180 lines
10 KiB
Plaintext
180 lines
10 KiB
Plaintext
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WASTELAND
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What a refreshing change. Instead of applying the role-playing formula to yet
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another fantasy world in which steel and spells battle the Zog Monster from the
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Land of Qzw'glllk, we have here a scenario much closer to current reality. In
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addition, its design attempts to advance the art of role-playing adventuring,
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rather than merely re-work successful approaches of the past.
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This is progress, and enjoyable progress, at that!
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WASTELAND is an Interplay Productions scenario published and distributed by
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Electronic Arts. You'll recognize the basic interface as very similar to that of
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THE BARD'S TALE, a game created by the same folks. However, there are some major
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changes here, many (but not all) of which add to the playability and realism of
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the game. This review is based on the Apple II version of WASTELAND; Commodore
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64/128 and IBM-PC version notes follow.
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The scenario places you in the American southwest, some time after World War
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III started under unexplained circumstances. You belong to a group of Desert
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Rangers (modeled after the Texas Rangers) who are setting out to investigate the
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area, help re-establish Law and Order, and figure out What Is Really Going On
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Here.
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Although this closely parallels the motivation of your typical fantasy quest
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hero, WASTELAND's world has more in common with the film "Mad Max" than sword
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and sorcery: Magic doesn't exist here. The best weapons are guns and ammo,
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although brawling with fists is surprisingly effective. Instead of spells, your
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team must develop and apply various skills, ranging from climbing and weapon use
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to cryptology, medicine, and metallurgy. Intelligence is much mor important than
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brute strength in this world.
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The mechanics of this game fit nicely with its world. You have an overhead view
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that's very reminiscent of ULTIMA and its imitators, but whose shifting scale
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allows more detail in city and building interiors. The passage of time and
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healing vary in relation to the physical scale: It takes more time to move one
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square in the open desert than to move one square inside a store. The display
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uses pop-up windows as needed, and there are several keyboard shortcuts that
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keep the game moving nicely. One unrealistic element: There's 24-hour clock, but
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no need or provision for sleep.
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In puzzling situations, you'll be required to use items, skills, or your
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attributes. For instance, early on you're faced with a pile of machinery; if you
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use your intelligence, you can figure out what the machinery does. Later, you
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must deal with a locked safe; if a player has the safecracking skill, you may
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not need the combination. In situations requiring a lengthy text discourse,
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you're referred to a "Paragraph book." This has the distinct advantage of
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reducing note-taking time and saving disk space for the scenario writer. Lest
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you think it's just a hint book, however, you should know that half of the
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paragraphs are red herrings and will lead you into trouble. Reading the
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paragraphs ahead of time is of no help.
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My only criticism of the game involves the combat system. It includes some
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excellent features, such as allowing for ranged weapons, and taking weapons
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skill into account. However, you are generally invincible, especially in the
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early game. If all of your players are reduced to zero hit points, they're
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unconscious, and the monsters merely wait around for some of you to recover
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before attacking again. Although this makes it very unlikely that one of your
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players will die (thus saving you the trouble of using your backups), it does
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detract markedly from the game's realism. (To be fair, there are some situations
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in which your players can be seriously wounded, and if your Medic skills are
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inadequate, that player will deteriorate and die.)
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All in all, Interplay Productions has put a great deal of thought and hard work
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into WASTELAND. The scenario has no single "walkthru path," and the game system
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has incorporated the best ideas from most of the successful RPGs on the market.
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I've already put 20 hours into this game, and I'm heading back for more right
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now. Give it a 9 out of 10 and a stainless-steel Uzi.
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COMMODORE 64/128 VERSION NOTES
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The C64/128 version of WASTELAND is every bit as wonderful as Ken Franklin
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noted above. Interplay Productions, which is responsible for THE BARD'S TALE III
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and NEUROMANCER, has gone to great lengths with WASTELAND. The results are
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obvious: This is one great and innovative game.
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Commodore owners will need four blank disks. WASTELAND will recognize only
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those disks that have been copied from the copy program in the Utilities Menu.
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You'll need the WASTELAND master disk in order to boot the game; the copies can
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be used thereafter.
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Like THE BARD'S TALE III, WASTELAND can be saved virtually anytime and
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anywhere. I should be noted, however, that WASTELAND saves itself periodically:
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This is a process utterly different from any save a player might perform.
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Changes that take place during play are permanently recorded on the disks, hence
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the need for copies. On the other hand, a player-chosen save, instigated by
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typing "S" at any time other than during combat, saves the current position and
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party status, which can be reloaded for a later play session.
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The C64/128 version is entirely keyboard controlled; the first letter of a
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command is used to select that command.
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There are several different graphics displays. Desert and dungeon exploration
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offers an overhead view of the terrain; entering a new location, which doesn't
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necessarily have to be a building or a cave, opens up a new and usually more
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detailed area. As in THE BARD'S TALE III, combat and communication screens
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consist of a message area, an animated picture, and the names and stats of the
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characters.
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The C64/128 WASTELAND package contains two double-sided disks, a Command
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Summary card, an instruction manual, and the "Paragraph Book," another neat idea
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from Interplay.
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Although WASTELAND looks and plays more or less identically to THE BARD'S TALE
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and its sequels, it is far and away its own game. The post-nuclear holocaust
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scenario is more than enough to recommend it, but since the game itself is so
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good, I must therefore recommend it in a loud and emphatic voice
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IBM VERSION NOTES
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As Ken Franklin and the Doctor have already pointed out, WASTELAND is a
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marvelously different and superbly detailed computer role-playing game. The
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MS-DOS version was a long time coming, and I'm pleased to report that the game
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does not disappoint. It is, if anything, slicker on an IBM (or compatible) than
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in its Apple II and Commodore 64/128 versions. There's no doubt that any future
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ports will be further improved under Interplay's touch. Only one rather serious
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flaw besmirches the release.
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The requirements: an IBM-PC/XT/AT, PS/2 family, Compaq, Tandy 1000 series,
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3000, 4000 or IBM compatible with 256K. A CGA, EGA, or 16-color Tandy is needed,
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although a VGA in EGA mode should work beautifully. The program supports a mouse
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but no joystick (more on that later). It also supports a hard drive; you'll need
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at least 850K free on the hard drive to install the program. If you don't have a
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hard drive, the game will run with one or two floppy drives. A second floppy
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drive is strongly recommended for this game, as you'll be doing a bit of
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disk-flipping even _with_ two drives.
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The IBM version of WASTELAND isn't copy-protected. If you're using floppies,
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you'll need three blank diskettes to create the actual playing media. There's a
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lengthy installation procedure no matter which kind of drive you use. And unlike
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nearly every other CRPG you've ever played, this game writes all changes
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_permanently_ to your working disks (or WASTELAND subdirectory if playing from a
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hard drive). What this means is that, if you ever want to start the game over,
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you'll need to pull out your master disks and run one of the four "reset"
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programs. This is somewhat of a pain, but it's a progressive move, and progress
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can be painful. Fortunately, as Mr. Franklin mentions, it's not easy to die in
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this game; thus, you don't need to start over nearly as frequently as you might
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in, say, THE BARD'S TALE or ALTERNATE REALITY.
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Another example of intelligent progress: The game box includes both 5-1/4" and
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3-1/2" disk formats. And the greatest new amenity, to my way of thinking, is the
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macro function. You can create up to 10 macros using the function keys in
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conjunction with the CTRL key; the process is as simple as can be, and very
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handy.
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In most other ways, WASTELAND plays much the same as the other versions. The
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game saves itself each time you enter a new location, or whenever you care to
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save it yourself -- even while inside mazes. You can also quit and exit to DOS
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without saving and without the need to reboot.
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The stunning graphics are, as mentioned, reminiscent of THE BARD'S TALE.
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They're an incredibly crisp 640x200, and the use of color and shading in the EGA
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version is nothing short of delightful -- even more impressive than THE BARD'S
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TALE's in the close-up windows of the characters and monsters. The overhead
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graphics are tile-style like ULTIMA's, and a bit less compelling, but still
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artfully executed.
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The major flaw I mentioned earlier involves the mouse interface. On the
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surface, the interface is extremely elegant. The mouse can run nearly the entire
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game, and adds immeasurably to the ease of play. Unfortunately, the mouse also
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causes the game to freeze up intermittently, necessitating a system reboot.
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Install the game without the mouse and the problem vanishes, but the you have to
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play from the keyboard -- a much less intuitive way to play. Electronic Arts is
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slowly looking into this problem, but I fear we're a long way off from seeing a
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solution. EA has had problems in the past supporting other than genuine
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Microsoft mice; mine is a compatible. If you have a Microsoft mouse, you may not
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encounter the problem. But even so, don't count on being able to use the mouse.
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Interplay has described some very minor changes in the area of stat development
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in the IBM version. These changes were borne out of players' experiences with
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the previously released versions, and they can be considered refinements. The
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net result is a game of enduring challenge that reeks of sophistication in its
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graphic quality and its compelling gameplay. If the interface worked as smoothly
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and trouble-free as it ought to, you'd have one absolute gem here.
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WASTELAND is published by Interplay Productions and distributed by Electronic
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Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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