āForsaken by his people, he strode into the wasteland,ā the narrator intones in the intro to Fallout 2. 16 years later, and creator Brian Fargo has delivered that promise anew in a very literal way: by making Wasteland 2, a spiritual successor to his Fallout games thatās also aā¦sequel to their predecessor.
Thatās a mouthful of a description. Itās appropriate, though, given how odd Wasteland 2 can often feel. This is a game that bears an immense burden of everything that came before it, to the point where itās impossible to talk about without mentioning its relationship to the original two Fallouts. Playing it feels that way, too. It was carried into existence on the back of nostalgia-fueled crowdfunding, beta testing, and the hopes and dreams of its developers and expectant players.
The upsurge in fanās passionate and adulation for the game didnāt just stop when its Kickstarter campaign ended just shy of $3 million, either. If anything, itās gotten stronger since then. Wasteland 2 technically came out today. But many gamers have been playing it for months already thanks the long lifespan the game enjoyed as a semi-exclusive early access title on Steam.
I didnāt play the early access version of Wasteland 2, because I didnāt want that to be my first time with something Iāve been so excited for, but also nervous about, for so long. The Wasteland 2 that used to be is a different beast than the one launching today. Itās evolved aesthetically as well as technologically, as Eurogamer showed in a recent comparison.
It was also a game inXile Entertainment put out to its most loyal fans and supportersāat least partly, Iām guessing, to solicit their feedback and advice on making the game closer to their desired image. Even if it wasnāt ultimately intended strictly for that audience, these were the players that inXile were willing to share the game with before anyone else. I have a hunch that at least some of these people are also the sort of gamers who first discovered that, say, you could beat the original Fallout in a matter of minutes simply by running straight to the two main bosses.
Iām more the kind of RPG fan who has many precious memories of playing RPGs like Baldurās Gate, Planescape: Torment, Icewind Dale, andāof courseāFallout on the computer my brother and I were forced to share during middle school and high school. I consider all of these to be some of the best games ever made. But I also have started to understand that my only sense of them comes from distant memories. What if revisiting the CRPG would end up ruining it for me? Iāve fretted more seriously than I probably should have. Have gamersā tastes really changed? Have mine?
My first thought when I finally got around to booting up Wasteland 2 little more than a week ago was: Oh thank god, this still feels like home. It didnāt have the same unique tone and dark beauty as Fallout, quite, but it still looked good in that comfortably familiar oatmeal color that the post-apocalyptic southwest always seems to have.
But then I got down to actually playing, and I quickly learned a valuable lesson: playing dense, story-driven RPGs that donāt give much in the way of guidance and can take well over 100 to complete is definitely not like riding a back. āThis isā¦harder than I remember,ā I wrote to a friend a few hours later.
Wasteland 2 is a difficult game to play because it bucks many trends in mainstream role-playing games today by remaining deliberately old-fashioned. Compared to modern standards like Dragon Age or Skyrim, itās incredibly hard to comprehend at times, let alone play. And itās certainly nothing like the lackadaisical approach to picturesque, open-world RPGs that Bethesda popularized with the Elder Scrolls series, and has now applied to its version of the Fallout franchise.
But I think this is also a good thing. Its intangibility, and its ensuing difficulty, is an aesthetic choice, rather than a functional oversight.
I say this having played a great deal of Wasteland 2 and experienced very little of it at the same time. My Steam account informs me that Iāve put in more than 20 hours. Wastelandās creators, meanwhile, claim it takes upwards of 70 to complete the entire campaign. Both of these numbers are meaningless as a tool to judge progress in a game like this, however. I feel like Iāve only played a fraction of my 20 hours inside it. And thatās because Iāve either restarted Wasteland or stepped back to a save point so far behind me that I sacrificed a serious chunk of time at least 5 or 6 times now.
I had to keep restarting and reloading Wasteland 2 for not better reason than this: I kept fucking up, and irreversibly so. Iād build the wrong foursome of starting characters, and wouldnāt be able to hold my own in the gameās vicious combat system. Or Iād fail to plan ahead and stock up on supplies, leaving my squad of post-apocalyptic peacekeepers (Rangers) hopelessly drained for a critical encounter. Orāand this happened twice alreadyāI would move too slowly in responding to various crises across the nuked-out near-future Arizona, leaving the world I was trying to hold together to descend slowly into chaos. That, or just erupt straight into it.
I kept trying new things to see if I could survive longer in the Wasteland before I gave up and decided to start fresh. All those myriad attempts later, and I still donāt feel like Iāve cracked Wasteland 2 open enough to get a proper taste of the meat inside yet. Iām still just learning how to play it in the first place. This learning process is very compelling, but Iām not sure it will always be that way.
The wonderful part of Wasteland 2 is that it demands a particularly patient, studious kind of gameplay because of how opaque it is at face value. That can also be its greatest weakness, however. The game has revealed very little of itself to me. Instead, itās preferred to challenge me to figure everything out myself.
Take the very first quest in the game as an example. My group of ragtag Ranger recruits was ordered by their new boss to go search for some repeater units (read: tiny metal boxes I had to go pick up) that a former ranger hadnāt bothered to return because he was killed. Only thing was: the path to this manās body led straight through a small raider camp.
I started playing Wasteland 2 shortly after a few solid days of playing Diablo 3, so my first impulse was to stride right past them. I tried that, and when one the raiders started to sound aggressive, I attacked them. A few minutes later, all my party members were close enough to being dead that I figured it was time to reload. Second try, I managed to talk my way past themāmostly by just being able to resist the urge not to shoot them all immediately. Then I walked around the outer corners of their little encampment, trying to see if I could poke my way through one of the fenced-off areas. Turns out, all of these were trapped, and my diplomat character died an unceremonious and thoroughly not heroic death trying to open the door of a chain-link fence.
On round three, I avoided any trouble and went straight for the cave that Aceās blood trailed towards. There, I met a giant frog. Before I could even assess whether this giant frog was hostile or just wanted to chat, said frog initiated combat and, with a flick of his tongue, stole my best fighterās gun right out of his hands.
Oh, youāve got to be fucking kidding me, I thought. Now the FROGS have theft abilities too?
The rest of my time with the frog went over relatively smoothly, all things considered.
I appreciate it when a game invites me in with such a bold, presumptuous call-to-arms. But Iām also not sure that makes it actually want to play it sometimes. Maybe this was because I was transitioning from a game as repetitive and mindlessly satisfying as Diablo 3 again, but the ambiguities of Wasteland 2ās general directive to ācomplete this quest, weāll let you figure out howā a tadā¦overwhelming. At its most frustrating, Wasteland 2 has allowed me to trip over my own virtual shoelaces so clumsily that Iām left infuriated at how it seems passively indifferent to the amount of time and energy Iāve sunk into trying to make it through a particularly nasty and violent slog through a sprawling prison complex before I finally realize that: yep, I should have been managing my characters more tactfully several hours ago.
Far more often, however, I just end up feeling lost. Hitting a wall in this game is always a grim moment of reckoning that forces me to reconsider practically every decision I made leading up to when things officially started to hit the fan. I remain fundamentally optimistic about Wasteland 2, however, for this very reason.
The game might frustrate me, even exhaust me. But itās also made me remember that getting lost was an important part of what made Fallout 1 and 2 special. Overcoming oneās fear and trepidation was essential to unlock the true beauty of these games. They let you stumble about so heedlessly that finally finding your way became its own reward. This is a unique kind of difficultyāone that tests you not by seeing how well you can perform in a given time or against a certain enemy, but by asking you how youād like to challenge yourself. If that means Wasteland 2 is less approachable than something like Mario Kart or Diablo? Well, sometimes itās nice to see a developer wholeheartedly and unapologetically appeal strictly to the kinds of gamers they know will appreciate their work, rather than trying to moderate it for a wider audience.
It Brings Back Lots Of Great Stuff From The Good Old Days
Wasteland 2 is a role-playing game through-and-through in the old school, PC-based, āI have no idea what the fuck Iām doing yet but gimme another 200 hours and Iāll have a strategy guide for youā kind of way. Much like the recent RPG Divinity: Original Sin, seasoned genre fans will probably be delighted to see many long-lost motifs make a return here: dialogue options and plot lines branching ever-outwards in different directions, skills and traits encouraging mastery, experimentation, and combination for maximum effect, inventories and status-bars demanding tireless micro-management.
At the same time, however, Wasteland also makes some welcome changes to the original Fallout paradigm. Most notably, you control a squad rather than a single character. This turns the game into a tense, squad and turn-based tactical game when it comes to combat. And there is a lot of combat, seeing as this is the post-apocalypse and killing each other seems to be the main thing people are into now that civilization has called it quits. I think this is what Fargo meant when he told me earlier this summer that the game mixes equal parts of Fallout and the original Wasteland. His new game is a fascinating combination of two normally distinct genres. Itās sort of like XCOM: Enemy Unknown, but only if that game was played in slow motion, had an interesting story and cast of characters, and provoked more complex moral questions than: āWhat space alien should I shoot at next?ā
From its very first moments, Wasteland forces you to make uncomfortable choices. Thereās the character creation system, for starters. You get four Rangers to begin with (a number you can, and should, quickly start adding to), all of whom must work together in near-perfect unison to execute a smooth lift-off in the game. Not coincidentally, this is where I started to feel lost. I consider myself fairly well-versed in nineties-era CRPGs, and even then being confronted with Wastelandās eclectic mixture of skills took me aback. Just look at this thing:
Impressive, all those different numbers and bars to fill up. But, wait a minute: what on earth is ātoaster repair?ā Is it better to start out with points in ālockpickingā or āsafecracking?ā Must there always be a distinction between ābrawling,ā ābladed weapons,ā and āblunt weapons?ā Arenāt you basically doing the same thing, whether itās with a rusty scythe you picked up off the ground or aā¦rusty spiked bat you also picked up off the ground?
Wasteland presents all of these options with neutral descriptors, saying what they help a character do but never explaining whether or not theyāre truly important. Thatās up to you to figure out. Iāve found the game challenging enough on its normal difficulty that getting past this first step proved an anxiety-inducing gamble.
In my very first playthrough, for instance, I created one character intended to be a dedicated techieāthe kind of person that could hack into things and fix other things on the fly. Another, meanwhile, was primarily a diplomat: high in charisma and intelligence, with skill points for smooth-talking and outsmarting people. Both of these characters quickly showed me that they were valuable in overcoming certain specific obstacles. But they were also utterly useless in even lending a helping hand in most other areas. Within an hour or two, I was underground in a basement trying to fend off gigantic man-eating cockroaches. My ādiplomatā was using all of his turns to run helplessly in the other direction while the techie, fresh out of ammo for her plasma pistol, kept trying and failing to stab one with a knife she wasnāt experienced enough to use. This left my other two Rangersāthe only two who could handle pistols and rifles effectivelyāto fend off all the giant bugs on their own. And then one of them was eaten.
Ah, well, I thought. Poor guy. I guess itās time to reload again.
Just trying to make your way around the world is similarly tricky. Useful supplies have been relatively scarce in Wasteland 2 for me so far, which means I end up scouring every nook and cranny of every dungeon I went into for treasure chestsāor whatever the post apocalyptic dystopian sci-fi versions of those two things are. A good chunk of these ended being rigged with explosives or other traps. I hadnāt thought to invest in ātrap disarmingā in my first go-around. Or my second, as much as it was starting to sound like a pretty good idea to consider. Because, really: who goes for disarming traps as their skill of choice when there are things like āassault riflesā and āweapon-smithingā sitting right next to it? Disarming traps wouldāve been a hell of a lot more useful, I soon realized after staring down a third innocuous-looking metal crate in one level after the first two in that room had exploded in my face.
āSeems like doing that set off a trap,ā the game quipped in its ongoing text log of your adventures. āMaybe be more careful?ā
Wasteland lays a trap for you, and then it makes fun of you for stepping in it. Somehow, even the hints this game sparingly doles out feel like thinly-veiled barbs. How wonderfully vindictive; how gleefully cruel.
ā¦But It Also Brought Some Of The Bad Stuff Back With It Too
Iāve learned how to play Wasteland by making mistakes over and over again, then doing my best to learn from them when the game scolds meāor, more often, just lets me die. Gradually, I began to turn my characters from lumps of ill-formed clay into ambidextrous multitaskers who always know how to use at least one deadly weapon. The times I forgot to pick up ammo or scrounge for supplies forced me to use every conceivable item in my inventory to some advantage. I began to appreciate the true value of mundane skills like being able to repair objects, rather than being enthralled by the promise of one day shooting a bazooka at a giant mutant.
In other words: little by little, I see that Iām uncovering the secrets necessary to just be able to play Wasteland. Before I can even settle into a comfortable groove, however, the game keeps greeting me with other, far more sinister challenges. A virulent zombie-like infection begins to spread, roving gangs of marauders constantly threaten your every move, nuclear threat looms ominously. Entire swaths of the map can be destroyed if these issues arenāt addressed quickly enough, meanwhile, which has only added to the pressure of feeling like I must quickly master any number of techniques and abilities Iāve only just became aware of. This is where all the starting and re-starting comes in, if that wasnāt clear.
Iām Still Not Sure If Itās A Good Game, But Iām Ok With That
I guess if I had to sum up my reaction to Wasteland 2 so far in a single word, it would probably be āconfused.ā Or maybe āconfusing.ā Heck, why not just ābeaten down?ā Iām still enjoying it regardless, however,sois the gameās difficulty a bad thing? Not necessarily. But as I continue to play Wasteland 2 in fits and starts, I also keep thinking back to what Brian Fargo said to me earlier this summer about his love of ārabbit holesāāthe story-lines that are played out to their fullest extent, leaving one to question whether or not they feel they actually did the right thing by saving one small settlement when the other couldāve offered some special device that would really come in handy right about now. Or maybe they just genuinely arenāt sure if they did the right thing, morally speaking.
āThatās what makes choices meaningful in games,ā Fargo told me at the time. āWhen you canāt just reload and try again. Because when you can undo everything constantly, you lose some of the drama from the story. Players should look back and think to themselves: āGod, Iād completely forgotten about that moment, itās been so long.'ā
I love Fargoās idea as a method of storytelling. Itās harder for me to stomach when it comes to the actual gameplay in Wasteland 2, however. I enjoyed the silly feeling of stumbling into traps, or accidentally shooting one of my own party memberās faceās off, the first time I ran into these hurdles. Maybe even the second. By the third time, though, I was usually pleading with the game to be more forgiving.
Difficulty is a matter of personal taste, of course. But compare Fargoās comments to something that XCOM: Enemy Unknown developer Jake Solomon told me before that reboot was released back in 2012. As with Wasteland 2, nostalgia is a core part of XCOMās identity. Solomon told me that trying to appeal to the memories that people had of the original XCOM games didnāt fit so neatly with his sensibility as a designer, however:
When old gamers get together we talk about that with nostalgiaāāWasnāt that awesome? That game wouldnāt give a shit! It would just shoot all your guys!ā But as a designer, Iām sort of like, āwhat the fuck am I doing?ā Players are just gonna get off the drop ship and die, thereās no recourse? Unless Iām trying to teach them something philosophically, thereās nothing the playerās going to take away from this. So weāve tried to eliminate anything that comes across as having no counter to it. The game isnāt just like, āEh, sorry! Tough shit.ā
Wasteland 2 is the kind of game that isnāt scared to tell you: āSorry! Tough shit.ā The original Fallout games werenāt either, in many ways. But there was something so captivating at their core that made their clumsy elements increasingly succulent, even if they were still unpalatable upon the first bite.
At one point this week, for instance, I found myself stuck in this spot where I was supposed to make two characters who represented opposing factions agree with one another but couldnāt figure out how to finish what I was pretty sure was the last step to solving this puzzle. Once I did, it was so annoyingly obvious that I wanted to kick myself. But I also found myself feeling this weird urge to just say āfuck itā and start over once againāthis time with slightly higher conversational skills. Do I have a problem? I thought, somewhat in earnest.
Thatās when I forced myself to think back to my first, fleeting brushes with the original Fallout. I remember having no idea what to do for a solid week, before I finally caved in and looked online to discover what character builds actually worked. I remember shivering as I felt the gameās shell crack open, step by small step. I remember spending what felt like days combing through an abandoned military research facilityānot out of any hunger for loot for lootās sake, but because I genuinely felt that this kind of routine scavenging was what survival meant for the people in the post-apocalypse meant struggling to do so. Thatās when I stopped feeling lost in Fallout, and began to be enthralled instead.
I still donāt know if Wasteland 2ās heart beats as strongly in comparison. At face value, it can often end up looking like a cheaper version of Fallout more than a proper āsuccessor.ā But if Fallout hastaught me anything, itās that games like this take time to understand and explore before gamers can begin to truly appreciate and evaluate them. We need to let ourselves get lost in the wasteland. We need to puzzle through the gameāboth alone and together onlineābefore we discover its greatest characters, its deepest quests, its weirdest surprises.
Or at least, that what I want to do going forward. Despite the many wrong turns Iāve already taken in Wasteland 2, Iām intrigued enough to keep picking away it at in my own bumbling way.
To contact the author of this post, write to [emailĀ protected] or find him on Twitter at @YannickLeJacq