Compara los precios de Wasteland 1 - The Original Classic en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por inXile Entertainment. Publicado por inXile Entertainment. Lanzado el 13/11/2013. Disponible en PC, Mac, Linux. Géneros: Adventure, Indie, RPG, Strategy.

The grandfather of Fallout, running on a 35-skill attribute system that still puts most modern CRPGs to shame - if you can stomach the 1988 interface.

My spreadsheet instincts kicked in the moment I saw the character sheet: seven core attributes feeding into 35 discrete skills, ranging from Picklock and Assault Rifle all the way to piloting attack helicopters and, yes, toaster repair. That is not padding - that is a design philosophy, and it predates every game that borrowed from it. Wasteland, originally released in 1988 and re-packaged here by inXile, is the direct ancestor of the Fallout series, and the DNA is visible in every turn-based firefight and every persistent world state. When your Desert Rangers clear a building of mutants, it stays cleared. When you make a decision that costs someone their life, that consequence does not reset on area reload. In 1988, that was genuinely revolutionary. The mechanical core holds up better than you might expect. Character creation uses a stat-roll system with rerolls allowed, and the skill investment decisions are legitimately interesting: a small number of must-haves (Perception, Energy Weapons, Assault Rifle, Picklock) leaves a meaningful amount of build space for flavor choices. Your party starts at four members and can expand to seven by recruiting NPCs - and those NPCs can refuse orders, which was another design first worth noting. Combat is turn-based and unforgiving. Random enemy encounters chain quickly, experience goes only to the ranger who lands the killing blow, and healing resources are scarce enough that sloppy play compounds into party wipes. None of that is accidental cruelty; it is a coherent difficulty curve once you understand the rules. The problem is that the rules are not explained inside the game. Skill descriptions live in a separate manual distributed as a scanned PDF, and without it you are essentially guessing at stat interactions for the first several hours. The re-release adds toggleable modern updates: new character portraits, a remastered soundtrack (originally a fan tribute by Edwin Montgomery that inXile adopted for the re-release), and optional paragraph voiceover for the written encounters. Those paragraph entries are a genuine curiosity - because disk space was at a premium in 1988, the bulk of the world's narrative was printed in a physical book rather than stored in the game code itself. Reading an encounter description from a PDF while playing through DOSBox is either charming or maddening depending on your patience level. The pixel-smoothing filter that shipped at launch drew criticism and can be disabled; raw mode is the right choice. The soundtrack, however, is worth keeping on. Who is this actually for in 2024? Fans of Fallout 1 and 2 who want to trace the lineage back to its source will find the connection visceral and obvious. Strategy-minded players who enjoy building and managing a party around skill synergies - think of it as a proto-XCOM with a skill tree instead of a class grid - will find the decision space genuinely engaging once they invest in the manual. Newcomers who expect the game to hold their hand will hit a wall inside the first hour. There is no minimap, no quest journal, no in-game item descriptions. You write things down or you lose track of them. That is not a complaint so much as a prerequisite disclosure: approach this as an artifact worth studying on its own terms, not as a game that will teach you how to play it. If you already know you enjoy old-school CRPGs, the underlying systems are more thoughtfully constructed than most of the genre's later imitators gave it credit for. Diego, Scout Team

Wasteland 1 - The Original Classic

Wasteland 1 - The Original Classic

13 nov 2013inXile Entertainment
GamerScout opina

The grandfather of Fallout, running on a 35-skill attribute system that still puts most modern CRPGs to shame - if you can stomach the 1988 interface.

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My spreadsheet instincts kicked in the moment I saw the character sheet: seven core attributes feeding into 35 discrete skills, ranging from Picklock and Assault Rifle all the way to piloting attack helicopters and, yes, toaster repair. That is not padding - that is a design philosophy, and it predates every game that borrowed from it. Wasteland, originally released in 1988 and re-packaged here by inXile, is the direct ancestor of the Fallout series, and the DNA is visible in every turn-based firefight and every persistent world state. When your Desert Rangers clear a building of mutants, it stays cleared. When you make a decision that costs someone their life, that consequence does not reset on area reload. In 1988, that was genuinely revolutionary. The mechanical core holds up better than you might expect. Character creation uses a stat-roll system with rerolls allowed, and the skill investment decisions are legitimately interesting: a small number of must-haves (Perception, Energy Weapons, Assault Rifle, Picklock) leaves a meaningful amount of build space for flavor choices. Your party starts at four members and can expand to seven by recruiting NPCs - and those NPCs can refuse orders, which was another design first worth noting. Combat is turn-based and unforgiving. Random enemy encounters chain quickly, experience goes only to the ranger who lands the killing blow, and healing resources are scarce enough that sloppy play compounds into party wipes. None of that is accidental cruelty; it is a coherent difficulty curve once you understand the rules. The problem is that the rules are not explained inside the game. Skill descriptions live in a separate manual distributed as a scanned PDF, and without it you are essentially guessing at stat interactions for the first several hours. The re-release adds toggleable modern updates: new character portraits, a remastered soundtrack (originally a fan tribute by Edwin Montgomery that inXile adopted for the re-release), and optional paragraph voiceover for the written encounters. Those paragraph entries are a genuine curiosity - because disk space was at a premium in 1988, the bulk of the world's narrative was printed in a physical book rather than stored in the game code itself. Reading an encounter description from a PDF while playing through DOSBox is either charming or maddening depending on your patience level. The pixel-smoothing filter that shipped at launch drew criticism and can be disabled; raw mode is the right choice. The soundtrack, however, is worth keeping on. Who is this actually for in 2024? Fans of Fallout 1 and 2 who want to trace the lineage back to its source will find the connection visceral and obvious. Strategy-minded players who enjoy building and managing a party around skill synergies - think of it as a proto-XCOM with a skill tree instead of a class grid - will find the decision space genuinely engaging once they invest in the manual. Newcomers who expect the game to hold their hand will hit a wall inside the first hour. There is no minimap, no quest journal, no in-game item descriptions. You write things down or you lose track of them. That is not a complaint so much as a prerequisite disclosure: approach this as an artifact worth studying on its own terms, not as a game that will teach you how to play it. If you already know you enjoy old-school CRPGs, the underlying systems are more thoughtfully constructed than most of the genre's later imitators gave it credit for.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayercloud-savestier:indieParty ManagementPersistent WorldSkill-Based ProgressionTurn-Based CombatManual-RequiredDOSBox ClassicOld-School DifficultyPre-Fallout Lineage

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
DirectX
Version 7.0
Storage
100 MB available space
Graphics
3D graphics card
Processor
2 GHz Processor

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Información del juego

Desarrolladora
inXile Entertainment
Distribuidora
inXile Entertainment
Fecha de lanzamiento
13 nov 2013

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Wasteland 1 - The Original Classic está disponible en PC, Mac, Linux.

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Wasteland 1 - The Original Classic se lanzó el 13 de noviembre de 2013.

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Wasteland 1 - The Original Classic fue desarrollado por inXile Entertainment.