The WhatsNext verdict
If you enjoy reconstructing rules from manuals, building a custom party, and accepting lethal trial and error, Wasteland delivers a reactive post-apocalyptic sandbox where curiosity pays off. Skip it if opaque interfaces and permanent setbacks feel like friction rather than challenge.
What it does best
A post-apocalyptic sandbox that rewards curiosity
The blueprint for the reactive post-apocalyptic RPG
Your decisions genuinely reshape the journey
A party that feels like yours from the first screen
What might put you off
Opaque, punishing old-school interface
Harsh consequences and limited guidance
The setup
What you are walking into
The game mechanics were based directly on those used in the tabletop role-playing games Tunnels and Trolls and Mercenaries, Spies and Private Eyes created by Wasteland developers Ken St. Andre and Michael Stackpole. Characters in Wasteland consequently have various statistics (strength, intelligence and luck among others) that allow them to use different skills and weapons. Experience is gained through battle and through use of skills. The game would generally let players advance with a variety of tactics: to get through a locked gate, a player could use his picklock skill, his climb skill, or his strength attribute; or he could force the gate with a crowbar - or a LAW rocket. The initial band of Desert Rangers encountered a number of NPCs as the game progressed who could be recruited into the party of up to seven. Unlike those of other computer RPGs of the time, these NPCs might temporarily refuse to give up an item or perform an action if ordered to do so. The game was also noted for its high and unforgiving difficulty level and for such combat prose as "reduced to a thin red paste" and "explodes like a blood sausage", which prompted an unofficial PG-13 sticker on the game packaging in the United States. Wasteland was one of the first games featuring a persistent world, where changes to the game world were stored and kept. Returning to areas later in the game, one would find them in the state one left them in, instead of being reset to their original state, as was common for games of the time. Since hard drives were still rare in home computers in 1988, this meant the original game disk had to be copied first, as the manual instructed one to do.
Where it lives
Genre
Vibe
Up next




