You will have the character expert in explosives (and perhaps heavy weapons), the one dedicated to quieter techniques (breaking doors for example), the scientist, the leader born for dialogues (and maybe bargaining). There are no classes but it will be up to you to assort skills, attributes and perk among the team members, in short, you will create the classes yourself. Your team can have a maximum of six members between recruits and recruitable NPCs, it will practically always be at maximum capacity. We find this excellence, at least in part, also on the side of the progression and RPG characterization of the characters. In short, Wasteland 3 on the side of character customization is definitely excellent. Also on an aesthetic level there is a lot of fun, since weapons and armor are clearly visible, both in the inventory screen and in the game world, together with the classic aesthetic changes related to traits and clothing. Staying on the subject of useful objects, we have had the opportunity to see a decidedly impressive amount.Įxpect to spend a lot of time weighing purchases for each character in your gang or even just thinking about how to hand out loot you’ve recently gotten your hands on. Vendors abound and right from the start Wasteland 3 shows a strong desire to shower you with items, be they weapons and armor or the classic junk that is only worth when you sell it.Īs per the tradition of the series, the improvement of weapons and armor is a pillar of the gameplay and, after the story, is the main reason why you will get into trouble facing main and secondary missions. In the various locations you move around exploring the surroundings and, in practice, looking for NPCs to interact with and / or points of interest to investigate. The third environment is your base, which you will get immediately after the prologue / tutorial and which looks like a tactical map here you can access pool of potential recruits, the garage (where you can modify your vehicle), vendors and some important characters for the narrative and for obtaining missions.īandits exposed to the public mockery and stoned… Wasteland 3 doesn’t mind pushing on the accelerator of violence and blood. In tactical maps, you explore by moving freely with your group, and when a fight occurs, the game engine “lays out” a grid of squares under characters and enemies and begins the turn-based structure. The first two are a strategic map in which you will move with a vehicle (controlling it with the mouse) and tactical maps in classic isometric view for each location you will access. Wasteland 3 basically offers the player three distinct environments. The path is practically on rails but performs well as a tutorial, useful to explain how the game interface, exploration, combat, inventory and progression system works (the central parts of Wasteland 3 in short). The game starts just by giving you these two characters and leading you along a kind of quite dramatic prologue. There’s also the ability to create the character pair from scratch, fully customizing both the look and the assortment of features. There is a couple of particularly performing soldiers in combat, a couple of nerds with technology-related skills, one of survivalists and others that we let you discover. It starts with one of the few novelties, that is by choosing not a character but a couple whose characteristics dictate the mix of skills with which you will start. Wasteland 3 is a title that, from the beginning, shows a clear idea: do not overturn the classic CRPG system (Obsidian style, let’s say) and offer an experience dedicated to fans of the genre and the series in a new, fresh (if not icy ) setting. Inxile, led by Brian Fargo (creator of the original title) has recently brought the title back into vogue, remastering it, giving it a much appreciated following and, now, creating a third installment on which expectations are very high. The design and setting ideas were poured into the Fallout series which, after the second episode, became something very different, at least on the genre side. The game was a great success, with critics and audiences, so much so that Electronic Arts, at the time a very small reality, planned a sequel called Fountain of Dreams (later transformed into a different title) and Interplay canceled Meantime, another ideal sequel. It was in fact the very distant 1988 when the original title saw the light on platforms whose names sound somewhat esoteric for contemporary players: Commodore 64, Apple II and MS-DOS.Īt the time, RPGs were taking their first steps and the post-apocalyptic setting was an absolute novelty, at least in the videogame medium. The Wasteland series deserves a very special place in the hearts of all CRPG fans.
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