An Absolute Stacked Up Unit | Fallout Part 7 - Foreman Plays Stuff

An Absolute Stacked Up Unit | Fallout Part 7 - Foreman Plays Stuff

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Fallout: A Post Nuclear Role-Playing Game
Game:
Fallout (1997)
Category:
Let's Play
Duration: 30:31
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Fallout: A Post Nuclear Role Playing Game is an open-world turn-based role-playing video game developed and published by Interplay Productions in 1997. The game has a post-apocalyptic and retro-futuristic setting, taking place in the mid-22nd century decades after a global nuclear war in an alternate history timeline. The protagonist of Fallout is an inhabitant of a Vault, part of a network of long-term nuclear shelters, who is forced to venture out into the wastes to find a replacement Water Chip and save their fellow Vault inhabitants.

Fallout is considered to be the spiritual successor to the 1988 role-playing video game Wasteland. It was initially intended to use Steve Jackson Games' system GURPS, but Interplay eventually used their own internally developed system, SPECIAL. The game was critically acclaimed and a financial success. It was followed by a number of sequels and spin-off games, collectively known as the Fallout series.

Gameplay in Fallout centers around the game world, visiting locations and interacting with the local inhabitants. Occasionally, inhabitants will be immersed in dilemmas, which the player may choose to solve in order to acquire karma and experience points. Fallout deviates from most role-playing video games in that it often allows the player to complete tasks in multiple ways, allowing solutions that are unconventional or contrary to the original task, in which case the player may still be rewarded, or earn an unconventional reward. The player's actions and/or inaction dictates what future story or gameplay opportunities are available, and ultimately dictates the ending of the game. Players will encounter hostile opponents and – if such encounters are not avoided using stealth or persuasion – they and the player will engage in turn-based combat. Excepting conversations with non-player characters, non-combat portions of the game are played in real time.

Combat in Fallout is turn-based. The game uses an action-point system, wherein each turn, multiple actions may be performed by each character until all points in their pool have been expended. Different actions consume different numbers of points, and the maximal number of points that can be spent is determined by a character's total agility statistic and modifying elements such as chems (which are temporary) and perks (which are permanent). "Melee" (hand-to-hand) weapons typically offer multiple attack types, such as "swing" and "thrust" for knives. Unarmed attacks offer many attack types, including "punch" and "kick". Players may equip at most two weapons, and the player can switch between them at the click of a button. The "perception" attribute determines characters' "sequence" number, which then determines the order of turns in combat; characters with a higher statistic in this attribute are placed at an earlier position in the sequence of turns, and subsequently get new turns earlier. Perception also determines the maximal range of ranged weapons and the chance to hit with them.

A diverse selection of recruitable non-player characters (NPCs) can be found to aid the player character in the post-apocalyptic wasteland. Examples include Ian, an experienced traveler and gunman who can use pistols and submachine guns, and Dogmeat, a dog the player may recruit in Junktown by either wearing a leather jacket or feeding the dog an iguana-on-a-stick. Unlike Fallout 2, there is no limit to the number of NPCs that the player may recruit, and NPCs' statistics and armor in Fallout remain unchanged through the entire game; only their weapons may be upgraded.

The protagonist is governed by the system called S.P.E.C.I.A.L (an acronym for "Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck"), designed specifically for Fallout and used in the other games in the series. The player begins Fallout by selecting one of three characters to play as the protagonist, or alternatively, they can create one with custom attributes using the system. Character development is divided into four categories: attributes, skills, traits, and perks. These have been copied or otherwise adapted in some form or another through the ensuing iterations of the series.




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