•  
  • Talonfire
  • Level: 32 (79%) 
  • Rank: Snake Eater
  • Member since: Jan 1, 2005
  • Last online: 12/22/09 12:32 pm PT
  • My Emblems:
    • Rank: Registered Member
    • Popular
    • Remarkable Member
    • Readers' Choice 2007 Chooser
    • I voted
    • Tagger Flirt
    • Readers' Choice 2005 Chooser
    • PC Aficionado
    • Rank: Registered Member
    • Popular
    • +1 Orator of Distinction
    • Old-School
    • Serious Collector
    • PC Aficionado
    • Readers' Choice 2005 Chooser
    • Tagger Flirt
    • I voted
    • Readers' Choice 2007 Chooser
    • Remarkable Member
     
     

My Friends

13Aug 09

"So... I heard you guys sacrifice puppies." - Bobo to a Brotherhood of Steel member


There are older RPGs I probably should have looked back on first, but they can wait seeing as how this particular franchise is getting a lot of attention at the moment, and I'm not doing these articles in any particular order anyway. Computer Role Playing Games or "cRPGs" were always a fairly niche sub-genre, even the widely loved Ultima series didn't receive as much attention as titles from other genres, or even the Japanese counterpart to cRPGs. It was in 1997 during what many RPG gamers call the first of the golden years of the cRPG sub-genre that Interplay would release this surprise hit.

Developer: Interplay Productions
Publisher: Interplay Productions

Gameplay: Being a spiritual successor to an older RPG called Wasteland Fallout is a very traditional RPG. By traditional I mean that Fallout is turn based, isometric, and it uses a generic RPG stat and skill system. Character generation could have actually been intimidating to a new comer since there were a lot of options, and what was an ideal selection for new players wasn't inherently obvious. Fortunately Fallout came with three pre-generated characters each representing a basic form of play; one was a big dumb combat focused character, another a weak but persuasive character and the third was a balance between the two.

For this article I was lazy and used the pre-generated "Albert" (persuasion focused character) as a base simply changing his name to something more awesome

Combat in Fallout was turn based, and depending on who you ask this could be either a blessing or a curse... for some people (myself included) it could be both. Most battles were small skirmishes that only lasted a couple of minutes (especially if you set the combat speed to fast), but occasionally you ended up in a town battle that could last thirty minutes... no I'm not joking. Fortunately unless you're a homicidal maniac; this never really happened. One thing I really liked about Fallout's combat system is that it didn't take a "one move" approach to turn based gameplay; instead characters had "action points" in which every action they performed cost a set amount of AP. Essentially AP measured your character's "speed"; the faster a character was the more they could do in the few seconds that their turn would be if measured in real time.

Isometric turn based gameplay gave Fallout a tactical edge

Design: Fallout was designed in a way that accommodated multiple play methods. As the pre-generated characters suggest you could focus on combat, persuasion, or a balance between the two. It was actually possible to finish all of Fallout without firing a shot (known by Fallout fans as a Pacifist Run) since most quests could be solved in dialogue by words if you had a high enough charisma, intelligence and speech skill. Since the game was turn based it was also easier to run away from hostile enemies; especially during world map travel.


Fallout was the first game (to my knowledge) to use the "dialogue tree" system that soon to be famous BioWare would later go crazy with in Baldur's Gate, its sequel, and quite a few RPGs after. This dialogue system worked well in Fallout as your stats and skills actually mattered. High intelligence, charisma, and speech would open up new dialogue options while intelligence below four would result in what can be described as "mentally handicapped" dialogue (used by many for comedic "Let's Play" videos and forum threads).

Fallout is (probably) the first appearance of the cRPG "dialogue tree"


One aspect of Fallout's design that I really liked (and miss) was the world map travel system that simulated realistic distances and time passage. It could take weeks to travel from one place to another in Fallout, and this was simulated via an Indiana Jones-like map system. Occasionally you would run into random encounters, some hostile, some neutral, some a little bit of both.

Nostalgia Factor: Not much for me, while I thoroughly enjoyed Fallout when I originally sat down with it I was never a hardcore fan so most of my viewpoint comes from simply finding it to be an excellent game.

Critical Reception: Fallout received almost universal praise from gaming critics; most finding it refreshing and enjoyable despite its brief length. See a detailed list of reviews on MobyGames' Fallout page.

How it holds up: I think it holds up just fine; there are not many deep RPGs hitting shelves these days. Fallout was a pretty complex game, and for folks who don't shy away from a challenge definitely worth playing (or replaying). I'd definitely argue that Fallout is better than most modern RPGs.

Fallout definitely deserves a place in the hardcore gamers' collection if only for the fact that it helped bring cRPGs to the top.

This Indiana Jones-like world map simulated realistic travel distances

Useless Trivia:
- Fallout is the spiritual successor to Wasteland, but it's not set in the same fictional universe.
- The Brotherhood of Steel sacrifices puppies.

External Links:

Fallout on MobyGames

Visit a town in the wasteland for free with the Fallout Demo

Do you have what it takes to survive in the wasteland? Buy Fallout at Good Old Games

  • Posted Aug 13, 2009 3:50 pm PT
  • Category: Editorial
  • 6 Comments

6 Comments

  • weedman1985

    Posted Aug 13, 2009 4:23 pm PT

    Fallout was a wonderful game, and in my opinion no other Rpg will ever have the same appeal as Interplay's cla$$ics. Interplay's classic Rpgs had a unique and at the same time captivating story lines. They had a variety of dialogue options that suited any kind of player. These were the only true Rpgs ever made. There wasn't just a class select option, there were also alignments that were determined by the player's actions, and the whole world seemed realistic and beautifully characterized and crafted. Every Npc had very human and believable motivations, and the plot was very carefully thought out and written by some of the most brilliant writers in gaming history. you just can't top that. In my opinion, the only way Interplay can be outdone, is by Interplay itself which sadly we will never see again.

  • Swoosie

    Posted Aug 13, 2009 5:42 pm PT

    I loved reading your review. When I played FO, I was a very green RPGer, and found it to be too hard (I was very bad at leveling, trying to "balance" my stats and making a useless mediocre character). I just started Eschelon, a Baldur's Gate style old-skool RPG -- recommended if you like BG and want some more FO-esque goodness.

  • jepsen1977

    Posted Aug 14, 2009 3:43 am PT

    Great blog post, mate. I have never played F1 but only 2 and 3, but I have 1 on my PC and will play it when time permits it. F2 (and F1) had an amazing RPG system loosely based on GURPS (generic universal role playing system) and the SPECIAL system really allows for some true RP. It's so great not to be boxed in like you can feel like playing D&D i.e. "fighter", "mage", "thief" box. But it's not just the SPECIAL system itself but how its implemented into the game that is so great. Lionheart (from BI) also uses that system and it's horrible.

    Like you said, if you get the game from GOG and then use the high rez mod and the unofficial patch then the game is absolutely playable today. Like Swoosie said there is one downside to F1-2 and that is they are pretty hard and confusing on a first playthrough. You have access to all these traits, perks and skills but you don't know what works (small arms) and what doesn't (throwing weapons). This is a design flaw, but it does mean that Fallout is much, much better on a second playthrough when you know all these things.

    I personally still prefer BG2 and PST as the best RPGs of all time but there is no doubt that Fallout comes in as a fine 3rd place on that list.

  • fastpunk

    Posted Aug 15, 2009 7:10 am PT

    Ah, Fallout. Not much to say here, great game this one!

  • Paul_GameFury

    Posted Nov 10, 2009 4:56 pm PT

    The first RPG I ever completed. I still go back and play through it from time to time.

  • Fumanchu2

    Posted Nov 11, 2009 6:14 am PT

    I've played them both but I spent far more time with Fallout 2. Game was freaking amazing. Bioware is just now getting dialogue trees that work as good as the Fallout ones did 10+ years ago. It's still the funniest RPG dialogue I've ever seen too.

advertisement