depth on Final Fantasy XV. Do the characters work? Is the battle system better than advertised? All of our impressions and more!
Friday - October 28, 2016
Wasteland 3 - On Combat & Encounter Design
Wasteland 3s combat and encounter design is explained in the latest update. In addition loot will be more hand placed.
We're currently in the early pre-production period, and many of those answers are likely to change and evolve over time as we prototype, playtest, and iterate. So, it's a bit too early for us to launch into detailed breakdowns of everything we want to do on the game. However, what I'd like to do today is give you a sort of birds-eye look at what we're hoping to accomplish with the combat system in Wasteland 3.
Combat has always been a huge part of the Wasteland franchise, as it's where so many of your important character-building decisions get realized. With Wasteland 2, we had a wide variety of enemy types and encounter areas to play with. In the Director's Cut, we expanded combat to include extra strategic options like Precision Strikes, which gave you more options to affect the battlefield. On a high level, Wasteland 3's combat will be created in the same vein; it will be turn-based, party-based, and will offer a wide range of tactical choices, like cover and verticality.
However, the keen-eyed among you likely saw that we mentioned a "revamped, more fluid action system". "So...what the hell is that all about?", you ask. Well, let me tell you.
In a turn-based combat system, sometimes you can get bogged down waiting. You as a player might have an understanding of what you want to do before the system allows you to do it. This can lead to the game feeling a bit sluggish or slow. Furthermore, Wasteland 3 will offer a multiplayer mode, and if you have ever played turn-based games in multiplayer, such as Civilization, you likely know that adding a buddy can add more downtime.
Consequently, a focal point of the combat design team is to find the unnecessary wait times and see what we can do to reduce them. Why be forced to wait for my ranger to reach their final destination (which then unlocks the input) before I can move my next ranger in the turn order? Input queuing, where your control inputs aren't locked out while animations are playing, is one solution we are exploring that will allow the dance of combat to play out more on your time, rather than making you wait for our system to catch up.
This focus on a revamped action system also applies to the types of tactical options you will have in the game. Cover-based shooting is still going to be a component, but we want to expand your available options for problem-solving. Going back to the Precision Strike system from Wasteland 2: Director's Cut, we're looking at expanding and tweaking some of that functionality into more special attack types and abilities that will let you have more control over the combat zone.
One other aspect of combat we want to amp up is encounter design. While Wasteland 2 had a large number of critters and creatures for you to fight in addition to human enemies and synths, we saw the feedback that combat could feel a little stale, especially in some of our larger and more combat-heavy scenes. We're going to be looking at ways to engineer more varied, unique, interesting, and hand-crafted encounters in Wasteland 3 that have more variety or elements that change throughout - such as an enemy vehicle entering the fray in the middle of the battle.
Speaking of, vehicles will be another layer that makes combat more interesting. While vehicles may not be available in every single encounter, when they are present, they will be a significant factor. We hinted at some of these in our initial Frosty Reception video, where we showed the vehicle's turret being used to attack enemies, or using the doors as cover, but we're hoping to do even more beyond that as well, and there is no lack of creative design ideas already put forth.
Last, we're hoping that environmental interactions in general will be a bigger deal in Wasteland 3. For instance, Colorado's harsh conditions mean you may not always get the clear line of sight offered in the Arizona deserts. Snowfall or even blizzards are one way your visibility may be affected, and we might even give you some options to manipulate things directly in your favor.
Thursday - October 27, 2016
Wasteland 3 - The Talking Heads
This update for Wasteland 3 focuses on the talking heads and how they are made.
The next stage is a fun one, and that is sculpting the character. In the days of Fallout 1 and 2, these characters were actually hand-sculpted using clay and posed in stop-motion to get the animation down. In our more digital era, we use digital sculpting tools like Zbrush to create a super high poly model. Again, this is a stage where we are adding a lot of fine detail and iteration is key. The modeler and art director look at proportions, look at 3D elements not caught by the concept art, and add detailing that fits in the overall style.loading...
After this, we move to the low poly breakup meant for use in the game (our polygon target for the final art is 20-40K). We need to ensure the character will rig correctly, so at this stage the animator is involved to inspect the model and inform us if there are any issues. Sometimes, problems with the mesh will only become apparent once it comes time to animate. For example, anything that moves needs to have the appropriate polygon layout so it can deform without looking bad.
Once approved, it is on to texturing and materials. A character like Fish-Lips required PBR (physically based rendering) materials and subsurface scattering to achieve the quality of the skin and details. Texture maps are created for the models, checked to see if they work in our tweaked realism style. A key element during this step is the eyes, they take a lot of work and detailing but they are very important to create a convincing, living character.
Tuesday - October 25, 2016
Wasteland 3 - The Colorado Caper
Wasteland 3 has another update and some more concept art from the Bischoffs. There is also a competition to find a time capsule in Colorado.
Next week this campaign comes to an end. It’s been a great ride and I’ve been thrilled to see you guys knocking down stretch goals and social media missions alike. It’s a really wild time for inXile, with two studios running multiple projects. It is such a huge help to know we have your continued support, and that you believe in the games we want to make. Together, we’ll keep making these RPGs for many years to come!
To celebrate all our accomplishments, I have some things I want to share. First, a new concept shot from the Bischoffs…
Saturday - October 22, 2016
Wasteland 3 - 3 Million and Beyond
This Wasteland 3 update provides some background on the Colorado Territories and adds a new stretch goal at $3.25M called the Bizarre.
The Colorado Territories
To celebrate the $3M milestone, the narrative team has written an introduction to the Colorado Territories that you'll be exploring in Wasteland 3.
When the bombs fell, the hardy and patriotic survivalists of Colorado Springs were ready. We burrowed deep and rode out the nuclear rage and the burning dark in our bunkers. We were the last bastion of Old America and the seeds of the new, waiting to bloom when the sun returned.
It never quite did, though. The cold never left Colorado, and the storied Hundred Families that survived Armageddon found that their former land of plenty had become an icy, bandit-haunted wasteland. We fought battles over every bite of food. Sickness came then. Starvation. Cannibalism and atrocities uncounted.
No one knows when the Patriarch was born. We only know the stories of his family's rise to power. We know he killed his twin with his own hands, and hung his mother for stealing from him. We know that the Dorsey clan crossed him, and what happened to them after, down to the smallest child. We know he hacked and hammered his nation into place until every family and faction answered to him. Even the savages roaming the frozen plains fear the Patriarch.
No one knows when he was born, but he won't live forever neither. His sons and daughters are fighting, breaking his nation into scheming factions. The warlords and the refugees from the dying east are already clawing at his borders.
At best, a war is coming. At worst?
Next Stretch Goal!
Our next stretch goal at $3.1M is the Customizable Ranger Squad Insignia, a fun gameplay element where your custom insignia which will appear around your Ranger Base and elsewhere in the world.
But what comes after? At $3.25M, we'll be adding the Bizarre!
The Bizarre is a marketplace of the expensive, the dangerous, and the weird. It was built into a half-buried ancient mall, difficult to reach even if you know where it is, and acts as a safe haven for the kind of deals that are best kept from any scrutiny. Once you have access to this place, you'll be able to browse the high-end stock, purchasing your pick of the Bizarre's valuable and dangerous items, or perhaps you'll have more nefarious plans for the place...
Thursday - October 20, 2016
Wasteland 3 - The Ranger Base
This update is about the Ranger Base and what to expect from it in Wasteland 3.
In Wasteland 3, the Ranger Base is not something we want you to be constantly micromanaging. This isn't going to be a real-time strategy game; you won't be sending peasants to go chop wood or mine coal, or building settlements. How your base changes will be tightly tied in with the game's narrative and will be uniquely Wasteland.
Instead, we are envisioning the Ranger Base as more of a quest hub that you can return to throughout the game, where interesting events and incidents will arise for you to resolve. You can think of our goals as something along the lines of de'Arnise Hold from Baldur's Gate 2. Far from being a game system where you need to look at graphs, charts, and numbers to balance your budget, the HQ in Wasteland 3 will present you with events, ethical dilemmas, and quests based on your choices, and those choices can have world-spanning consequences.
During the game, you might return to the Ranger Base after a long trek, only to find representatives from two different factions - the Servants of the Mushroom Cloud and the Gippers. Both have recently discovered a disused oil refinery which dates from before the apocalypse, and blood has already been shed over control of it. The Servants want to make use of the space to start developing explosives, hoping to entrench themselves in the area, but their fanaticism means they are eager to keep the area free from nonbelievers. The Gippers, on the other hand, are interested in taking over the plant to refine their oil reserves, convinced it will help them provide power and fuel to the people in the area.
In both cases, there might be some common benefits (such as access to an additional source of income or a new ally for the Rangers), but your decision will ultimately depend upon what you value as a leader. Do you want to better keep the people in the area secure by granting control to a heavily armed faction, knowing that it also comes with the risk of the Servants introducing the populace to the Great Glow? Or do you value the improvements to quality of life and trade the Gippers might provide, at the risk of making the refinery a tempting target for savage warlords from the Plains?
You'll have to make decisions and deal with the consequences arising from such situations. These consequences will affect the story, but there may also be considerations that are more material. For example, putting the Servants in charge of the refinery might grant you easier access to explosive weaponry, while the Gippers might give you a discount towards fuel and services for your vehicles. And given the tensions between the two groups, you can safely guess that there might be more violence later - with the Rangers now caught in the crossfire.
The Ranger Base is also a core part of our multiplayer gameplay loop. It will be your common hub for you and your buddy to refill your supplies, and it will also be where companions are managed... but we'll save that topic for another day.
Wednesday - October 19, 2016
Wasteland 3 - Interview with Brian Fargo
Heatstreet interviews Brian Fargo about Wasteland 3 and social commentary in video games.
Fargo tells me that Wasteland isn't a world about running around shooting monsters. After all, the people are the real monsters, and that's the truth of it.
Like his previous titles, Wasteland 3 is going to be one of those games where players can choose to do bad things, and be the villain of the story. This time around, Fargo wants to make the game more rewarding for players who go down that route.
"One of the edicts for our writers, and one of the things players like, is that they like more chances to be evil and have a payoff. So that's one of the things we're dialing up for people who want to go the dark side."
In a lot of role-playing games, playing the bad guy can be unrewarding, forcing the player to go down the righteous path for the best loot and the best. Just like Wasteland 2, this isn't going to be the case with the upcoming game.
"Wasteland lives in a big grey area, and sometimes making decisions that on the surface feel really evil, there are actually good reasons to doing these things," says Keenan. "The way that we've kind of justified that is that the world reacts to your decisions. So sometimes you think you may make what you think is a good choice-that you're providing justice, and a bad outcome happens. That's also the way the world works. Sometimes, you don't always get a decision in how the consequences of any action, regardless of whether your intentions were good or not. You can't always predict the way things are going to happen whether you choose right versus wrong."
Sometimes, the right way is also the ugly way, and it's these dilemmas that make RPGs as fun as they are-that the choices you're confronted with are not in black and white. Fargo references TV shows like Game of Thrones, Narcos and The Night Of as examples of media with strong elements of moral ambiguity, citing an episode in Narcos where one of the good guys kills a kid to send a message to Pablo Escobar.
Friday - October 14, 2016
Wasteland 3 - Cathedral of the Holy Detonation
The latest update for Wasteland 3 looks at the Cathedral of the Holy Detonation.
Cathedral of the Holy Detonation
Scouting Report from Advance Team [REDACTED]
Per orders have continued to maintain low profile in Colorado. Have changed bivouac location frequently, mostly avoiding hostile contact.
On [DATE REDACTED], PM, located apparently disused Air Force (AF) facility. Preliminary scouting indicated strong possibility for temporary shelter - one advantage being that locals steered clear. COLONEL [REDACTED] suggested full recon before establishing base camp.
We entered facility through maintenance door. Hand-drawn map enclosed. Proceeded to stairway labeled S1, leading down. Found some evidence of recent habitation - scattered papers, books, etc.. Most had been marked with mathematical formulas. Five (5) samples enclosed. Remainder in lockbox at [REDACTED].
Stairway descended into cavernous space beneath main floor of AF facility. No persons or animals appeared. Examined space thoroughly. Appearance suggested underground testing lab from before the war. Team unable to ascertain its precise dimensions due to walls and platforms that had been constructed apparently randomly throughout the area. The walls were primarily of stone and wood, like a medieval church or cathedral. SERGEANT [REDACTED] examined a few of the walls. Says they're new construction - possibly past two (2) to three (3) months.
In center of chamber, fireball of plasma, appx. twenty meters (20m) across, suspended in midair. Fireball showed no sign of expansion, contraction, or movement. Geiger counter registered high levels of radiation. SERGEANT [REDACTED] suggests that it may have been some sort of arrested nuclear event.
At this time, team heard unidentified persons approaching and retreated to a concealed position. Group of appr. 15 potential hostiles entered. Subjects were a mix of males and females, some with missing limbs. Exposed flesh of subjects was blistered and red.
Potential hostiles remained unaware of our presence. Young female subject, appx. 25 years of age, was in their center. They spoke to her and touched her left arm - perhaps in ritual manner? Could not overhear speech clearly, but seemed like numbers and equations. Young female climbed a nearby platform and walked to the edge of the fireball. Skin began to blister and burn. At this point, she recited a series of mathematical equations in a loud voice. Tone was deferential, as if addressing senior officer or other lawful authority.
When finished, female subject thrust her left hand into fireball, up to the elbow, incinerating her limb. Subject was not heard to cry out or give any indication of pain. However, her comrades screamed and shouted in celebration. Add'l potential hostiles began to arrive from other entrances, so COLONEL [REDACTED] ordered an immediate retreat.
SUMMARY: Identity of potential hostiles remains unknown. We intend to avoid AF facility for foreseeable future per orders to avoid enemy contact. Expect add'l report in five (5) days as we continue our reconnaissance. Team [REDACTED] out.
Wednesday - October 12, 2016
Wasteland 3 - On Multiplayer
The latest update for Wasteland 3 explains Multiplayer.
Chris here. You might remember me from Wasteland 2, where I served as game director, and I am continuing that role on to Wasteland 3. As you may have picked up from our initial pitch, Wasteland 3 will have synchronous and asynchronous multiplayer. We've talked about this in the campaign and in interviews, but I'd like to go a little deeper here and lay out some of our high-level design.
We want Wasteland 3's multiplayer to be a natural extension of the single-player campaign. It will tell the same story and offer the same locations and missions. And as is our hallmark for inXile as a studio and Wasteland as a franchise, we want deep and meaningful reactivity throughout the experience. Multiplayer will add another aspect of reactivity based on the interaction between two players.
In Wasteland 3, you can start a multiplayer-specific campaign with a friend. The campaign will then be tied to both of you. Once started, you won't be able to "replace" your friend with another, but if either of you can't continue playing for any reason, it will be possible to "spin off" a single-player campaign from your multiplayer world state.
Both players run separate Ranger squads, sharing from the pool of available companion NPCs to build your teams. You can't both have the same companions, but you can move a companion from one squad to another. The two squads can travel together, but you can also split up and explore the world separately.
The ability to split up is a choice, and it has important consequences. In Wasteland 3, we will support asynchronous multiplayer. This means that if your friend goes offline, you'll still be able to continue playing, and the actions you take will be reflected in the world when your friend logs back in.
What will that mean in practice? Let's go over a scenario to illustrate.
For example: You made a deal with a criminal gang of smugglers, turning a blind eye and helping keep their trade routes clear from danger for a cut of their profits. In single-player, this would mean that you receive a payment from time to time at your Ranger Base for keeping the deal going. However, should you then choose to intercept the smugglers' courier and perform a little "civil forfeiture" for the good of the Rangers, some of the smugglers' operatives might show up at Ranger HQ's doorstep demanding an explanation.
In multiplayer, that same scenario would play out in a similar manner. However, because both you and your friend are playing independently, it would be possible for one player's party to make the deal with the smugglers, not tell the other player, and thus that player would receive compensation in return. Meanwhile, the second player might independently choose to attack the smugglers for the good of the people of Colorado, not knowing of the prior deal, and that would lead to a similar consequence where the smugglers end up at Ranger HQ asking hard questions.
How to resolve the situation, of course, would have its own reactivity and options open in solo play or multiplayer - you could stand by the decision and risk upsetting the smugglers, make reparations and risk making the Rangers look weak, choose to wipe out the smugglers at their base of operations, and so on.
You might notice we mentioned the Ranger Base a few times, and indeed, it will also be a core location in multiplayer, one that you and your friend will run together. Its resources and recruits are pooled together and available to both players. We plan to touch on the Ranger Base and how we're envisioning it more in future updates, so keep an eye out.
You might be thinking "this sounds fun, but how are they going to tell a coherent story this way, or stop my friend from completely ruining my game?!" While most of the game can be played either separately or together, during key narrative moments and missions, we'll require both players to be online together. This means that while you will be able to play most of the game together or separately, for those critical story moments, or when major story decisions need to be made, both players will need to be present. This'll happen infrequently, only at core moments in the game, and you'll be able to play many hours of main story and side missions before you need your buddy to progress. In single-player, you won't need a friend playing with you to experience those same moments, but of course, you will need to live with the decisions you make and their consequences.
Sunday - October 09, 2016
Wasteland 3 - Stretch Goals
Wasteland 3 has been funded and with that taken care of come stretch goals for the remainder of the campaign.
$2.85M: 37 Pieces of Flair - We unlock further Ranger customization, which could include multiple body types, more heads, and more hairstyles. Plus we'll show items that your Ranger has equipped (gear like shovels, binoculars, etc) on their models.
$3M: Car Companion (Codename: Morningstar) - We add a talking car companion! Morningstar is an AI built to serve President Reagan, but he'll help you both in your travels and during combat, plus he'll give you well-timed advice on how to wipe out all the dirty commies out there. See more on him below!
$3.1M: Customizable Ranger Squad Insignia - At the start of the game, you get to customize a Ranger Squad insignia for your team, which will show up on your Ranger Base as well as elsewhere in the game (on flags, for example).
Saturday - October 08, 2016
Wasteland 3 - Now with PayPal Option
A Strong First Day, Let's Keep the Train Rolling!Hello Rangers,
Wednesday - October 05, 2016
Wasteland 3 - Already over 65% funded
The Wasteland 3 crowdfunding campaign started very well - over 65% of the funding goal has been reached already:
From the creators of Wasteland 2 and Torment: Tides of Numenera comes Wasteland 3! Following the critically acclaimed releases of 2014's Wasteland 2 and 2015's Wasteland 2: Director's Cut, fans have been clamoring for a direct sequel. Now we can bring it to you, with your help!
- A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat.
- By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2's deep tactical turn-based combat and unique encounter design.
- Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and lots of other content.
- Your Ranger Base is a core part of the experience. As you help the local people and establish a reputation in Colorado, quests and narrative will force you to make decisions on how to lead.
- The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy outcome is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world.
- Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera.
- Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One.
Thursday - September 29, 2016
Wasteland 3 - Brian Fargo Interview @MMORPG
Brian Fargo is interviewed by MMORPG about the just announced Wasteland 3.
MMORPG: This is exciting news! Aside from the general reception of WL2, what made you want to go ahead with a sequel so fast?
BRIAN FARGO: I guess anything seems fast in comparison the time between Wasteland 1 and 2. It's been several years since Wasteland 2 came out, and we've been chomping at the bit to push forward in the RPG genre. There are so many wonderful opportunities to dial in the bleakness of a Wasteland world. With Wasteland 3, this time we head to Colorado, and we had so many new ideas for the game based on that that we just couldn't wait to get started on the next installment in this ice cold post-apocalyptic setting. Of course, we are in the final stages of wrapping up Torment, with our writing staff finalizing their work and moving to Wasteland 3's pre-production. The Bard's Tale IV is deep in production and that will not be affected by this, but with two studios working on games, we need to start looking to the future as well.
MMORPG: Will the sequel be using the Pillars engine like Torment, or will it be using the WL2 engine?
BF: We'll be using a modified and updated version of the Wasteland 2 engine, which will provide a significant visual upgrade from Wasteland 2. Unity has come a long way since we first started using it and we've just gotten better at using it. Additionally, we're utilizing the Pillars of Eternity conversation editor again, which is the same we used in Torment, which allows our writers to quickly mock-up and step through branching conversations. We're building on years of experience with the technology so that also helps let us do more. I think people will quite impressed when they see the video.
Wednesday - September 28, 2016
Wasteland 3 - Officially Announced
What is Wasteland 3?
- A party-based role-playing game, with a renewed focus on our trademark complex story reactivity and strategic combat.
- By including vehicles, environmental dangers, and a revamped, more fluid action system, we are evolving on Wasteland 2's deep tactical turn-based combat and unique encounter design.
- Play by yourself or with a friend in story-driven synchronous or asynchronous multiplayer. Choices open up (or close off) mission opportunities, areas to explore, story arcs, and tons of other content.
- Your Ranger Base is a core part of the experience. As you help the local people and improve your Ranger Base, quests and narrative will force you to make decisions on how to lead.
- The game will be set in the savage lands of frozen Colorado, where survival is difficult and a happy ending is never guaranteed. Players will face difficult moral choices and make sacrifices that will change the game world.
- Wasteland 3 will feature a deep and engaging story utilizing a newly-revamped dialog tree system from the celebrated writers of Torment: Tides of Numenera
- Simultaneously releasing to Windows, Mac, Linux, PlayStation 4 and Xbox One
- Explore a New Frozen Wasteland
- You start the game as the sole survivor of Team November, a Ranger squad dispatched to the icy Colorado wastes. This is a land of buried secrets, lost technology, fearsome lunatics, and deadly factions. No one here has ever heard of the Desert Rangers. Your reputation is yours to build from scratch, and your choices may save this land or doom it. With a renewed focus on macro-reactivity, you'll be picking between warring factions, deciding whether locations are destroyed or saved, and other far reaching decisions that have a marked impact on the shape of your world.
Bring a Friend
For the first time in the history of the Wasteland franchise, you will be able to take a friend with you on your journey into the post-apocalyptic wastes! Wasteland 3 opens up the possibility to play through the campaign with a friend; both of you controlling your own squad of Rangers.
The core of Wasteland 3 will still be a rich single-player experience. If you play with a friend while both online together, you'll be able to share many missions, and join up to hit key story beats, but you can also split up and cover more ground. Once a game is started, you can play Wasteland 3 while your friend is offline, and do a lot of missions without them. Be aware, however, that the actions you take while your friend is off-line are not without consequence!
By making the decision to include multiplayer early on in the process, we will be able to design a game that is true to the core principles of the Wasteland franchise and our studio. Wasteland 3 can be played as an offline, single-player game, and is built from the ground up with a focus on story and reactivity that makes no sacrifices to the multiplayer experience. At the same time, co-op players will enjoy working together to change Wasteland 3's highly reactive world... or finding ways to destroy what their friend has worked to accomplish.
Information aboutWasteland 3
Developer: InXile Entertainment
SP/MP: Single + MP
Genre: Tactical RPG
Regions & platforms
· Platform: PC
· Expected at 2020-02-01
· Publisher: InXile Entertainment