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Fallout
Fallout
The Original Fallout Boxart

Developer

Interplay

Publisher

Interplay

Designers

Tim Cain, Leanard Boyarsky, Christopher Taylor

Engine

Fallout Engine

Platforms

MS-DOS, Microsoft Windows, Mac OS, Mac OS X (See PC)

Release Dates

1997


Fallout was one of Interplay's best selling game video games. It was developed by Tim Cain of Black Isle Studios. This, however, was before the studio was officially known as Black Isle therefore the game was technically developed internally by Interplay. The Game is a post-apocolyptic video game taking place in the mid 22nd Century in an alternate universe where after the Second World War, history began to take a different path.

The game is considered the spiritual successor to the Electronic Arts video game, Wasteland. Wasteland was developed by Interplay Productions, now known as Interplay Entertainment. Wasteland follows the same path as Fallout as they both take place in polst-apocolyptic universes, but the story is different and the only similarities between the two are a bunch of minor references.

Voice Actors Edit

A number of well known and famous actors were cast to play a role in the video game, amongst these Ron Perlman voiced the famous narrarator. Perlman is famous for his quote, "War. War never changes." Ron Perlman was brought back to voice act for all of the other Fallout Games in the main series saying variations of his famous quote. Other appearances included Richard Dean Anderson as Killian, David Warner as Morpheus, Tony Shalhoub (credited as Tony Shalub) as Aradesh, Brad Garret as Harry, Keith David as Decker, Richard Moll as Cabot, and Tony Jay as The Mutant Lieutenant.

Soundtrack Edit

Black Isle intended to use "I Don't Want to Set the World on Fire" by The Ink Spots for the theme song, but couldn't license the song because of a copyright issue. This song was later licensed by Bethesda for Fallout 3. The song "Maybe" by the same artists was used instead for the original Fallout theme song.

Gameplay Edit

Gameplay in Fallout consists of traveling around the game world, visiting locations and interacting with the local inhabitants. Occasionally, inhabitants will be immersed in dilemmas which the player may choose to solve in order to acquire karma and experience points. Fallout deviates from most computer role-playing games in that it often allows for the player to complete tasks in multiple ways, often choosing solutions that are unconventional or even contrary to the original task, in which case the player may still be rewarded. The player's actions may ultimately dictate the ending of the game, or what future story or gameplay opportunities are available. Ultimately, players will encounter hostile opponents (if such encounters are not avoided using stealth or diplomacy), in which case they and the player will engage in combat. Non-combat portions of the game are typically played in real-time.

Combat in Fallout is turn-based. The game uses an action point system wherein, each turn, multiple actions may be performed until all points in the pool have been expended. Different actions consume different numbers of points, and the maximum number of points that can be spent may be affected by such things as drugs or perks. 'Melee' (hand to hand) weapons typically offer multiple attack types, such as 'Swing' and 'Thrust' for knives. Unarmed attacks offer many attack types, including 'Punch' and 'Kick'. Players may equip at most two weapons, and the player can switch between them by clicking on their respective icons. The Perception attribute determines characters' 'Sequence' number, which then determines the order of turns in combat; characters with a higher statistic in this attribute will be placed at an earlier position in the sequence of turns, and subsequently get new turns earlier. Perception also determines the maximum range of ranged weapons, and the chance to hit with them.

A diverse selection of recruitable non-player characters (NPCs) can be found to aid the player character in the post-apocalyptic wasteland. Examples include Ian, an experienced traveler and gunman who can equip a pistol or SMG; and Dogmeat, a nonhuman NPC the player may recruit in Junktown by either wearing a leather jacket or feeding the dog an iguana-on-a-stick. Unlike in Fallout 2, there is no limit to the number of NPCs that the player may recruit, and NPCs' statistics and armor in Fallout remain unchanged through the entire game; only their weapons may be upgraded.

Engine Edit

Fallout featured an advanced video gaming engine which allowed capacity for a lot of material to be placed in it, this was one of the reason as to why the game was such a success. The game was much more advanced than many of the other games released at its time.

Story Edit

The protagonist of Fallout is an inhabitant of one of the government-contracted fallout shelters known as Vaults. In subsequent Fallout games, he is referred to as the Vault Dweller.

Fallout is set several decades after a worldwide conflict brought on by global petroleum shortage. Several nations begin warring with one another for the last stores of non-renewable resources, namely oil and uranium. Known as the Resource Wars, fighting begins in April 2052 and continues until October 23, 2077. China invades Alaska in the winter of 2066, causing the United States to go to war with China and using Canadian resources to supply their war efforts, despite Canadian complaints. Eventually the US annexes Canada in February 2076 and reclaims Alaska eleven months later. After years of conflict, on October 23, 2077, a global nuclear attack occurs. Nobody knows who strikes first, but in less than two hours most major cities are destroyed. The effects of the attack will not fade for the next 100 years. As a consequence, human society has collapsed, and survivor settlements barely eke out a living in the now-barren wasteland, while a lucky few lived through the occurrence in underground fallout shelters known as Vaults.

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, breaks. The Vault Overseer tasks the protagonist with finding a replacement. He is given a portable device called the "PIPBoy 2000" that keeps track of map-making, quest objectives, and bookkeeping. Armed with the PIPBoy 2000 and meager equipment, including a small sum of bottle caps which are used as currency in the post-apocalyptic world, the main character is sent off on his quest.

The player initially has 150 game days before the Vault's water supply runs out. This time limit can be extended by 100 game 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) spreads a pre-war, genetically engineered virus called the "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 must 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 delayed from 500 days (or 400 depending) to thirteen years of in-game time, effectively giving the player enough time to do as he or she wishes.

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, that children would want to leave the vault to emulate his actions, and therefore his return would negatively influence the citizens of the Vault. 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 into 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.

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