Fallout 2 Review (DetectiveFail)
Over the years since finishing Fallout 1, I've come to learn there are big daddies of the computer-role-playing genre(Crpg). Whether it's the timeless classic of Planescape: Torment. To the sprawling fantasy world of Baldur's Gate, Reaching new heights in the sci-fi department like Deus-Ex and even venturing to the dark supernatural universe that is Diablo. And then there's Fallout. The post-apocalyptic role-playing game. And so the question comes to mind what makes a game reach beyond 'good' and 'great' to 'amazing' and 'worthy' to be called a 'classic' everyone needs to play. And one most fondly regarded within the crpg genre. In my fifty-seven-hour playthrough of the game, I seek to find what is so special about Fallout 2 and thus a review was born.
Pfttttt. You're The Chosen One? Gimme a Break
Basic premise/Story
Starting 80 years after the events of the first game. And while newcomers don't need to play the original game. The 2nd does mention the first Vault Dweller; the main character of the first game, and your ancestor. And his/her exploits throughout the game constantly. In a manner that is minor and not too important. I'm glad the sequel didn't need to tie the events of what occurred previously to allow individuals to try Fallout 2 if they're so inclined. As the Chosen One, You are tasked by your elder to seek out a GECK. A Garden of Eden Creation Kit; is a device that has the means to enrich a community in the post-apocalyptic wasteland. In your case, the village you live in is suffering a drought. So it's up to you to save them.
The Weight of Bloody Decisions & The Darkness Lurking in Every Heart
Unique Gameplay
I'll be honest, my first 2-3 hours with the game sucked. Combat is pretty brutal in that I'm 50/50 on dying or living through a combat encounter. Or picking the wrong dialog option which causes enemies to be aggressive and start to blast me to smithereens. Doubly so if you try to steal from anyone and fail. This heavily reminded me of my time in the first Fallout being so unforgiving. Thankfully, there is a quick save and quick loading to alleviate the frustration a bit. And once you pilfer poor innocents, guards, and even shopkeepers you stand a much better chance of wiping out pesky critters or raiders who want to see you become nothing more than a stain upon the earth.
The early quests and NPCs around the wasteland didn't endear me to the game's formula. To go out, find information on the GECK, and take simple sidequests to complete. Like guard a brahmin or do a caravan mission. And the rewards were pretty garbage. All in all the experience left me in a boring state...
...Until after my third hour did everything start to click. I got my first companion who had a side quest! I started winning my battles more and greatly appreciated how I can recruit more than one companion as well. Making my time venturing out in the wastelands a not-so-lonely affair. Sidequests started to become more elaborate with different outcomes beyond a good and evil outcome where the result can often leave me troubled and doubting my previous decision. In an enjoyable manner. The lovely thing with saves and reloading is seeing all the options available to me. And boy oh boy does the game throw so many outcomes and paths you can tread.
Here's one example. Deep in my playthrough, I came across a situation where I could ally myself with one faction and become the enemy of the other three. But, what if I wanted to do all the other faction side-quests? The game allows you to do so! Backstab everyone to your heart's content!
Do you want to commit an evil act? Well, buddy, the game has numerous evil options. And while I didn't play as an evil character. Witnessing these events happen in alternate timelines speaks volumes about how dedicated the developers give to players. They even go so far as to allow you to partake in different professions. All with their chain sidequests to go through.
You wanna become a boxing champion? You can! Do you want to be a porn star? Yup, you are allowed to. Courier? Oh boy, you have no idea what you signed up for. Become a top-tier martial artist? Yes, you can! Child killer? Pfttt, No way is that poss- Yup. You can. Being a slave-master isn't out of the cards either. These are just some examples of wacky stuff you can do in the wasteland. And yet it's all delicately maintained to fit. It's not to the point my suspension of disbelief was thrown out the window and into the stratosphere. But there are healthy and in some cases unhealthy logical reasonings for everything that happens.
The writing and dialogue are carefully constructed in such a way I couldn't help but dig deeper and deeper into the world, its inhabitants, my enemies, and what ultimately makes them clink. The original game had these moments, but they're so much more expanded here within the sequel. If I wanted to know more about a slaver I would talk to key individuals who knew the guy/gal in passing, I could speak to their relative to know some more family gossip. Or I could have a friendly chat with their rival or nemesis and see what juicy secrets they hold. Nothing is sacred here, and it can take time and effort to wheedle the information you truly need. But oh man does the game go further into the rabbit hole.
You could find key information which can lead to one sidequest in a town south. Only to become messenger/errand boy to two individuals. Help out a city in dire straits and find out who is messing with them. Learn the 'truth' only to discover it was planted by a rival city. And that's a wrap, right? Oh, think again. I came across new information which revealed another city is in cahoots with a mob boss to turn one city dependent on them and was that a can of worms I didn't need to know.
It's these sidequests that chain and sometimes interlink with other quests that breathe so much more life into the game and its inhabitant. Where enemies, acquaintances, and friends can become entirely different roles based on your actions. And the writing easily reflects this.
Heard a rumor of some Chosen One accompanied by a weird crew unlike herself. Can't be true right?
Final thoughts/Ruminations
The second Fallout is such a breath of fresh air and altogether more than worthy successor to the first Fallout. I had an absolute blast with my crew and me coming to save the day and bust a slavers operation. Become super bewildered seeing wacky moments like finding a secret lair with some magician. Backstabbing the heartless, crazy, greedy people seeking to take advantage of the common folk. And inadvertently becoming a mafia man. Helping Ghouls, Mutants, and other races to co-exist. It's not easy being the Chosen one, but with my weird companions alongside me it's worth it. Hell, I wouldn't trade any one of them in the whole world. Except for Myron. He can go die in a ditch.
And while the graphics and soundtrack didn't receive a major upgrade. I can give it a pass since Fallout 2 didn't need to overhaul these two aspects in a major way. Instead, Black Isle studios take what the original Fallout game does best and go above and beyond in expanding the established worldbuilding, in its nuanced characters both my companions, NPCs, and my enemies. In the freedom to complete interconnected sidequests at your leisure. And even break them if they so choose. A nasty and unforgiving world to explore and plenty of encounters to sink your teeth into. I can see why crpg enthusiasts warmly regard Fallout 2 with such high honors and it is an absolute pleasure to play from start to finish. And while my beginning was rough, the end of it all was more than worth it.
Total Times Beaten: 1
Score: 9/10
Date Edited: 9-4-22
*Added helpful link, grammar edits, trimmed final section here a bit.
Additional Note:
https://www.pcgamingwiki.com/wiki/Fallout_2 - Has everything you need to update FO2 with quality of life features or more.