allout 2 is the one every always mentions, as the best. It's openness unparalleled before Bethesda tainted it, or so No Mutants Allowed would have you believe. After riding the wave of Fallout 1 I was excited to experience this hype for myself, unfortunately this couldn't be further from the truth and what I experienced was the most overrated, overhyped game I've ever played. But let's start from the beginning.
Immediately the introduction slaps hard; carrying the trend from the first game. It's time to leave the vault and reclaim the wasteland... but uh oh! Who's that waiting to greet us at the front door in power armour and miniguns. It's the Enclave, and they mean business. It does a good job setting up the new villain, albeit lacking the mystery from the first. We begin in Arroyo, a northern village formed by the vault dweller after his exile, joined by other dwellers who followed his example. You play his grandson, or the chosen one who must save the village by first passing the trials and then finding the GECK (Garden of Eden Creation Kit).
Ignoring the fact that it doesn't make sense for the highly sophisticated Vault Dwellers to regress to tribals after presumably a few decades, I really dig the inclusion of tribals. I suppose you could head canon that it was a choice, to regress back to shamanistic ways where we respect, heal and nurture the desecrated Earth. It'll also make sense to blend in to escape the Overseer and those who might seek us to find out where Vault 13 is. But it's never mentioned. Oh well. I absolutely love the tribal music at the start; which oddly the music becomes very absent as the game progresses. The villagers, huts and everyone in tribal leathers is very cool. As someone who enjoys unarmed combat, it was very fitting start to my character. I can imagine the trial being very painful for anyone who doesn't invest in CQC; preferring to run past the dozen ants instead. I went 80% unarmed, 50% guns, 50% first aid because he learnt some healing from the tribe. The Chosen One role-playing started out strong. I also love sequels where you play the child of a previous protagonist; or they become central to the story. It's what I loved so much about the story of classics Diablo 2 and Castlevania.
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Just love how the Dweller's Vault suit is a religious artefact. |
After getting to Klamath I immediately realised dialogue is A LOT. It feels more quantity over quality so far. I've insulted a few "civilised" people for insulting "tribals" and there's no satisfying reaction. They feel like quest and lore dispensers so far. I always imagined the dialogue choices with three to four creative choices originating here; but it seems Fallout 3 started that trend. I began to miss the brevity of Fallout 1. It might have been a tad on the shorter side by the characters were memorable at least, Ian, Set, Aradesh and Lieutenant (Super Mutant), especially the voiced characters.
I also got a taste of my first encounters. I can't help feel like this game cheats early on; which I know it's not true. It's just severely imbalanced. FO1 felt harsh but never unfair. Here you're often outnumbered 3:1, getting destroyed by the action economy with raiders who not only have better guns but throw fists that do twice my unarmed damage (even at a skill of 102). Again in the first game, you're encouraged to run away from fights, it's a post-apocalypse and it's the same here. But when it's every single encounter what opportunity do I have to enjoy combat. The game. This leads to another issue I have with the game, the quests. I personally prefer the amicable situation, when it doesn't conflict with my moral compass. Even though I'd love to destroy the Slavers in The Den; I would just get destroyed early on and had to accept that I need to come back in full power armour (which I did, before returning to my village to rebuild with the GECK). But the majority of quests are go here, talk to X, go there, check out X, return to X. Without a single fight in between. . The Den, Modoc, Vault City, New Reno, 10-20 hours of roleplaying as a Fedex employee is just terrible. I don't care what all the fanboys online say; for the first half of the game your options are deliver this message or kill everyone in town and it sucks. You would think this was a post-apocalypse but apparently not. Venture into the Wasteland and you'll get destroyed. About half way through you reach Redding or Broken Hills and the quests pick up; and the random encounters become more enjoyable and less tedious. This is my biggest criticism; the game has major pacing issues and I'll save my second for later. For now I want to describe the journey of my Courier... uh I mean Chosen One.
Klamath - Hunt a bunch of Geckos for the town and follow some leads to The Den in your search for Vault 13 and the GECK. Not much here but it's an enjoyable first town.
The Den - This was kind of forgettable. Slaver scum bags and a few small time gangs vying for the slavers attention. You can get in the middle of this power struggle and help one come to power, unfortunately all without lifting a trigger finger. Best part of the Den is Sulik; a cool looking tribal who wields a sledgehammer; looking for his enslaved sister. He is a cool reminder of where you're from and who you are. I just wish there was more dialogue and story with them like FNV as you never find his sister. After helping the slavers you'll free Vic who knows where Vault City is; he joins me to travel east.
Modoc - A small but interest town with a nearby Brahmin ranch. It turns out some villagers have gone missing and there's a bunch of ghosts to the north east. After going there it turns out it's some underground survivors making very effective scarecrows that look like real corpses. They have a child with them and have told me the other missing villager has gone north west. The mayor of Modoc has given me 30 days to find the villager or they'll attack. So I travel NW; nothing. I google it and it turns out he's not NW at all he's in The Den. He's the guy that I encountered and wanted a bunch of caps. I didn't get his story so I couldn't tell the mayor. I travel all the way back and after several tedious fights I find Karl and bring him back, until to miss the deadline by a couple days. If it wasn't for god dam red herring I would have made it. So either the developers wanted you to fail or this was a major screw up. I wasn't going to reload after 5 hours of tedious reloads to get to The Den. Regardless, Modoc killed every man woman and child and so in turn I killed the major and his guard. The Brahmin farmer and his daughters attack so I put them down too. I didn't mind these ending; serving wasteland justice to a bunch of hicks. I later found out I could marry the daughter in their local church if I slept with her and she joins me on my quest. Oh well; shouldn't have killed those children...
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Well this would have been nice earlier... |
Vault City - A bunch of arrogant do-gooders from Vault 8 who used their GECK to create an oasis. They use the GECK to foster wealth and subjugate the Wastelanders into servitude. Seeing slavery as a blessing; involuntarily trading freedom for food and water. Vault Citizens don't see it fit to give them a choice; because the savages are too uneducated to make the right decision. At this point I started to feel like the game was trying to tell me something about slavery; but didn't have the wit to tell me what. Slavery continued by the debate amongst characters did not. In return for using their databases to locate Vault 13; they want me to to put down a local town of Ghouls who are contaminating their water with their nuclear power. The Ghouls are cool as always; decrepit and care free. They're wisely anticipating the Vault City destroying them if they continue to leak radiation. No way I'm killing them so instead I help them fix their power. In the end I repair the generator, went behind the mayors back (screw that bitch) and got access from another senior citizen dissapointingly without shedding a single drop of blood. It would have been nice if the Mayor in her arrogance turned on you and you could put her and her loyal guards down in self defence. Even the entire town if you didn't end the bloodshed there. I left old man Vic here with her illegitimate daughter and took the gruff barkeep Cassidy instead. At this point I go back to The Den and repair The Highwayman; recovering the part I needed from The Ghouls. What a badass feeling this vehicle gives and that initial music; so good.
Redding - Not much to say here. I was over levelled originally. Seems like this would have been better positioned around New Reno and Broken Hills; not closer to Arroyo. I later returned here to cosplay as deputy for a few days; break up a brawl, find someone who cut up a prostitute and arrest them. I also cleared a mine full of Aliens. Although the aliens feel out of place and should have just been mutants, this would have been a welcome change of pace if it was before New Reno.
New Reno - The messenger boy for The Family. There are a few highlights here; becoming a boxing world title challenging which is recognised by the families and gives you access is pretty damn awesome. Becoming a porn star but not having the endurance to follow through is quite funny. But ultimately the quests are dull and very fetch like. Go here and find out why the Wright Boy died. Go do this for Bishop; do this for Big Jesus. In the end I didn't necessarily want to be Big Jesus hired gun. But my trigger finger was too itchy that I needed to shed blood. But at least I did get justice for the Wright family. Fallout 1. Quest for the Waterchip. Fallout 2. Quest to find a cure for my jet addiction. At this point I began to really get sick of my jet addiction. Like seriously, I feel like I've spent the first 30 hours of this game hunting down a jet cure. Jet has a 50% to give you permanent addiction and the only way to get rid of it is a quest. This is ridiculous enough; but the fact that the quest is gated behind 90% Science or Doctor and high intelligence is nuts. So I have to choose between upgrading skills I might want to; tainting my build and RP or be an addict for life? Who thought this was a good idea...
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Oops... If only the Chosen One new protection existed... |
Sierra Military Base - I like this base conceptually. Sneaking into an old base; avoiding killer robots wherever you can to loot whatever military tech you can get your hands on. In the bowels you find a rogue AI called Skynet; because of course you do. I actually really like this AI; there is not malicious intent it just wants to see the world. It asks you to extract a cybernetic brain its prepared and put it in a robotron. Funny enough I only had good enough science for a chimp or artificial brain and I chose the latter. The AI was functioning but it was dumb it could only follow my first command; "follow". I could never dismiss it and in the end I had to end it's life. So what's this have to do with Skynet reference? Nothing. What's the point of the reference? Nothing, completely unnecessary and 4th wall shattering for no reason. I wish I had the capacity to face off against the robots but I was still under levelled. I normally don't like to save scum; but here it feels like the only way to play. Like it's an essential part of the experience or just know the exact stats you need at every point in the game which seems tedious. Even the lockpicks can be jammed; blocking you from essential quest items. When you consider this or the fact that you need 120 science to get a good brain for our AI friend (I googled it); a game that's touted as "having many options to complete a quest" is just downright false.
Broken Hills - Here's where it starts to pick up. There's still plenty of fetch quests but the back tracking dissapears; no longer requiring you to bounce between different ends of town five times. I'm immediately greeted by a Ghoul under my wheels. He's somewhat unsprisingly cool with that, giving the imprresssion ghouls often see a lot and expect the worst. He simply asks me to move my car haha. The mayor of the town is Marcus; who created this as a haven for the unwanted. Full of ghouls, human exiles and super mutants who mine uranium for power and other towns. The quests involve uncovering a killer; requiring me to find some mutants and clear a local mine to repair some equipment; killing ants, scorpions and Deathclaw. This is how quests should be and the point that I realised this game has very few mutants compare to the first. Fallout 2 is more about mobsters, slavers and politians compared to the Radscorpions, Deathclaws, Molerats, Supermutants and The Master of Fallout 1; and it's worse off for it. As much as I love killing your average wasteland raider; it gets pretty dull after first hundred. Fallout 2 introduces very little new mutants as well; as sorely missed opportunity where they could have gone ham. The plant is the only new entry I can recall; which is pretty lame all in all. Ultimate I uncover the killer to be a super mutant who murdered humans planning to rebel; he volunteers to leave as penance and I accept. I tell a man his wife was among them and Marcus who it was. I ask Marcus to join me and off we go; a minigun toting super mutant squeezing into our highway man.
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Easily the most interesting character, Marcus sees the world as it is, grey and that there was some validity to the Master's plan. |
NCR - I love this concept - seeing how Shady Sands evolved. A peace fairing town that's the first to re-establish civilisations. Wiping out the Khans in the first game helps them thrive; and returns the daughter of the major that would now become their leader. The town looks much like its original form; but just bigger; with not much in the way of quests and I'm okay with that. The NCR is expanding its borders; looking to Vault City, The Den and Redding as potential towns but there's one problem. Vault 15, their original home is full of squatters that are making trouble. After investigating I find out its full of Khans seeking revenge for what the Vault Dweller did all those years again. (Oh man, considering they return in FNV; these guys are cockroaches to be sure). I wipe them out and make peace between squatters and NCR. Again, this is how a quest should be especially in a post-apocalypse.
Vault 13 - Now seems like a good idea to address the tone of Fallout 2. In my mind I always pictured the progression of Fallout as Fallout 3 to 4. And Fallout 1 to 2 to FNV. In terms of writing and how they improve upon each game. That couldn't be further from the truth and in fact every game is enitrely like the other. It create a lot of subjective opinions; heavily based on nostalgia. While Fallout 2 was amazing for its time; the openness; the amount of stuff you can do and the expanded RPG mechanics with SPECIAL, perks and skills; the writing was not on par to the first game; is the weakest of those three and often fails to ground you in its world. In reality Fallout 1 and FNV have the best writing; and 1 and 3 have the best atmosphere (a hallmark of early Bethesda games). It's not surprise then that both the creators of these games bypassed 2 and looks to 1 for inspiration on the world, atmosphere and writing (with varying levels of success). In hindsight 1 might technically be the best game; considering its perfect execution in all areas (even if the systems are a little antiquated). But the grandeur and freedom of exploration that 3 and FNV allow as open world FPS RPGs do make them better in my opinion. 4 has the best shooting mechanics (and literally nothing else) while 2 I'm sure was praised for how open it was, both in RPG mechanics and its world, it just doesn't hold up and is the weakest in all other areas. The writing is more goofy and cringe than wit. Haha wouldn't it be funny if you could be a porn star; or if there was a town full of Chinese men divided into east and west or who fought based on two different dojos. And what if they laughed at your funny round eyes. Interplay because describe as a fraternity by the creator of Fallout 1 Tim Cain certainly rings true as this seemed to dominate the writing in 2 after his departure. What made bring this up? Well Vault 13 is full of talking Deathclaws. I mean on the one hand it kind of makes sense, they were recently converted. On one hand I kind of like it; they're saving people and wiping out killers, taking survivors back to the safety of the vaults. On the other hand they're talking deathclaws.... and it undermines the ferocious instinctual wasteland killing machines they are. This could have easily just been Super Mutants and better for it. The Deathclaws tell me the dwellers were captured and taken West; I've been given a GECK but after returning to the village I would find that all my people have been taken too.
Mariposa Military Base - I do love how you're retracing the Dweller's steps two generators removed. Seeing the dead mutant remains that your ancestor put down (mixed in with some Enclave). This entire encounter was just perfect. The Enclave were forcing miners to excavate the place but eventually found out the Enclave would kill them once they were done with them. So they voluntarily dipped themselves into the Vats, turning into super mutants, fighting off the Enclave and reclaiming the base as their own. The leader Melchior is a pseudo-master of mutants of sorts; able to summon Deathclaws and other mutant creatures. Killing him nets you a sweet little Gauss pistol which I'll carry with me to the end of the game. It absolutely obliterates anything unarmed with 20+ damage and does a nice number on armour enemies as well.
San Francisco - Inhabited by the Shi; chinese who resurfaced after the war and inhabited the remnants of San Francisco rebuilding it as their own. These are weird and out of place. As mentioned the town is split into two dojos following the Dragon and Lo Pan; mortal enemies like Sub-Zero and Scorpion who fight in the centre of town. At this point the towns feel very disconjointed. Fallout 1 was very diesel punk clearly inspired by Mad Max and each town felt like a reinhabited junk town; yet also unique in its own way due to the people and how they go about surviving (gangs, cults, caravans, cannibals, scavengers, farmers, etc). In Fallout 2 instead of asking "how do we make these towns feel post-apocalyptic" they asked what if one was ghouls, another slavers, another mobsters, another talking Deathclaws and another Chinamen. Redding, Modoc, The Den, NCR all have some coherence but that's also broken by the others. In the end it just feels like they through a lot of ideas at the wall to see what stuck; with little vision for coherence. The tanker however is pretty cool and clearly the inspiration for Rivet City in Fallout 3 (which I also adore). You help the squatters and degenerates of this misbegotten ghost ship and then you get it up and running so that you can infiltrate the Enclave's oil rig. I really like this area and how unique it feels. Considering they continue to travel the seas presumable until they lose fuel I think it would have been a cool nod if they were the original founders of Rivet City. But I can see why they didn't go that way especially geographically, they'd need to sail around South America and it just makes sense to have another abandoned battle ship. To get to the oil rig however, we'll to scavenge some parts and infiltrate Navaro for some vertibird plans.
Navaro - Even though it's a shame the game doesn't let you infiltrate if you went here first (I was as I came south from Arroyo and past it on the way) all in all it was pretty great. We infiltrated the underground base and killed. Here we found a talking Deathclaw Xarn who's only response was "You're here to kill Enclave? Good, let me join". I left my team underground and up we went; employing stealth the whole. In the end I used Xarn as a distraction as I riffled through the lockers and found the plans I needed; walking out amongst the chaos dressed up in Enclave X-01 Power Armour. I doubt this was intended but my god if I want head cannon at such considering how freaken awesome it was. A bit of murder, a bit of stealth, a bit of looting awesome armour and off we go. Perfect quest.
Oil Rig - Last but not least. Pretty cool encounter; I enjoyed every part of this. The infiltrating; fighting an slaughter of Power armoured Enclave soldiers. The trap room puzzle. Then the third floor with the President of the Enclave. This guy decided to tell me his master plan. As expected; they're generic Nazis who want to kill everyone who isn't them and recreate the world in their image. We find out for the first time that each Vault is an experiment for them to gather information before they leave this world. Pretty cool lore for the Vaults; still a lame villain. I like the juxtaposition to The Master who wanted to evolve and mutate to survive the irradiated wasteland. While the Enclave sees this as a threat to the purity of humanity and anyone mutating (exposed to radiation) needs to be eliminate; and the FEV will be repurposed as such. Ultimately its not enough to justify generic fascists especially when The Master was such a cool villain. Convincing the lead scientist he was wrong; his antithetical view point is opposite The Master; wipe them out before they evolve and do the same to use. Instead you make the argument on behalf of the Master, albeit a little less extreme, that whether we like it or not this evolution, these people deserve to live and the truth lies somewhere in the middle not the genocide of both The Master or the Enclave. So he agrees, reengineer the FEV to poison the Enclave citizens. As I watch their heads explodes I plant some C4 next to the reactor on the bottom floor and the count down begins. As I left I realised I couldn't leave the way I came, oh no... my allies were blocked, time to reload. After wiping out the first floor I realised a solo operative with power armour was enough to infiltrate the entire base so I left my team on the top floor to chill out with Frank. After repeating everything I did (and some severe bottlenecks FPS lag due to the amount of bodies) I came to the floor to confront Frank Horrigan.
I have to say what a terrible boss fight. Your first encounter with him in the wasteland as he executes some randoms and it's very foreboding here he just says "no talk. me kill you now mutant" and we go. Or rather he goes, and kills me instantly in a one hit crit doing 140 damage... and this is before the five Enclave guards or 8 sentry turrets open fire on you. As it turns out basically the only way to beat this boss is to kill the president, take his key cards, repurpose the auto-sentries and save scum until they crit (and you don't get ciritted). This is easily one of the worst boss fights in gaming. I mean he's intimidating enough but when the only viable option is to sit back and let auto sentry turrets do the work that's just not good design. Not only that; but the game touted as having "so many different ways to complete a quest" won't even let you hack the terminal with science to pose as the president.... what a load of shit. In the end I kill him and too my surprise he's not a mech. After you kill him his bisected torso crawls around before his head explodes in red gore; very comical and a fitting way for the corny comical Fallout 2 to end. He's 3x the size of his brethren and as it turns out a super mutant. Great idea, terrible execution.
The End - While I enjoyed the ending; the nuclear destruction of the rig; the GECK and the flourishment of Arroyo as a new bastion of civilisation as the legacy of the Vault Dweller is complete and Vault 13 joins them bringing their knowledge (not sure why the tribals didn't have this but sure). Also some of the smaller nods; like Modoc suffering for its sins, becoming extinct, NCR expanding its territory and my illegitimate son taking over the Bishops and eventually New Reno. I wish the game ended when I returned the GECK allowing me to complete some quests on the way back to Arroyo. Because in my canon ending Redding didn't succumb to a drug problem and the miners didn't tear each other apart as I help find a cure for Jet and kept the peace while the Sheriff was indisposed. Meanwhile The Den and it's Slavery did not prosper as a I returned to wipe them all out with three iron clad power armoured goons and a super mutant (didn't see that coming did ya). The evidence is right here:
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Ahhhh. I love the smell of dead slavers in the morning. |
Even though they're disjointed I think the factions are awesome in a silo. Each having their own hub of cool characters and often dull, often great quests. Unfortunately overall the diesel punk vibes that made the first so great and the irradiate wasteland takes a backseat to much more dull gimmicky human factions. Fallout 1 and 2 are like two entirely different parties of DnD.
The first is where the DM grew up on LOTR; and he painstakingly takes every effort to immerse you in its world and mythos. The second might have enjoyed LOTR; but humour takes precedence and the session is full of memes and 4th wall breaking references breaking any immersion but appealing to those there happy to have a laugh and some casual fun. The introduction to the game starts off strong for me; loved the tribal vibes and music. But overall the first half of the game has you as a glorified fedex employee; peaking at New Reno being the worst sinner (ironic as a city of sin?) before picking up in the much better paced Broken Hills, Redding, NCR. I enjoyed all the vaults and military bases; Mariposa with its whacky AI in a robot. The military base with its rogue mutants. San Francisco has a cool area with the tanker PMV Valdez; but overall the Shi are very under baked; before finishing off strong with the Oil Rig. I cannot understand how any considers this to be the best in the series when it was a very up and down love hate experience and doesn't even break top 3 Fallout games. I'm sure it was great for its time but considering Fallout 1 holds up so well there isn't much room for excuses here. Ultimately it's a victim of its own success. The first game had four or so years too cook; and you can see how the short development time and talent leakage (in Tim Cain's case; due to crunch from the short development time) lead to a heavily disjointed and poorly paced game.