Fallout - Retrospective @ Edge-Online

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Edge has new retrospective article that looks back at the classic RPG Fallout.
Fallout’s best stories feel incidental – things that you simply come across one day in the wasteland, or uncover by accident in one of its cities, and that you wouldn’t know existed unless you’d happened upon them. Wasteland encounters like a crashed UFO or a band of ghouls may provide a valuable item or hint, but they point the player in interesting directions, leaving room for the imagination. It works because it’s not explicit, leaving you to draw inferences from the world, to make up and investigate your own quest lines. You might think that Junktown’s sinister Doc Morbid’s extreme rudeness is borne out of caution, just like everyone else in the wasteland – unless you happen to be scavenging his house for ammo at night and find the manhole leading to his secret butcher’s shop, where he and his dwarf assistant prepare their patients for sale as snacks in a neighbouring town. If Doc Morbid’s tongue-in-cheek name isn’t Fallout’s only flash of black humour, then nor is Vault Boy, the cheerfully grinning face of nuclear disaster. Fallout flashes its gallows humour like a wicked grin, elevating the mood without undermining the tone.

Black Isle employed many emergent storytelling techniques in common with Bethesda, of course, which made the developer a good match for the Fallout series upon its resurrection in 2008. But in Fallout 3 Bethesda does, in the end, let you become a superhero, with stats and skills coming out your ears – at which point it immediately stops being so affecting. In Fallout, you never stop being a victim of the wasteland, and you can never control it. It’s always a struggle. In fact, the game frequently lets you get yourself into situations you can’t escape, leaving you to either die of radiation poisoning in the middle of the wasteland or resort, exasperated, to a previous savegame.

Perhaps being completely uncompromising is the price that has to be paid for presenting a world as cohesive and believable as this one, in which so many stories rise spontaneously to the surface. Fallout’s vision is epitomised in the ending image, in which the Vault Dweller is seen alone and stumbling – not striding, but stumbling, shoulders hunched, head down – into the sunset, exiled by the unbearable weight of his experience. There’s no reward for bravery. Not in Fallout’s world.
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For me, it would be interesting to see and play Fallout with F3's mechanics and graphics.
 
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