- Joined
- Jan 28, 2011
- Messages
- 99,624
Tags: inXile Entertainment; Wasteland 3
Wasteland 3 must be one of the more forgettable GOTYs in the annals of the Codex. Released in late 2020 after nearly four years in development, it turned out to be the closest thing we had to an all-around decent RPG in a year of niche titles and cyberpunk disappointment. But the game itself sparked remarkably little discussion. Maybe it was ignored by users who'd been burnt by inXile's previous offerings, or maybe there just wasn't all that much to say about it. Once again, we have our esteemed social media representative Roguey to thank for finally picking up the task of reviewing it. He finds Wasteland 3 to be a streamlined but generally solid title, which clearly benefited from its lengthy development and an additional year of patching. Here's an excerpt from his review:
Read the full article: RPG Codex Review: Wasteland 3
Wasteland 3 must be one of the more forgettable GOTYs in the annals of the Codex. Released in late 2020 after nearly four years in development, it turned out to be the closest thing we had to an all-around decent RPG in a year of niche titles and cyberpunk disappointment. But the game itself sparked remarkably little discussion. Maybe it was ignored by users who'd been burnt by inXile's previous offerings, or maybe there just wasn't all that much to say about it. Once again, we have our esteemed social media representative Roguey to thank for finally picking up the task of reviewing it. He finds Wasteland 3 to be a streamlined but generally solid title, which clearly benefited from its lengthy development and an additional year of patching. Here's an excerpt from his review:
The first difference you'll notice from Wasteland 2 is that it takes a page from Divinity: Original Sin and requires you to make or take just two rangers at the start. There's a greater focus on accessibility and the ability to immediately jump in and start playing: there are five groups of pre-made rangers, and they all come with unique background bonuses and utility items that no custom-made ranger can acquire to compensate for their non-powergamed attribute and skill allocation. In addition to this, they also have a few unique voiced banters with each other, though you'll hear them all in the early areas. Once you're past the tutorial, you can make or take two more rangers from a different and larger pool and/or fill up your roster with companions for a total of six; however, you must always have at least two rangers in the party and can have no more than four. Some purists may balk, but I was grateful I could start playing immediately and learn how I wanted to build my future characters through experiencing the game's content as opposed to making decisions for four different characters at the start with no context other than my previous experience with RPGs.
Wasteland 3's CLASSIC attribute system has also been modified from its predecessor. In Wasteland 2, the system encouraged only two kinds of builds: a useless-or-less-useful-in-combat charismatic skillmaster and a character who puts a roughly equal investment into attributes that maximize initiative, action points, and skill points. The initiative system that gave individual characters multiple combat turns in comparison to their opponents excessively rewarded high-initiative builds and excessively punished low-initiative builds; that's been replaced with the characters on each side going at once, though occasionally you may get lucky and receive a free use of action points. Action points themselves, while still important, aren't absolutely necessary to max out on every character; there are incentives to put those points elsewhere. Putting points into intelligence gives you one skill point per level of intelligence instead of modifying the number of points you get per level. Overall, viable build variety with regard to attributes has noticeably improved.
The skill system has been streamlined; the era of multiple container-unlocking skills is over. Lockpicking and Safecracking are now just Lockpicking, Handguns and Shotguns have been folded into Small Arms, Assault Rifles and Submachine Guns form Automatic Weapons, Bladed and Blunt Weapons are now Melee, Field Medic and Surgeon have been combined into First Aid (and it's no longer a requirement for reviving downed rangers), and Alarm Disarming and Perception have become Sneaky Shit. Brute Force is gone; now if you can't be bothered to invest in Lockpicking but still want to open a locked door, just attack it normally. The Smart Ass talking skill is also gone. They did add Armor Modding as a skill to complement Weapon Modding, but that's the only new one. Even with the fewer number of skills, a perfectly-optimized party won't be able to max out everything by the endgame; at least four skills won't be able to hit those final numbers (at least as far as the base game experience curve goes).
Additionally, annoyances like skill timers, chance-based skill checks, critical failures, and gun jamming are gone. I could take or leave the last two, but I don't miss the first two at all. Using a skill isn't quite instantaneous, but it's fast enough, and not having to keep clicking on an object until you succeed or critically fail is a welcome relief.
The inclusion of quirks and perks from the Director's Cut of Wasteland 2 has been carried over, and they've also added backgrounds that provide a small bonus. There are some good, great, and lousy options all around, so it's a pretty typical assortment for an RPG. With knowledge of the system, you can synergize all three to excel at a given role, so there's a decent amount of options here for the powergamers.
Inventory is now shared by the entire party and items no longer have weight, so encumbrance is no longer a factor. However, there are strength requirements to wear the strongest kinds of armor without penalty. While you can look at the inventory during combat, you can't equip anything you didn't have in your weapon and quick slots when combat started, so things aren't totally balanced in your favor.
Crafting was added in one of the patches. It saves you the trouble of having to backtrack to a store if you run out of a particular kind of consumable or ammo while out in the field as long as you meet the particular skill prerequisites. It's also used for making unique joke items that are worth a bit more than standard junk items, weapon and armor mods you absolutely want to have, and unique weapons, including final upgrades for the best weapons in the game. I'm usually not one for crafting, but I liked having it here. The presentation for weapon and armor mods could have been better though; there are roughly two dozen armor mods and fifty weapon mods and they're listed in alphabetical order instead of organized by type and rank. As a result, it's irritating to scroll through them while holding shift to look at their stats to find what you want.
[...] If "reactivity and choice" was the mantra for Wasteland 2, then Wasteland 3 adds "transparency and accessibility" as another design pillar. inXile pulled off a heavily-reactive turn-based, party-based RPG that looks and sounds slick and is largely frustration-free when it comes to starting and playing. They re-examined their systems and modified them without throwing out the baby with the bathwater, in contrast to other studios who have tried to do the same in the past. Sure, it's not the second coming of Jagged Alliance 2, and no, it's not a party-based Fallout, but it's my favorite Wasteland game. Its status as the 2020 RPG Codex Game of the Year is well-deserved.
Wasteland 3's CLASSIC attribute system has also been modified from its predecessor. In Wasteland 2, the system encouraged only two kinds of builds: a useless-or-less-useful-in-combat charismatic skillmaster and a character who puts a roughly equal investment into attributes that maximize initiative, action points, and skill points. The initiative system that gave individual characters multiple combat turns in comparison to their opponents excessively rewarded high-initiative builds and excessively punished low-initiative builds; that's been replaced with the characters on each side going at once, though occasionally you may get lucky and receive a free use of action points. Action points themselves, while still important, aren't absolutely necessary to max out on every character; there are incentives to put those points elsewhere. Putting points into intelligence gives you one skill point per level of intelligence instead of modifying the number of points you get per level. Overall, viable build variety with regard to attributes has noticeably improved.
The skill system has been streamlined; the era of multiple container-unlocking skills is over. Lockpicking and Safecracking are now just Lockpicking, Handguns and Shotguns have been folded into Small Arms, Assault Rifles and Submachine Guns form Automatic Weapons, Bladed and Blunt Weapons are now Melee, Field Medic and Surgeon have been combined into First Aid (and it's no longer a requirement for reviving downed rangers), and Alarm Disarming and Perception have become Sneaky Shit. Brute Force is gone; now if you can't be bothered to invest in Lockpicking but still want to open a locked door, just attack it normally. The Smart Ass talking skill is also gone. They did add Armor Modding as a skill to complement Weapon Modding, but that's the only new one. Even with the fewer number of skills, a perfectly-optimized party won't be able to max out everything by the endgame; at least four skills won't be able to hit those final numbers (at least as far as the base game experience curve goes).
Additionally, annoyances like skill timers, chance-based skill checks, critical failures, and gun jamming are gone. I could take or leave the last two, but I don't miss the first two at all. Using a skill isn't quite instantaneous, but it's fast enough, and not having to keep clicking on an object until you succeed or critically fail is a welcome relief.
The inclusion of quirks and perks from the Director's Cut of Wasteland 2 has been carried over, and they've also added backgrounds that provide a small bonus. There are some good, great, and lousy options all around, so it's a pretty typical assortment for an RPG. With knowledge of the system, you can synergize all three to excel at a given role, so there's a decent amount of options here for the powergamers.
Inventory is now shared by the entire party and items no longer have weight, so encumbrance is no longer a factor. However, there are strength requirements to wear the strongest kinds of armor without penalty. While you can look at the inventory during combat, you can't equip anything you didn't have in your weapon and quick slots when combat started, so things aren't totally balanced in your favor.
Crafting was added in one of the patches. It saves you the trouble of having to backtrack to a store if you run out of a particular kind of consumable or ammo while out in the field as long as you meet the particular skill prerequisites. It's also used for making unique joke items that are worth a bit more than standard junk items, weapon and armor mods you absolutely want to have, and unique weapons, including final upgrades for the best weapons in the game. I'm usually not one for crafting, but I liked having it here. The presentation for weapon and armor mods could have been better though; there are roughly two dozen armor mods and fifty weapon mods and they're listed in alphabetical order instead of organized by type and rank. As a result, it's irritating to scroll through them while holding shift to look at their stats to find what you want.
[...] If "reactivity and choice" was the mantra for Wasteland 2, then Wasteland 3 adds "transparency and accessibility" as another design pillar. inXile pulled off a heavily-reactive turn-based, party-based RPG that looks and sounds slick and is largely frustration-free when it comes to starting and playing. They re-examined their systems and modified them without throwing out the baby with the bathwater, in contrast to other studios who have tried to do the same in the past. Sure, it's not the second coming of Jagged Alliance 2, and no, it's not a party-based Fallout, but it's my favorite Wasteland game. Its status as the 2020 RPG Codex Game of the Year is well-deserved.
Read the full article: RPG Codex Review: Wasteland 3