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News for Sunday, September 30, 2012

Posted by WorstUsernameEver - at 10:02 has a new interview with Brian Fargo, translated in English for all the non-German speakers, with plenty of questions on Kickstarter and Wasteland 2. Excerpt ahead:

Eurogamer: What will be the biggest difference between the original Wasteland and Wasteland 2?

Brian Fargo: Obviously the visuals have come a long way since the original and we had no music or real SFX so the world will be a lot more engaging than back in the day. We are able to create a mood that was not possible before. Also the scope and scale of the game is of another level. Gamers demand more density and we have a great deal more writing based on the amount of memory we have available, which wasn't technically possible before. We took the elements we liked about the first game like ranged combat, skills systems, world maps, gritty text and moral dilemmas and put a whole new shell on top. We focused on the elements that were fun and timeless.

Eurogamer: How much advancement is there in terms of gameplay mechanics in comparison to the original? Do you want to stay mostly true to it, but with a modern touch? Can you give us a few examples of things that have been or had to be modernized?

Brian Fargo: Combat is the biggest fundamental change from the first game. In the first game you controlled a party that was bundled together for the most part. The player could split the party up but they moved as a single unit for most of the game. Wasteland 2 is far more tactical in that they are always moving as indidivuals in the game maps (the world map is a different story). Combat is the thing you do the most so it better require thought and give you satisfying feedback. There was no cover, height advantages or formations to consider in Wasteland 1.


Eurogamer: Do you consider yourself to be in competition now with today's Fallout games?

Brian Fargo: My focus of this game is on the vision for what I want it to be and qualities that I want it to have. Obviosuly all RPGs compete and Fallout sets the bar for tone and writing so I am cognizant of needing to improve upon what has been done before. I certainly think anyone who enjoyed the Fallout series will quite like what we are doing with Wasteland 2. We are really pushing the envelope of meaningful cause and effect and morality is never clear cut. There are so many choices that affect gameplay that it will be near impossible for two people to have the exact experience on a playthrough.

News for Saturday, September 29, 2012

Posted by WorstUsernameEver - at 17:27

Fallout: New Vegas' project director J.E. Sawyer has taken the time to update his mod for the title to v5. Mostly minor changes this time around:

v5 Changes:
* That Gun added to The Professional list
* Wanderer's Leather and Highway Scar Armor placed in Mick and Cliff's stores respectively.
* Ranger Battle Armor renamed to Lucky Battle Armor. Stats adjusted, Reilly's Rangers decals removed. Placed in Cliff's Store.
* Has Backpack flag checked on Power Armors.
* Bent Tin Can = Tin Can! recipe added. It turns Bent Tin Cans into Tin Cans!!!! WOW!!!!

* All primary quest XP in DLCs reduced by 66%. Edits were made in the quest scripts.

* Replaced accidental secondary placement of duplicate Mercenary's Grenade Rifle with the Sturdy Caravan Shotgun.
* Fire Axe and Knock Knock added to Never Axed For This challenge weapon list.

Posted by Brother None - at 3:21

Brian Fargo has penned a short blog update for Wasteland 2 apologizing for the radio silence of late and promising more updates in the future.

It has been some time since I have posted a blog here and I apologize for the delay. I need to do a better job of communicating my thoughts and ideas as that is a part of the process I know people are interested in. I have been very focused on getting the first pass at all the writing complete by October. The thing that is most critical in creating a deep and re-playable experience is for us to have plenty of iteration time on the game. There is simply no substitute for allowing plenty of time for us to play the game over and over thus allowing us to hone in on the things that people are going try in the world. A wonderfully written script is not valuable if it is delivered too far into the development process. This game is going to be much deeper than most people realize and I will go out on a limb to say it is nearly impossible for two people to have the same experience playing through the game as there are so many nuanced decisions. The caliber of writing is very impressive and for those who wanted an M rated experience… you will be more than satisfied. We don’t pull any punches on the subject matters of a dark post apocalyptic world. My attitude is that if you going into a genre that has expectations then GO THERE.. all the way. It is for the same reasons I tend to love all the great shows and writing that I find on Showtime and HBO and find myself turned off by the material on network television. I don’t like to see pandering to a mass audience for my TV shows and I certainly won’t allow this game to soften up a rough world.

In addition to the benefits of creating better cause and effect it is also key in helping us understand what the asset list we are going to need. The map designs tell us everything about props, backgrounds, sound effects etc. Of course we are making progress on many fronts and I am especially excited at the ideas we are toying with in presenting the world map. So we will be working on a Kickstarter update in the next week that hits a variety of subjects including a write up by our technical director for those who want to dive deeper into our production thoughts.

News for Tuesday, September 25, 2012

Posted by WorstUsernameEver - at 21:07

inXile announced they're collaborating with geek clothing company J!NX to make a clothing/accessory line based on Wasteland 2. If you ever wanted to look like a leather thug, I guess this is your chance:

InXile and J!NX to create clothing and accessories line based on Wasteland 2

Newport Beach, CA - September 25, 2012 - InXile Entertainment today announced an exclusive clothing and accessories line with the premier name in gaming and geek clothing. J!NX creates the clothing for the biggest franchises in the industry such as World of Warcraft, Minecraft, League of Legends and Portal 2.

Wasteland 2 is a highly anticipated Role-Playing Game that was recently fan funded via Kickststarter for approximately 3 million dollars.

"We are excited to be in such great company with the other games that J!NX represents and for the quality product they produce," said Brian Fargo. "Wasteland 2 has a distinct visual look that lends itself perfectly to apparel."

“As a long-time fan of Wasteland, and a day 1 backer on the Wasteland 2 Kickstarter, I couldn’t be more psyched to be working together with a legendary designer like Brian Fargo and his crew at InXile," said Sean Gailey, Co-founder and CCO of J!NX.

About inXile Entertainment:

Founded by long-time industry veteran @BrianFargo in 2002, inXile Entertainment develops interactive entertainment software for all popular game systems, personal computers and wireless devices. The most current project under development is Wasteland 2 which was recently financed by its fans via @Kickstarter. For more information about inXile Entertainment visit:

Wasteland is a registered trademark of inXile entertainment. World of Warcraft is a trademark of Activision/Blizzard, Minecraft is a trademark of Mojang, League of Legends is a trademark of Riot and Portal 2 is as trademark of Valve.
Thanks GameBanshee.

Posted by Brother None - at 2:26

From Fargo's twitter and Wasteland 2's facebook, the Rail Thug from Wasteland and from Wasteland 2.

News for Saturday, September 22, 2012

Posted by Brother None - at 5:00

Game Informer offers a short Moment from Fallout 3, an early-game moment, the writer's first encounter with a supermutant.

I was fairly low level at the time without a significant stock of weapons, ammo, or supplies, but I used the hallways and rooms of the hospital to my advantage. In particular, I remember one sequence where I took out a handful of Super Mutants by picking them off one-by-one as we played cat-and-mouse through a series of rooms.

I can vividly remember the terror of seeing a hulking mutant walk through a doorway. As I lined up a shot, I started to panic. What if I miss? A head shot is fun, but shouldn't I take the best-percentage shot? Even though the mutant was frozen in place by the VATS combat system, I couldn't but help envision the hell that would be unleashed by the beast even after I got my shot off. Even though the VATS stops time and ostensibly makes combat easier, I credit it for still not draining any of the tension and brutality out of battles.

News for Monday, September 17, 2012

Posted by Dude101 - at 22:14

Sduibek has been working on this mod for quite some time. It has now reached alpha 5.2 which may be the final release. The mod amalgamates most available FO1 mods into one installation and adds more. This is considered to be the FO1 "Megamod". It contains:

- Official Interplay patches (1.1, 1.2)
- TeamX patches (1.2, 1.21, 1.3.5)
- No Children Fix
- Cathedral Crash Fix (and other fixes by Sduibek for the Cathedral, Military Base and The Glow crashes)
- Nimrod's Dialog Fixes
- FreeSpace variable is set to 0 by default, so you won't have to worry about that crash either.

- Fallout 1 Restoration Mod, version 1.0b1 [Created by Wasteland Ghost. Portions by Mynah, hamster, Wasteland Hellbringer.]
--- Invasions are now entirely optional (including Necropolis), and invasion dates can be customized, anywhere from instant to 4x their default values.
--- Deathclaw status is no longer linked, i.e. killing it on the world map or in the cave does not prevent it from appearing at the other.
- Extended Flamer Attack Mod [Created by .Pixote.]
- Endgame Mod [Created by Corpse]
- TeamX NPCs 3.5
- Sfall ddraw 1.18e (including shaders.fx for D3D modes) [Created by Timeslip]
- hires patch 3.0.6 [Created by Mash]


- Weapon Drop Mod [Created by Josan12 and MIB88]
--- Customizable distance values.
- "Nixie Numbers" for GUI

See this link for a complete change list.

I highly recommend you give this mod a go. It is only missing some content from Pal's highly buggy work. This is the best FO1 mod experience you can have.

Sduibek is now working on porting FO1 into the FO2 engine (this requires you to own both games), so this may well be the final version of his FO1 mod.


News for Sunday, September 16, 2012

Posted by Brother None - at 1:01

IGN has presented a list of top 100 RPGs, as is usually the case for such a list, there's no way of doing it right, especially if you're going to include the likes of Pokemon and Paper Mario.

Wasteland isn't listed at all, while Fallout 3 at #10 outranks both Fallout (#34) and Fallout 2 (#28). In the non-post-apoc realm, it also fails to list the likes of Darklands, Rogue, Realms of Arkania, and any of the three seminal cRPGs Troika created, while of course it can't skip on great works like Fable II, Mass Effect 2, Neverwinter Nights 1/2 and Icewind Dale 2. Haha. Just. Hahaha.

Fallout 3 marked a shift in the industry, a move that saw the western RPG begin to surpass its Japanese counterparts. Fallout 3 is a massive game set in an equally massive open world where you can go in any direction you like and do anything you want to do... as long as you can survive long enough to do so, that is. Set in a post-apocalyptic American wasteland rife with memorable characters, Fallout 3 is the epitome of the deep, modern RPG and the archetype that many developers will mimic moving forward.

Thanks GameBanshee.

News for Friday, September 14, 2012

Posted by WorstUsernameEver - at 19:06

RPGWatch has a preview for 1C/Best Way's post-apoc RPG Nuclear Union, which includes a few scant details about the title's gameplay. Here's a snip:

Besides the gravitational anomaly there will be several other types of anomalies like invisible labyrinths that can kill the hero if he touches the walls, a sequence of flames appearing from the ground and more. Not all anomalies can be interacted with in the same way - for example, to pass through the invisible labyrinth the player needs to use a special device that makes the walls visible for a very short period of time.

In some cases, you’ll need to cope with anomalies to proceed in the story, but some of them will be optional and will protect nice artifacts that provide a bonus or can be used as a weapon.

There is nothing that could be told about the system that takes care of stats or skills or what options might be available when you level up as that is still under design. Also, the combat system is still under development, but it will be using a real-time system with the option to pause, called ‘GATS’. In this mode the player can queue several shots and then watch the hero executing the order.
I can't quite put my finger on it, but the bolded part reminds me of something.

News for Thursday, September 13, 2012

Posted by Brother None - at 3:29

California Literary Review's videogame blog has a writeup about Fallout's setting, its Western/Frontier feel and why Boston is the wrong place to set a Fallout game.

All the hallmarks of the Western are there. Thirstily wandering along at a calculated pace in the waste, sleeping under the stars in the wilderness, taking the role of the unknown gunman who wanders into town to solves everyone’s problems with a hail of gunfire before drifting out like a tumbleweed, the reintroduction of tribal culture set apart from homesteaders on the fringes of societies where law is thin and it’s best to travel with a gun on your belt even if you’d prefer never to use it. Arguably (and that’s exactly what I’m doing) this gameplay is as important, if not more important than the tools used or enemies fought.

More than most games, Fallout captures the nature of rugged individualism idolized in the Westerns of old. It’s a tale of the frontier. Only it’s a new frontier built atop a forgotten history.

American history.

Not only is every Fallout set in the U.S., but 3 of the 5 officially recognized Fallout games (no one cares about BoS [Brotherhood of Steel], as it was a PoS) take place in familiar Western settings. The first was set in Southern California, with some bleed through into Mexico and Arizona. The second, as my travels reminded me, in the Northern California region bleeding through to Southern Oregon and Western Nevada. New Vegas, well that one should be obvious.

The two that weren’t, Fallout 3 and Tactics, are also the two most controversial amongst hardcore Fallout fans, and I think it’s because (aside from the fact that they marked major gameplay departures) they lacked a bit of this Western magic.
Thanks @TheCromulentMan.

News for Sunday, September 9, 2012

Posted by Tagaziel - at 18:39

Greetings stalkers. It's day three of our Zone Archeology feature and this time we're bringing you the S.T.A.L.K.E.R.: Anarchy Cell design document (which was finally released under the name S.T.A.L.K.E.R.: Clear Sky). This file contains the basic story outline, new content planned for the game, including weapons, monsters, locations, as well as high quality renders originally used for the collector's edition guide and promotional materials.

What's so cool about Anarchy Cell? While most elements made it into Clear Sky, there are several that did not. Most importantly, the Pripyat Underground level, which was entirely cut (though it was advertised as included, even on the game's packaging) and was supposed to include Morlocks: degenerate, mutated workers from Pripyat who were trapped underground in the wake of the second Chernobyl disaster. Then there's the peculiar Cartographer character and his home, full of spatial anomalies, the Bridge over the Pripyat river, Noosphere sentience subplot that was cut altogether and many more bigger and smaller details...

The document is well worth reading for any fan of the S.T.A.L.K.E.R. series, and can be downloaded here.

Second, we also bring you nineteen new pieces of S.T.A.L.K.E.R. 2 artwork: renders and concept art by Anatolij Didko and Nikolai Gatilov:

News for Saturday, September 8, 2012

Posted by WorstUsernameEver - at 21:31

Original Fallout 1 developer Jesse Heinig (who also has an account here) apparently has had some fairly serious health problems recently, partially caused by a mis-diagnosis, that forced him to go under surgery twice already.

Since the bills are mounting for him, a ChipIn donation campaign was started for him, which so far has already raised $4,472. You can find the whole story at this blog post, and I'm also going to embed the ChipIn in case some of our users want to donate.

Best of luck to Jesse.

Posted by Tagaziel - at 20:18

It's the second day of our Zone Archeology feature, this time bringing you the complete Koan's Gift package. Koan's Gift includes not only the design documents provided yesterday, but also location outlines, a storyline summary and... Well, let's just give you the details (per folder)


Infoportionts.doc - list of storyline clues the player will have access to
Линия Стрелка.doc - Strelok's storyline clues
Общая идея уровней.doc - general level outlines
Энциклопедия оружия.doc - table with weapon statistics


Contains documents outlining quests, characters, dialogues, events etc. in STALKER levels, from the Cordon to the Monolith War Lab.


Доделки по гэймплэю _final.doc - scenario outlines (combat, mostly)


01_Предыстория.doc - Zone backstory
02_Заставка.doc - outline for the first "act" of the game
03_Основные элементы.doc - one of the most interesting documents, contains background informations for factions and stalkers as well as transcripts of documents to be found in the game. Ever wondered how the secret labs reacted to the transition from Soviet to Ukrainian authority?
04_Скриптовые объекты схема.doc - Bar area outline, supposed to be a LOT more lively back then!
05_Случайные квесты схема.doc - randomly generated sidequests
Сюжет_коротко.doc - revised storyline and ending propositions, including a subversion (Monolith) ending, where the player ends up crucified. Really.
Сюжет_литературный.doc.doc - another storyline revision, with more background on the Sin and Clear Sky factions, as well as the addition of the Journalist character and missing children plot
Сюжет_технический.doc - a more technical breakdown of the plot, more information on dreams, anomalies, artifacts and anomalies etc.


Прохождение игры.doc - another storyline outline, this time apparently the penultimate one, with more document transcripts. These fill in the blanks and make the Agroprom report we find in Shadow of Chernobyl make sense!


all_video.doc - Video descriptions, complete with endings. About half of the document is in English
all_video_RUS.doc - same as above, except completely Russian.


stalker.doc - design overview and gameplay rundown
Level design documents - progress and quest summaries for individual levels


Прохождение игры.doc - another storyline overview with document transcripts. As interesting as the other ones
Unless otherwise noted, documents involved in the package are in Russian. However, Google Translate is surprisingly useful in making them understandable to English-speaking people, enough to grasp what the hell Oblivion Lost and early Shadow of Chernobyl were really about...

This concludes day two of our Zone Archaeology. Tomorrow's an anarchic day...

News for Friday, September 7, 2012

Posted by Tagaziel - at 18:06

Two years ago, Alex "Koan" Sitjanov released a package into the care of Loxotron, a rather prominent S.T.A.L.K.E.R. community member. This package, known as Koan's Gift, contained design documents for S.T.A.L.K.E.R.: Oblivion Lost, including the original story draft, gameplay proposal, level descriptions, game flow etc.

The original release went more or less unnoticed, so we at No Mutants Allowed decided to make up for this. Over the course of the next three days, we'll be releasing the documents (along with something extra) for everyone to enjoy.

Today's English Day; enjoy those design documents from the package that were released in English:

story.doc - storyline summary, with a vastly different plot than the one on Shadow of Chernobyl (13 pages)

OldDesigneDocument Story.doc - the ancient design document describing gameplay in Oblivion Lost: gunplay, factions, stalker interaction, mutants, weapons... (65 pages, includes storyline summary)

Tomorrow's Russian Day and much, much more. For the time being, enjoy a small gallery companion.

News for Wednesday, September 5, 2012

Posted by Brother None - at 0:04

The Fallout: Lanius crowdfunding campaign has launched on Indiegogo, looking to raise $10,000 for the fanfilm project.

Fantastic Rewards Offered In Support of the Film

Perth, Western Australia- (September 5, 2012) Australian Filmmaker Wade K. Savage is happy to announce that the Crowd Funding Campaign for “FALLOUT: LANIUS” has begun.

Having announced the film in April, Savage and the team have run a successful online marketing campaign. Having picked up numerous stories across international video game websites, the team has revealed they are seeking $10,000 in production funding via

The team is offering a wide range of perks for supporters of the film. Lower tier perks include HD Downloads and signed theatrical posters whilst higher up the ladder supporters can receive a limited edition pendant prop from the film.

Top tier perks include numbered and signed images of the titular character Legate Lanius by original voice actor Mitch Lewis. The top perk, pledged at $1000.00, will be a one of a kind prop sword used during the production of the film.

The team has also released a funding video, outlining their vision for the film. In the video, Savage explains “We don’t just want to make a not for profit fan film, we want to make a small piece of cinema in the Fallout Universe – and we need your help to do it”.

“FALLOUT: LANIUS” is a blood soaked high concept action epic, which will explore the origin story of the primary antagonist "Legate Lanius" from the 2010 video game "Fallout: New Vegas".
Completely unrelated, but this "Fallout proposal" at PAX with an assist from Bethesda was cool, check it out.

News for Tuesday, September 4, 2012

Posted by WorstUsernameEver - at 21:25

The RPG Codex has put together an excellent interview with veteran designer Timothy Cain, which I'm sure No Mutants Allowed's aficionados remember most fondly for his important contributions on the original Fallout (it actually started because he wanted to make his own engine!).

The interview covers the range of subjects you'd expect, and I'm going to quote his thoughts on the Fallout titles he hasn't worked on:

Given that you left Interplay midway through Fallout 2's development, how did the resulting game differ from the original design you had in mind for it?

I don't remember the specific details of my plans for Fallout 2, but I do remember playing the game and seeing it was different from the storyline I had proposed for it. I think my biggest disappointment with the game is that each area was made in almost complete isolation from the others. There was no over-arching theme and no attempt to make sure the different areas were cohesive. It felt like a lot of Fallout-y areas, placed adjacently and connected with a storyline. Those areas were individually well-done, but they suffered from the lack of a strong central design.

You claimed to enjoy Fallout 3, and I'm going to assume you also enjoyed Fallout: New Vegas. From a design standpoint, how would you compare Fallout 3 and New Vegas? What did New Vegas do differently from Fallout 3, in your view?

I did enjoy both Fallout 3 and New Vegas. I know that surprised some of my fans, who wanted me to hate the games and rail against their design choices (which I have repeatedly pointed out were different than the ones I would have made), but there is no arguing that more people enjoy the modern versions of the franchise than the older ones.

If I were to compare the two games, I would say that Fallout New Vegas felt like it captured the humor and style of the Fallout universe better than Fallout 3, but I have to hand it to the FO3 designers for developing VATS, a cool twist on called shots for a real-time game. I also loved the set decoration FO3. There was so much destruction, yet obviously everything had been meticulously hand-placed. So much story was told entirely through art. I ended up naming these little art vignettes and creating side stories in my head about what had happened. There was "The Suicide", a dead guy in a bathtub with a shotgun, and I figured he just couldn't handle life after the bombs. There was "Eternal Love", a couple of skeletons in a bed in a hotel room, forever embracing each other. There was "My Last Mistake", the corpse in the temporary one-man fallout shelter which obviously didn't do its job of keeping out the heat and radiation. My favorite was "Desperate Gamble", where I found a feral ghoul in an underground shelter filled with lab supplies and lots of drugs... except for Rad-X. I imagined that a scientist found himself irradiated and desperately tried to synthesize some Rad-X to cure himself before he succumbed, but he was too slow. I did notice that whatever was left of his mind sure did seem to enjoy toilet plungers.

If I had to pick something I didn't like about FO3, I would pick its ending. I hated the ending. There, I said it. I didn't like the sudden problem with the purifier, and I especially didn't like the lack of real, meaningful multiple endings beyond what I chose in the final few minutes (FEV or not, me or Lyons, and that was it?). But the worst thing about the ending was there was no mention of the fate of places I had visited. In my head I had already imagined slides for Megaton, the Citadel, Rivet City, Underworld, GNR, the Enclave or the mysterious Commonwealth. But I got... pretty much nothing.

I liked FONV's ending much better. It had a nice set of slides at the end of the game. They covered everything I was wondering about. I went with Mr. House at the end... and that seemed a worse choice after the slides, but still OK. It led to a law-abiding but somewhat impersonal Vegas. I wish I didn't have to kill the BoS, but I want House to control the future, so I had to do it. It was a great morally ambiguous choice, and the decision made me pause. That's a sign of good design, right there.