There were a lot of situations that needed particular objects, skills or attributes used on a precise tile and in a precise direction. Just imagine the tension and the sheer terror when someone in the party kicked the bucket… Combat is still a pretty rough and hard affair. Whenever a major event kicked in (death of party members included) the game would physically save on disk your progress. This, combined with a very generous ratio of mob spawns, made for a game experience that was challenging to say the least.īut that’s not all as the game was designed to be ruthless from its roots. Ammunitions was a major worry, with some kind being actually limited in stock at vendors. More than that, progressing through the skill ranks and being able to finally make the most of that nifty weapon we had with us for so much time was another big satisfaction kick. Being finally able to afford a nice M16 or a flamethrower was a huge motivator. The weapons included in the game were an extensive lot with many automatic and heavy weapons progressing through their ranks was one of the main draws of the adventure. In combat, the player would have to choose actions for every character. Skills and attributes were connected both to combat and exploration situations. The party of the player could contain between four and seven characters, each with his own set of attributes, skills, and objects. The most important moments of the story are now presented with a brief voiced video.Īnyway, it was combat the main part of the game. It was a nice little trick to make the whole story more easily readable and enjoyable. The story progressed through dialogues and descriptions that, when too long, were just referenced with a paragraph number the player would have to consult the booklet coming with the game itself. Then we would get to navigate the usual multiple-choice dialogues. Encounters triggered when walking close to an NPC. Then, another simple 2D map opened representing the new location entered. He could enter locations by simply moving the character depicting his party over the location representation. In Wasteland the player navigated the strictly 2D map in a very simple way, with a discreet horizontal or vertical step. The adventures that the player will endure spawn from this rich and interesting situation it’s pretty clear that the setting was, at the time, a highlight for an audience (those of RPG video games players) mainly used to take their dice-throwing adventures mainly into dungeons in medieval-fantasy settings. They decide to take shelter in a nearby prison, expelling the inmates for good and creating their own base of operation there, in the middle of the Nevada desert.įrom here they will, in time, become a force of good dealing with the many issues of a community trying to rebuild their everyday life. In the eve of a classic mutual destruction scenario, a group of US Army Rangers (engineers to be precise) found themselves stranded in the desert. This is Wasteland, the original version, in all its glory Originally published in 1988 (32 years ago) by Electronic Arts and developed by Interplay Entertainment, it was an RPG using the Bard’s Tale series gameplay loophole but trying a new, daring (for the time) setting, the post-apocalyptic one. Wasteland is an important part of videogames history.
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