Wasteland 3 hits Fig

October 10th, 2016 9:18 AM
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Some Apple II games never die, no matter what post-apocalyptic future they endure. Not even a nuclear holocaust can stop Brian Fargo, the inimitable founder of game studio Interplay, where he developed both The Bard’s Tale and Wasteland. Now the head of inXile Entertainment, Fargo has brought both of those former franchises to Kickstarter, resulting thus far in the release of Wasteland 2 in 2014 for Steam and in 2015 for PlayStation 4 and Xbox One.

It’s been four years since the successful Kickstarter for Wasteland 2, so Fargo is going back for more: last week, he announced Wasteland 3, extending the adventures of the 22nd-century Desert Rangers. But this time, instead of Kickstarter, Fargo has launched a crowdfunding campaign on Fig.

Fig (whose advisory board includes Fargo) was founded in August 2015 as a crowdfunding platform specifically for computer and video games. Besides that dedicated focus, the biggest difference from Kickstarter is that Fig allows not just donations and preorders, but actual investments, establishing equity in the final product and its success. Investments occur in $1,000 increments up to $2.25 million. If Wasteland 3 sells 500,000 units, investors receive a 1.36x return on their investment; if 1,000,000 units are sold, the return is 1.8x. It’s by no means a get-rich-quick scheme, especially for small investors such as I would be. I’ve instead donated a mere $5 to show my support, knowing that my contribution won’t make or break the campaign; at the time of my pledge, Wasteland 3 was already 99% of the way to its goal, needing only another $50,000. (The campaign will succeed if it raises $2,750,000 by Thursday, November 3, 2016.)

Upon completion of the Fig campaign, Wasteland 3 will go into inXile’s development queue. Two of inXile’s previously crowdfunded projects are still unreleased: Torment: Tides of Numenera; and The Bard’s Tale 4. But that shouldn’t count against inXile’s track record. As the Wasteland 3 pitch video explains, game development occurs in stages, and those artists who contribute to a game’s early stages, such as the writers, have completed their work on those other two projects and are eager to begin something new.

But what about the game itself? I never played the original Wasteland (which inspired the Fallout franchise) or its sequel, even though I mentioned both in my KansasFest 2016 presentation of Steam games. But it looks like the series’ third entry introduces many new features, including drivable vehicles, multiplayer mode, a Colorado setting, and simultaneous releases for Steam and consoles (PS4 & Xbox One) in late 2019. Take a gander at the turn-based combat in this (NSFW) gameplay video:

It’s exciting to see a series that originated on the Apple II continue to resonate with modern gamers who are willing to pledge their dollars to ensure the franchise’s future. Long live Wasteland!

Fallout 3 terminal emulator

April 18th, 2016 11:51 AM
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I’m a fan of both retro and modern video games, and I love to see the lines blur between the two — whether that’s a new game like Plangman that has a classic feel, or a modern game like Halo that’s ported to a classic console such as the Atari 2600.

Falling into the latter camp is the work of thewheelman282, a fan of the action-RPGs Fallout 3 and Fallout: New Vegas, released in 2008 and 2010, respectively. This franchise is set in the 21st century that arose after nuclear war broke out in the 1950s, impeding the advancement of technology beyond a Cold War state. In this fictional future, players use monochromatic computer terminals that wouldn’t look out of place in an Apple II user’s collection.

thewheelman282 brought that connection to its logical conclusion by porting the Fallout 3 terminal software to the Apple II. He gives a demo starting at 2:55 in this video, which uses the Agat emulator:

I’ve never played Fallout 3 so would have no idea how to use this program without the above tutorial, as the software comes with no documentation or inline help that I can find. However, it does appear to function quite similarly to the source material:

This program was written to perform a specific function and doesn’t allow the input of new commands or programs, recreating a utility instead of an environment. I think it’d therefore be more accurate to call it a simulator instead of an emulator. Regardless, it’s an impressive work of 958 lines of Applesoft BASIC code, which you can download in disk image format. I converted that source code to a text file, which is available here.

I originally thought thewheelman282 was going to demonstrate piping Fallout 3 output to an Apple II, similar to what Joshua Bell did with Second Life. While that too is an impressive hack, it’s been done before, and eight years ago at that. To see something original and which is further available for us to download and play with is pretty cool. Thanks, thewheelman282!

(Hat tip to Robert Rivard)

Fallout ’84

November 9th, 2015 10:16 AM
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Patient fans of the 1988 game Wasteland have had much to celebrate these past few years. After a successful Kickstarter, the original creator released the long-awaited sequel Wasteland 2 in September 2014, returning gamers to the post-apocalyptic landscape as a Desert Ranger, set 15 years after the original game. Wasteland 2: Director’s Cut released October 13, 2015, marking the game’s first appearance on the Microsoft Xbox One and Sony PlayStation 4.

Those 15 years were not a wasteland of their own, though. Fallout, the spiritual successor to Wasteland, debuted in 1997 and has seen multiple sequels since then. The latest entry in the franchise, Fallout 4, releases tomorrow, November 10, promising to abscond with gamers eager to explore a bombed-out Boston.

But neither Fallout 4 nor Wasteland 2 have brought their series back to their roots: despite the variety of editions and ports, neither game has appeared on the Apple II. Chiptune artist 8 Bit Weapon has set out to correct that oversight, with the following proof of concept of Fallout ’84:

This demo was made using the Outlaw Editor, a tool that was was profiled in the September 14 issue of Juiced.GS and devised to assist with the creation of upcoming Old West RPG Lawless Legends. The song with which the above video opens is "Apple Core II", which was released on the album Bits with Byte.

Although the editor and song are available, the Fallout ’84 demo is not, limited in distribution to its creators. But gamers can still enjoy the unique experiences of Wasteland 2, Fallout 4, and Lawless Legends — two of which are out now, with the third exploding onto the scene in 2016!

(Hat tips to Seth Sternberger and Mike Fahey)

Wasteland 2’s successful Kickstarter

March 22nd, 2012 6:09 PM
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Earlier this month, Tim Shafer and Ron Gilbert, the team behind the sequel to the Apple II classic Maniac Mansion, ran a successful Kickstarter campaign to create an original adventure game. That they raised $3.3 million on a requested $400,000 is mind-boggling. That’s like selling 87,142 tickets to "a Steven Spielberg movie" before the plot, genre, actors, length, or rating have been published or even decided.

Inspired by this success, Brian Fargo, formerly of Interplay and now of inXile Entertainment, promised to launch his own Kickstarter campaign to create a PC sequel to the Apple II game Wasteland, which already has its own spiritual successor with the Fallout series. True to his word, the same day Schafer closed his project, Fargo launched his. And like Schafer, Fargo’s video offers a humorous demonstration of the challenges faced by retro game designers in the modern publishing environment.

https://www.kickstarter.com/projects/inxile/wasteland-2

Success was swift: within two days, Fargo met his $800,000 goal. At the time of this writing and with 25 days to go, the project has earned $1,493,522; just $6,478 more, and the development team will add Mac and Linux editions.

But why stop there when you could get even more money? As Schafer discovered, Kickstarter processes pledges via Amazon Payments, which may not be very friendly to international customers or those without credit cards. inXile has created an elegant solution: now that the project has met its goal and pledges are guaranteed to be converted to charges, customers can skip the grace period and hand over their money directly via PayPal.

Just $15 will get you your copy, with additional exclusive rewards all the way up to $10,000. I haven’t forked over my money yet, and it’s a bit frustrating to do so when there are plenty of indie developers on Kickstarter trying to make a career like the one Fargo already has behind him. Still, how can we not support furthering the Apple II’s legacy? Kickstarter offers a reminder feature that will send you an email 48 hours before the project’s closure, so if you’re unsure, you have time to think it over. Chances are I’ll find a spare $15 necessary to guarantee my copy of Wasteland 2 when it ships in October 2013.

UPDATE (Mar 22): Fargo has created the "Kicking It Forward" campaign, in which developers promise to put 5% of profits from their successful Kickstarter projects toward other people’s Kickstarter projects. How cool is that?

Wasteland sequel to hit Kickstarter

February 20th, 2012 1:28 PM
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Back in September, I called Martin Haye on Juiced.GS business. In this day of Twitter, Facebook, IM, and IRC, it’s unusual for me to make a phone call to an Apple II user, and I’m always cognizant of the likelihood for intrusion when I do. In this case, I knew Martin was soon leaving on a camping trip, and I didn’t want to interrupt his packing. Nope! He was playing Wasteland, Interplay’s post-apocalyptic spiritual precursor to Fallout. "Oh," I said, "so this is a bad time to be calling." "Well, it’s not like it’s the kind of game that demands uninterrupted attention," he laughed.

Here’s something that does deserve your attention, Martin: having recently developed Choplifter HD, original Wasteland co-designer Brian Fargo of inXile Entertainment is looking to reboot the franchise with a new, Kickstarter-funded game. The possible Wasteland 2 would be faithful to its origins by "focusing on top-down, probably isometric, party based, skill based — where if you’d just finished playing Wasteland and moved onto this you’d feel comfortable." But it’ll stray from its roots by being for PC only, though an iOS edition would be considered.

Wasteland box art

All this for the cool price of one million dollars — that’s how much Fargo estimates it’ll take to fund the project. That’s ambitious but, as of last week, not unprecedented. Still, it’s a ton of dough to pony up for a game that’s known to modern gamers more by name than by experience. Is Fargo daydreaming? He revealed his intentions after only 48 hours of consideration, after all. Or will we put our money where his mouth is when the Kickstarter campaign supposedly launches next month?

Will you support such a campaign? What’s a new Wasteland worth to you?

(Hat tip to Andy Chalk)

Nuclear Apple

October 4th, 2010 11:05 AM
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On Mar. 29, 1955, the United States’ Los Alamos National Laboratory detonated a 14-kiloton nuclear bomb in Nye County of southern Nevada, 65 miles northwest of Las Vegas. Codenamed “Apple”, this test was the the eighth of 18 nuclear tests the government would conduct that calendar year.

Five weeks later, on May 5, 1955, another bomb was detonated in the same space. Unlike the previous low-yield weapon, this one measured in the intermediate range at 29 kilotons. It used its predecessor’s naming convention for the codename: “Apple-2“.

Apple-2 nuclear test.

As Apple II historian Steve Weyhrich wrote, “[I] never realized what a hot commodity we’ve been dealing with over the past 30 years.”

That groaner aside, it’s a fascinating to know the coincidental history of the Apple II name. Although the weapon of mass destruction presumably did not inspire the personal microcomputer (nor, obviously, vice versa), nuclear warfare would ultimately have a bearing on the development of the platform. The USA’s first-ever nuclear weapon test, conducted on July 16, 1945, was codenamed “Trinity”, which became the name of Infocom’s post-apocalyptic text adventure, whose feelie was a comic book entitled The Illustrated Story of the Atom Bomb.

Two years later, in 1988, the Apple II revisited the horror of nuclear armageddon with Electronic Arts’ role-playing game, Wasteland, the spiritual origin for the extremely popular modern-day RPG series, Fallout.

The Apple II and the nuclear bomb: both incredibly powerful tools — one for creation, the other for destruction — yet sharing the same name. A brilliant team of well-funded scientists can change the world as much as a lone genius in a garage. If only all creations left as positive a legacy as Steve Wozniak’s.

(Hat tip to David Gewirtz)