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