WastelandInterplay, 1988DOS, Apple II, C64 and Windows**Wasteland wasre-released in2013 by InXile,featuring newsoundtrack,reworked art andnow incluidingall the text onthe game itself,with no need tocheck paragraphson the manualanymore.Equipping theGeiger Counteris a necessity forcareful desertnavigation.Ialmost passed on Wasteland on the shelf of EBGames way back when. Like, way way back when.I had tried almost every other CRPG in the store,from the big companies like Interplay, SSI, Origin –checked out their games from Wizard’s Crown, Bard’sTale, Ultima, Eternal Dagger, Might and Magic... untilWasteland was the only thing left in the store.Yet I didn’t want to get it. It looked weird. I likedpost-apocalypse, sure, but the player mechanics andthe layout of the maps in the screenshots seemed tobe an odd mix of Bard’s Tale and Ultima. Finally, twothings lured me in: the Bard’s Tale character layoutscreenshot on the back cover, and the Interplay name.I loved Bard’s Tale, I trusted Interplay, and I trustedBrian Fargo. And when I sat down and plugged in thisspiritual ancestor to Fallout into my Commodore 64,I could not stop exploring this unique, highly-imaginativeworld devastated by nuclear war.I fought giant garden pests, communed with adrunken hobo who saw the future in snake squeezin’s,upheld the Desert Ranger tradition of bringingjustice to the wastes and helping the downtrodden,cloned my party members (!), repaired toasters, firedhowitzers, got wasteland herpes from a three-leggedhooker, and fight a menagerie of enemies from killerrobots, leather jerks, to rad angels that glowed with alife of their own.At the end... and I didn’t want it to end (you canstill keep playing, too!)... I was floored. I didn’t realizeCRPGs could be this way. I still refer to Wasteland’smechanics today in game design, a brilliant blend ofarea design context and RPG systems used to createsome amazing scenarios.Wasteland has numerous strengths and weaknesses,but the strengths definitely overshadow theweaknesses. The area design, ambiance, the systemspread and applications, and the narrative itself weretop-notch, while the system balance, attribute use,healing and the rare applications of one of its pillars:the ability to divide your party, diminished the experiencesomewhat.The narrative shines through in the game contentitself, and also in the well-written (and amusinglyso) narrative <strong>book</strong> included in the game, filled withrichly described characters. The wasteland is simplyan amazing blend of raider-occupied towns, mutantagricultural centers, robot factories, Las Vegas... andeven the inside of an android’s brain, where I almostfeared the game had jumped the shark, it was soamazing. The quests and encounters there are innovativeand interesting, and although the overall questdoesn’t kick into full gear until over halfway throughthe game, there’s plenty to keep you going. The peopleof the world respond to your actions, even as soon asthe first area of the campaign, and remind you of theharsh world that you’ve found yourself in.Wasteland comes with a slight learning curve notpresent in other RPGs at the time, reflected first in its40
The infamous Scorpitron, one of the deadliest robotsyou’ll face in the game.character creation. Its skill-based and attribute-basedsystem for character creation and development wasa bit more complex than say, Bard’s Tale, but allowingfor that attribute and skill-based advancementmade role-playing your characters richer (somethingit shared with Wizard’s Crown and its sister, EternalDagger). If I wanted to do a Russian explosives expertwho liked to throw knives, I could, and that wasa much richer development tree than “Fighter.”The system design is elegant, difficult, and confusingat the same time. The elegance comes in thesimple mechanic of being able to select any attribute,item, or skill, and then select an object in the environmentfor that to act on. An adventure game mechanictaken to the extreme with brilliant results. If you wantto use Intelligence on an object, you can. If you wantto use your proton axe on a wall or door in front ofyou, you can. Being able to re-arrange your skills anditems on the character display is key (usually Doctorbeing the top of the list), a welcome feature since theskill and item list is lengthy, and the skill list can evengrow beyond what’s presented in the rule<strong>book</strong>.It is touches like this where Wasteland shines.The fact the skill tree grows beyond what’s in themanual added a powerful element of mystery, drivesyou to explore more of the world and see what’s in thenext library, and made the world deeper as a result.You also want to use your skills often, trying themout in the environment, as using them in combat andnon-combat situations can reward you with a surprisinglevel-up that makes you stronger, whether climbing,shooting, or swimming.That said, Wasteland has its share of design confusionin the skills presented to the player and thevalue of attributes as well. It is often difficult to seethe differences in combat between Pugilism, MeleeWeapons, and Brawling... and some skills break theCults, cults, and yet more cults, all willing to embraceyou with radioactive, glowing arms.compact with the player, in being largely useless overthe course of the game, while other skills are absolutelycritical and the party cannot do without (Doctor,for example). The same is true for stats: Some attributes,such as Charisma, hold little value at all.Wasteland also had an annoying auto-save functionthat could sometimes trap you in dead-end situations(some area designs can push you out of an area,say, by falling into a river and irradiating everyone,then saves the game right after, almost guaranteeing aslow death). This often forced me to quickly yank thedisk when this occurred or, when I was older, set upindividual copies of the game in sub-folders to preventbeing trapped in a deadly situation that would wipeout my party members with no hope of salvation.It’s worth mentioning that one of the hallmarksof Wasteland was you could split the party, and exceptfor a few forced segments of the game (to solvepuzzles, or even to choose who enters the men’s andwomen’s restrooms), the interface required to handlethis via turn-based was largely a hurdle and seemedto have little return for the investment. While someof this may have been due to the fact that few RPGsincluded this feature at the time, overall, it was notenough to justify its inclusion.Wasteland is one of the best role-playing gamesI’ve ever played, and it’s echoed in the design philosophyand how they accomplish so much by exposingtheir systems to design. That, matched with the sheercreative brilliance of the levels and the novelty of thesetting, has kept it in my heart for over 20 years, Scorpitrons,androids, bloodthirsty rabbits, and all.I swore that if I ever had the chance, I’d want towork on a sequel, and thanks to Brian Fargo, I got theopportunity, with Wasteland 2 coming out in 2014.I hope the next generation enjoys the wasteland asmuch as I did. CATo avoid playersreading the paragraphswithoutbeing prompted,there were fakeones hiddenamong them.Some had falsepasscodes, whileothers told anentire storylineabout an alieninvasion.A sequel calledMeantime wasworked on. Itwould be basedaround time-traveland featurecharacters suchas Albert Einstienand Cyrano deBergerac, butsadly the gamewas cancelled.41
- Page 1: 200-page previewJune 20151
- Page 5: Jack “Highwang” Ragasa (JR) is
- Page 8 and 9: What is anOld-School RPG?by Jay Bar
- Page 11 and 12: Two pages fromUltima IV’s‘Histo
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- Page 18 and 19: UltimaRichard Garriott, 1981Apple I
- Page 20 and 21: MoriaRobert Alan Koeneke, 1983VAX-1
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- Page 24: The Bard’s TaleInterplay, 1985App
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- Page 37 and 38: Interplay, 1988Amiga, Apple II, C64
- Page 39: “[...] where Ultima IV was fairly
- Page 43 and 44: SaadaSoft, 1989WindowsCastleof the
- Page 46 and 47: Eye of theBeholderWestwood Studios,
- Page 48 and 49: Moonstone:A Hard Day’s KnightMind
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Ultima IX:AscensionORIGIN, 1999Wind
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SilverInfogrames, 1999Windows, Mac
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System Shock 2Looking Glass Studios
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2000-2004The rise of themodern gami
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Diablo IIBlizzard North, 2000Window
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Baldur’s Gate II:Shadows of AmnBi
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Vampire: The MasqueradeRedemptionNi
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SoulbringerInfogrames Studios, 2000
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GothicPiranha Bytes, 2001Windows an
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Severance:Blade of DarknessRebel Ac
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GeneforgeSpiderweb Software, 2001Wi
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Divine DivinityLarian Studios, 2002
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The Elder Scrolls III:MorrowindBeth
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Prince of QinObject Software, 2002W
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Arcanum:Of Steamworks & Magick Obsc
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Space Rangers 2:DominatorsElemental
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Vampire: The MasqueradeBloodlinesTr
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Dungeon Crawl:Stone SoupRobert Alan
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Titan QuestIron Lore Entertainment,
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Puzzle Quest:Challenge of the Warlo
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The WitcherCD Projekt RED, 2007Wind
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7.62 HighCaliberApeiron, 2007Window
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EschalonBasilisk Games, 2007Windows
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FortuneSummoners:Secret of the Elem
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Mount & BladeTaleWorlds Entertainme
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Divinity II:Ego DraconisLarian Stud
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Yumina:The EtherealEternal, 2009Win
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CthulhuSaves the WorldZeboyd Games,
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Alpha Protocol:The Espionage RPGObs
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Fallout:New VegasObsidian Entertain
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Mass Effect 2BioWare, 2010Windows,
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Dungeons ofDredmorGaslamp Games, 20
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E.Y.E.DivineCybermancyStreum On Stu
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Dark SoulsFrom Software, 2011Window
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The Witcher 2:Assassin of KingsCD P
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Magical DiaryHanako Games, 2011Wind
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Legend ofGrimrockAlmost Human Ltd.,
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Paper SorcererUltra Runaway Games,
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The Banner SagaStoic, 2014Windows a
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NEO ScavengerBlue Bottle Games, 201
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Fan-TranslationsThis section will c
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Strategic Simulations, Inc.1979 - 2
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Sir-Tech1979 - 2003Andrew andRobert
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Origin Systems1983 - 2004Richard Ga
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New World Computing1983 - 2003Back
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Interplay1983 - PresentSince the li
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Westwood Studios1985 - 2003Dune II
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FTL Games1982 - 1996FTL Games doesn
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Ion Storm1996 - 2001 (Dallas)1997 -
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Game Index& Cover Gallery7.62 HighC
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Fate: Gatesof Dawn1991pg. 51FinalFa
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TheWitcher2007pg. 132TheWitcher 2:A