Game review
Wasteland 2
7 / 10
- Developer
- inXile Entertainment
- Publisher
- inXile Entertainment
- Released
- 13 December 2013
- Platforms
- Windows, macOS, Linux
- Genre
- RPG
- Monetisation
- One-time purchase
- Players
- Single-player only
The short version
Wasteland 2 is inXile Entertainment's 2013 Kickstarter-funded revival of the 1988 game that directly inspired Fallout, a turn-based squad RPG built almost entirely around choice and consequence. It entered backer beta and Steam Early Access on 13 December 2013, reached 1.0 in September 2014, and was upgraded for free into the Director's Cut — the only version still available today — in October 2015. It sits at 81.5% positive ("Very Positive") across 5,150 Steam reviews. This review read the 100 most recent reviews of each polarity.
What stands out across the current sample is how much of it is really a comparison to a game that didn't exist yet when this one launched: Wasteland 3, released in 2020, comes up unprompted in a large share of both positive and negative reviews, and the negative side in particular treats it as the superior, modern baseline Wasteland 2 now has to live up to. Strip that comparison away and the praise for the original is specific and consistent — reviewers single out an unusually deep, genuinely consequential quest-resolution system and flexible squad building — while the complaints are equally specific: repetitive, dated combat, a character creator that doesn't show what its choices actually unlock, and at least two independent reports of broken or choppy audio.
Biggest strengths
- Quest resolutions routinely branch into three or more genuinely different outcomes with real downstream consequences, a depth of reactivity reviewers single out even when scoring the game down for other reasons
- Squad building across four custom characters lets very different tactical approaches tackle the same content, and reviewers praise the variety of viable weapon and skill builds
- The writing's dry, bleak sense of humour is repeatedly cited as a specific strength distinct from Fallout's own tone
Biggest weaknesses
- A large share of the current review sample compares the game unfavourably to its own 2020 sequel, Wasteland 3, calling the original tedious and dated by comparison
- The character creator shows attribute and skill sliders without showing what perks or thresholds they actually unlock, a complaint repeated by multiple independent reviewers
- Combat is repetitive and the to-hit math is inconsistent enough that more than one reviewer describes rage-quitting over a run of missed near-certain shots
Who it's for: CRPG and tactics fans who want to see where Wasteland 3's choice-and-consequence design came from, and can tolerate 2014-era combat and UI to get it.
Our recommendation: A genuinely important CRPG whose ambition still holds up better than its combat does — worth playing on sale, and worth playing before or after its much smoother sequel rather than instead of it.
7 / 10
Introduction
Wasteland 2 is inXile Entertainment's 2013 return to the series Brian Fargo created in 1988 — the game Interplay's own Fallout was explicitly built to succeed when the Wasteland licence proved unavailable. Funded through one of the Kickstarter campaigns that helped kick off the 2010s CRPG revival, it entered backer beta and Steam Early Access on 13 December 2013, reached its 1.0 release on 19 September 2014, and was quietly but substantially upgraded for free on 13 October 2015 into the Director's Cut, which rebuilt the game on Unity 5, added a perk system and rebalanced combat across the board. That Director's Cut is the only version still available to buy — several older negative reviews in this outlet's sample recommending "switch to the Director's Cut instead" are fossils of the brief period between the 2014 launch and the 2015 upgrade, written about a version of the game that no longer exists to buy.
Why a 2013 Kickstarter game still matters to the genre
It's worth being specific about what Wasteland 2 actually did for the genre it now gets compared unfavourably to its own sequel within. Its March 2012 Kickstarter campaign fully funded in 43 hours and is widely credited, alongside the Pillars of Eternity and Torment: Tides of Numenera campaigns that followed it within the next year, as the moment that proved there was still a paying audience for old-school, stats-heavy party CRPGs after most publishers had written the format off. Brian Fargo, who had a hand in Fallout, Baldur's Gate and Planescape: Torment before founding inXile, brought back several of the original 1988 Wasteland's own designers for the sequel — including Michael Stackpole and Ken St. Andre — a continuity that fits what this review's own sample found from players who'd played the 1988 original: a recurring "100% must buy" endorsement specifically from fans of the first game, distinct from the broader audience's more mixed reaction. Whatever its combat and UI owe to their age now, the game's existence is a real part of why the CRPG revival that went on to produce Divinity: Original Sin and eventually Wasteland 2's own sequel was commercially viable at all.
A genuinely reactive CRPG, even by current sample's own admission
The single clearest throughline in this review's sample, on both sides of the recommend split, is that Wasteland 2's quest design is unusually willing to let a player's choices actually go wrong. One representative negative review complains, with real specificity, that "practically every quest resolution" boils down to trying to prevent a bad outcome, failing, trying an alternate route, and still getting an unforeseen bad result — a structure the reviewer finds exhausting after enough hours, but one this outlet reads as the game doing exactly what its genre promises more often than most CRPGs actually deliver. The positive sample describes the same system from the other side: "It pushes its narrative and player choice extremely far, with an almost absurd number of possible approaches and consequences," reads one 150-hour review, and several others independently praise the squad-building layer that sits alongside it — four fully custom characters whose attribute, skill and weapon choices meaningfully change how the same content plays out.
Measured against a sequel it couldn't have seen coming
What this review found shaping the current conversation around Wasteland 2 more than anything else is a game that didn't exist at launch: Wasteland 3, inXile's own 2020 sequel. It comes up, unprompted, in a large share of this review's sample on both sides of the split. "Wasteland 3 was great, Wasteland 2 is so tedious and boring," reads one blunt comparison; a more considered 105-hour review puts it more carefully, arguing only "the most hardcore, masochistic, old-school-gaming purists" would rate the original as highly as its sequel. Not every reviewer agrees — a handful explicitly call the original better, preferring its tone and party structure — but the sequel has clearly become the baseline the original gets measured against now, for better and worse, which is worth knowing going in: a lot of today's "tedious" and "dated" complaints are really a relative judgement against a much newer game in the same series, not an absolute one.
The rough edges that have nothing to do with its sequel
Setting the Wasteland 3 comparison aside, this review's sample still surfaces real, specific problems on their own terms. The character creator draws repeated, independent criticism for hiding its own consequences — attribute and skill sliders with no visible indication of what perks or thresholds they unlock, forcing new players to look up builds externally rather than learn the system by playing it. Combat's to-hit math gets a similar complaint: one reviewer describes rage- quitting over a stretch of missed "60%-plus to-hit" shots that felt statistically impossible, and a separate 91-hour review argues the game "forces a lot of consequence upon you without you really having much say," a notably different read on the same reactive-quest design this review praised above — evidence the system can tip from admirably unforgiving into simply punitive depending on the player. Technical reports are rarer but real: two independent reviewers in the current sample describe broken or choppy audio with no working fix, one naming it directly as the reason they stopped playing.
Verdict
Wasteland 2 earns its Very Positive rating honestly: the choice-and-consequence design and the flexibility of its squad building are the real thing, not marketing, and this review's own sample bears that out even from reviewers who are otherwise frustrated with it. What's changed since 2014 isn't the game — it's the existence of a markedly smoother sequel that now shapes almost every conversation about the original, fairly or not. Taken on its own terms rather than against Wasteland 3, this is still a CRPG worth playing: patient, reactive in ways modern RPGs often aren't, let down by a combat system and character creator that have genuinely aged, not just aged in comparison to something newer.
Pros and cons
Pros
- Quest resolutions routinely branch into three or more genuinely different outcomes with real downstream consequences, a depth of reactivity reviewers single out even when scoring the game down for other reasons
- Squad building across four custom characters lets very different tactical approaches tackle the same content, and reviewers praise the variety of viable weapon and skill builds
- The writing's dry, bleak sense of humour is repeatedly cited as a specific strength distinct from Fallout's own tone
- The free Director's Cut upgrade meaningfully improved the game after launch at no extra cost to existing owners, and several reviewers explicitly credit it for making the game age better
Cons
- A large share of the current review sample compares the game unfavourably to its own 2020 sequel, Wasteland 3, calling the original tedious and dated by comparison
- The character creator shows attribute and skill sliders without showing what perks or thresholds they actually unlock, a complaint repeated by multiple independent reviewers
- Combat is repetitive and the to-hit math is inconsistent enough that more than one reviewer describes rage-quitting over a run of missed near-certain shots
- Two independent reviewers in this review's sample report broken or choppy audio with no working fix, one specifically naming it as the reason they stopped playing entirely
Screenshots
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Wasteland 2: Director's CutImage: inXile Entertainment via Steam -
Wasteland 2: Director's CutImage: inXile Entertainment via Steam -
Wasteland 2: Director's CutImage: inXile Entertainment via Steam -
How the review scores each part of the gameWanderer Editorial -
The essentials at a glanceWanderer Editorial -
The short versionWanderer Editorial