Now that Wasteland 2 is out and the spiritual successor to Planescape: Torment is nearly complete, Brian Fargo's inXile is preparing to Kickstart the sequel to another classic Interplay RPG with The Bard's Tale IV, a sequel 27 years in the making.
"Forsaken by his people, he strode into the wasteland," the narrator intones in the intro to Fallout 2. 16 years later, and creator Brian Fargo has delivered that promise anew in a very literal way: by making Wasteland 2, a spiritual successor to his Fallout games that's also a...sequel to their predecessor.
"There was this one moment in Fallout 3, when I came across a prisoner at some raider camp," I said. "She was still tied up, but all the raiders were gone. Maybe they were dead or something, I don't know. The game gave me a choice: I could take her supplies and leave her there, or set her free."
The grassroots initiative to generate a sequel to old-school CRPG Wasteland wrapped up last night by getting more than triple the amount that InXile Entertainment was asking for. In addition to the $2,933,147 raised on Kickstarter, $108,803 has donated through PayPal.
It certainly looks like there's going to be a Wasteland 2 game. The crowdfunding efforts by inXile Extertainment have way exceeded the announced goals, to the point where Chris Avellone and Obsidian Entertainment will be joining to flesh out the team building the eagerly-awaited RPG.
Who says people don't want sequels? Not Brian Fargo. Thousands of backers have borne out the game designer's assertion that there's desire for a follow-up to the classic RPG. And they've shelled out $966,741 as of this writing to make Wasteland 2 happen.
The Bard's Tale, the highly enjoyable action role-playing game that launches today at the App Store, has a long, storied history—far longer and storied-er than your average iOS game. The first Bard's Tale was a well-loved 1985 computer role-playing game, whose protagonist was, appropriately enough, a singing Bard.…
Coming this winter to Xbox Live Arcade, inXile Entertainment's Choplifter HD takes the classic rescue chopper gameplay of the 1982 PC original and "amps it up" with zombies, explosions, and the odd cameo. Fingers crossed for a classic mode!
Filter's gloomy rendition of "Happy Together" sets the perfect tone for the May 31 launch of inXile's co-op focused dungeon romp Hunted: The Demon's Forge.
Finishing story mode is only the beginning of the adventure in inXile Entertainment's Hunted: The Demon's Forge. With the Crucible, players can spend their hard-earned gold pieces on creating and sharing endless custom dungeon romps.
I had no idea E'lara and Caddoc, the two mercenary stars of inXile's Hunted: The Demon Forge, could be so witty. What an eye-opener.
You may want me as a coop partner in Hunted: The Demon's Forge, because on day one, I'll be very familiar with the dungeon crawler's cooperative combat and puzzle solving.
It's hard to not think of Gears of War while playing Hunted: The Demon's Forge. It's hard not to assume the Epic's blockbuster shooter would be superior to the Hunted's upcoming fantasy riff. But Hunted adds a good spice: co-operation.
The head of Hunted: The Demon's Forge developer, inXile Entertainment, doesn't take comparisons of his dark dungeon crawler to Gears of War unkindly—even if you're labeling it Spears of War and Gears of Warcraft.
inXile Entertainment's Brian Fargo wants to update the classic dungeon crawler, popularized by MUDs and dark medieval adventures like Stonekeep and the Wizardry series, for the modern age, for the Halo or Gears of War player, with Hunted: The Demon's Forge.
Earlier this week, inXile Entertainment filed a trademark for the title "Choplifter" in relation to a video game. Whaddya think, might this be a new Choplifter game?
I was delighted in 2006 when I heard that Line Rider was picked up by a developer and headed to the DS. And almost immediately that short rush of excitement, I was perplexed. How was anyone going to take such an open, simple design and turn it into a traditional game without totally screwing it up. Turns out I wasn't…