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Fallout 2 - PC

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Product ID: 1662559
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About the item

  • Post nuclear apocalyptic retro-future.
  • Improved combat AI for friends and foes alike.
  • More dangerous weapons, tougher armor, and new skills and abilities.
  • Super-mutants, robo-dogs, and ghouls.
  • Real-time movement with , turn-based combat on an isometric perspective graphics engine.
.com ---- You are the Chosen One, the direct descendant of the Vault Dweller. The village elders have selected you to wear the sacred Vault-suit of your grandsire and, in time, to ascend to the leadership of your people. First, you must prove your devotion to your people. Your tribe needs help. If you are truly the Chosen One, then you alone are capable of cling the heritage of the Vault Dweller, to take back your birthright. Among the many wonders described in hallowed yellow pages of the Vault Dweller's Survival Guide is the Garden of Eden Creation Kit. The GECK is said to have the power to turn the harsh Wastes into a fruitful paradise. The Vault Dweller's Survival Manual promises the redemption of the GECK to all Vault Dwellers. Your tribe has survived more than ten years of drought, but now their reserves are at an end. You must find Vault 13 and cl the technology that your tribe needs to survive. If you fail in this quest, your tribe will surely die. You must travel the perilous Wastes on a holy quest to find Vault 13, the same Vault that cruelly cast your grandsire out into the Wastes 80 years ago. The Vault owes you. The Vault owes your tribe. Now it's time to collect. From the Manufacturer --------------------- In this postnuclear role-playing game, you are the Chosen One, the direct descendant of the Vault Dweller. The village elders have selected you to wear the sacred Vault-suit of your grandsire and, in time, to ascend to the leadership of your people. First you must prove your devotion to your people. Your tribe needs help. If you are truly the Chosen One, then you alone are capable of cling the heritage of the Vault Dweller to take back your birthright. Your tribe has survived over 10 years of drought, but now their reserves are at an end. You must find Vault 13 and cl the technology that your tribe needs to survive. If you fail in this quest, your tribe will surely die. You must travel the perilous Wastes on a holy quest to find Vault 13--the same Vault that cruelly cast your grandsire out into the Wastes 80 years ago. The Vault owes you. The Vault owes your tribe. Now it is time to collect. P.when('A').execute(function(A) { A.on('a:expander:toggle_description:toggle:collapse', function(data) { window.scroll(0, data.expander.$expander[0].offsetTop-100); }); }); Review ------ The original Fallout provided gamers with the rtunity to truly "role-play" a variety of highly personalized characters in a stylish, postapocalyptic setting. Since Fallout was almost universally heralded as 1997's best role-playing game, it's not surprising that developer Interplay Productions decided to quickly follow up on the success of the original game with a sequel using a substantially similar game engine. Fallout 2 improves the already impressive -combat and character-development systems of Fallout, allows gamers to explore a more expansive gaming world without imposed time constraints, and accordingly, is in many ways an even better game than its predecessor. However, the initial release of Fallout 2 is also afflicted by a number of bugs and other gameplay quirks, which suggests that the game was released before it was thoroughly play-tested and debugged. But even though Fallout 2 was released prematurely, it still delivers an outstanding role-playing experience. Fallout 2, like the original game, combines real-time movement with , turn-based combat. The isometric perspective graphics engine is now capable of a couple of new tricks, such as depicting "glowing" torches and similar items, but is otherwise almost identical to the one used by its predecessor. While there are a couple of new tunes, the haunting and apt music is largely recycled from the original game. Fallout 2 is essentially a "more of the same" sequel that adopts many aspects of the original game with only minor tweaking, but the development team did make a number of notable improvements to certain elements of the game's design. In Fallout 2 you assume the role of the Chosen One, a tribal ancestor of Fallout's vault dweller, 80 years after the events that transpired in the original game. Your character's people have carved out a modest settlement in an isolated corner of the futuristic Californian wasteland, but they realize that their attempts to eke out a meager existence are doomed to failure unless they find a "Garden of Eden Creation Kit" to revitalize their village. While your character's main quest is to retrieve a GECK, in the course of your search you'll encounter assorted communities of misfits and monsters, ranging from rtunistic gangsters and elitists willing to exploit the less fortunate, to radiated, war-time survivors, supermutants, and evolved critters. Perhaps even more so than its predecessor, Fallout 2 contains dozens of subtle and more often not-so-subtle references to cult movies, television icons, and other aspects of popular culture. You'll likely recognize characters and elements from varied sources such as professional boxing, Monty Python, Martin Scorsese films, and Scientology, all incorporated into the sometimes strangely familiar world of Fallout 2. With a brothel in nearly every town, a variety of sexual character traits and perks, foul-mouthed companions, and the Dirty Harry-esque ability to graphically blow your enemies' heads clean off, sex and violence clearly play prominent roles in Fallout 2's world. The character creation and development systems are almost identical to those in Fallout. Your character has ten primary skills, up to two optional traits, which both benefit and penalize, and a large variety of enhancing "perks" (several of which are new) that become available as your character completes quests and gains experience levels. The skills are all straight from the original game, but some of the more exotic skills such as "science" and "repair" are considerably more useful than they were in Fallout. The Fallout games both allow you to create truly individualized characters, which you can then role-play essentially as you see fit. In the Fallout games you can choose to play a righteous avenger, a nonviolent scientist, a self-motivated bigot, an evil sociopath, a jinxed moron, or some personalized variation of these character types, and you'll experience the game quite differently depending upon your character's attributes and actions. The core of Fallout's accled combat system was migrated to the sequel with only a few, notable changes. There are a number of new modern and futuristic weapons available, and budding Jackie Chans will be pleased to learn that there is also a variety of new unarmed combat options. In Fallout, you could ignore most of the weapons in the game by advancing almost immediately from using rudimentary knives and spears to rocket launchers and turbo laser s. Fallout 2, however, requires you to rely upon weaker or moderately powered weapons during the early stages of the game and appropriately limits access to the otherwise unbalancing BFGs and incinerators until later in the game. Like the original game, in Fallout 2 your character can be accompanied by a number of computer-controlled nonplayer characters. Unlike in Fallout, nonplayer characters can now wear armor and gain proficiency in skills as your character does, making them more consistently useful during the course of the game. While in Fallout you were forced to use the "steal" command to trade items with your companions, you can now trade with your party members using a new - you guessed it - "trade" interface option. You can also get nonplayer characters to move out of your way, if need be, which was a somewhat glaring omission from the original game. Also new is an interface to allow you to customize your companions' actions in combat. While the available options will vary depending upon each companion's inherent personality, the interface is intended to permit you to influence the way a companion reacts in certain situations. Unfortunately, at least in the initial release of the game, the companions don't seem to always react in a manner consistent with their settings and tend to occasionally run away in terror when commanded to fight until they drop. The path-finding abilities of nonplayer characters could also use some work, as they have a tendency to gleefully parade through visible mine fields or other hazardous areas. A patch, currently in beta form, intends to address, among other things, the bizarre reactions of nonplayer characters in certain circumstances. Unfortunately the patch is required for a variety of other purposes as well. Black Isle has already issued a couple of versions of a beta patch that purports to fix most of these problems, but the patch invalidates previously saved games. Fortunately, most of the game's bugs are minor, and even in its originally released state, the game can be played to completion. Still, it's disappointing that the game wasn't thoroughly debugged prior to release, and gamers not content to overlook the game's bugs and quirks may find the game an occasionally frustrating experience. But even in its current state, there are numerous little design details that collectively raise Fallout 2 above its competitors, such as the detailed conversations nonplayer characters occasionally have between themselves, the "special" encounters, the comic- ghouls who appear in a variety of situations, and some absolutely inspired quest objectives and solutions. The core elements of 1997's best role-playing game are intact and, in several ways, have been improved. Highly recommended. --Desslock --Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction in whole or in part in any form or medium without express written permission of GameSpot is prohibited. -- GameSpot Review See more ( javascript:void(0) )

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