Wasteland 2 Interview

The folks at Rock, Paper, Shotgun have apparently recently been at the inXile offices, and came back with a Wasteland 2 interview (the first of a few, apparently) focusing on the title’s promised reactivity. Here’s a snip:

(We aren’t shy about shutting off entire levels of gameplay,) said project lead Chris Keenan. (We really wanted to make that happen.)

(We have so many sequences,) added inXile president Matt Findley. (About half the game, most people will never see. We’re not afraid at all to create content that’s off the critical path or can be closed off permanently.)

Quite the contrary, actually. Fargo and co are embracing their newfound ability to create with one hand and destroy with the other. Unlike many developers who want to wrestle control away from your hands so they can [Aladdin music] show you the world, the entire point of Wasteland 2 is that you’re in the driver’s seat.

(On the biggest level,) Fargo continued, (there will be areas that will be completely different. Gone, destroyed. There’s not one just like it to make up for it. It’s just gone.)

(And we show the reactivity,) Keenan said. (If you go to one area, you start to hear radio calls from the other. They’re getting taken over, and if you try to veer back, you see the destruction from that, and they’re in a completely different state. For instance, if you’re too late to a call, maybe robots took it out. If you go there, you’re gonna see carnage. Piles of dead bodies. No robots left to kill because they’ve moved on.)

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