lockpicking a door), the world always remained the same after you did something or killed something (Wasteland was one of the first persistent video game worlds), and everything was described with incredibly memorable details. It helped that Interplay went to great lengths to provide a robust amount of features that aided the player in feeling as though they were really interacting with the world: you had multiple solutions to problems (such as brute-forcing your way through vs. Still, the game world just gripped me, even though it looks laughably simplistic today. This wasn’t going to be easy, because Wasteland was a pretty unforgiving game in some respects - it didn’t hold your hand, your characters were initially fragile, and you could contract all manner of diseases and injuries as you went along. So pretty much you’re kicked out of your cozy HQ and told to go investigate some bad stuff going down in the communities around you. Instead of just giving you one character to create, you got four - and I’ve always liked RPGs that let me create whole parties. Set some time after nuclear war ravaged the planet, you’re put in charge of a group of Desert Rangers who keep the peace and have an arsenal that would make any hardcore militiaman weep in envy. Wasteland is by far and away one of the coolest games that ever came out of the 80s, and when I found it I fell hook, line and sinker for the apocalypse. There’ve been games I’ve liked, many I’ve loved, but really few that I crushed into a fine powder and drank so that they would become a literal part of me. Anytime I think of Interplay’s Wasteland, my happy circuits always overload.
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