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Wasteland

Wasteland

Role-playing (RPG), Turn-based strategy (TBS), Adventure, Indie

by Interplay Productions

Score

Ratings

Published

8.0

25

1988

IGDB critic rating

—
—
—
—

Information

Consoles

Commodore C64/128/MAX, Linux, PC (Microsoft Windows), Mac, DOS, Apple II

How Long to Beat

Completionist113h

Developer

Interplay Productions

Publisher

Electronic Arts

Game Modes

Single player

Release Date

Jan 2, 1988

Age Rating

ESRB T

Your Rating & Status

Loading your rating…

Information

Consoles

Commodore C64/128/MAX, Linux, PC (Microsoft Windows), Mac, DOS, Apple II

Developer

Interplay Productions

Publisher

Electronic Arts

Game Modes

Single player

Release Date

Jan 2, 1988

Age Rating

ESRB T

How Long to Beat

—

Rushed

—

Main story

113h

Completionist

Synopsis:

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 to play

Official siteSteamGOG

Media

Trailer
Trailer

Trailer

Apple II gameplay
Trailer

Apple II gameplay

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