Fallout (video game)
Fallout | |
---|---|
Developer(s) | Black Isle Studios[1] |
Publisher(s) | Interplay |
Designer(s) | Tim Cain |
Series | Fallout series |
Engine | Fallout engine |
Platform(s) | DOS, Windows, Macintosh |
Release | September 30, 1997 |
Genre(s) | Post-apocalyptic CRPG |
Mode(s) | Single player |
Fallout is a critically-acclaimed computer role-playing game produced by Tim Cain and published by Interplay in 1997. Although set in the late 22nd century, its story and artwork are heavily influenced by the post-World War II nuclear paranoia of the 1950s. The game is sometimes considered to be an unofficial sequel to Wasteland, but it could not use that title as Electronic Arts held the rights to it, and, except for minor references, the games are set in separate universes. It was also intended to use Steve Jackson Games's GURPS system, but that deal fell through, forcing Black Isle to change the already implemented GURPS system to the internally developed SPECIAL System. A sequel, Fallout 2, was released in 1998.
Gameplay
Character development is split into three different categories: attributes, skills, and traits and perks.
Character attributes
The protagonist is governed by the SPECIAL (an acronym of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck) character system, which was designed specifically for Fallout and is used in the other games in the series. These are the seven basic attributes of every character in the game, used to determine the character's skills and perks.
Skills
There are 18 different skills in the game, ranked from 0% to 300%. The starting values for those skills at Level 1 are determined by the player's 7 basic attributes, but most of those skills initially fall between 0% and 50%. Every time the player gains a level, points are awarded that can be used to improve the character's skills, equal to 5 points + twice his Intelligence. The player may choose to tag 3 of the 18 skills. A tagged skill will improve at twice the normal rate.
The skills are divided into three categories:
- 6 combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing.
- 8 active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.
- 4 passive skills: Speech, Barter, Gambling, Outdoorsman.
Books found throughout the game world can also improve some of those skills permanently, although books are scarce early in the game. However, after a skill reaches a certain level, books no longer have any impact. Some NPCs can also improve Skills via training. How high a Skill can be developed is affected by the character's Attributes - a character with a low Intelligence will not be able to boost their Science rating as high as a character with high Intelligence, for example.
Some skills can also be improved while having certain items equipped - for example, equipping a lock pick improves lock-picking skills. Stimulants can also temporarily boost player's skills; however, they often have adverse effects such as addiction and withdrawal. As Skills grow higher in rating, they begin to cost more Skill Points to increase.
Traits and Perks
Traits are special character qualities which often have profound effects on gameplay. At character creation, the player may choose two optional traits for his character. Traits typically carry benefits coupled with detrimental effects; for example, being "small-boned" improves sneaking and stealing ability, but negatively affects heavy weapon skills and maximum carrying capacity. Once a trait is chosen, it is impossible to change, except by using the "Mutate" perk that allows a player to change one trait, one time.
Perks in the game are special elements of the level up system. Every 3 levels (or every 4 if the player chose the "Skilled" Trait), the player is granted a perk of his choosing. Perks grant special effects, most of which are not obtainable via normal level up in the game, such as letting the player have more actions per round. Unlike traits, most perks are purely beneficial - they are usually offset only by the infrequency of acquiring them.
Plot
The protagonist of Fallout is an inhabitant of one of the government-contracted fallout shelters known as Vaults. In subsequent Fallout games, he or she is referred to as the Vault Dweller.
The game is set in a post-apocalyptic world following The Great War, a nuclear war that occurred on October 23, 2077. Lasting less than two hours, the war caused immense damage and destruction. Before The Great War were the Resource Wars, during which the United Nations disbanded, a plague rendered the United States paranoid, and Canada was annexed.
The game takes place in 2161 in Southern California and begins in Vault 13, the protagonist's home. Vault 13's Water Chip, a computer chip responsible for the water recycling and pumping machinery, has broken. The Vault Overseer tasks the protagonist with finding a replacement. He or she is given a portable device called the "PIPBoy 2000" which keeps track of mapmaking, quest objectives, and various bookkeeping aspects. Armed with the PIPBoy 2000 and meager equipment, the protagonist is sent out into the remains of California to find another Water Chip.
The player initially has 150 days before the Vault's water supply runs out. This time limit can be extended by 70 days if he commissions merchants in the Hub to send water caravans to Vault 13. Upon returning the chip, the Vault Dweller is then tasked with destroying a mutant army that threatens humanity. A mutant known as "The Master" (previously known as Richard Grey) has begun using a pre-war, genetically engineered virus called Forced Evolutionary Virus to convert humanity into a race of "Super Mutants", and bring them together in the Unity, his plan for a perfect world. The player is to kill him and destroy the Military Base housing the supply of FEV, thus halting the invasion before it can start.
If the player does not complete both objectives within 500 game days, the mutant army will discover Vault 13 and invade it, bringing an end to the game. This time limit is shortened to 400 days if the player divulged Vault 13's location to the water merchants. A cinematic cut-scene of mutants overrunning the vault is shown if the player fails to stop the mutant army within this time frame, indicating the player has lost the game. If the player agrees to join the mutant army, the same cinematic is shown.
In version 1.1 of the game, the time limit for the mutant attack on Vault 13 is eliminated, allowing players to explore the game world at their leisure.
The player can defeat the Master and destroy the Super Mutants' Military Base in either order. When both threats are eliminated, a cut-scene ensues in which the player automatically returns to Vault 13. There he is told that he has changed too much and his return would negatively influence the citizens of the Vault as a negative role model. Thus he is rewarded with exile into the desert, for, in the Overseer's eyes, the good of the vault. There is an alternate ending in which the Vault Dweller draws a handgun and shoots the Overseer after he is told to go in exile. This ending is inevitable if the player has the "Bloody Mess" trait or has accrued significant negative karma throughout the game. It can be triggered if the player initiates combat in the brief time after the Overseer finishes his conversation but before the ending cut-scene.
Recruitable NPCs
A diverse selection of various recruitable Non-player characters (NPCs) can be found to aid the player in the post-apocalyptic wasteland. Unlike in Fallout 2, there is no limit to the number of NPCs that the player may recruit in Fallout. NPCs' statistics and armor remain unchanged through the entire game; only their weapons may be upgraded.
- Ian, found in Shady Sands, is the first recruitable NPC that the player meets. He is an experienced traveler and gunman. Ian can equip any pistol or SMG, and wears a leather jacket.
- The player first meets Tandi in Shady Sands. She is bored with the town, and yearns for excitement. She is eventually kidnapped by the Khans, and the player may choose to rescue her. After she is rescued, she will follow the player anywhere as long as she does not return to Shady Sands, thus functioning as an unofficial recruitable NPC. Tandi appears again as a Mayor of one of the towns in Fallout 2.
- Dogmeat is the only nonhuman NPC that the player may recruit. Dogmeat can be found in Junktown, outside of Phil's house, preventing him from entering his house. The player may attract Dogmeat by either wearing a leather jacket or feeding the dog an iguana-on-a-stick. After that, Dogmeat will follow the player. Dogmeat also re-appears in Fallout 2 as an easter egg and a recruitable NPC.
- Tycho is a former Desert Ranger, now living in Junktown. He can wield rifles, shotguns, and spears.
- Katja may be recruited in the library in the LA Boneyard. She can fight unarmed and wield pistols and SMGs.
Development
A number of well-known actors were casted as voice-talents of this game. The game's narrations were done by Ron Perlman. The game's prologue, which he narrated, featured one of the foremost iconic catch phrases of the game series -- "War. War never changes". He was re-invited to narrate Fallout 2, Fallout Tactics, and Fallout 3. Other appearances included Richard Dean Anderson as Killian, David Warner as Morpheus, Tony Shalhoub (credited as Tony Shalub) as Aradesh, Brad Garrett as Harry, Keith David as Decker, Richard Moll as Cabot, and Tony Jay as The Mutant Lieutenant.
Black Isle intended to use "I Don't Want to Set the World on Fire" by The Ink Spots for theme song, but couldn't license the song because of a copyright issue.[3] This song was later licensed by Bethesda for Fallout 3. The song "Maybe" by same band was used instead for the original Fallout theme song.
At one point in Fallout's development, in Junktown, if the player aided local sheriff Killian Darkwater in killing the criminal Gizmo, Killian would take his pursuit of the law much too far to the point of tyranny, and force Junktown to stagnate. However, if the player killed Killian for Gizmo, then Gizmo would help Junktown prosper for his own benefit. The game's publisher did not like this bit of moral ambiguity and had the outcomes changed to their current state.[4]
Reception
Fallout made #4 on the list of top games of all time produced by PC Gamer in 2001. It made #5 on the IGN list of the top 25 PC games of all time (IGN's list) and #55 on the list of the top 100 games ever by IGN (IGN's List), and is usually placed in similar lists. It also won the award of RPG of the Year from GameSpot, and has since been inducted into their "Greatest Games of All Time" list.[5] It is notable that all review scores for Fallout are consistently high and none are lower than an 8, with the only criticism involving its graphics. One notable criticism, however, has passed through the fan base, and that is that while the character creation allows for an extreme amount of variance, some of the skills and optional attributes are useless. Also, the early game can be very difficult for non-combat-oriented characters.
Influences and references
Fallout draws much from 50s pulp magazines, science fiction and superhero comic books. For example, computers use vacuum tubes instead of transistors; energy weapons exist and resemble those used by Flash Gordon; the Vault Dweller's main style of dress is a blue jumpsuit with a yellow line going down the center of the chest and along the belt area, though the main character's appearance changes while wearing armor (the number on the back might differ from the Vault the dweller represents, but it's usually "13", or in other cases, missing).
Fallout's menu interfaces are designed to resemble advertisements and toys of the same period; For example, the illustrations on the character sheet mimic those of the board game Monopoly. The lack of this retro stylization was one of the things for which the Fallout spin-offs were criticized, as retro-futurism is a hallmark of the Fallout series.[citation needed]
The Fallout games are famous for their Easter eggs. While the first game mostly had references to the 1950s and 1960s pop-culture (Doctor Who, Godzilla), in Fallout 2 there are many references to Star Trek, The Hitchhiker's Guide to the Galaxy and Monty Python.
In Fallout, your character meets a NPC named Tycho, who mentions that he is a Desert Ranger and, under the right conditions, will talk of his grandfather, who told him about Fat Freddy, a character from Las Vegas in Wasteland, implying that his grandfather was one of the Desert Rangers PCs in Wasteland. Although the time frame of Wasteland is completely different from Fallout, and Fallout game designers deny that Fallout 1 or 2 takes place in the same universe as Wasteland, this is one of many references to the events and the style of Wasteland in the Fallout series, which is why Fallout is sometimes regarded as the spiritual successor to Wasteland.
There are many references to post-apocalyptic science fiction, such as Mad Max or the infamous post-apocalyptic musical and detective movie Radioactive Dreams. One of the first available armors is a one-sleeved leather jacket that resembles the jacket worn by Mel Gibson in Mad Max 2: The Road Warrior. A player wearing this jacket can get a dog, named Dogmeat after Mad Max’s dog, to join the party in Junktown (in Fallout 2, if the player character damages Dogmeat, a NPC named Mel will arrive to defend the dog).
Like Fallout 2, many of the references to other material can be found in random encounters, which include a vanishing TARDIS à la Doctor Who complete with sound effect, and a massive footprint that resembles Godzilla's, referring to the short animation "Bambi Meets Godzilla". Another reference comes in the form of a quotation; in the Old Town district of The Hub, an insane man named Uncle Slappy wanders in perpetual circles calling out non-sequiturs, one of which is "Let's play Global Thermo-Nuclear War!", a reference to a similar line in the 1983 film WarGames. The game also refers to other pieces of fiction, including Robin Hood.
See also
References
- ^ Cheong, Ian. "Game Info". Lionheart Chronicles. GameSpy. Retrieved 2006-07-25.
- ^ Fallout FAQ - NMA Mirror
- ^ "Fallout Bible #9". Retrieved June 16.
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suggested) (help) - ^ Chris Avellone (2002-11-06). "Fallout Bible #9". Black Isle Studios. pp. – Interview with Jess Heidel: "Additional trivia from Jess: Junktown!". Retrieved 2007-01-22.
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(help) - ^ http://www.gamespot.com/gamespot/features/all/greatestgames/p-14.html
External links
- Mirror of the original Fallout website
- Duck and Cover
- No Mutants Allowed
- The Vault, a Fallout wiki
- Fallout at MobyGames