
The RPG classic rises from the nuclear ashes! Wasteland Remastered is an overhaul of the 1988 title that brought the post-apocalypse to video games. See where the Wasteland series began and experience the character and world the sequels are built on.
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Languages: English*, French, Italian, German, Spanish - Spain, Polish, Russian*languages with full audio support
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 300reviews | 70% | — | $115K |
| $14.99 | 1.1Kratings | 52% | — | not modelled |
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+ remaster graphics, music, etc make this look and feel more like Wasteland 2 & 3 + - all the old-school cruft is still there (useless skills, etc) - even with new overlay, still get carpal tunnel from all the key pressing from old-school mechanics - obtuse puzzles and solutions leave you constantly looking at FAQ's - no "new game plus" Wish I could give this a "meh". I played the carp out of Wasteland when it came out after a friend introduced me to it. Played it on an IBM XT, 4mhz, CGA Cyan/Pink/White/Black graphics, no hard drive (just 5.25" floppy disk swapping). About as barebones as you can get. I absolutely loved the game, though. But, that's b/c: a) I was younger, and everything was new to me b) this was pushing the boundaries of video games back then (a post-apoc RPG was rare) c) I bought the cheat guide that explained all the obtuse stuff This game came out during a time when game developers made extra cash selling cheat guides. So, they were incentivized to make puzzles and such extra obtuse. Wasteland went a bit overboard with it. For starters it uses a Stat + Skill system which just over-complicates stuff, even more-so b/c they sub-divide states.. eg: they have Agility AND Dexterity. Most games would just have one or the other, and it'd count for both uses. In Wasteland Agility is for dodging and melee combat. Dexterity is for shooting. But, you also have skills, like Brawling (melee), Pistol / SMG / Assault Rifle, etc. So, the game is doing math behind the scenes to decide if you're hitting or not. Raising skills is a chore, b/c you only get 2 stat points per level, and levels are hard to come by. You use your stat points to buy stats. If you buy Intelligence, it not only raises your INT but converts to skill points (1:1) as well. So, you can potentially get +2 INT per level which gives you +2 skill points. Skills cost 1,2 oe 3 points to get level 1 in. From there the cost DOUBLES. So, modus operandi is to just buy level 1 in a skill and let it naturally level with use. EG: you shoot your SMG, your SMG skill will go up eventually. But, the game has tons of useless or one-shot skills. Combat Shooting is a dead skill not used, but still left in the remaster for you to waste points on. It doesn't do anything, and that bug has been known since the orig game came out. You have other skills like Alarm Disarm, Confidence, etc that are just one-off skills there's no point in taking them. But, you won't know until you've played the game. Acrobatics seems like it would help you dodge and avoid getting hit.. but it doesn't. So, this is one of those games where you have to have already played the game to know what skills are good or useless in order to redo the characters and make a better team. The orig characters CAN get you through the game, but you can remake your own characters, and in much better fashion, if you know the in's and out's of the game. But, if it's your first playthrough you'll find you've made ineffetual characters b/c it's hard to tell what's useful or not. (Interestingly enough, they made the same mistake with Wasteland 2. I played it, and it once again had useless skills you wouldn't know about until you play the game. So, I guess Wasteland 2 wanted to keep the tradition of "you can only make good characters once you've played the game" alive). Also, like I said, the game has super obtuse puzzles. You can "USE" party members Items, Skills and Attributes to try to actively do stuff. For instance, a locked door, Use > Character > Skill > Picklock.. to try to open it. Makes sense. But, other times there's super-vague or no clue at all that you can do something or what Attr or Skill or Item you should use. Sometimes you can pick a door open. Other times you need to TNT / Rocket launcher it. I don't want to get too far into this and create spoilers, but there are many spots in the game you'll be scratching your head trying to find what specific skill or item or attr you should use. And it's more confusing b/c it may not automatically work. You try using your Strength to move something and it says you failed. But, that just means you failed the percent chance that time. If you keep spamming it you might pull it off. But, you have NO CLUE most of the time that that's the case. So, you're stuck cracking open an FAQ all the time to figure out what specific skill or attr or item you need to use on various obtuse things. I can see this frustrating modern gamers. Back in the 80's, RPG's were known for their "nintendo hard" abusive game mechanics, but, like I said, it seems mainly b/c they were trying to drive cheat guide sales to bolster their game sales. Aside from all of that.. the Remaster does a GREAT job of providing cut-scenes in certain places that help further the plot and tie things together.. much better than reading paragraphs from a book back in the day. My biggest beef with the remaster is there's no way to do a NG+. In the old-school version you could reset the game world while keeping the current party. So, you could run your characters through over and over. I had 1 character that got so bad-*** she could solo the game with fist fighting. I loved resetting the game and running her through, making her better. Can't do that here. Can't NG+ or reset the game with your party. Sad. Overall, if you played tihs before and kind of know what you're getting into I guess I recommend it. The Remaster was a fun playthrough of a game I've already experienced. But, the rose colored glasses cracked pretty hard while playing. All the button pressing to drill down in command menus to select stuff got old fast. Having to make macros for routine stuff (like having a certain character perform a lock pick) got old. All the obtuse things requiring me to google solutions. All the nostalgia quickly wore thin. If you've never played this game, you'll either love it or hate it, and I would guess most folks used to modern game would skew towards the "hate" side of it. It just gets too tedious and aggravating. And that was by-design back in the day to coax you into popping $10 on a clue book. Like I said, wish I could give this a "meh". Having played this and the gold box SSI games again, I've realized that nostalgia is best left in the past. Things that seemed awesome in my youth have not aged well when scrutinized by my adult eyes that have seen better things since.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wanted to check out this game as it inspired one of my favourite game series of all time (Fallout), opting for this remastered version because I heard that the original is almost unplayable. This is certainly playable, but it is still not something I want to put my time in. The graphics and controls are good (for what it is), but the game is way to hard and still missing a lot of QoL features. There are parts of the game, when meeting people, you will actually have to type in text (I'm well aware, that was the default back in the day, I've played many games this way). You get no dialogue options, I typed in a lot of different things, none of which produced any result. I don't have time for this nonsense anymore. If you want a difficult time sink, this could be the game for you, if you want to enjoy the limited free time you have, I suggest looking somewhere else.
Just a quick rundown about what to expect here: - The art is one of the ugliest ♥♥♥♥ you're going to find. - They remade the UI and yet it's utterly horrible, what's the point of remaking a game if it still has tons of issues of a game from the 80s?! - The gameplay is another mess because everything is confusing and unnecessarily unintuitive, WHICH IS ALSO SOMETHING THEY COULD FIX IN THIS REMAKE but they didn't do ♥♥♥♥ for some reason. - The combat system spams random encounters every 5 seconds and blocks your vision about what is yours and enemy position... this is so weird... - Some old "unique" systems are still here but they didn't even bother to explain how they work. - Many weird bugs out of nowhere. - Terrible controller support... and for some reason, the keyboard+mouse controls are really bad too. Good luck when you want to check all your characters stats/items/skills. And yeah while everything is a pain THIS IS A 20+ HOURS LONG GAME. I played this out of curiosity (this is supposed to be the OG Fallout game, right?!) don't make the same mistake I did because honestly... Its not really interesting [b]and the remaster doesn't even bother to make it less of a chore to play[/b].
Once you get used to it, it becomes more addicting.
Wasteland walked so Fallout could run! Let me just say that this is by far the most complex game i played. It is not at all intuitive and it does not hold your hand. It is a question if i would have finished it without guides it is that complex. You have to pay attention to details, conversations and search for passwords and clues where to go or what to do next. Skill system is not explained at all, you are just let into the world to figure it out on your own, and when you get to the spot where a skill can be used it is mention in text bar through clever comment. Its like a pen and paper game basically. Nevertheless i had great fun playing this game when i got into it. Replayabilty is low and there are low choices you just go and kill whatever attacks you or is in your path. All in all if you like RPGs you should play this OG.
i only played this because it's available for so cheap, & i plan on playing the other games in the series so i wanted to get through this beforehand. it's unintuitive, repetitive, confusing and frustrating. despite this, it's a classic and even though I would say it's a bad game for today's standards, it's also great to experience how games were back in the days and to see how far we've come. the writing and world/lore are great, but even with the new QOL additions in this version, it's wayyyy too punishing and GRINDY. i can deal with clunky controls from an older game, but what the game really could've used was some easy mode where the dice rolls were rigged in your favor or something. if you're at all used to modern RPGs and have little to no patience for archaic game design, i'd steer clear. but if you're interested enough to give it the old college try, i recommend waitinf for a sale and trying it then, but be ready to get a refund potentially if you bounce off of it.
[h1]Могучие рейнджеры: Дикий мир Запада[/h1] [b]"Пустошь"[/b] - это батя Fallout, дядя Baldur's Gate. Старичку скоро 40 лет, так что ожидать от него каких-то откровений в плане игростроения - не стоит! Проект на 95% состоит из передвижения фишки по карте и текстовых пунктуационных битв, всё остальное - редкие диалоги, кат-сцены да повторяющиеся описания экспозиции. Играть предстоит за американских рейнджеров времён постапокалипсиса (будущее Братство Стали). Отряд можно как создать с нуля, раскидав атрибуты-навыки, так и взять уже заготовленную четвёрку. Обучения как такового нет, но можно глубоко закопаться в справке. В начале руководы дают нам 3 задачи миротворческого характера, но мир можно сразу свободно исследовать. Размер глобальной карты небольшой, локаций для входа - всего [spoiler]дюжина[/spoiler], большую часть местности занимает пустыня, поджаривающая отряд, а пересекающая река - его смывает! Возможности взглянуть целиком на мир/поселение/этаж - нет, надо запоминать позиции, рисовать планы в блокноте, успеть сделать скриншот из видеоролика или грузить всё из Интернета. При каждом шаге фишки-отряда есть шанс нарваться на стычку с недружелюбными обитателями Пустоши - что на открытом воздухе, что в помещениях. Чаще всего противниками выступают группы злых крысы, дымящие гопари и макаронные монстры, ближе к концу - сплошь [spoiler]роботы[/spoiler]. Столкновения - пошаговые, с выбором из 7 вариантов действий с возможными подвариантами для каждого члена группы. До середины игры дойдёт не каждый, ибо от этой поочёредной долбёжки в несколько раундов взвоешь уже через пару часов! Наши герои могут падать без сознания (и восстанавливаться через ход/лагерь-другой), при критическом уроне их нужно лечить врачевательным навыком (если у кого-то есть) или у доктора. Когда персонаж красным буквами УБИТ, то - всё! (За 10 первых часов вся моя стандартная группа выжила, т.к. ниже БСЗ никто не падал, а если были все - то происходил автоматический выход из боя. Облегчалочка для ремастера?) Места, где спокойно можно устроить лагерь и полностью исцелиться - редки и в основном это внутренности зданий. Благо, есть возможность сохраняться в любой момент вне битв и автосохранение при входе в локацию (но оно одно). Опыт начисляется за завершенный бой, успешные прохождения проверок навыков (вроде взлома замков) и применения атрибутов (вроде силы на хрупкую стенку). Качаться до крепкой выдержки - долго, а для специальной ачивки серебряного дегенерала - чуть ли не 10 лет! К счастью, сообщество нашло одну лазейку (вновь послабление ремастера?). Вне боя взаимодейстие с миром включает в себя поиск неприметных NPC для присоединения к группе / получения квестов, обращение к торговцам/лекарям, ввод паролей на пропускных пунктах и использовании собственных сил в своих корыстных целях. Деньги, кроме подлатания, особо не нужны, боеприпасы - умеренны. Квестовые предметы никак не помечаются в инвентаре, а если их выкинуть по незнанию - пропадут с концами! (случайный экран загрузки предупреждает об этом) Мало где есть библиотеки, где можно поднять навыки за полученные уровни. Супермутантов нигде нет, но людишек-кровопийц тут в достатке. Встречающиеся партийцы не примечательны, только у пары-тройки есть хоть какая-то видимая по ситуации предыстория. Чисто человеческих отношений с ними нет - сплошное командное рабство-погонялово. История в конечном итоге приведёт к спасению мира от угрозы, которой нигде и не видно, пока не залезешь вглубь канализации одного отдалённого места и не уйдёшь оттуда ещё дальше. Вариаций концовок много, отчёт по ситуациям подаётся в духе Dragon Age: Origins, после финала можно играть дальше (тут уж как получится). В [i]Remastered[/i]-версии всю обёртку перерисовали в 3D, добавили надоедающую музыку, а само текстовое игральное нутро - не тронули. Анимировали картинки персонажей-врагов, но сейчас это всё выглядит ну очень похоже на работу ИИ (разрабы уже тогда прохлаждались?). Иногда нужно искать пиксельную суперпозицию для применения навыка/предмета. На поздних этапах ходы оставшихся отрядистов долго просчитываться вслепую, хотя враг уже пал. В обсуждения пишут, что есть недостижимая из-за ошибки концовка. Перевод на русский язык - корявенький. Некоторые названия и имена собственные не переведены, иногда все слова в предложении сокращены через точки, сводка по бою игнорирует падежи-роды, найдутся и перлы вроде "Стр. 4 из 3". Пароли - русифицированы, а английские исходные иногда не принимаются ([spoiler]PROTEUS[/spoiler]). Интерес в прохождении тут чисто исторический, переходящий со временем то ли в плач истерический, то ли в хохот сомнамбулический. Легко потеряться, от сражений - обплеваться. Есть послабления, но кажется, это лишь ошибки новых разработчиков. Сгодится для игнорирования первоначальной версии бородатыми (но не седыми) дедами, но дети, взращенные после 2000-го орга - могут и не выдержать! [b]6[/b] Фаранов Брайго [b]из 10[/b] хозяев Стрипа
Perfect upgrade of the original. Added graphics and gameplay make this great for anyone who wants to play wasteland but doesnt care for 80s graphics.
Developed by inXile Entertainment in collaboration with Krome Studios and published by inXile Entertainment, Wasteland Remastered successfully brings one of the most influential role-playing games of all time to modern audiences without sacrificing the identity that made it a landmark release. Rather than rebuilding the experience from the ground up, this remaster focuses on preserving the original game's mechanics, story, and challenge while introducing visual enhancements, remastered audio, controller compatibility, improved interface elements, bug fixes, and numerous quality-of-life improvements. The result is a faithful restoration that respects its legacy while making it considerably easier to experience on modern hardware. Set in a post-nuclear America where civilization has collapsed into isolated settlements, ruthless gangs, mutated creatures, and dangerous machines, players assume the role of the Desert Rangers, a small but highly respected force tasked with maintaining order across the wasteland. What begins as a seemingly straightforward investigation gradually unfolds into a larger conflict involving mysterious threats that endanger the future of humanity. The narrative embraces classic role-playing storytelling, relying on exploration, dialogue, written encounters, and player imagination rather than cinematic presentation. Even decades after its original release, the game's world remains surprisingly rich, filled with memorable locations, unusual characters, and difficult decisions that reward curiosity. The gameplay reflects the uncompromising design philosophy of late-1980s computer RPGs. Players create and manage a squad of Rangers, carefully selecting skills, attributes, and equipment that influence nearly every encounter throughout the adventure. Character specialization matters significantly, encouraging strategic planning before venturing into hostile territory. Combat unfolds through tactical, turn-based battles where positioning, ammunition management, weapon selection, and resource conservation often determine success. Exploration plays an equally important role, as hidden locations, optional encounters, environmental storytelling, and multiple problem-solving approaches encourage players to think independently rather than simply following objective markers. One of the remaster's greatest strengths lies in its presentation upgrades. Character portraits, environments, interface elements, and visual effects have all been modernized while preserving the aesthetic of the original release. The updated soundtrack and improved sound effects strengthen the atmosphere without overwhelming its retro identity, while the fully voiced narrative segments seamlessly integrate what were once separate story paragraphs into the gameplay experience. These additions make the storytelling more immersive while respecting the original structure, allowing longtime fans to relive the adventure and newcomers to enjoy it with far fewer barriers than the original 1988 version. At the same time, Wasteland Remastered makes very few compromises in modernizing its core mechanics, which can be both its greatest strength and its biggest weakness. The interface remains functional but occasionally dated, progression can feel intentionally obscure, and the lack of constant guidance may frustrate players accustomed to contemporary RPG conveniences. Some quests require careful observation and experimentation rather than obvious instructions, while the game's demanding difficulty rewards patience over instant gratification. These elements reinforce its authenticity but also make it clear that this experience was designed for players willing to embrace classic role-playing conventions. Perhaps the game's most enduring achievement is its historical importance. Many mechanics that have since become staples of Western role-playing games—including party-based character progression, meaningful player choice, non-linear quest design, and tactical combat—can trace their roots to Wasteland. Playing this remaster offers not only an enjoyable adventure but also an opportunity to appreciate the origins of ideas that later shaped countless RPG franchises. It demonstrates how ambitious the original design was and why it continues to be remembered as a cornerstone of the genre. Wasteland Remastered is not intended to replace modern role-playing games or compete with them on spectacle. Instead, it preserves an influential classic while refining enough rough edges to make it accessible to a new generation. Players seeking deep tactical gameplay, meaningful exploration, and an authentic slice of RPG history will find a rewarding and memorable experience. Those expecting streamlined mechanics and constant guidance may find its old-school approach demanding, but anyone willing to invest the time will discover a game whose influence remains evident across the genre even today. Rating: 7/10
게임잡지 공략없이는 진행이 어려운 게임이 마구 발매되던 시절도 있었더라죠. =>네 그런 게임입니다 비주얼만 새로 만들고 시스템은 코모도어 게임 생짜 그대로 살려놔서, 옛날 사람이라면 향수를 느낄 수도. 그렇지 않은 대부분 사람들은 무작정 켰다간 이게 대체 무슨 게임.. 하고 5분도 안 되서 끄게 될 겁니다.. 적어도 플레이 영상이라던지 미리 보고 감안해둔다면 게임 자체는 할만한 편이에요. 참고로 라스베이거스 Sewer 구간에서 Max 조립 직전에 미리 하드세이브하고 진행하는 걸 권장합니다. 조립은 다리부터 진행하면 대부분 문제 없다고 해요. 필자는 여기서 문제생겨서 3시간어치는 돌아가서 다시 함(...) 하면서 이런저런 버그가 있는 걸 알아냈는데..말고도 다른 리뷰에 적힌 것 처럼 아이템 하나 잘못 버려도 큰일나고. 때문에 그때그때 하드세이브를 해두는 게 좋아요!!!!!(중요) 일부 도과는 스팀 커뮤니티-가이드에 적힌, 채광창을 이용한 경험치 파밍등의 유사치팅 편법이 강제되는데 키마로는 회복도 c 연타밖에 없지만 게임패드를 이용하면 게임 내 자체 매크로를 이용할 수 있어 훨씬 편해집니다. 참고 하세요. 게임 내 설명 안 읽고 스탯 막 찍다가 던지지말고 참고 하라고ㅋㅋㅋㅋㅋ (능지체크 실패한 누군 초반에 아무쓸데없는 CHR19 안젤라같은 망캐 만들고도 노가다로 메꾸면서 꾸역꾸역 했다고...ㅜㅜ)
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