Wasteland 2 interviews

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While understandably scarce on new details and not solely Wasteland 2-focused, The Critical Bit has a new interview with Wasteland 2 designer and Obsidian's CCO Chris Avellone. Here's a couple of snips:<blockquote>What piece of content that you contributed to was hardest to see cut from a project?

Ulysses in Fallout: New Vegas, seeing all of Van Buren canceled after 3+ yrs of design work, and losing the EPA in Fallout 2. Who knows, maybe I can use the EPA in Wasteland 2. [Note: "EPA" refers to the Environmental Protection Agency, an area that was planned for Fallout 2.]

Seeing some pitches get flushed is also a sad experience, since you invest a bit of your soul into each one.

(...)

What specifically about the Wasteland IP makes you excited to work on the sequel?

There’s a lot of things:

- First, Wasteland is one of my top 10 games of all time.

- Second, Wasteland is in my top 10 because it did some amazing things that RPGs today have yet to do. I got to venture inside an android’s brain, fight with my intelligence skill, help a railroad nomad predict the future with Snake Squeezin’s, and unmatched until recently, fight a giant robotic scorpion with my fists.

- Third, no publishers. Obsidian and inXile worked out a quick, simple deal, it took little to no time, and now I’m talking directly with inXile and getting ramped up on the design. It’s. So. Easy.

- Fourth, I’m able to do a turn-based, text RPG. I never get to do those anymore. I love those games. I’d love to do more. Wasteland 2 is that opportunity.

- Lastly, the fact that people want us to work on a sequel and are proving it on Kickstarter. Guess some dead genres aren’t dead after all – and I hope Shadowrun gets the same support that we and Double Fine have received from the community.</blockquote>Comics and Gaming magazine also has an article-style interview with Fargo.
 
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