'He Shot Me!' | Fallout 1 Part One - Foreman Plays Stuff

'He Shot Me!' | Fallout 1 Part One - Foreman Plays Stuff

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6,370
Published on ● Video Link: https://www.youtube.com/watch?v=If3ZVPHtcUM



Game:
Fallout (1997)
Category:
Let's Play
Duration: 47:31
15 views
4


I stepped out into the wasteland, blinking, eyes adjusting to their first taste of natural light. Despite the unfamiliar and treacherous surroundings I found myself in, I knew that I had to find the chip for the Vault's water purifier, everyone at Vault 13 was counting on me, I couldn't fail.

And then I was shot dead several times.

This game is very unforgiving. Your character is extremely fragile and the game feels no need to warn you when you might be walking headlong into your imminent demise.

And I'm a big fan of this.

I love being left to figure things out for myself, I hate having my hand held and much prefer having the freedom to work things out. Characters within the game do a good job (mostly) of providing you with info and details without sounding patronizing or like an actual tutorial, and you don't even have to listen to them.

You could shoot them dead if you prefer.

But their buddies will shoot back.

This game is extremely impressive for its time and I'm genuinely looking forward to exploring California further.

And dying a lot in the process.

Likes, Comments and Subscriptions are greatly appreciated but even if you don't, I hope you enjoy the video ❀

If you enjoyed this video (somehow) and would like to see more, why not check out some of my playlists? I've covered quite a few games in my time!: https://www.youtube.com/channel/UCF41-1wlmbQ8bTiW4XDImGA/playlists

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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 unnamed 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.

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