Compare Wasteland 2: Director's Cut prices across 50+ stores and find the best deal. Developed by inXile Entertainment. Published by inXile Entertainment. Released on 9/18/2014. Available on PC, Xbox. Genres: Adventure, Indie, RPG, Strategy. Metacritic score: 87/100.

A sprawling post-apocalyptic tactics-RPG from the Fallout lineage, where every squad decision carries real weight and the wasteland does not forgive sloppy play.

Wasteland 2: Director's Cut is a turn-based, isometric RPG built squarely for people who miss the days when a CRPG trusted you to read, plan, and live with your mistakes. Developed by inXile Entertainment and produced by Brian Fargo, one of the architects of the original Fallout, this is a game that wears its pedigree loudly and earns most of it. You command a squad of Desert Rangers patrolling a post-nuclear American Southwest, managing individual skills, gear, and relationships while the world reacts to choices you made three hours ago. The skill system is the backbone of the whole experience. Characters are built from a wide pool of attributes and skills that genuinely branch the game rather than just papering over a single critical path. A squad with a dedicated medic, a lockpicking specialist, and a silver-tongued negotiator will play through completely different scenes than a crew of combat-optimized bruisers. Weapon categories, from assault rifles and shotguns to energy weapons and bladed melee, each feel distinct in the turn-based combat grid, and the Director's Cut polish makes that combat noticeably cleaner than the original release. Positioning, action point management, and cover mechanics matter. It is not as deep as XCOM, but it rewards tactical thinking rather than punishing its absence. The writing is where the game earns real respect. The world-building is dense without being a lore-dump: factions have coherent ideologies, NPCs remember what you did, and moral dilemmas arrive without an obvious right answer. A key mid-game decision forces you to choose between saving two communities simultaneously threatened by the same threat, and the game does not soften that blow. Side quests range from quietly devastating to darkly comic, which is exactly the register a good post-apocalyptic RPG should hit. There is filler, particularly in the back third of the game where some zones feel stretched, and the pacing dips before the finale. If you are the type who sprints through main quests, you will feel it. The companion system adds another layer. Squad members recruited from the world bring their own skill sets and loose personalities, though they lack the fully voiced, relationship-arc depth of something like BG3. They are tools that feel lived-in rather than full characters, which is a fair trade-off given the scope. Where Wasteland 2 does disappoint slightly is on the visual and UI front: the Director's Cut improves both compared to launch, but the interface still carries the weight of its budget origins, and inventory management across a four-person squad can get fiddly in extended sessions. With roughly 80 hours of content on a thorough playthrough, and meaningful replay value tied to skill-set variety and faction choices, this is a game that rewards the patient CRPG crowd. If you bounced off modern RPGs for being too hand-holdy, or if you want to understand what Fallout 1 and 2 fans are still nostalgic about, Wasteland 2 makes that case better than almost anything else released in the same window. Monika, Scout Team

Wasteland 2: Director's Cut
AdventureIndieRPGStrategy

Wasteland 2: Director's Cut

Sep 18, 2014inXile Entertainment
GamerScout Says

A sprawling post-apocalyptic tactics-RPG from the Fallout lineage, where every squad decision carries real weight and the wasteland does not forgive sloppy play.

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About Wasteland 2: Director's Cut

Wasteland 2: Director's Cut is a turn-based, isometric RPG built squarely for people who miss the days when a CRPG trusted you to read, plan, and live with your mistakes. Developed by inXile Entertainment and produced by Brian Fargo, one of the architects of the original Fallout, this is a game that wears its pedigree loudly and earns most of it. You command a squad of Desert Rangers patrolling a post-nuclear American Southwest, managing individual skills, gear, and relationships while the world reacts to choices you made three hours ago. The skill system is the backbone of the whole experience. Characters are built from a wide pool of attributes and skills that genuinely branch the game rather than just papering over a single critical path. A squad with a dedicated medic, a lockpicking specialist, and a silver-tongued negotiator will play through completely different scenes than a crew of combat-optimized bruisers. Weapon categories, from assault rifles and shotguns to energy weapons and bladed melee, each feel distinct in the turn-based combat grid, and the Director's Cut polish makes that combat noticeably cleaner than the original release. Positioning, action point management, and cover mechanics matter. It is not as deep as XCOM, but it rewards tactical thinking rather than punishing its absence. The writing is where the game earns real respect. The world-building is dense without being a lore-dump: factions have coherent ideologies, NPCs remember what you did, and moral dilemmas arrive without an obvious right answer. A key mid-game decision forces you to choose between saving two communities simultaneously threatened by the same threat, and the game does not soften that blow. Side quests range from quietly devastating to darkly comic, which is exactly the register a good post-apocalyptic RPG should hit. There is filler, particularly in the back third of the game where some zones feel stretched, and the pacing dips before the finale. If you are the type who sprints through main quests, you will feel it. The companion system adds another layer. Squad members recruited from the world bring their own skill sets and loose personalities, though they lack the fully voiced, relationship-arc depth of something like BG3. They are tools that feel lived-in rather than full characters, which is a fair trade-off given the scope. Where Wasteland 2 does disappoint slightly is on the visual and UI front: the Director's Cut improves both compared to launch, but the interface still carries the weight of its budget origins, and inventory management across a four-person squad can get fiddly in extended sessions. With roughly 80 hours of content on a thorough playthrough, and meaningful replay value tied to skill-set variety and faction choices, this is a game that rewards the patient CRPG crowd. If you bounced off modern RPGs for being too hand-holdy, or if you want to understand what Fallout 1 and 2 fans are still nostalgic about, Wasteland 2 makes that case better than almost anything else released in the same window. Monika, Scout Team

Tags

steamTurn-Based TacticsSquad ManagementBranching NarrativeSkill-Based BuildsFaction ChoicesPost-Apocalyptic RPGIsometric CRPGConsequence-Driven

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Reviews & Ratings

Metacritic
87
Steam
83%(8,098)

Game Info

Developer
inXile Entertainment
Publisher
inXile Entertainment
Release Date
Sep 18, 2014

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