
Admittedly, I got in on Fallout about a year and a half after it was released; even then, I played Fallout 2 first. I saw the game's box and read the back and, after having already heard some buzz about this “gritty post-apocalyptic RPG,” I decided to purchase it. Though the game engine was refined in its sequel, fixing things like a clunky inventory interface and iffy relations with NPCs in the party, the original Fallout did a better job of presenting a truly believable pulp-styled post-apocalyptic setting. (Also, the amount of in-jokes was kept to a minimum, instead of the “heap 'em on because we can” mentality of Fallout 2.) The sheer playability of Fallout, though, amazed me then and continues to amaze me.

That freedom extended to the game world in many ways, and is perhaps the best thing about Fallout from a design standpoint. I could really do anything that I wanted to, whether it be saving Shady Sands from raiders or stealing from an old woman. I could be a hero if I wanted to, but I didn't have to be. That freedom was really unrivaled until Grand Theft Auto III came along four years later; in many ways, it still is unrivaled in terms of how very well-implemented it was. If a role-playing game is supposed to be about actually playing a role, then Fallout succeeds on many levels: not only does it allow you to actually choose your role, but it provides ample opportunity to play it however you see fit.

The combat system is still my favorite of all-time in any RPG, period. I don't care what publishers or the current gaming public have to say on the issue: turn-based combat is vastly superior to real-time. Maybe it's my background in D&D that leads me to love turn-based combat systems, but there is just something really appealing and, well, tactical about being able to make my move and prepare for my next turn, watching each move unfold on my screen. It makes combat involved and actually interesting, as opposed to other games such as SSI's Ravenloft games (speaking of D&D), Might and Magic VI, or (shudder) Oblivion, where combat consists of “approach enemy, click mouse until dead, repeat.” Even the wildly popular Black Isle D&D role-playing games--Baldur's Gate, Planescape: Torment, etc.--suffered from this drawback. Yes, there were some definite flaws to Fallout's system, but it was far and away the best approximation of combat that I have ever had the joy of experiencing in a video game. (Also, who didn't giggle with juvenile glee the first time they figured out you could target an enemy's groin?)
Atmosphere, gameplay, and above all else, freedom to play however I want. There are a scant few games that can readily claim that they have all of these things in abundance, but Fallout is part of that echelon of games. For that, it is just as important to me as EarthBound on the scale of video game greatness.
Check out my MobyGames review of Fallout here.
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