I’d add Cobalt as well.
From everything we’ve heard, I’d be surprised if inXile’s game didn’t release next year.
I’d add Cobalt as well.
From everything we’ve heard, I’d be surprised if inXile’s game didn’t release next year.
Eh idk about this one.
If it’s as ambitious as they say I’m going with 2024.
Yeah, their team has to grow a little more too.
Wasteland 3 released in 2020 and they also ended other commitments (an Oculus game, some ports/remasters here and there), I don’t expect their game before 2024 honestly and it’s already optimistic, they bever shipped an AAA game.
The stuff sponger said about inXile’s big RPG is extremely promising. Watch this studio blow us all away, I’d love that.
What did he say ?
Oh boy, it’s been a while but I remember he said they have the highest budget so far. Whether he meant in terms of all their RPG studios or overall…no idea.
I googled it but can’t really find much. It was on RE back then.
Regarding inXile’s game (Cobalt):
If this is the game that Microsoft was very interested in before the acquisition, then it’ll be more than 5 years since that time. And Fargo said they have been working on it for some time before that.
inXile hinted and talked about it even before releasing Wasteland 3
When Fargo talked about their next game after Cobalt, he made it obvious they were targeting the period around 2026 (maybe 2025 even). So if the game after Cobalt is most probably releasing by 2026, Cobalt is way before that.
This was said in the middle of the pandemic, so it has no effect.
Wasteland 3 (2020), Cobalt (2023), Next game (2026) … a game every 3 years. It’s not hard to believe, especially looking at their past and their growth after the acquisition.
No problems heard about the development, in contrast, they shared their happiness with the progression, as recently as 2 months ago (Chad Moore on twitter)
I’m not sure who, but after the reveal of a gameplay from another studio, I think I remember Brian or Chad say they really want to show their game but they were not allowed.
And of course, Grubb also said they are targeting 2023.
So yeah, if nothing changes, I think it’s a 2023 game.
My theory is that the game saw a relatively major re-scope after the acquisition. That is based on the talk about how ambitious it is and how high the budget is. If it was in works pre-acquisition there is no way that InXile would even attempt that without proper support.
InXile games seem really cool but their gameplay just doesn’t hold up for what casual audiences want. Wasteland 3 is so punishing, I’m honestly thinking of buying it on steam and installing some mods for accessibility just to finish it.
Wasteland 3s story is almost on par with Fallout New Vegas, but it’s gameplay doesn’t appeal to many.
Think the new one is a fps RPG
This next games supposed to be very different in terms of gameplay. Probably will still have deep RPG and lore though.
This is why I’m very interested to see this game.
Same here. I’d love to go into this story but the gameplay itself just is not meant for me. Can’t wait to see what their FPS RPG will be like.
They hired one of the lead combat devs on God of War 2018
Should be really interesting to see how that translates into first person. I’m guessing we will have melee and gun combat.
Nanite is virtualized geometry, Lumen is some form of SDFGI (Signed Distance Fields) and cone tracing which even amongst public game engines isn’t unique to Unreal, Godot Engine actually experimented with that kind of GI earlier than the UE5 demo reveal, and that tech is open source too. Expect a lot of game engines to adopt similar tech in their own approaches, be it public IDEs or proprietary ones. Usually, a lot of CGI industry R&D happen at proprietary level and is then spread across the public access, usually by the very studios or by others finding alternate ways to solve the same problems. PBR was created by Disney and then open sourced, and is now the industry standard for shaders, UDIMs (basically ultra resolution texture maps) were created by Weta Digital and is now the texturing standard in vfx, and soon Pixar’s USD (Unified Scene Description) will be the new standard for file interchange and basically bringing the entire animation pipeline into one container file (some tools like Houdini have already shifted to it).
So as you see, the animation and VFX industry works this way, and the gaming one isn’t that different. So I wouldn’t be worried that these technologies will be restricted to just one or two engines or that they’ll be very difficult to adopt, every big studio and even open source devs will eventually find ways.
“Is Xbox threatening their devs into silence?” /wccftech