When Clockwork Revolution appeared at this year's Xbox Games Showcase, fans were surprised to see actual pre-Alpha gameplay from inXile's next game. As reported prior to the announcement, it's a steampunk roleplaying game led by the makers of Arcanum: Of Steamworks and Magick Obscura and powered by Epic's Unreal Engine 5. Unlike Arcanum, which was played from an isometric point of view, the upcoming project is a strictly first-person game.
In a recent appearance on The Fourth Curtain podcast, inXile CEO Brian Fargo talked at length about Clockwork Revolution, from his decision to hire Jason Anderson and Chad Moore to the central importance of time-travel-based reactivity, which he illustrated by sharing a particular scene from the game.
I got the guys, and I'd worked with them before, that had made Arcanum: Chad Moore and Jason Anderson. I used to get a Twitter all the time: you should redo Arcanum, you should redo Arcanum. I knew there was interest in the category and I've always liked steampunk.
I thought, you know what, there hasn't been a steampunk RPG since Arcanum. Now, there's been Dishonored and Bioshock, but I don't put those under RPG. Wonderful products, but not exactly RPGs by the way we define them. So I thought, all right, I can get these guys to come work and that'll be exciting.
Then I just got really more excited about Clockwork Revolution. We started talking about time travel and then that really was like, okay. I mean, it hurts my brain from a reactivity perspective, but the idea that I could go back in time and change some stuff and see the ramifications, it's kind of the ultimate reactivity. We're just leaning into it so hard to make sure... It can't be a parlor trick, it has to be like true
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