I turned 30 on February 18th. I want to celebrate this, and get myself back into writing, by spending a few weeks rambling about the 30 things that have meant the most to me over the years. These will be from music, movies, books, videogames, and maybe even art and other things for good measure. I feel like my life has been much more about the things I've experienced than it has the people I've known or the places I've traveled to, and these 30 things have helped to make my 30 years more than worth all the innumerable bad things. Expect heartfelt over-sharing and overly analytical explanations galore! In part 13, imagine Ron Perlman reading this entry out loud for the authentic Fallout experience.
While RPGs on videogame consoles had gotten better and better
throughout the 90s, during the same period the genre had all but
stagnated on PCs. Credit is largely given to BioWare for breathing
life back into PC RPGs, but it's easy to forget that
Fallout
and its sequel were both out by the time
Baldur's Gate arrived
in late 1998. I don't want to diminish the impact that BioWare's
classic had though I do think that
Fallout deserves more
credit than it gets, to say nothing of the
Elder Scrolls
series. Not so much for its influence on games released in its wake
but rather for its originality and replayability,
Fallout
should be held up as one of those 'exceptions to the rule' games that
proves companies don't need to rely on Fantasy or straight up Sci Fi
settings to find an audience.
Even though
Fallout's world and style borrows liberally
from the
Wasteland series, as well as other post-apocalyptic
media like
Mad Max, the addition of a retro-futuristic style
gave the game its own personality. The inclusion of the song 'Maybe'
by the Ink Spots and the famous Pip-Boy character make
Fallout
stand out from any other game of its era.
Fallout is also a
heavily atmospheric game, with a cinematic/ambient soundtrack that
perfectly complements the environments of vast desert landscapes and
run down post-apocalyptic settlements. This aesthetic and atmosphere
is
the crucial part of what makes the
Fallout series
what it is, far more than the overhead camera angle and turn based
combat that most diehard fans want developers to bring back. This is
why, despite being excited for the original version of what was
supposed to be the third
Fallout
game (dubbed Van Buren), I wasn't worried when we first
started to see what Bethesda was doing with their version of
Fallout
3. In the midst of complaints that it was going to be a sloppily
thrown together “
The Elder Scrolls IV: Oblivion but with
guns”, I thought the addition of
Fallout's aesthetic to a
first person open world RPG in Bethesda's trademark style, if done
properly, would be genius. Whatever flaws the game might have in the
eyes of
Fallout purists, I don't think there's any denying
that
Fallout 3 looks and feels like a
Fallout game,
which is a hell of a lot more than can be said for the execrable
Fallout: Brotherhood Of Steel, a game everyone seems to have
agreed to erase from history.
Pip-Boy reenacts reaction to Brotherhood Of Steel
By today's standards,
Fallout holds up pretty well. You
might even be able to convince someone it was a modern day labor of
love Kickstarter project to explain some of its awkward gameplay
quirks as intentional throwbacks. Since character creation allows for
a wide range of choices, you can usually find a way around the parts
that prove difficult for your specific character because
Fallout
does a decent job of accounting for different builds and play styles.
By contrast, I'd argue that the first
Baldur's Gate suffers
from close adherence to its license (Dungeons & Dragons,
specifically the 2
nd edition), so that the first few hours
of the game can be ridiculously hard thanks to the random dice roll
based combat. And god help you if you've never played the game before
and you go for a Mage style character (Mages being notoriously
underpowered and weak in the first few levels of any 2
nd
edition D&D experience). With
Fallout, however, once you
get over the slightly clunky interface you soon learn how the game is
going to work and can adapt accordingly. It does suffer from the
common mid-90s PC RPG issue where, unless you look up a FAQ, you
won't know how important certain stats and abilities are going to be.
For instance, you won't know that Throwing and Unarmed are useless
skills unless you're going for a very specific character build. But
once you learn how crucial Stimpacks are, the importance of aimed
shots, the way the game's economy and barter system works, and how to
maximize your AP usage during combat (by doing things like shooting
enemies who use melee attacks from as far away as possible, forcing
them to spend several turns moving before they can get close enough
to hit you),
Fallout plays as well as any modern game.
This AP abuse is a necessity against the god damn Deathclaws
I think the main reason it holds up so well, far better than
Fallout 2, is that it isn't a terribly long game and
encourages experimentation during subsequent replays. You can try to
play through
Fallout without killing anything, and conversely,
you can wait until you have the best weapons and armor and go back
through each town and kill everyone in it—including children,
shockingly enough. Tired of shooting everything? Try a stealthy
character who steals from people and plants explosives in the pockets
of unwitting foes. Wonder what will happen if you min/max? Play
through it with a low Intelligence stat, and the game accounts for
this by giving you different dialogue options. On the flip side, if I
recall correctly, you can play a character with high Speech and
Science skills and talk the 'end boss' into realizing his plan is
doomed to fail, avoiding a fight entirely.
Fallout even lets
you get a 'bad' ending by agreeing to join forces with the mutant
army. Further adding to the replay and experimentation are the random
events that happen when traveling on the world map—if you get
really lucky, you can find a crashed UFO with the best gun in the
game.
All of this aside, what makes
Fallout mean something to me
is the world that it builds. Which is perhaps ironic because it's not
like other fictional worlds I want to escape into when reality has me
down. This is why I find the appeal of it, and why it continues to
mean something to me, hard to explain. The best I can do is to say
that it gives me something that no other games or media can. It has a
feel and atmosphere all its own, affecting me in a way that is
somewhat dreamlike and yet somewhat nightmarish, too. It's perfect
for playing late at night with headphones on, an eeriness seeming to
pervade the room while you're wandering through post-apocalyptic
ruins and scrounging for supplies in every nook and cranny. Sure, it
has some goofy characters and moments that lighten the mood; I don't
want to make
Fallout seem as
unendingly bleak as
Silent Hill 2.
But you know, it
can be just as bleak at times, especially
with its bummer of an ending, dooming your character to continue
wandering the wasteland instead of returning home to live in the
Vault you just saved. I wouldn't call it depressing, it's more
melancholic, like the ending of Cormac McCarthy's
The Road.
And anytime I can compare a game to a Pulitzer Prize winning novel,
it has to be worth something.
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