Wasteland 2 ( 3 DVD )
I don't exactly remember which part of Wasteland 2
that quote is from, but it, more than anything else, highlights what
the game is about. Fiction generally, but science fiction especially,
often explores some fundamental element of what it means to be human.
Whether they describe a destructive thirst for revenge, the glorious
touch of a lover, or the fear of losing your humanity to technology,
these stories enrich us because they give us mental playgrounds for our
own ideologies. Wasteland 2 captures the pettiness of loyalty, of
nationality, of these abstractions people are so insistent on building
to guard them from the evil in the world. And yet it's also about the
kindness of people in the face of these same obstacles.
In
Wasteland 2, you play as a squad of several people, most of whom you'll
create from whole cloth. You're encouraged to shape their backstories,
craft their skills, and choose their religions, so that you might have a
cohesive group that can take on any attacker, and so that you might
have ripe material from which to pull creative inspiration as you write
your own story. Your team will always be members of the Desert Rangers, a
loosely-organized militia that protects what remains of the people that
have survived an apocalypse. Your affiliation with this quasi-national
group is at times a hindrance, as there are civilians that have been
slighted by the organization, and others that retain a deep loyalty
because of some prior graciousness.
The first
major mission you come across presents you with a choice. There are two
places in desperate need of help. One is the last bit of farmland
fertile enough to provide food to everyone else in the wastes; the other
is the only major source of water left in the deserts of Arizona. You
will lose one of them, and those few residents that survive the
destruction will hate you. Their friends and relatives scattered around
the wasteland will hate you too. It is unavoidable. No matter how far
you progress, you will never be able to repair all that ails the land,
see every possible sight, or assist everyone in need. There's a sense of
fatalism about the limits of organization, about the boundary of
governments, that feels almost anarchic. Even kindness isn't universally
helpful.
One particularly tough scene
had me slowly watching a woman die as she begged my squad to put her out
of her misery. Trying to show an ounce of mercy in an otherwise cold
and macabre place, I agreed. A child saw me and ran to tell his family,
another group I had agreed to help by finding their stolen pigs. They
were terrified of me, and left their home without food and water. They
probably died.
It
was these little vignettes that dominated my time with Wasteland 2.
Finding people in need, or encountering the remnants of some long past
conflict, is the heart of the experience. The slow pacing and long
stretches of silence, occasionally punctuated by the sound of a dot
matrix printer ticking off vivid descriptions of the vistas and
characters you encounter, create a rich atmosphere for classic
role-playing. Most of Wasteland 2 takes place inside your own head as
you wrestle with dozens of moral choices, build connections between
disparate events, and try to grasp the big picture. You'll only ever
have your experience, though. Your piece, your perspective, is all the
context you'll ever have, and from that you're tasked with trying to
make complex decisions and hope that your net good (or, if you're a
sadist, net evil) shines through whatever missteps you may make. Even
wandering around, mindlessly fighting raiders ad infinitum, is a
distinct choice with distinct consequences. Ignoring your duties means
that people die. In the same way that nothing exists without some
implicit statement about politics or morality, there's no avoiding the
larger themes and conflicts here. From the moment you step into
Wasteland 2, you are always making choices about the way you influence
the game world.
When it does come time to
fight, your choices are similarly varied. Wasteland 2 supports a huge
breadth of combat styles. Each tile-based, tactical battle is distinct
and opens with dramatic visual fare and a message saying “Encounter
Begins.” From there, you select actions for each member of your squad.
Moving, attacking, reloading, taking cover, unjamming weapons, and
performing impromptu surgery are all on the potential action menu. These
actions require a certain number of action points based on your
characters' core attributes. There's a lot of latitude here, however, as
you can reserve some points to give yourself a boost next turn, or dump
them all into an ambush in a bid to play more defensively. When
enhanced by a robust item set, your tactical approach is nearly
limitless: the kind of armor you're wearing and the food you've eaten
are just a few of the considerations that can affect combat. At one
point, I had a heavy fist-fighter and decided to set her up with some
good armor because she was often taking too much damage. While the suit
offered better protection, it also dramatically reduced her ability to
move around the battlefield. That led me to have her always leading the
squad so she'd be closer to the action, wouldn't have to move as far,
and was still adequately protected. You can destroy some parts of the
environment to open up new ways to attack, or you can use a particularly
fast character to lead an opponent around the battlefield, pulling fire
away from your main group. It's an open system that encourages you to
vary your approach, but that depth is only apparent at higher
difficulties. On easier settings, there's no need to employ greatly
complex tactics.

Fallout 3, by contrast, managed these kinds of conflicts well. It required training in certain skills to use them, but also gave you direct control over the success or failure of a lockpicking or hacking attempt. By leaving that control in your hands, you had agency over your own failure, and when you succeeded, you had reason to celebrate. In Wasteland 2, a game that places such a heavy emphasis on the consequences of your actions and choices, it is frustrating when you’re shown the limitations of those mechanics; when juxtaposed with modern inventory management, level design, and visual presentation, such archaic elements stand out.
In many ways,
though, Wasteland 2 represents everything about classic computer
role-playing games that the modern iterations of Fallout aren't. Where
Fallout 3 gives you an extreme amount of general latitude, Wasteland 2
focuses on the narrative minutiae and tangible consequences of your
individual actions. Where Fallout 3 tries to craft a broad world that
feels whole, Wasteland 2 loosely strings together several locations with
hidden connections, with secrets waiting to be discovered and picked
over. And where Fallout masterfully uses comedy to lambast the ludicrous
tone of paranoia surrounding Cold War America, Wasteland 2 attacks the
natural arrogance of the individual. It forces us to confront the
painful truth of our own blind self-righteousness, and shows us how
childish our own grand plans truly are.