
From the producer of the original Fallout comes Wasteland 2. With over 80 hours of gameplay, deck out your Ranger squad with devastating weaponry, test the limits of your strategy skills, and bring justice to the Wasteland! The choices are yours…but so are the consequences.
Modeled estimate, not a reported figure. How we estimate →
Media
About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Polish, Russian, Italian, Turkish*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Çok etkileyici ve iyi bir crpg oyun olduğunu düşünsem de belirli bir zamandan sonra ve 3. oyunu oynadıktan sonra geri dönüp baktığımda pek beni sardığını söyleyemem. Serinin devamını göz önüne almazsak, bana göre oldukça iyi bir başyapıt seviyesinde bir oyun olduğunu söyleyebilirim. Ancak oyunun çok iyi bir oyun olduğunu değiştirmeyecek olsa bile seriyi hiç oynamamış olanlar için üçüncü oyunu öneriyorum. Daha güncel teknolojiyle daha tesirli ve ayrıntılı bir oynanışla o oyun bundan daha iyi durumda. Yani demem o ki zamanında çok severek oynasam bile geri dönüp oynadığımda aynı zevki vermedi. Elbette nostalji ve sırasıyla oynamak isteyenler için seriyi sırasına uygun olarak oynamasını kesinlikle öneririm ama eğer üçüncü oyunu oynamaya kalkarsanız bu size zevk vermeyecektir. Oyunu tek başına değerlendirdiğimde bence türündeki en üstün oyunlardan olduğunu düşünüyorum. Kesinlikle ve şiddetle türü sevenlere öneriyorum.
"Hate, I have found, always comes from fear. If that is so, this is the most frightened man in the world." [i]Wasteland 2[/i] is a post-apocalyptic role-playing game developed and published by inXile Entertainment. [b]Story[/b] It is not required to play previous title to get into Wasteland 2. Wasteland 2 is set 15 years after events of first game. Former Guardians stronghold has been turned into Ranger Citadel after clearing it out from technology-worshipping monks. Now new danger rises among the deserts of Arizona as experienced ranger Ace is found dead and strange radio signals speak of "man and machine becoming one", threatening to attack and wipe out the Desert Rangers. You control newly formed squad of rangers tasked with finding out who killed Ace, why, and attempt to complete his original mission. [b]Gameplay[/b] Good ol' CRPG: Turn-based combat, party-based management, isometric camera, percentages and skill checks. Explore individual locations you discover on grand map of a region you currently find yourself in, completing quests and fights to push narrative further. Before you venture into the hot deserts of Arizona, you have to build your Delta Squad. Pick one of the pre-made characters or dive into creator; select apperance, name, age, religion, nationality or favourite brand of cigarettes! You can even write a short biography of your custom character to further immerse yourself. Then get into actual build by picking various attributes and skills divided into three branches: combat, knowledge and general. To navigate through the scorched deserts you use point-and-clicking. Point your cursor and click on a land to see your party or individual characters go there no matter the obstacle. Be wary when trailing through unknown areas to avoid ambushes or explosive surprises. Here some of your skills will help. Silence alarms, disarm explosives, fix toasters! Watch your surroundings as there are NPC's waiting for a chat, containers to be looted and alternative ways to be discovered. What you can loot and use? Weapons, ammunition, armor, one-use items such as grenades or medkits, trinkets that provide additional buffs. Junk and cash will let you get some goodies at the vendor. Just keep an eye on weight of items and how much your characters can carry or their backs will fold in half. Like proper (C)RPG should, Wasteland 2 provides often more than one way of approach depending on your squads strong suits, comes with different choices and their own consequences. You might try to talk your way out, find an alternative solution to accomplish your goal or simply remove all unnecessary thinking with enough violence and firepower. However no matter how much you want to avoid it, sometimes violence is the only language known for savages, animals, robots and whatever else is out there, so having something sharp and firing bullets is recommended. Combat is pretty usual turn based stuff, and majority of stats of your characters chimes in at this moment. Pull trigger first to get a headstart, while later down the line queue is based on whoever has more Initiative. During a turn character wastes Action Points which are spend on everything- moving, using a weapon or various items during combat such as medkits, ambushing. Better combat stats and weapon type prowess helps in making through the fight but good cover, higher ground, and well organized usage of items and various skills of characters go a long way too. At the end of the day a bit of luck helps too, as here the percentages come to play. You will nab some low 30% actions and sometimes you will screw up those 90% ones, it's just how these things go. For pretty much all actions you perform in the game- progressing and completing quests, eliminating enemies, utilizing skills during exploration- you get experience points. Gain enough to level up your character to improve their already used skills or perks, invest in new ones, or keep points for later. [b]Playtime and replayability[/b] It took me very strong (and long) 65 hours to complete my first playthrough on which I did pretty much every quest and cleared out every location. As it tends to be with CRPG's your combat prowess, desire to explore and amount of save reloading after screw-ups is key to how long your playthrough is gonna be. So this section can be summerized as "playtime is player dependant". If you have it in you, you can easily give game another run to make different characters with various builds, and see how other choices impact the story. [b]Impressions[/b] Wasteland 2 surprised me with very solid character creator and vast skill options but once I got to actual meat of the game overall experience only got better. I didn't have to play or look up events from first game to get into it, right off the bat backstories are shared to set you up on why Arizona is looking a bit drier and apocalyptic than usual. Game has plenty of interesting lore and humorous references for comedic effect. Controls and camera are smooth, UI might look messy at the start but it's comfortable to naviagate it after a brief moment, shame I cannot state the same about actual menus. Game doesn't categorize quests, so if for some reason you forgot what is main task and which are secondary...tough luck! Characters and companions? Pretty good. Ordinary NPC's are well written and I found it enjoyable to talk with them but companions could use more lines and voice-overs. If that is state of game in DC edition I dread to wonder how empty it must have felt sometimes in "original" one. Real shame you cannot talk to them after they become party members to get to know them better, I feel like there is untapped potential in their various personalities which only goes to waste as they just drop those occasional lines once per blue moon. Quests, mostly nothing special- bit of fetching bit of killing bit of peace (or war) making- but choices and consequences that came from them were solid enough to provide for second playthrough and make you consider your options. Very nicely branching storyline that is impacted by you, as it should be, although you cannot go "fully evil" or you lock yourself out so that is a big negative point for Wasteland 2. Combat is fantastic, and just might be my favourite part of the title. With wide variety of weapons, decent selection of enemies you fight against, tide-based moveset and turn-based pacing it all combined into one challenging yet fair tactical experience, with variety of great locations constantly forcing you to adapt as it should be in post-apocalyptic world. Outside of combat you still want to have those different skills to make through dangers that await. Progression system felt right though it does have a small hiccup in latter part of the game where it forces you to complete one specific- dare I say quite tough- encounter. Ultimately, it feels like a game that will be for those who seek to scratch itch long left by Fallouts 1 and 2, dare I say even original Wasteland, or simply look for a good CRPG. There is solid humour, fantastic combat, well written storyline and variety of locations that make travelling through desolated deserts of Arizona (and more!) very enjoyable. I had a great time with the game and easily recommend it! [b]Final words and conclusion[/b] Besides the visual upgrade, Director's Cut edition comes with many other improvements: expanded voice-overs, new perks and quirks, a "Precision Strike" system allowing you to target individual body parts, redesigned encounters and user interface plus controller support if you seek such! Improvements coming from Director's Cut of Wasteland 2 make for even better experience. It delivers what you want from CRPG, respecting original game and learning from games that came out afterwards. Feel free to check out [url=https://store.steampowered.com/curator/31947302/] my curator page [/url] for more reviews!
Мега супер круто Вот не побоюсь этих слов, но оно лучше фоллаута 1/2 в сто раз.
This game has many, many, many flaws that have been pointed out by others. But there's a good game in there somewhere. I genuinely hated the first couple hours, but then the game got better, then it became awesome.
First I know this game has a hard history of development. But still some of its flaws are hard to justify and not an unwilling choice of the dev. To demonstrate the logic of some of these “deep” relation between “action and consequences”, the best example is one of the ending slides. You can save a tortoise on its back in Rail Nomad, and the ending slide will tell you how this action causes everyone live in the Rail Nomad got killed by a robot. After about 1/3 of this game's main quest, the quality of the writings seems all of sudden went down the drain. Inxile Entertainment was able to hired Chris Avellone to be their level designer plus writer and I thought we are in good hands, but no. I don't exactly know which parts were done by Chris Avellone, beside Ag Center and Highpool where he credited as the level designer. For me Ag Center is fine, but Highpool is a bad start. I was kinda excited to go to Highpool, it was my pick in my first playthrough. Largely because of it was the starting point of the first game (I played a little bit of the first title but gave up after endless combats in Ag Center Underground). Highpool's gameplay is very straight forward compare to Ag Center, you just fight a bunch of raiders and cockroaches, turn a few valves press some buttons and that's it. BUT here comes the issue with the story: In the first Wasteland the original four rangers shot Bobby and his dog Rex. When I was playing Wasteland 1, I tried many skills and items on Rex but nothing works. You have no choice but to kill it. After that me as a normal human being, tried everything in my disposal, from items like Rope to all the weird skills on Bobby. While I was trying my best to pacify him, Bobby the "unarmed" boy with only a BB gun, knock out my entire squad one by one, several times. Fruitless, I just ran away after that. But here in the sequel, Inxile Entertainment just decided "yeah the rangers just shot the kid", the four grown up and well-trained lawmen, saw a child with a gun and their first idea wasn't trying to disarm or pacify him but to shoot to kill...? Anyway this is inxile’s choice on what’s “canon”, it is their “action”, it’s their choice. In my playthrough the most aggressive action I took was to punch Bobby. But who am I to make the choice? According to a guide came with Wasteland 3: "it's that for every action there is a consequence, and for every consequence you anticipate, there are ten more you didn't." To put it plainly: inxile entertainment are going to make choices for you and they are going to subvert your expectation at every turns. With a mindset like this the story writing is already ruined from the start. Many good story doesn’t subvert audiences’ expectation nor do they need to, but when you really want one. A good twist in a story require large amount of proper build up or foreshadowing to works well. Otherwise it just cheap gimmick to confuse and "wow" the audience. Inxile Entertainment doing this by throwing logic and common sense out of the window and force whatever they want down your throat like many other contemporary story writers. In case whoever reading this haven't played the game. The approach inxile took is basically just "Somehow Bobby returned and he is a gang leader now". By following their logic, nobody seems to bothered to give Bobby proper triage and just buried him alive and nobody care about him since he somehow crawled out of his grave without anyone noticed and Bobby didn’t went to his dorm or his friend’s place but instead he crawled all the way outside of Highpool and somehow survived and somehow became the leader of RSM. (Courier Six would be so ashamed right now knowing a little boy has more vitality than him). And for the people lived in Highpool, most of them were awfully into this event and refuse to move on, they tried very hard to hate the rangers by passing down this tragedy in the form of poem and history book. Who knows maybe they even craved this story onto a rock somewhere. Why? Is this their tradition? Are they doing the same every time when there are raiders who took their stuff and killed their people with actual vile intention? Or they just into this one unfortune incident? The reputation of Ranger are pretty decent around Arizona, and it has been 15 years still some people in Highpool just cannot accept the fact this is just an accident. Vargas and his squad also don’t seems to care about this matter much and I assume they never attempt to mediate the tension? I don’t know? Maybe send someone to bring a wreath to Bobby’s grave every once in a while? But of course, inxile entertainment won’t allow that, how else are they going to use Bobby as an edgy gang leader who hates you to the bones. About the grown up Bobby – Robert Danforth. So he somehow became a gang leader even though he is just in his early 20s. Not only that, he has a “baby face”, and because how he used a BB gun 15 years ago, he now also uses a BB gun-like shotgun. And because he liked Rex 15 years ago, now he must also very like dogs. Because people… people never changes…. Am I right??? Just by listing his features out gives the impression on how Robert Danforth are just a caricature of the Bobby from Wasteland 1. And to think how FO fans criticized FO3 and 4 on how things seems to be in stasis and how the Minutemen uses musket-like rifle. Now we got the exact same ingredients in Wasteland 2. I’m not even going to talk about how his dogs are poisoned just because inxile wanted to so they not going to let you do what a normal human would to do talk and coordinate with one of the slaves. And how you can persuade the vicious gang leader who commits cruel slavery, sadistic torture and genocide with some childish teachings, so they could work with the Ranger (This is the canon solution btw). Temple of Titan is another mess, but thanks to the words limit I won't be able to rant about it here. Also there are a lot of traces of rushed, unpolished and last-second changes, can’t blame inxile too much on this since I don’t know what happened during the development, but still cases like Damonta and Silo 7, or Hollywood and Griffith Park, NPCs dialogues and texts giving you wrong information and telling you places that not actually accessible, like Glendale. Furthermore the wackiness in this is overwhelming, there are too much silly references and jokes, as if Wasteland 1 and FO1 and 2 don’t have enough of them, Wasteland 2 for whatever reason went full ahead towards this direction.
Tremenda obra de arte 20/10 y GOD
Wasteland 2 is party-based CRPG set in a fused post-nuclear/old-west environment. Characters are based on the CLASSIC attribute system, with one (optional) quirk available at creation. On top of this are layered perks and skills, which are gained on level-up (as opposed to attributes which remain largely static save for a few points). Your party may hold up to four custom characters (created at start-up) and up to three unique characters recruited during your adventures. You squad acts as desert rangers (i.e. the law) and will alternate between travelling the overworld (in which random encounters, usually fights, will be found) and travelling within set locations. Within the set locations you will interact with NPCs, interact with the environment, interact with skill-based items (safes, explosives, toasters), and engage in grid-based combat. Combat is based on an action-point system, which encompasses both moving and attacking. A moderate amount of range-based weaponry (shotguns, pistols, sniper rifles, etc.) is available, alongside some melee options. My impressions below are based on my one game played on normal difficulty through most of Act 1 (at which I point I quit). Pros: ++ The environment and characters are authentic to the old-west/nuclear theme. ++ The characters and story are well done and compelling. + The inventory system is adequate. Cons: --- The tactical combat is severely lacking and extremely repetitive. Some of this opinion may be an artifact of me playing on normal difficulty, but there weren’t typically a lot of decisions to be made. “See closest guy, maximize hit probability, shoot closest guy.” Outside of a leadership aura, there are no party-wide buffs, no reason for AOE attacks (enemies don’t typically bunch and shotguns suck anyway), and no real reason to go melee. --- Needing to get somewhere, by going through another area (or two) on foot is extremely painful. I hate games where I need to watch loading screens followed by my entire party hoofing it across an area, over and over. -- The equipment progression was slow and boring. I was never really excited by any loot drops, including things found in safes. -- Most skills are geared to RPG type of stuff (which is fine if that is your focus) but aren’t at all focused on the battles. You basically need one character to have a skill-level high enough for each type of “roadblock” (safes, explosive, toasters, speech checks, hacking, computers) to meet the increasing demands of the increasingly difficult areas, but your party never feels like it is getting any stronger (since you just continue to pass the roadblocks as you always have). -- The is no reason, nor are there enough skill points, to go dual weapon. So, each toon will use the same weapon the whole game and do roughly the same thing in each battle. - Devastating outcomes occur as a result of seemingly innocent choices (or sometimes no choices at all). As a personal preference, I generally dislike when the application of “choices matter” is heavy-handed, especially when the outcome of those choices is obtuse at decision time. Obviously, some folks like/love this aspect of RPGs (they are RPGs after all), but as someone who is focused on the character building and combat aspects, I found some of these quests difficult to achieve in a manner I wanted without resorting to wiki. - Weapon jams are unfun and didn’t add much to the tactical battles for me. Summary: I did enjoy my time with this game for the first 15 hours or so. Character creation was in-depth and enjoyable. The characters, stories, and quests were compelling. However, the entire experience was completely weighed-down by the dull and repetitive combat, along with the feeling that my characters weren’t really getting any stronger in ways I cared about. Ultimately, just moving around the map became a slog, both in loading screens and constant walking as well as in combat, leading me to quit near the end of Act 1. Some spoilers for the boss fight also indicated that one of my characters would be completely taken over, which also soured me in advance. It seems that this game has broad appeal from other reviews, so I seem to be in the minority, but I would still caution those whose primary thrust is character progression contributing to tactical combat. Overall: 4.5/10
I don't like turn-based games as much, but this one was special, truly captivating from the start till the end.
nice
an amazing game if you're a fan of top down RPG's. I would personally even place this above the original two fallout games
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Creeper World 3: Arc Eternal | $2.4M | 4.8K | 96% | $14.99 |
| Weed Shop 3 | $2.4M | 4.1K | 94% | $19.99 |
| NOBUNAGA'S AMBITION: Sphere of Influence - Ascension | $2.4M | 1.1K | 71% | $59.99 |
| WARRIORS OROCHI 3 Ultimate Definitive Edition | $2.4M | 2.1K | 89% | $39.99 |
| Animal Shelter | $2.4M | 4.1K | 88% | $19.99 |
| Hearts of Iron III | $2.4M | 6.1K | 76% | $9.99 |