Welcome to our second episode examining 1997's classic RPG Fallout. We talk about the lack of the hand-holding in the game, discuss our character builds a bit and talk about the choices we've made so far. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Note: Brett keeps mixing up Junktown with Hub. He blames illness. Our apologies.
Sections played:
Up until you resolve the Water Chip
Podcast breakdown:
0:40 Intro/Segment 1
43:42 Break 1
44:22 What next and Feedback
Issues covered: following different threads, Brotherhood of Steel, power armor, Death Claws, having less fun when there are fewer barriers, making your follower into your donkey, open world structure and directionlessness, paying to extend the life of the Vault, playing against type, having Dogmeat as a follower, living with consequences, playing morally ambiguous characters, the meaningfulness of followers, narrative depth of followers, JRPGs, how we dealt with Gizmo, Brett's hotel encounter, Brett gets political, Tenpenny Tower/Megaton, town restrictions on weapon use, Thieves' Guild, stealthing around Necropolis, Tim's torture session, Tim stealths past mutants while Brett talks circles around them, more "pixel-hunty" game, simulated skills and mechanical depth.
Games, people, and influences mentioned or discussed: Ultima series, Bard's Tale, Baldur's Gate, Halo 6, Bioware, Dragon Age: Inquisition, Neverwinter Nights, Final Fantasy IX, Bethesda Game Studios, Metal Gear Solid, Choose-Your-Own-Adventure, Pat Holleman, Stefan Schmidt, Kevin Watters, Super Metroid, Castlevania, Dark Souls, Guacamelee, Ori and the Blind Forest, Axiom Verge, MaasNeotekProto.
Next time:
Everything but the Military Base and the Cathedral
Links:
Beating Fallout in 5 minutes
@brett_douville, @timlongojr, and @devgameclub
DevGameClub@gmail.com