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Fallout (WIN95)By: The J Man
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When I finally decided to include PC games for the site, I pretty exclusively had Fallout in mind. I'm not sure why it took so long to get around to it; I think because I wanted to play through it again before embarking on this review, but this matters not. I recently completed the game, so now it's time to hold up the other end of the bargain. I find myself in a curious place when it comes to RPGs. I'm very interested in the ideas of adventuring in a detailed and complex world different from reality, and trying things that are either not possible or not quite as exciting as they would be if you stepped out your front door and attempted them. However, I don't dig fantasy. Medieval times, Hobbits, dragons, fairies; none of this does much for me. And generally, most RPGs have fallen square into the realm of fantasy. Enter Fallout, a game with all the depth of its RPG brethren, but one that takes place in the post-apocalyptic deserts of the future. Instead of gobblins, you'll get mutants. Instead of archers, you'll get gangs with rifles. Instead of broadswords, you'll get sub-machine guns and shotguns. Instead of piles of books about the history of some bullshit magical kingdom that never existed, you'll slowly unravel a rather political and conspiratorial puzzle of why the world that was got torched.
Coincidentally, you play as a survivor born in a Vault with no knowledge of a previous or surface life. A wise old man was elected "Overseer" long ago, and for years has deemed the surface too dangerous for anyone to leave. He has his reasons - no communication with the other Vaults, lingering radiation, outsiders raiding the Vault for its goodies - but some of his charges feel they can't stay underground forever. Now all we need is a kick in the pants to get this story going, which comes in the form of a broken water recycler that's causing the Vault to run dry. The Overseer selects you as THE ONLY MAN FOR THE JOB™ and sends you out into the wastes to search for, and hopefully scavenge from, the nearest Vault. Your story thus begins as you discover cities and people of this new society, decide what to do with the valuable secret of your Vault's knowledge and existence (protect it, or stroll around proclaiming "Ya! I came from a Vault! It's over there!"), and find a water chip to save your people. At least to start. There's an enormous amount of side-quests as well, and an even larger main quest after you find the chip. And, throughout all of these, there's a large variety of choices and methods you can employ to get the job done.
This allows you to create a number of possible characters skilled in vastly different areas. And though some combat skill will of course help you (it is a dangerous world out there, and you can't really negotiate with mutant rats), if you apply yourself to more peaceful areas like stealth or diplomacy, you'll be able to get through the game just the same. That is to say, unlike many other RPGs offering similar "freedom," a highly skilled fighter does not mean an easier game, and all disputes aren't best settled at the end of a gun. For one, wanton killing will affect your reputation. For second, beefing up combat at the cost of speechcraft means you'll end up talking your way into more fights. You'll also be missing the best part about the NPCs - their unique personalities and clever dialogue. It's quite interesting to see the different outlooks and societies created by the individual settlements out there, and seeing how their environment shaped them. You'll also find very few people who were around before the war, so it's great fun to learn what happened to pre-war institutions and see various pieces of that history discarded, or given an unintentional practical use - like the town gates made out of rusted hulks of luxury cars, or the bottlecaps used as currency. NPCs will also be your primary sources of kit in the world, from store owners to caravans you pass in the wastes, and you'll have to learn the economy of trade. Various character skills can also help you get better deals.
Another small complaint is that while you can recruit a few helpful NPCs to travel with you, their implementation seems to be mostly an afterthought. Their only real use is as another hand in combat, or as a pack mule. However, you'll have to barter with them (or steal) to get back anything you give them, and their combat ability is reckless, to say the least. Every friendly NPC I had shot me accidentally in combat at least twice each, and they seem to ignore the fact that you're in the way of a "clean" shot at an opponent. They'll also frequently charge toward dangerous enemies with heavy weapons, who then proceed to lay them out. And unlike other RPGs, when your party members are dead, they're dead. The entire game is played through a fixed 3/4th perspective, which generally works pretty well. There are a few maze-like levels in the game in which your character will sink behind walls placed in the foreground, and in these instances, a transparent sphere will form around your character allowing you to see them through the obstruction. However, this sphere is pretty small, and it's easy to lose enemies or miss items "hidden" behind the wall just a few feet in front of you. Otherwise. the graphics are crisp and slick, with a "future-1950s" style to the pre-war tech and the easily-understandable interface. The world won't be very colorful, and the only landscape you will ever see is desert, but everything fits together to create a well-designed world of rusted metal and sandblasted shelters. It's not really enough to call Fallout a refreshing change in both style and content. It's not enough to point out that it rightfully won Game of the Year from places that give that kind of award out. Lets just go with highly recommending it, and send you out to find it. Go on. Pip pip. -reviewed 4/2/06 - game copyright 1997 Interplay
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