Fallout 2 - The Journey of "The Chosen One"

Title for Fallout 2: A post nuclear role playing game in the left corner, with an image of a person in darker body power armour on the right

Fallout 2, created by Black Isle Studios, is the sequal to Fallout 1 and is a time lapsed continuation from the events of the first game that takes the premise of its prequel and makes it feel bigger and better than what came before.


The character creation is mostly the same as the first game with a few extra options thrown in and has its theme with the prebuilt characters having their origins from a community of "tribals". A community born from the efforts of the player character from the first game and before being given your quest, one must first prove themselves worthy of undertaking it.

The Temple of Trails is a step up in regards to what was expected in the first game. The player will be fighting not only rats but radscorpions as well. The player is also expected to get through a trap field and a locked door or two. This then culminates in a final challenge against a fellow tribesman to prove you are worthy to deal with dangers of the outside world and be able to undertake the quest to save the village.

Near the center is the player character in their newly aquired Vault Suit standing amongst their tribe
If one is able to complete the trial, then one is deemed worthy and has one's character exit with them donning the Vault Dwellers original suit. From here one must visit the Tribe's Elder and be given the details of this great task that is expected of the "Chosen One".

It is explained that your village is dying and only by finding the G.E.C.K, or Garden of Eden Creation Kit, can it be saved. This "artifact" of a time long past is a piece of pre-war Vault Tec technology said to be able to revitilise a dying ecosystem. One must find it and bring it back before it is too late for the tribe.

An Elderly woman, who is the Tribe's Elder, tells the player to start their journey to find a G.E.C.K by looking for Vic in Klamath to the East of the Village
Thankfully there isn't an ever-present critical timer this time around, however the game will still bug you to get on with your primary task if you are taking too long exploring and neglecting your quest.

You are given nothing more than a vault 13 water canteen and a clue to go to Klamath and find a trader named Vic, who sold the tribe said canteen, who might know the location of venerable vault that holds the key to the tribe's salvation.

 
Potential Epilectic Warning

Little does player know that this simple quest to find this important item will lead them all across a West Coast - which takes place in an area that is north from the original map but does try to intersect some of the old topography with the new, on a journey, that if one takes the time to explore, full of craziness in pursuit of information that when does find what they are looking for begins the quest to stop an even greater power from exerting their will one the survivors of the apocalypse.

An image of the world map of Fallout 2


Off the bat there is a change to the quest design of the main quest in the sequel as it is made so that is it isn't as easy to get to the final stretches of the story, one can still get some endgame gear easily enough if one in knowledgeable about where to go, but overall the story is designed with more an emphasise on trying to enjoy the journey and having a main story that ties up and expands on the Fallout lore itself.

The player character, after exploring the world a bit decides to visit their home of Arroyo. The entrance is a bridge suspended over a ravine. The player at the map entry point, at the start of the bridge and a villager with a spear guarding the other side

This is made more apparent as it parcels out the story progression in a way that feels more methodical with one having to go through a lot more hoops to eventually have it guide the player towards their goal. This is supported by the player potentially stopping at locations to look for information and be caught up with solving an area's specific problems to get said information.

It is not strictly necessary to follow the breadcrumbs provided to you, and one can usually circumvent and find the bare minimum of information if one don't feel like being drawn into the sub-plots of the various areas you visit instead opting for a beeline along golden path along the shortest route necessary, however the experience and rewards one can earn especially in the early game do go a long way to make one's experience lot smoother - besides the potential of being drawn into some interesting scenarios.

Which one is encouraged to do as the quests one does in each area do feel more fleshed out compared to what was expected of the player in the first game. The tasks one finds themselves running into help to flesh out the areas one visits and gives the game a bit of life and one is sure to be invested into at least a few good mysteries along the way that are not even related to your main one, but still leaves enough questions that one might wish to find the answers to.

The player stumbles upon the scene of a crashed flying helicopter-like vessel called a vertibird. There is the burnt remains of a crew member to the left of the vertibird. The unfortunate remains of a soldier ( who has suffered the wrath of a vertibird rotor blade) wearing black power armour to the right and to the back of the crash is the player with a robot "survivor" nearby.

In addition to the expanded quest structure it also expands upon the number of important locational hubs one can visit and it even dangles a few late game areas here and there along your journey to give one some motivation to level up and have something to test your character against.

Attempting some of this content as it comes along can quickly lead to an unprepared "Chosen One" finding death once they discover that the threat is more than one can handle but thankfully these areas are usually hidden or one gets enough of a warning to not be totally taken by surprise.

Although the random encounters one can run into on the overworld can take one for a loop if they are not careful, especially when travelling in an area that one should not be, although sometimes one just gets unlucky and runs into a death squad without much recourse.

In these types of situations, it continues to place the onus on the player to try and maintain a running back-up of saves in case one does bite off more than they can chew. It can be an annoying and, at times, frustrating to lose progress from not regularly saving and is something to keep in mind when one plays these older types of games.

Otherwise, it does improve upon the random encounters with greater variety and  set pieces of the narrative sprinkled through the playthrough with it feeling better realised here than in the first game.

Ultimately though, its biggest strength, at least for me, is in the writing and commitment to the setting. The game sets a generally darker tone, but at the same time also doubles down and ups the comedy as well.

The player, holding a shotgun, is standing at the entrance of a large "billboard" that stretches over the two-laned road. It says "Reno" in large bold font in the center with a smaller description beneath saying " THE BIGGEST LITTLE CITY IN THE WORLD"

The narrative has a great way of having the player deal with some pretty grim topics that can be heavy at times these ranging with dealing with things such as witnessing the death of families, showcasing sexual themes bluntly and discovering more lore, towards the backend of the journey, but still finds a way to balance it with some outlandish humour such as a potential shotgun wedding, finding an old man's watch and being able to taunt a specific indiviual over a video feed to name a few.

The game even goes to the lengths of having the player deal with an almost completely new experience if one decides to go through with a low intelligence playthrough with it being an unique challenge which does bring with it new perspective to the world.

The player looking towards a "noteworthy" stone monument. Something that Fallout 2 embraces is it commitment to the weird and wacky, in this case having the player be able to interact with the monument in an unexpected twist It is carried on the back of its writing as it is the primary medium from which one interacts with the world and it does a great job at giving the sense of control and consequence, or at least some of the best illusion of such in this genre, as actions that the character does has an effect in the world itself and is surprising how it feels like it becomes the "player's" actions, once one starts to really get into the flow of the story. It should at least invoke some form of emotion when confronted in these moments be it a smile or a shock and everything in between.

I feel this gets further strengthen in its use of measuring and granulating the stages of interaction with the player through the systems of local reputation and karma. 

Local reputation is represented as the town's opinion of your character and has an effect on how NPCs perceive them and in turn effects how they will react if they can.

For example, being a nobody fresh off out of the village will have people look down upon you and not be hestitant to call you a "tribal" and generally be dismissive and uncooperative, however if one makes a name for themselves then one starts to see that characters will have an appropriate opinion about said character and the general town dialogue will reflect that as well. It is something that is small and can be easily overlooked, but does wonders to give off the sense of progression with someone being a nobody, building a reputation.

The other system is your Karma, which represents whether you are "good" or "bad", it is not as overly visibly impactful as the reputation system, however it does play a role in giving a player a general idea in regards to visualising their character's moral compass. 

It does get called into question on occasion in regards to quests and also will have an effect on whether party members will still journey with the player and can be considered almost like general reputation for your character.

The player is stading around in a well protected city called "Vault City" - it is surrounded by barbed wire and a large wall behind that. Vault City itself is an anomoly in the Wasteland, with paved roads, street lights, grass and lines of planted trees

Although the choice is given to provide the player a fairly open experience, it does still have a bias towards being more "good"/ "neutral" than "evil" if one wishes to interact and discover most of what the game has on offer. However there are far more shades of grey here, with it providing more gameplay options for "evil" characters and having more decisions that can benefit a morally flexible individual.

A consequence of having this layered system of choice however does come with some issues where one can risk missing out on certain quest stages firing off, not getting a complete picture of a quest or being locked out of sub-objectives if one does not follow steps in the right order. This can be frustrating having certain smaller side quests not being able to be completed if a player does not follow the right sequence of events and subsequently be locked out of options that should be possible to complete. It will generally not break the game, but can leave one with unfinishable quests in one's logbook.

Onto other areas where it has made improvements is a more prominent role of perks. Which also sees it being integrated and more clearly displayed for the player, with your character's actions being rewarded with receiving unique perks when one does something specfic or is given as a reward for quest completion.

These unique perks mostly expand some element of game and even though most feel more like "flavour" perks that do not dramatically alter the experience, there are still some that will open up new interactions and events that bring with it its own set of challenges.

It is also nice to be able to look back at your character and be able to chart one's journey by the accumalated milestones one has achieved through their playthrough.

The available perks and traits have also had an expansion compared to first game, with sexuality becoming one of the bigger aspects that one can make use of or leverage. It feels like an expansion of the system with it offering more variety and options for one to specialise in.

Character statistics screen, special note to the bottom left corner with the "Karma" tab selected. The selected "Made Man" is an example of how the player choices effect their character as it is a "perk" of having to choose a specific sub-faction in a location and the result provides them with benefits and associated consequences of being associated with it. The description should read : "You are a "Made Man" of the - insert name of subfaction. You are well-known, well-respected, and look great in a fedora." instead of the description of the Strength attribute

Combat encounters, in general, does feel like there were improvements made, which can be attributed to encounters feeling better scripted with more variety in the enemies one encounters - it is an improvement but still has some issues like being ambushed and the "first turn" advantage for enemies but the game does provide a wider assortment of tools to make the worst of these problems more tolerable eventually.

Probably personal bias, but the humaniod NPC behaviour does feel like they invested a few more points into their intelligence attribute as they appear to be more "aware" of danger and for the most part make better decisions.

One still needs to be wary of automatic fire, but thankfully your companions are more flexible in their weapon usage proficiency and are usually "good enough" with "single shot" weaponry.

Player character hitting the "Rat God" in the eyes and "summoning them to the great ratcatcher in the sky" as it is defeated
The general combat banter and combat logs are also improved upon with it providing colourful commentary during combat, with the option to inject more humour on an enemy's death or body mutilation. .

Companions have seen improvements with a larger cast of characters one can meet and recruit with one's options expanding beyond just human companions and Dogmeat. This includes things such as each companion having some individual character, with a few even being voiced and animated.

The hiring process for said companions does feel like it was looked at and it feels better intergrated with the world as a whole with one having to work a bit harder to convince them to join you.

Other areas of improvement is how one can more easily assign weapons and armour to your companions, unfortunately it still does not update their clothing dynamically. 

An interaction with one of the player's recruitable companions. This one is one of the few that have voice lines and are "animated" to show you how they look. The individual is a tattooed "Tribal" with bone piercings through both ears and nose, with a more bone-themed apparrel on one of his shoulders.
One also needs to deal with followers having some restrictions placed upon them - be it remembering to take a follower's health condition into account or not being able to bring one with you into certain locations.

These all work in service to make them feel more like characters that are following you on a journey, with them providing their own input to the areas you explore and sharing their opinions, providing their own personal narratives into the mix and they feel less like pack mules that one dumps loot to keep your inventory available.

An area where I feel it is a bit worse in, is when it comes to being idle infront of doorways which can lead to frustration when one is boxed into a small room and they cannot move. It doesn't happen all the time, but it is something that should be aware of, especially if one decides to invest in a more party orientated playthrough as one can have up to five companions following you around which can lead to an unfortunate situation of being stuck if one is not careful.

Going into the topic of pack mules, companions are restricted in how much they can carry according to their Strength attribute, with them not having the behaviour of traders and frees up the interface jank of moving items between companions without having to "steal" or barter to achieve the same result.

To compensate for the player not being able to lug around as much loot as before, one can eventually find and fix a car which both increases your travel speed on the world map as well as a place one can deposit loot in the boot of the vehicle. Although it too is limited by a capacity it is usually more than enough for one to be able to loot an area and get it to a place one can safely store it. The only requirement being that the player needs to keep a supply of fuel on hand to keep it going. One can even find additional parts and bring it back to a mechanic to install which allows one to improve one's vehicle over the course of the game.

The player and pet dog arrive at the entrance to a nuclear "Reactor 5" via their fixed up vehicle. The vehicle looks like a 1957 Chrysler 300C Coupe with no paint and seen better days, also its boot missing. Surrounding the player are friendly ghouls, who have found shelter in and around the nuclear facility

In relation to loot, the game's progression does feel better in the sense that it does make one feel gradually stronger as they travel further on in the story and onto the later parts of the game with the weapon selection and supply improving as one one starts to fight stronger foes. As mentioned before, there are shortcuts to power, but barring that the player can avoid gunfights for most of the early game as they level up and focus on fighting melee-orientated mutated creatures and solving quests without much conflict - at least in regards to communicating with other intelligent beings.

This does change however once the player begins to start working for some of the more influencial individuals in the game world and this can easily lead to more intense combat situations as one gets involved with the politics the tensions that follows it.

Eventually, as one progresses through the story, one is more clearly guided towards the final stages of the game. The tail-end, specifically the last area, are great as a means to get into the lore as it provides perspective to what is really going on with one interacting, discovering and piecing together not only the grand plan one must stop but also providing more history and context to the world before the bombs dropped.

The player scrathes their head as they look at oriental decorations at the entrance of what remains of San Franscisco
After the player has completed the main story, then it drops your character off in the nearby city and allows one the freedom to continue playing.

It brings with it a few completion bonuses if one talks to the right individual and the player is then left to their own devices to explore and interact with world at large.

It becomes more of a toybox at this point as the player can run into some new dialogue here and there but it really feels like it is here for the player to explore and interact with any location, secret or encounter they haven't got around to and complete it.

The music and sound is still very "Fallout", but it is improved over what was presented in the first game. The music especially has sharper and softer tones which still fit in with the setting and helps complement one's gameplay experience.

The graphics are mostly the same with an increase in diversity of creatures, locations and characters although leaves much to be desired by modern standards but with a bit of resolution trickery holds up well enough with, barring some visuals that are not too clear, but clearly communicates its desired intent with its design.

 The player stands outside the entrance to the sealed Vault 13 from the first Fallout game

In summary, Fallout 2 is an experience. It may not be for everybody, it might not catch your attention with one having to read and imagine character features for the pixels on screen however if one moves past that and has the potential to capture and immerse one in its world with characters that shine as a mirror on human nature with a post-apocalypse twist as it explores mature themes and vices while still having the ability to temper it with moments of comedy.

Besides that, it builds upon its foundations of the first game and creates a world that does the feel of a "world moving forward" well with its callbacks to old locations and characters, but does it in a way that does not distract the player from the main narrative. It ties these elements in a way that makes it feel like a natural progression from where the first game left off, but turns the dial up on what it was before which does help one be not as critical to the discrenpencies one finds as it has a way of drawing one into its world and leaving one wanting more.

Again it is not a perfect game, but is put together with the sum of its parts on the back of the writing helping it form into great game that is just more of everything that is Fallout.

 

If one wants to have a better Fallout 2 experience one can look at at the Fallout 2 Restoration Project, here

The Restoration Project includes a number of quality of life features and fixes to the game to bring it more in line with modern options. One can choose to either keep it as vanilla as possible with these fixes and improvements or choose to also install the reimplemented cut content that was worked on and introduced back into the game. 

The extra content might not be to everyone's taste as it does add more challenge and some of the writing quality is below the standard - which is high, set by the game, however if one wants to spice up another playthrough in a vanilla setting with a more "complete" experience then it is something worth looking into if one wants more Fallout 2. 

One can also pick and choose from the the github link specific mods that are included in the mod but would prefer experiencing the game without the restoration project package.

Image Source:

IGDB Fallout 2

Fallout 2 Fandom - Press Kit

Fallout 2 Wiki

Video Source:

Fallout 2 Intro

Fallout 2 Trailer

Other Resources:
Fallout 2 Restoration Project


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