Wasteland 2

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Wasteland 2
Wasteland2.png
Studio United StatesUnited States InXile Entertainment
Publisher United StatesUnited StatesInXile Entertainment Deep Silver
GermanyGermany
Senior Developer Brian Fargo (Executive Producer)

Matthew Findley (Director)
Chris Keenan (Director)
John Alvarado (Technical Director)
Michael Kaufman (Art Director)
Montgomery Markland (Producer)

Nathan Long (Lead Writer)
composer Mark Morgan
Erstveröffent-
lichung
Windows, Linux, Mac OS X: September 19, 2014 Director’s Cut: October 13, 2015 Xbox One, Playstation 4: October 13, 2015 October 16, 2015
world

Download (PC, Mac, OS X)

North America
European UnionEuropean Union
platform Windows , macOS , Linux , Xbox One , PlayStation 4
Game engine Unity Engine 4.3
Unity Engine 5 (Director's Cut)
genre role playing game
Subject Atomic post-apocalypse
Game mode Single player
control Mouse and keyboard
system advantages
preconditions
Windows XP (SP2) or newer, Core2Duo or comparable, 4 GB RAM, 512 MB graphics card (from Nvidia GTX 260 or Radeon HD 4850), DirectX 9.0c, 30 GB storage space
medium Download , DVD-ROM , Blu-ray Disc
language Interface and subtitles: English , French , Italian , German , Spanish , Russian , Polish.
Voice output: English
Current version 1.4
Age rating
USK approved from 16
PEGI from 18
information Financing was done through crowdfunding , production z. Partly with the help of crowdsourcing , mod support

Wasteland 2 is a post-apocalyptic role - playing game developed by Brian Fargo and InXile Entertainment in 2014. It is the successor to Wasteland , which was released in 1988 . The graphics are shown from an isometric perspective and the battles are turn-based .

The game was on the internet platform Kickstarter via crowdfunding financed. Within 42 hours, it reached the highest targeted funding target of $ 900,000 on the platform and was ultimately supported with over $ 3 million. After Tim Schafer's successful public financing for the Double Fine Adventure , it was the second major attempt by a long-time game developer to revive a formerly widespread computer game genre with the help of fan funding via Kickstarter.

action

Intro / prehistory

The game intro is a three-minute real-life film that was produced for around $ 25-30,000. It tells the background story of Wasteland 2 and leads over to the first game scene. The cinematic introduction was shot by Victoria Cocks, with archive material as well as recordings during the post-apocalyptic Wasteland Weekend Festival. Mark Morgan provided the background music .

Wasteland is set in an alternate timeline . In 1998 a nuclear world war broke out between the USA and the Soviet Union in the wake of meteorite strikes on earth, which destroyed a large part of the earth's population. The few survivors of the apocalypse fought against the hostile environment and their fellow human beings. One group of survivors were US Army engineers who were building a bridge in a desert in the southwestern United States at the time of the disaster . They then occupied a newly built prison nearby and gave shelter to those seeking help from the surrounding area. The jail became the Ranger Center and the former military engineers became the Desert Rangers, who, like the Texas and Arizona Rangers in the Wild West , roam the desert. The first part takes place in 2087, the second part 15 years later. The intro ends with a speech by General Vargas - a character from the first part - at a funeral. The fate of the dead is related to the first task of the new ranger team that the player controls.

style

As in the first part, the style and pop cultural allusions mostly relate to the 1980s. The architecture of the 70s, 80s and 90s, characterized by steel, concrete and glass, is not only found in gloomy and barren environments shaped by the nuclear winter, but also in cities that have been recaptured by nature and overgrown with green. The inhabitants of the Wastelands make their means of life from the remnants of civilization. The world should be more colorful than in many other post-apocalyptic game settings. As in the first part, emphasis should also be placed on a dark, humorous note. In addition, it is a sometimes bizarre world, which is also expressed in the ways in which people part from it.

Gameplay

Vision Document

Brian Fargo published a Vision Document in a Kickstarter update on June 11, 2012, in which the basic vision for the game was formulated.

According to Fargo, the role-playing genre has neglected central role-playing elements in recent years. Role-playing games, which are characterized by playing a self-determined role, would not have further developed this central aspect for various reasons (focus on the latest technology, artistic limitations, complete scoring as well as platform independence ), but rather let it wither. Central features of Wasteland 2 are therefore the ability of the player to influence the game world and the story (choice and consequence), as well as the adaptation of the game to the player (customization).

"True RPGs allow options, allow you to make fundamental choices in customization and character creation, and most importantly, allow you to role-play and make your impact in a living world and see the consequences around you."

Due to the great freedom of choice and freedom of movement that should be given to the player, Wasteland 2 is an open world game . Conversations should have an influence on the course of the story, the game ambience and the course of the game. The turn-based, tactical battles are also a core part of the game. Playing with a group is also central. This is composed of characters created by the player and NPCs ( non-player characters ). The different skills of the group must be used in tasks and fights.

The game world reacts to the actions of the player ( cause and effect ), which should enable a complex and variable game event. The reactivity of the game world to the actions of the player should be both short-term and long-term. Different solutions for tasks and behaviors have consequences for the course of the game. The story is developed using the game mechanics and the player's actions and not primarily through cutscenes advanced.

Character system

The character system of the player characters works without fixed classes, instead the characters define themselves similarly to their predecessor through their attributes and skills. The basis is the CLASSIC attribute system designed for Wasteland 2 . The acronym is derived from the seven passive attributes that every player character has: Charisma , Luck ( luck ), Awareness ( perception ), Strength (strength), Speed ​​(speed), Intelligence ( intelligence ) and Coordination ( coordination ). The attributes can be used to calculate a. different underlyings. Through different actions such as successfully completing missions, fights, etc., experience points can be obtained, which lead to leveling up from a certain height. When leveling up, skills can be learned and improved that can be used in the game world. There are around 30 skills to choose from.

Game world

The ranger team moves in different locations such as settlements or industrial complexes that are connected to one another via a world map. When traveling on the world map, attention must be paid to radioactive radiation, the water supply for the team and opponents. The scenes are shown at an angle from above ( “isometric” perspective ) with a movable camera . The team explores the localities, fulfills tasks, conducts conversations, deals and fights.

In the turn-based combat mode, unlike in the first part, the entire group no longer carries out an attack at the same time, but instead the characters carry out individual actions on the playing field according to their action points. Tactical elements include fields of vision for opponents, the use of cover and the combat environment in general, different modifications of the hit probability, the influence of character attributes and skills, simultaneous attack and other elements. The combat system is based more on the Fallout series ( Fallout Tactics ) than on Wasteland .

Wasteland 2 uses a modernized keyword dialogue system. By exploring the game world and especially conversations, the player can obtain keywords that open up new dialogue options. The reaction of non-player characters depends on a number of factors arising from the actions of the player and their player characters.

development

background

Wasteland is often seen as the first post-apocalyptic role-playing game. Already recognized for publication, it was sometimes even traded as a classic later. Althoughthe developers wanted a sequel to Wasteland back in the days of Interplay , this did not materialize due to trademark problems. Instead,a similar game was developedwith Fallout (1997), which soon achieved cult status and resulted in many sequels. Fargo no longer had any rights for this game series either with the decline of Interplay and its departure in the early 2000s. In June 2003 he acquired the naming rights to Wasteland from Electronic Arts through his new developer company inXile. As a result, Fargo tried several times unsuccessfully to convince publishers to finance a successor. In the course of the crowdfunding success of Double Fine Adventures , Fargo finally tried on March 12, 2012 within 35 days to finance an official successor with the help of the crowdfunding online platform Kickstarter. Chris Keenan, producer of the game, described it in a Forbes interview as follows:

“After a year of meeting after meeting, we started to feel like this wasn't going to happen. Brian had literally shelved the pitch document a week before Tim Schaefer did his Double Fine Adventure campaign. The next day after Schaefer funded, Brian immediately said that we needed to start looking into this and prepare for a Wasteland Kickstarter. We spent the next few weeks with our heads down creating our video, rewards, polling the community and getting our idea together. This way, we could see if the fans really wanted this game or if the publishers were right and there was no market. We figured it was a win / win. Either we'd get support or know to stop wasting our time. Well, I think you know which way that went ... ”

financing

According to the project description created for the Kickstarter campaign, Wasteland 2 should be based strongly on the first part, i.e., true to the retro concept of the game principle and game mechanics in " old school " fashion. In this context, old school meant the conscious turning away from current game development trends that critics perceived as superficial, such as casual gaming or the focus on visual presentation. Developer inXile presented the concept of a role-playing game with a group of heroes and turn-based battles , in which the player's freedom of choice should have consequences for the course of the game. InXile promised all interested fans to involve them in the development process during the entire production process and to respond to requests and suggestions.

Donors could acquire the right to a DRM- free download of the game with an amount of 15 US dollars or more . In the case of higher amounts of money, in addition to further remuneration, there was the right to help shape part of the game world to a limited extent. This included the right to propose descriptions and backgrounds of objects, figures or places, or being mentioned by name in the game as a statue or in the form of a shrine. The required minimum amount of 900,000 US dollars was reached in less than 48 hours. The financing was successfully completed on April 17th. The developer was ultimately able to raise $ 2,933,147 through Kickstarter. In addition, there was $ 107,522, which was made available through an alternative donation option with the help of the payment provider PayPal via the company's own website. In total, over 63,000 people transferred money. Over 30,000 of them paid $ 15 to get a digital copy of the game. Twelve people won the highest compensation offer of $ 10,000. Including u. a. Min-Liang Tan, CEO of the computer accessories manufacturer Razer , who justified his donation with a wink that he played the first part in an illegally copied version in his youth and now wants to settle this with his payment. The significantly higher income enabled inXile to define so-called stretch goals during the financing process, i.e. H. promise further product modifications from a certain income level. The opinion of the community was also obtained for this purpose. This led to a significant expansion of the scope of the game and a porting to the Linux and macOS operating systems . Furthermore, Chris Avellone from Obsidian Entertainment could be won as a designer. Fargo also reached an agreement with Obsidian on the exchange of development tools, mainly in the area of ​​dialogue creation and area design. Fargo was impressed by the success of the project:

“Of course I was hoping that we would achieve the goal we set for ourselves, but the reaction from the fans has been really overwhelming. I've received hundreds of emails from fans saying that they haven't been looking forward to a computer game that much in the past ten years. I didn't expect anything like that. "

- Brian Fargo : Interview with the taz

Fargo later expressed his conviction that crowdfunding will in future take a place in the financing of certain games. Indeed, Schaefers Adventure 2012 developed a new form of financing for games with a relatively small or medium budget. While only about half a million were invested in games on Kickstarter in 2010, more than 80 million dollars flowed in 2012, seven games achieved funding of over one million dollars. Fargo also emphasized the completely new relationship between game developers and players in terms of funding, which will affect the production of games and the games themselves.

“With online sales platforms like Steam , one can minimize the influence of retail interests . And through crowdfunding, that of the publisher . Now players and game developers can move on an equal footing. That was not possible so far. "

During the entire production, the game could also be pre-ordered via a so-called late-backer store on the inXile website. In addition, from December 2013 the Digital Deluxe Edition, which was identical in terms of price and performance to an offer on Kickstarter, was sold with beta access via Steam.

production

The basic concept, which was already available before the Kickstarter funding and which had previously been submitted to various publishers for evaluation, was worked out by Fallout developer and Troika founder Jason D. Anderson , who, however, left the studio in December 2010. In accordance with InXile's commitment to a transparent development process with fan participation, Brian Fargo published a document on June 11, 2012 with the current production concept, which formulates the most important goals of the development work (vision document).

For the development of the game, studio manager Fargo recruited numerous designers and artists from the former Interplay environment. From the team of the original Wasteland core developers, Michael A. Stackpole , who has meanwhile mainly worked as a science fiction and fantasy book author, is working on the design and the story. Alan Pavlish and Liz Danforth, who also worked on Wasteland, design parts of the game world and provide advice. Further assistance came from the original designer, Ken St. Andre. In addition to Chris Avellone, Colin McComb ( Fallout 2 , Planescape: Torment ), another former Black Isle designer, was hired. For the music, composer Mark Morgan ( Fallout , Fallout 2 , Planescape: Torment ) was hired. Chris Keenan works as a producer and designer, Andree Wallin was hired for the concept art . A team of advisors was called in for scientific questions.

According to Fargo's plan, the first six months of development were devoted to preproduction. During this time, the whole design of the game should be developed so that it can be played through with pen and paper . At the same time, the technical fundamentals and tools were to be developed to such an extent that the production of the game, which was estimated at twelve months, could begin with a reinforced team.

“The best production process is pretty fluid… so I hate to commit to exactly how things roll out but I can tell you that 90% of the writing / design will happen by October. 2012]. Scripting will start in about a month from now End of August 2012] on the levels that are done. I plan to have all levels in and scripted by April 2013] thus leaving another 6 months for iteration and play test. "

With the start of preproduction, InXile established itself as the basic production framework for the Unity engine . The reasons given by technical director John Alvarado were the existing support of the engine for common development software such as 3ds Max and Adobe Photoshop , the integrated version control for assets and programming code, as well as comprehensive support from the provider and a large range of already finished assets.

Different ways were used to involve interested parties in the plant's production process. Almost 200,000 votes for almost 2000 ideas about the game were cast via the Google Moderator service. In the own forum, different questions were asked about voting, or ideas about missions and other aspects of the game were collected.

In order to make the game world more varied with the available resources in the planned production period, the Unity and Wasteland community was asked at the beginning of December 2012 to design certain graphic models for the game world in the course of crowdsourcing . InXile will buy selected assets at the usual Unity store prices for Wasteland 2 ; the other exploitation rights for the work will remain with the designers of the models. Environment designer Koy Vanoteghem said in an interview about crowdsourcing:

“Wasteland 2 was a crowd sourcing experiment from the very beginning… So, extending that concept to the production side of things was an idea that evolved pretty quickly. [...] Failure or success aside, this experiment has been great for us in our effort to get more involvement from the community. […] [N] o one should confuse this effort with an opportunity to find cheap labor. This has as much to do with connecting with our fans as it does acquiring much needed assets. Truthfully, the time it takes to collect, review, fix and modify these assets is not insignificant. "

Towards the end of production, a crowdsourcing project was started in May 2014 to translate the game into different languages, including German. Professional translators are responsible for the final localizations .

After the game has been published, simple tools are to be provided for subsequent game modification , for example to change the original game or to create completely new game content.

On February 9, 2013, the game was presented for the first time in a 15-minute gameplay video based on an environment contained in the finished game. In the corresponding Kickstarter update, it was stated that the development status was about in the middle of production. In mid-March 2013 Fargo announced via the short message service Twitter that great progress was being made in completing the second phase of the production process - creating the levels and scripting - at the end of April. In mid-July 2013, he said in an update that Wasteland 2 may be the biggest role-playing game he's been involved in to date. Due to the larger budget and scope of the game, the production time would have been longer, you would be about six weeks behind the original production schedule, but a version of the game should be available in about a month that includes all central game functions and all levels.

After the game was presented to a small group of testers, it was supposed to start the beta phase in October 2013 in order to round off the game with the help of the reactions of the players. The beta was finally released for PC in early December. The beta version for Mac followed in February 2014 and the Linux version in April.

In February 2014, another plan was formulated to finish the game within the next three months to the point where only bugs would have to be fixed. After the three months, the game was announced for the end of August 2014.

distribution

The digital distribution is made possible by inXile via different online distribution platforms, including Origin , Steam and GOG.com . The physical copy of the game and other material offers as part of the Kickstarter campaign will be logistically distributed by Deep Silver . The retail price of the game is higher for regular buyers than for people who purchased the game during Kickstarter funding. December 2013 Wasteland 2 was released on Steam in an early access version. a. Granted access to the beta version of the game and also includes the predecessor Wasteland .

reception

As Wasteland 2 was one of the first large, crowdfunded video games, it was featured not only in trade magazines, but also in general media coverage of the novel phenomenon. The game was discussed in the professional world not only because of its new type of financing, but also because the game is the successor to one of the most important early role-playing games and the project is intended to revive a game genre. On Chip.de , for example, it was commented:

“After more than 20 years, one of the best games of all time is back. By fans, for fans, true to the old Interplay slogan 'By Gamers, For Gamers'. The fact that Brian Fargo gathers the old 'band' around him gives hope for a playful feat. And the fact that no publisher is guaranteed to be allowed to chat in between gives rise to hope for a milestone far away from the mainstream sequels of the last, overall, rather sad gaming years, which have gone through a thousand times. "

Sometimes references were made to the connection with the first two parts of the Fallout series .

“[A] true Fallout sequel would be a top-down, strategically based tactical combat game with extremely nonlinear game play, infinite replayability, sharp writing and absolutely merciless mechanics. And that's what this is. "

Some commentators attributed the success of projects such as Wasteland 2 or the Double Fine Adventure to the popularity of the developers on the one hand, and to the potential affluent target group who, for nostalgic reasons, would like to revitalize the games of their childhood and youth on the other. Often it was critically pointed out in general that there is currently no experience as to whether this new financing model works at all, and what happens if projects cannot deliver their product.

At the end of August 2013, the game was presented to journalists in an executable version at Gamescom and received worldwide. The video game site Gameinformer.com judged: "We only got a taste for the open world that awaits us in Wasteland 2, but we're excited to see how its world will react to our actions when the game comes out." For pcgames.de the game has "the potential to actually implement the ambitious plans of its developers in a satisfactory manner." Heise.de summed up:

"Overall, Wasteland 2 already makes a very good impression and promises to be a classic role-playing game with lots of dialogues and a turn-based combat system."

Fiction related to the game

As part of the kickstart campaign, two shorter stories ("Novellas") were announced, written by Chris Avellone and Michael A. Stackpole .

Trivia

  • To include the first part of the series in the release of Wasteland 2 was a frequent request from the community. EA, the rights holder of the first part, approved the publication inXile. At the end of 2013, Wasteland was published again via digital distribution platforms. Buyers of the second part got the game for free. Wasteland has been optimized for new operating systems and, compared to the original from 1988, allows multiple saving. In addition, texts from the "Paragraph Book" included in the original have been integrated directly into the game, and other optional updates have been made.
  • At Christmas 2012, inXile made The Bard's Tale available for free on Steam to all people who supported Wasteland 2 in the run-up to its release . In addition to the hack-and-slay role-playing game published under this title by inXile in 2005 , which satirizes common clichés of the role-playing game genre, an emulation of the original trilogy from 1985 to 1988 is also included. This was one of the first role-playing games by Interplay and Brian Fargo.
  • Project Eternity from Obsidian Entertainment offered a package as part of its Kickstarter campaign. a. also included a digital version of Wasteland 2 .
  • The role-playing game Torment: Tides of Numenera, which was also financed by inXile at the beginning of 2013 via Kickstarter, contained a digital version of Wasteland 2 as a bonus in various crowdfunding offers for supporters , of which around 10,000 made use. The preproduction of the spiritual successor to Planescape: Torment began during the production phase of Wasteland 2 . In some cases, authors and artists who had already finished their work on Wasteland 2 moved to the preproduction team for the new game, whose programming work was not scheduled until after Wasteland 2 was completed.

successor

In November 2016, a crowdfunding campaign to finance Wasteland 3 was successfully completed. At around $ 3.1 million, the financial target of $ 2.75 million was clearly exceeded and also enables the development of a speaking vehicle attendant with the code name "Morningstar" as well as customizable Ranger Squad crests. The fourth quarter of 2019 was originally planned as the release date; it is now to appear in August 2020.

Web links

Individual evidence

  1. Players finance “Wasteland 2” , derStandard.at , March 19, 2012.
  2. Update # 49: The End is in Sight! , Kickstarter Update # 49, May 20, 2014.
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  4. ^ Attribute Acronym From Update , Wasteland 2 Forum, December 5, 2012.
  5. Are your survival skills honed? , Kickstarter Update # 20, December 3, 2012
  6. a b Without Further Ado ... , Kickstarter Update # 23, February 9, 2013
  7. Details… Details… Details… , Kickstarter Update # 25, February 22, 2013
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  9. ^ Computer Gaming World's 1988 Game of the Year Awards , Computer Gaming World . October 1988, p. 54. 
  10. 150 Best Games of All Time , Computer Gaming World . November 1996, p. 65. 
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  14. Fargo Confirms It! . In: Duck and Cover . June 21, 2007. Accessed June 21, 2007 .; PC News: Fallout forefather Wasteland being resurrected? - ComputerAndVideoGames.com
  15. Shawn Schuster: Kickstarting the future of game publishing: An interview with Brian Fargo ( English ) In: Joystiq . AOL . March 15, 2012. Archived from the original on February 19, 2015. Retrieved on March 15, 2012.
  16. To Interview With 'Wasteland 2' Producer Chris Keenan On Kickstarter And The Future Of Games , Forbes Magazine , April 23, 2012.
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  19. Thomas "Brother None" Beekers: Wasteland Kickstarter Project Interview with Brian Fargo ( English ) In: No Mutants Allowed . February 24, 2012. Archived from the original on March 1, 2012. Retrieved on March 15, 2012.
  20. a b inXile: Donating to Wasteland 2 Development . Official website.
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  24. The Year of the Game , Kickstarter Blog, September 6, 2012.
  25. Over $ 100 Million Pledged to Games , Kickstarter Blog, March 21, 2013.
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  27. Thomas "Brother None" Beekers: Jason Anderson Leaves in Xile ( English ) In: Gamebanshee . March 17, 2012. Retrieved August 14, 2012.
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  29. Robert Purchese: Eurogamer chats with newest Wasteland 2 recruit: Planescape: Torment's Colin McComb ( English ) In: EuroGamer.net . August 13, 2012. Retrieved August 14, 2012.
  30. Mike Williams: Wasteland 2 funding drive closes just over $ 3 million ( English ) In: Gamesindustry.biz . April 17, 2012. Retrieved August 14, 2012.
  31. Thwacke! working with inXile on Wasteland 2 development, press release ( Memento from November 19, 2012 in the Internet Archive ) (PDF; 46 kB)
  32. Writing by October, Scripting by April: Brian Fargo Comments on Deadlines , rpgcodex.net, July 25, 2012.
  33. John Alvarado: Update # 16: Unity Chosen to Drive Wasteland 2 (May 16, 2012). Project blog on Kickstarter , last accessed June 12, 2012.
  34. Google moderator. Wasteland 2.
  35. ^ Official Wasteland 2 forum
  36. inXile and Unity Partnering in a Crowdsourced Experiment ; Unity Asset Store: Wasteland 2: Artist's Starter Pack ; Unity Asset Store: search for assets included in Wasteland 2 ; Wasteland 2′s unique crowdsourcing experiment interview with environment artist Koy Vanoteghem
  37. Wasteland 2's unique crowdsourcing experiment interview with environment artist Koy Vanoteghem
  38. Update # 48: Writing & Localizing , Kickstarter Update 48, May 9, 2014.
  39. WL2 First Look 1080 on YouTube
  40. ^ Brian Fargo , Twitter, March 14, 2013.
  41. making the date , Kickstarter Update 32, July 19, 2013.
  42. Update # 40: Building a Better Beta - Right Now! (December 11th 2013). Project blog on Kickstarter , last accessed on December 13, 2013.
  43. Update # 45: Am. Here. We. Go! , Kickstarter Update 45, February 24, 2014.
  44. Update # 47: Beyond the Current Boundaries , Kickstarter Update 47, April 10, 2014.
  45. Update # 44: FTW For the When , Kickstarter Update 44, February 19, 2014.
  46. Update # 49: The End is in Sight! , Kickstarter Update 49, May 20, 2014.
  47. In the Wasteland, it's all "Self-Defense" , Kickstarter Update 28, April 22, 2013
  48. Distributing matters , Kickstarter Update 31, July 11, 2013
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  50. Wasteland 2: million mark cracked ( memento from March 19, 2012 in the Internet Archive ), Chip.de , March 14, 2012.
  51. 6 Amazing Indie Video Games That Kickstarter Made Possible , cracked.com, April 5, 2012.
  52. The wasteland made fertile , taz.de , March 20, 2012; See also differentiated What the 7 million-dollar Kickstarter games of 2012 did right , venturebeat.com, January 24, 2013.
  53. ^ Wasteland 2 News on Gamescom , wastelandrpg.tumblr.com
  54. Wasteland 2 , gameinformer.com, August 23, 2013.
  55. Wasteland 2 in the preview: Brian Fargo promises decisions and consequences , pcgames.de , August 26, 2013.
  56. ^ Gamescom: First look at "Wasteland 2" , Heise.de , August 22, 2013.
  57. Wasteland 2 will include the original Wasteland ( Memento from July 17, 2012 in the Internet Archive )
  58. Revealing the Map , Kickstarter Update # 37, October 18, 2013.
  59. Happy Holidays From InXile Entertainment! , Kickstarter Update # 21, December 19, 2012
  60. ^ Kickstarter Project Eternity
  61. Wasteland 3 - Crowdfunding campaign ended successfully. In: ps4info.de. Retrieved November 6, 2016 .