Fallout 2 Articles RSS Feed | GameSkinny.com Fallout 2 RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Hate Fallout 76? Check Out These 8 Fallout Full Conversion Mods Instead! https://www.gameskinny.com/bw7re/hate-fallout-76-check-out-these-8-fallout-full-conversion-mods-instead https://www.gameskinny.com/bw7re/hate-fallout-76-check-out-these-8-fallout-full-conversion-mods-instead Thu, 07 Jun 2018 16:25:01 -0400 Ty Arthur


What did you think of our list of Fallout major overhaul mods, and are there any we missed that should be added?


Sadly, the options for Fallout 4 these days are still quite lacking. Total conversion mods tend to create much rejoicing and fanfare when they are announced... and then promptly fall off the map. It's not hard to understand why.


These are huge projects, nearly the equivalent of a full game development, and when you aren't getting paid and just have volunteers working in their free time, feature creep and lack of drive kill a ton of total conversion mods. 


A few are worth keeping your eye on that may still arrive in the future, like Fallout Cascadia and Fallout: The Frontier. If those ever finally see stable, feature-complete releases, we'll be sure to get them added here.


Fallout: New California

  • This Fallout: New Vegas mod arrives in October!
  • \n

Now here's an oddity in the world of epic and ambitious total conversion mods: Fallout: New California actually has a confirmed release date for the full version!


After starting life as Project Brazil and going through years of work, New California is set to drop on October 23, 2018. This has easily got to be one of the most anticipated total conversion mods for the franchise, with fully voice-acted characters and an entirely new story in a completely different location than the base game.


With side quests galore and 16,000 lines of dialogue, expect to essentially get a whole extra New Vegas-sized game this fall!



Five Nights at Vault 5


Wait, wait, wait -- there's even a Five Nights at Freddy's version of Fallout?!? Yes, there is, because modders are nuts (and awesome).


Weirdly, it's not all that outside the lore of the universe either, since we know many of those vaults were specifically created to perform cruel and unusual experiments on their occupants, rather than just keeping them safe from radiation.


Just like the franchise that was the inspiration for this mod, Five Nights At Vault 5 has you trying to survive from midnight to 6 a.m. while killer robots patrol the halls.


Hell on Earth


The various modders out there are consistently able to take the Fallout franchise and give you something radically different within an overall familiar framework. Hell on Earth is one such entry, essentially giving you Silent Hill with the New Vegas style.


This (not lore-friendly, obviously) mod has you traveling to another dimension to try to track down lost mercenaries who went to investigate a nightmare realm. Hell on Earth really plays up the dark and bloody aspects of the franchise and manages to create a survival horror vibe even when you are gunning down monsters with a laser gatling.


Alton, IL


A simply massive addition to the Fallout 3 universe, this mod gives you an entirely new location to explore, quests to complete, factions to side with, voice acting, and more.


It's essentially a completely free DLC location in the vein of Point Lookout, and is a killer expansion to vanilla Fallout 3. Off the strength of this creation, the modder actually got a job at Rockstar!


Fallout Zero


Although it's a bit buggy and could use some more work, Fallout Zero offers an entirely new quest line for the Fallout 3 experience that takes place a mere two months after the Great War.


What makes the mod worth installing is the amount of work that went into voicing the lines, all those extra quests, and the dialogue-over-combat focus. The reactive helmet that shows if NPCs will give up and join you when you point your gun at them is also a really nice touch.


Beyond Boulder Dome


If you've already played all the New Vegas DLC and still need to get your Wasteland fix, Beyond Boulder Dome is where you need to go next. New areas, new weapons and armor, new robots, a cast of fully voiced and lip-synced characters -- you get a ton of extra content here.


Weirdly enough, the story from this 2012 mod has a lot of echoes of what would become Fallout 4, with two warring factions stuck in cryogenic sleep and waking up hundreds of years later to a different world.


Fallout: DUST


OK, so I fully appreciate that this may be an odd entry to include in a list specifically about not wanting a survival RPG version of the franchise, but it absolutely deserves a place here.


Yes, DUST is, in fact, a survival rendition of Fallout: New Vegas. There are some key differences here, though, from what you can expect to get from Bethesda, and a few reasons why DUST might be more worth your time. First and foremost is the difficulty. DUST is unforgiving in the extreme, to a level we can be nearly certain Fallout 76 won't feature.


DUST also includes something a bit different from the standard survival formula: insanity. Killing people, eating rotting flesh, and taking drugs for an edge in combat all take their toll, making this somewhat of a Darkest Dungeon-like take on the series, with a dash of Don't Starve. If you want to be challenged in a very different way from the base game, DUST is worth at least checking out.


Wondering just what Fallout 76 might look like and want to try out something similar ahead of time? You've got your answer right here, although in what is probably going to be a harder, darker rendition. For another take on this idea, be sure to also check out the Obscurum - Pandemic survival mod.


Fallout 1.5: Resurrection


Still got your old Fallout discs or have a digital version from GOG? It's time to reinstall because there's more for the vault dweller to do besides just haul water and find the GECK!


Originally a Czech total conversion, Resurrection recently got an English translation and is well worth playing for fans of the early isometric titles in the franchise.


Set between the events of the first two games, there's nearly 25 hours worth of unique content to play through here. The only downside is that the new characters don't have the "talking head" animations, so it does feel a little more static than vanilla Fallout 2.


After that divisive Fallout 76 announcement, fans of the beloved post-apocalyptic franchise may be on the hunt for more wasteland wandering beyond what can be found through official channels.


Although it's possible we may be in for a surprise hit, the notion of playing ARK: Fallout Survive isn't exactly pushing the excitement meter into the red for a lot of fans (the only way they could have chased bubble-bursting trends any harder would be if it were a battle royale game).


While several major total conversion mods have been announced in recent months for Fallout 4, they are likely years off, if they ever even see a full, finished release.


There are still plenty of other ways to experience the wasteland without a proper, new single-player Fallout, though, thanks to the hard work and dedication of all the killer modders out there.


Here we're rounding up 8 of the best major overhaul mods available that give you entirely new areas and ways of playing classics like Fallout 2, 3, and New Vegas.

New Vegas is in Fallout 4 Now, So These Locations Should Be Next! https://www.gameskinny.com/rn7ab/new-vegas-is-in-fallout-4-now-so-these-locations-should-be-next https://www.gameskinny.com/rn7ab/new-vegas-is-in-fallout-4-now-so-these-locations-should-be-next Thu, 11 May 2017 17:06:51 -0400 Dan Roemer


1. The Boneyard/Angel's Boneyard (Los Angeles)


With Bethesda seemingly sticking to the East Coast with their games -- and no word of Obsidian working on a new Fallout game -- it's the perfect time for modders to use a familiar-yet-unexplored location and draw inspiration from it. There are plenty of established factions and history they can reinterpret in their own ways. And the NCR state of Angel's Boneyard (a.k.a. Los Angeles) is the perfect place for that.


If you're a long time Fallout fan, you know the West Coast is the best coast, simply for the massive amount of lore and history it contains. The West Coast is the birthplace of the New California Republic, the Enclave, the Brotherhood of Steel, the Followers of the Apocalypse, Super Mutants...and really, of Fallout as a series.


The Boneyard was featured in the original Fallout, and it's hands-down the best location for Fallout 4 modders to visit. There's so much history to work with here, and so many bits of lore to dabble in and bring to life. The Boneyard is littered with plenty of stories to tell and timelines to explore -- but without having to diverge too far from the source material that's inspired modders in the first place.





As a long time Fallout fan, I've gotta show some California love. But what locations would you like to possibly see in Fallout 4 mod form? Let me know in the comments down below! And for everything Fallout related, stay tuned to GameSkinny!


2. New Orleans


Continuing with the Americana theme, the southern United States is ripe with potential locations for a Fallout 4 mod. Little is actually known about the southern United States in the Fallout universe compared to the East and West Coasts. And it doesn't get much more quintessentially southern than New Orleans.




Fallout 3's "Point Lookout" DLC gave us a small taste of what a swamp environment might look like in the Wasteland. But I want to see more. And the unique city of New Orleans -- not to mention the surrounding bayou -- are prime territory for modders to let their creativity fly and interpret a brand new location.


Even better, the potential for factions down South could be vastly different from those we've seen on the East or West Coast. Chances are we wouldn't see the Brotherhood of Steel, as they have no records of traveling down South. And the NCR has been too busy expanding in the West to worry about Old Dixie.


Everything about this location -- the environment, faction possibilities, unique wildlife, and new mutant opportunities -- screams for modders to take advantage.


3. New York


The United States is still ripe with potential areas for future Fallout games to visit -- and for current modders to create. Using a US location would prove a bit easier than some of the places on our wishlist so far, since modders could simply reuse assets like American architecture and the well-established American lore in the game's universe.


Outside of Bethesda's work in Fallout 3 and Fallout 4, the East Coast has hardly been explored -- and the iconic city of New York is a concrete playground that modders can unleash themselves upon. Take plenty of iconic land marks and a massive urban sprawl, then throw in a nuked 1950's vision of the future...and we could easily have a new and incredible place to explore within Fallout 4.


Really though, it wouldn't surprise me at all if The Big Apple turns out to be the next big location whenever we finally get a Fallout 5 announcement.


4. Hong Kong, China


China has some fascinating lore in the Fallout universe, including the Sino-American War and invasion of Anchorage. But outside of Chinese spies embedded in the United States who made appearances in games -- like Fallout 3's Mama Dolce's -- little is actually known about what happened when the nukes fell on mainland China or the island of Hong Kong.


That's precisely why China could be a fantastic location for modders to explore in Fallout 4. There's potential for them to create their own interpretations of what a Hong Kong wasteland would look like, or what possible forms of government and factions might rule it. (Perhaps the Triad is still around...?)


Hong Kong, for example, could be one of the few places in China that survived with only minor nuclear devastation compared to its mainland counterpart. And modders could expand upon Chinese pre-war lore, mythos, and technology.



5. A Canadian Locale


In the year 2066 in the Fallout universe, Anchorage, Alaska became on of the few remaining places on earth that still had valuable oil reserves. Because of this, China invaded Alaska -- and thus began the Sino-American war. 


Of course, with Canada being stuck between a Chinese-invaded Alaska and the oil-hungry United States, one can only imagine that tensions were high between these once-friendly allied nations.


By February 2075, Canada agreed to be annexed by the US, thus allowing the North American continent to be unified under one government. Together, they were a sovereign nation gearing up to fight the Chinese and take back Alaska for their own.


But many Canadians weren't exactly happy about this, and a resistance formed to try and stop it. Let's just say that it didn't end well.



Because of all this wonderful Fallout history, the Great White North could be an incredible location for modders to explore and expand upon within Fallout 4. Perhaps we could even see a pre-war mod which explores the events of the Canadian resistance against the US. Alternatively, we could see what a snow-covered Canadian wasteland might look like in 2287.


Side Note: If you have a specific itch for a snowy wasteland, then be sure to check out the upcoming Fallout: The Frontier mod, which is set in a nuclear winterized version of Portland, Oregon during the events of Fallout: New Vegas and the war between the NCR and Legion.


With modders aiming to re-create and port over Fallout: New Vegas into Fallout 4, it's hard not to think about other locations from the franchise that we'd love to see recreated in Bethesda's most recent iteration of the Wasteland.


Throughout the history of Fallout, there have been tons of interesting locations to explore. And with no word of a new game in the series coming any time soon, we die-hard fans are even more desperate for anything new in Fallout 4  -- and these five locations are prime candidates for modders to bring a fresh experience to the game. 

When is a video game too long? https://www.gameskinny.com/zzt66/when-is-a-video-game-too-long https://www.gameskinny.com/zzt66/when-is-a-video-game-too-long Thu, 05 May 2016 06:20:04 -0400 Damien Smith

Video games gain praise for their length. The longer the experience lasts, the more value you are getting for your money right? What about when the length of a game lessens the experience? There are certainly a number of video games where this is the case. So, when is a video game too long? There are some different reasons as to why a video game could be too long. We are going to look at three different examples of games which should be shorter than they are. 

The game where the plot ends before it does

The first one we are going to look at is the game that continues despite having nothing left to offer the player. The game I am going to pick for this instance is Bioshock.

Bioshock is an outstanding game in almost every way. The problem I always have with it is that it needlessly continues while it could be two or so hours shorter. Right up until almost the  end of the game, I have absolutely no complaints. I love everything that Bioshock has to offer.

Once the entire twist of the storyline is revealed to the player, the game continues for quite some time after. During this period, the player has to navigate through several levels including fetching various items which makes it drag on.

Once the player knows the twist, there is nothing new left to experience. The gameplay doesn't change or escalate and at this point starts to become monotonous. Linear video games that rely on plot to keep the players invested must maintain the intrigue until the end. At the very least, one level before the end.

One of the primary things that kept me invested in playing Bioshock was the plot. Finding out what happened to Rapture along with who the protagonist is. Once the mystery is solved, the game should end within two levels. It resulted in the last few levels becoming extremely repetitive and boring.

The RPG that is bigger than it needs to be

RPGs are known for their massive worlds full of lore, quests, and adventure. In most cases the bigger an RPG is, the better it is. From time to time, however, you occasionally come across an RPG that is bigger than it needs to be.

When this happens, you have an experience that gives the players a ton of things to do such as quests and places to go that are needless. Fallout 2 is a game that I very much felt was bigger than it needed to be. The first Fallout game was the perfect length for what the story and the world had to offer.

Fallout 2 however, is a far bigger game with a lot more quests and locations and it suffers for it. A lot of the places the player visits in Fallout 2 do not add to the overall lore of the game. They are nothing more than side quests that are put there just for something to do or to gain much-needed experience.

Overall, Fallout 2 is at least two times bigger and longer than its predecessor. Due to its increased difficulty, the player is forced to take part in side quests for the sake of gaining experience points to level up unless they want to have an excruciating time in combat.

Because of there being so much to do in Fallout 2, the player often goes long periods of time without plot progression. This was not an issue with the first game. It truly is a prime example of a game that would benefit from being shorter than it is.

The horror game that loses its horror

The horror genre is one of my favorites to dive into once in awhile to get the old heart rate going. Horror games are one of those that genuinely need to be short; six to eight hours is more than long enough. Anything further than that would be pushing it. In some cases, even that length is too much.

The reason for this is that a horror game needs to continue scaring the player if it is to apply horror successfully. There is only so much you can do with one horror idea before it becomes stale and predictable. If a horror game becomes predictable, it loses the reason the player is playing it in the first place. It is no longer scary. 

Layers of Fear is one such game which has this problem. It is without a doubt a good game, but it didn't fulfill its role of being a horror game. Even with it only taking me approximately three hours to complete, Layers of Fear lost all appeal to me long before that.

The reason for this is due to the horror elements becoming predictable. For all of its excellent atmosphere and ambiance, it loses everything due to knowing exactly when the game is going to attempt to make you jump. It would indeed be a very short game if it's playtime was to be reduced by half, particularly for its price.

Never the less, its scares would not have outstayed their welcome like they did at a reduced length. It is also a game that has many opportunities for cuts to shorten its length without ruining the game. Certain areas do last for too long where a small cut would be beneficial.

A games length can make a huge difference

It may sound silly to some, but the length of a video game is crucial. When developing a game, it is essential to understand how long your game can go before it begins to lose its appeal. Every developer wants their game to be the best that it can be and give the player the most value possible for their money.

If a game is longer than it needs to be it is only harmful to the overall experience for the player. Films work in the same way; if a movie is needlessly long, it becomes boring and feels dragged out. With video games, it is no different. A prolonged game can make a significant difference when a critic is reviewing it.

With me, a game could be perfect in every way. But if it has moments where I feel that it drags out or contains unnecessary scenes, it can easily be the difference between a score of 9 out of 10 and 10 out of 10. Understanding the effective length of a video game is important during its development, failing to do so can ruin the overall experience.

What are your thoughts on the duration of video games? Do you think it can make a difference to the experience? Let me know in the comments below.

A brief history of post-apocalyptic video games https://www.gameskinny.com/ima7p/a-brief-history-of-post-apocalyptic-video-games https://www.gameskinny.com/ima7p/a-brief-history-of-post-apocalyptic-video-games Mon, 09 Nov 2015 18:42:23 -0500 Michael Falero

Humans love to imagine how it might all end: how our society could collapse at any moment, leaving the Earth a barren wasteland. We have a long history of imagining nightmare scenarios, as well as what would happen to the small percentage of us who might survive.

We'll get to experience another incarnation of this idea in Fallout 4, which comes out tonight. Bethesda's iconic Fallout series has spent years exploring what human existence would be like centuries after nuclear annihilation. Many of us are anxiously counting down the minutes until we can create our character's look, pick our S.P.E.C.I.A.L. stats, and open that Vault door for the first time.

While we wait for the release of Fallout 4, let's take a look at where the post-apocalyptic video game genre began: a history that has brings together 19th century literature, 20th century geopolitics, and the emerging technology of video games. At its root is a single over-arching question, one that humans have grappled with again and again: what would happen if everything as we know it was suddenly gone?

The Future Cut Short, Reimagined: Post-Apocalyptic Literature

Most English dictionaries define post-apocalyptic as follows:

(adj.) "denoting or relating to the time following a nuclear war or other catastrophic event."

We have two separate ideas contained in this definition: the "catastrophic event", and the time after that event. Writings from long-dead civilizations like the Assyrians and the Vikings have focused on how the world might end - you're probably familiar with the concept of Ragnarok. A number of religions also maintain some prediction of radical change sweeping the Earth and greatly impacting human life as we know it.

In the past 200 years, writers have imagined all sorts of scenarios in which humans continue to exist in some reduced state.

The idea that some of humanity might survive such an event is a newer one. Humans, much like that bug in your garage you can never manage to kill, have a tendency to live on despite the countless dangers in the world that threaten their existence. In the past 200 years, writers have imagined all sorts of scenarios in which humans continue to exist in some reduced state.

The modern post-apocalyptic literary genre started to develop in the early 19th century. Beyond the variety of retellings and derivations of the Book of Revelation that existed during that time, a couple of original works stand out. Among them is the 1826 novel The Last Man by Mary Shelley (the same Mary Shelley who wrote Frankenstein). This novel follows a group of people, mostly British aristocrats, who live through a devastating plague that kills a large percentage of the population. The resulting disorder leads to the destruction of governments and basic social structure, the rise of fanatical religious cults, and an invasion of the British Isles by American survivors that leads to even more death and destruction.

Mary Shelley: probably too metal to be in your band.

During the rest of the 1800s, writers detailed supernatural apocalypses as well as those that were perfectly plausible. Edgar Allen Poe's short story The Conversation of Eiros and Charmion (1839) features a disruption in the Earth's atmosphere, causing it to become 100% oxygen and igniting a worldwide inferno after a nearby comet hits. In H.G. Wells' 1898 novel The War of the Worlds, one of his most famous works, an unnamed narrator recounts a Martian invasion of England, with a focus on the senseless violence the aliens inflict on his town. Up until the mid 20th-century, nearly every post apocalyptic work built upon the idea that humans would die out as a result of disasters seemingly out of their own control. 

Learning to Love the Bomb: Nuclear War and the Video Game Era

It's little surprise that the events of World War II affected mankind's view of how the world might end. The advent of nuclear technology, combined with the heightened geopolitical tensions of the Cold War, mean humans could be wiped out in moments from a nuclear blast. Even scarier was the fact that a single human error or misunderstanding could lead to the same outcome. In 1983, a NATO military exercise led to the Soviet Union nearly launching nuclear warheads in response to what they thought was a first strike.

Post-war fiction, such as A Canticle for Leibowitz and On The Beach, explored the costs of nuclear war and its aftermath. Films began to confront the question as well, most notably Stanley Kubrick's 1964 film Dr. Strangelove, which follows a rogue U.S. general ordering a missile strike on the Soviet Union. It parodies various Cold War concepts for being nonsensical, for instance Mutually-Assured Destruction (MAD).

The popular focus on nuclear warfare, MAD, and fallout shelters overlapped with the advent of video game technology in the late 1970s and 1980s. It was only a matter of time before video game studios focused on man-made nuclear annihilation, given that society was so obsessed with it at the time. Perhaps no other game defined the post-apocalyptic genre more so than Wasteland.

A Wasteland battle screen, featuring what seems to be a Buzzy Beetle enemy from Super Mario Bros.

Released in 1988, the game's main character is a Desert Ranger who must find and recruit survivors in the irradiated landscape of the U.S. after a nuclear war with Russia. Wasteland combined many of elements of earlier post-apocalyptic literary tradition — a narrative focus on people dealing with social breakdown and lacking the basic necessities to survive — with the interactive elements of the video game, such as decision-making, fighting threats, and an immersive visual experience.

In Wasteland, the consequences of the player's actions are meant to mirror the gravity of an actual post-apocalyptic world: the game was one of the first to have a "persistent world" feature, meaning player's changes to the environment would remain after they left the area.

A number of games would expand upon Wasteland's success and approach the nuclear war scenario from a variety of perspectives. Whether it's the first-person perspective of Midwinter (1989), the literally Earth-shattering catastrophe that takes place in Final Fantasy VI (1994), or the engrossing narrative and constant threat of death in Beneath a Steel Sky (1994), post-apocalyptic games continued to innovate through the 1990s.

From Wasteland to the Wasteland: The Era of Fallout

Combat in Fallout getting a bit messy.

The Fallout series has become the iconic post-apocalyptic franchise for many younger players. It has in many ways defined the genre since the release of the first game, Fallout, in 1997. The name comes from the meteorological concept of "fallout", where radioactive material falls from the atmosphere after a nuclear explosion. Debuting to critical acclaim, the 1997 game introduced gameplay elements that would become mainstays of the series: the player's Karma points, the S.P.E.C.I.A.L. system, and the use of ability points with weapons.

Many gamers describe the original Fallout as the spiritual successor to Wasteland. Instead of a U.S.-Russian nuclear holocaust, its story focused on the aftermath of nuclear war between the U.S. and China, and the lone player's journey across the barren landscape nearly a hundred years later. Fallout's gameplay also took cues from Wasteland's gameplay mechanics, with an isometric perspective, dialogue screens that featured moving character portraits, and the ability to recruit team members.

Fallout 2 came out a year later, in 1998, and expanded the scope of the series' story, while still maintaining the gameplay style. Following two spinoff titles in the early 2000s, the series' new publisher Bethesda released Fallout 3 in 2008. It soon became the most successful in the franchise, hitting nearly five million copies sold that year and receiving many Game of the Year awards. Fallout: New Vegas was released in 2010, also selling five million copies.  

Both of these games boasted improved graphics, a third person perspective, and expansive open worlds. Gameplay features, like the VATS targeting system introduced in Fallout 3, lent a first person shooter element to the series. New Vegas provided a "Hardcore Mode" to add even more realism: health and food items took more time to restore the player's health, and death in-game became final, as opposed to just a blackout.

A Golden Era for the Post-Apocalyptic Genre

A normal conversation in The Last of Us.

In the past seven years or so, gamers have seen a wide variety of new post-apocalyptic games coming out. The runaway success of Fallout 3 showed studios that the genre still held gamers' attention, and that there might be room to expand the scope of what a post-apocalyptic video game might entail.

Rage (2011) combined elements of a first-person shooter with driving stages that one might expect in a racing game (the result was often a high speed shootout). I Am Alive (2012) focused on the character's isolation and the physical costs of attempting to navigate the city and survive.

Both The Walking Dead (2012) and The Last of Us (2012) involve zombie apocalypses (yet another apocalyptic trend in popular culture), but their main stories add an extra challenge for the player: escort a younger character through a variety of hostile environments, unharmed. Even within these games, there are different approaches: The Walking Dead revolves around difficult narrative choices, while The Last of Us uses first-person shooter gameplay and an artificially intelligent companion.

Gamers continue to have an appetite for challenging games that place them in unforgiving environments. When done right, the post-apocalyptic video game gives them just that.

These are just a few of the more than dozen titles that have come out since Fallout 3, and the genre shows no sign of slowing down. Gamers continue to have an appetite for challenging games that place them in unforgiving environments. When done right, a post-apocalyptic video game gives them just that.

It may be that humans preoccupy themselves with post-apocalyptic ideas (and gamers with post-apocalyptic video games) because they represent an exciting story, however horrible, and the small chance that humanity could survive - a message of hope, if you will. Perhaps we might be one of those survivors, going out and exploring a world that has become vastly different from the one we knew. Most of us would probably never want to live through it for real, so for now, playing that fantasy out in video games will do. 

Can't wait to play Fallout 4? Do you have another favorite post-apocalyptic game that we missed? Let us know in the comments below.

Fallout franchise discounted this whole weekend on Steam https://www.gameskinny.com/4b6ce/fallout-franchise-discounted-this-whole-weekend-on-steam https://www.gameskinny.com/4b6ce/fallout-franchise-discounted-this-whole-weekend-on-steam Thu, 22 Oct 2015 18:06:34 -0400 Jordan_Biazzo

If it slipped your mind, we're only a couple weeks away from one of biggest, if not THE biggest, games of the year— Fallout 4. Within the next couple of weeks, we will see retro reviews for past Fallout games, a ranking of the games in the series, and a whole lot of excitement across the Internet.

If you're a PC gamer, you're going to love this next bit: Steam is offering players up to 66% off all past Fallout games. That means all games will be under $10!

The sale is only lasting until October 26th, so if you wanna brush up on Fallout, this is the time to do it. Check out the full list of games and prices down below:

  • Fallout 3: Game of the Year Edition – 50% off at $9.99
  • Fallout 3 – 66% at $3.39
  • Fallout: New Vegas Ultimate Edition – 50% off at $9.99
  • Fallout: New Vegas – 66% at $3.39
  • Fallout Classic Collection – 50% at $9.99
  • Fallout Tactics: Brotherhood of Steel – 66% at $3.39
  • Fallout 2: A Post-Nuclear Role Playing Game – 66% at $3.39
  • Fallout: A Post Nuclear Role Playing Game – 66% at $3.39

What Fallout games will you be picking up this weekend to prep for the launch of Fallout 4? Let me know in the comments!

Fallout History 101: Nuka-Cola, Sunset Sarsaparilla, and Hubris Comics https://www.gameskinny.com/e990s/fallout-history-101-nuka-cola-sunset-sarsaparilla-and-hubris-comics https://www.gameskinny.com/e990s/fallout-history-101-nuka-cola-sunset-sarsaparilla-and-hubris-comics Thu, 17 Sep 2015 02:30:01 -0400 Chelsea Senecal

This Fallout History is all about the iconic collectables and consumables that make the Wasteland fun. For a complete list of the 101's: Here is a hub page to aid your curiosity.

The oldest of these is Sunset Sarsaparilla

Sunset Sasparilla is the Nuka-Cola cousin of the Mohave. However, the lore behind it (like a lot of Fallout lore) is somewhat conflicting. Festus, a robot in the Sunset Sarsaparilla factory, tells us that its an old family recipe. His story: 

A saloon owner one day decided to make a new type of soft drink. He asked his customers what flavor they would want it to be, but they were of no help. A stranger at the end of the bar suggested him to make a sarsaparilla flavored drink, and would give his family's recipe to the saloon owner if he got to sample a bottle to make sure the recipe was being followed to the letter. The saloon owner agreed, thinking it would make him rich. The stranger then left to meet him the next day at sundown. The following day, the saloon owner was told by the sheriff that the stranger was killed by bandits on the side of the town road. Cursing his luck, the saloon owner closed his store early, just as the sun began to set. After he locked the doors, he found a bottle with a note under it sealed with blue wax in the shape of a star. Opening it, he found out that it was a recipe of a sarsaparilla-flavored drink. After sampling the contents of the bottle, and finding it singularly delicious, he began selling Sunset Sarsaparilla. However, this is likely to be largely a promotional story which may only have a hint of truth in it.

The conflicting part of the story is when Festus tells us that the favorite beverages at the time were Nuka-Cola and water. 

Which brings us to Nuka-Cola-

-which wasn't founded until 2044. By far the most popular drink before and after the war, Nuka-Cola tried out several variants like most soda companies do. 33 years after the original, Nuka-Cola quantum hit shelves. It advertised as having twice as much of everything: Taste, calories, sugar, and caffeine. To make it stand out, a radioactive isotope gave it the wonderful blue color it maintains in the wasteland. The blue color was decided after 86 out of 100 people polled said they liked the blue bottle better. Also, it turns your urine blue.

Nuka-Cola Clear was next to replace Quantum. Because Quantum had questionable side-affects, Nuka-Cola decided to soften the blow with Clear and advertised it to only cause "a minimal loss of life." However, this version never made it to the shelves. 

Then you have Nuka-Cola Quartz, only found in the Mohave, that gave drinkers "low-light sight". And finally Nuka-Cola Victory, also in the Mohave, that seemed pretty tame compared to its precessors due to "normal" side effects. 

 Hubris Comics

Going backwards a bit, Hubris Comics published 14 issues of Grognak the Barbarian (akin to Conan the Barbarian) in 2021. The pre-war series is considered to be very rare and worth a whole 23 caps. Hubris Comics published several comics found in the Fallout universe, such as Tæles of Chivalrie, although Grognak was by the most influential and prevalent. The AntAgonizer and other weirdos with alternate personalities in the Wasteland often derive their personas from these comics. Hubris Comics went on to make television show The Adventures of Captain Cosmos (akin to our Superman). Cosmos is seen throughout the wasteland in rather odd places. Apparently, select boxes of Sugar Bombs contain a Cosmos decoder ring.

These comics, like a lot of real American comics, were used as propaganda during the war. The Fallout universe is no stranger to propaganda posters and even the reading material littered through the wastes served a pre-war purpose of "educating" the public. Specifically, Tales form the Front showed overly patriotic symbols and themes for the Resource Wars campaign while Duck and Cover! taught children the drill for nuclear attack. Alternate propaganda, like that of The Patriot's Cookbook (akin to the Anarchist's Cookbook) shows a slight dissent in the American outlook of the war itself.

There it is, Fallout History of the wasteland's tasty beverages and reading material. For more info and a complete timeline, check out the Fallout wiki, a huge resource for all things Fallout. 

The 10 best Easter eggs and jokes from Fallout 3 https://www.gameskinny.com/skqzl/the-10-best-easter-eggs-and-jokes-from-fallout-3 https://www.gameskinny.com/skqzl/the-10-best-easter-eggs-and-jokes-from-fallout-3 Fri, 04 Sep 2015 18:54:50 -0400 Sergey_3847

Only two months left before Fallout 4 release on November 10, 2015, one of the most anticipated games in years, which will finally put an end to the long wait. Before you completely dive into the new adventure, here is a special treat in the form of top 10 Fallout 3 easter eggs and jokes for those who had the pleasure of playing the game that was released way back in 2008.

Fallout 3 is known for its huge open world and the whole franchise made a massive impact on the world of gaming. It got a huge support not just from the developers but also from the modding community. By now it has one of the largest amounts of easter eggs and secret references to the multitudes of popular characters, movies, video games, etc. So, here’s the 10 best easter eggs in Fallout 3:

1. Ozymandias

A natural gas survey ship USS Ozymandias can be found just off the coast of Point Lookout. This mysterious shipwreck has a lower deck where you can store your excess stuff, which makes it quite useful. There’s also a locked safe with a few interesting things inside you may want to check out, as well.

2. Stockholm

Before the entrance to Megaton, just above the robot guard, there’s a small balcony. You actually can get to the place only by using the “tcl” console command, which allows you to walk through the walls. Right there you will meet a funny NPC named Stockholm, who is very curious about how exactly you got there.

3. Rockopolis

In the Capital Wasteland there’s a secret location. Rockopolis is a small settlement in the mountain, which can be reached by going straight to the west from the Casey’s garage. It is much easier to see the entrance at night as there are a few bulbs lighting it up. There’s a lot to explore on this location, but we won’t spoil it for you, just go and check it out for yourselves.

4. Dogmeat

If you’ve been playing Fallout 2 you should remember the dog companion named Dogmeat. In Fallout 3 you can bring him back to accompany you on your adventure. The man’s best friend can be found at the entrance of a scrap yard in the Capital Wasteland.

5. Harold

You can find Harold – the talking tree, in Oasis, which is located on the most northern part of the map, right in its center. This is another character from the first two games that found its way into Fallout 3. In the previous game he was a ghoul who had a tree growing on the top of his head named Bob.

6. HAL 9000

If you pay close attention in certain places around Capital Wasteland you will notice a few surveillance cameras. Their design strongly resembles the HAL 9000, the red-eyed artificial intelligence computer from the highly acclaimed science fiction film 2001: A Space Odyssey.

7. TES-04

Outside the Big Town you can find a utility pole with a short reference to another Bethesda Softwork’s video game The Elder Scrolls 4: Oblivion. There are many other easter eggs throughout Fallout 3 that link to Bethesda’s legacy, so keep your eyes open.

8. Interplay

Interplay was a publisher that helped release the first two installments of the Fallout series. This massive monument in honor of Interplay can be found in the Chevy Chase location. The globe circled around by a small rocket was an official logo of the video game publisher.

9. Black Isle Studios

"Point Lookout" additional content holds a few loading screens and mentions Isla Negra Holdings. This is a clear reference to the Black Isle Studios, which spells as Isla Negra in Spanish. Black Isle is the developer of both Fallout and Fallout 2.

10.Star Wars

At the waste disposal area during Among the Stars quest in the "Mothership Zeta" add-on, a character named Sally can be found saying: "What an incredible smell you've discovered," which is the exact same phrase Han Solo said in Star Wars IV: A New Hope. 

The 10 best jokes from Fallout 3

Besides easter eggs Fallout 3 gained special status among fans for its satirical humor. Looks like the developers paid special attention to some characters’ dialogues and their ability to make the Lone Wanderer wonder: “What is wrong with you?” Anyway, let’s look at the 10 best Fallout 3 jokes:

1. Super Mutants

Time from time you can see a couple of super mutants bumping at each other. The dialogue during these occasional encounters is quite something: “I was thinking. And it hurt! Hurt my head! But I remembered things. From before… I think I knew a woman. Or maybe I was a woman… Aggh! It hurts!” Aren’t they cute?

2. Wadsworth

In the game you can obtain a personal butler robot Wadsworth, also known as Mister Handy. Wadsworth is a goldmine of unintentional jokes and puns. On one occasion he says: “I was going to attend clairvoyants meeting, but it was canceled due to unforeseen events.” That's actually very smart.

3. Moira Brown

Craterside Supply in megaton is owned by Moira Brown, an eccentric NPC with a sharp tongue. Although jokes from her side usually come at times that are completely inappropriate for that kind of humor, which makes her stand out: “Oh? Feeling a bit under the weather? Or a bit over the Geiger-counter?” What, lady?

4. Talking Tree

If you meet a Talking Tree in Oasis your character gets a bit nervous. Who wouldn’t? It’s a talking tree! One of the dialogue options at the encounter states: “Okay. What’s the trick? I know there’s a guy with a microphone somewhere?” Oh, the disbelief.

5. Megaton Bomb

The atom bomb, which is located right in the center of Megaton can be armed. As you follow the quest and decide the fate of the whole location the screen gives you a rather humorous warning: “You successfully insert the Fusion Pulse Charge. This bomb is now rigged to explode (from a safe distance, of course.)” Really?

6. Godfrey

Another robot servant you can meet in Megaton is Godfrey. Just like his counterpart Wadsworth, Godfrey’s jokes are both clever and funny: “It’s common knowledge that irradiated cats have 18 half-live.” Are you sure about that, Godfrey?

7. Toshiro Kago

You can meet all sorts of weird characters in Fallout 3, but a samurai aboard a spaceship is something completely out there. If you try talking to him he will reply in his native Japanese (transliterated for your convenience, of course): ”Sessha no ken! Sessha no ken wa dokoda?” No, thanks, maybe next time.

8. Abby Normal

Looks like sarcastic robots are in favor among Fallout developers. Here’s one more example found on the Zeta Mothership – Abby Normal (another pun?), giving you an advice of your lifetime: ”Try not to die in the cold, empty vacuum of space.” Got it!

9. Vault Secure

The classic poster can be seen all over the places and is one of the funniest things in the game for sure. The absurdity of the whole message in the times of post apocalypse is both unsettling and full of hope -  the whole world is blown to bits and pieces, but don’t worry, we have a nice place for you to wait over.

10.    Bugs and glitches

And, finally, what would we do without all the bugs and glitches in Fallout 3? They can be so fierce that many have already gained a cult status. Bugs are usually considered a problem, but not in a Fallout universe – the community loves them.

In fact there are many more, but the main purpose of this article was gathering the best Fallout 3 easter eggs and jokes. And, I want to ask you, dear gamers, who have already had the pleasure of meeting any of these characters and visiting some of these locations - if you have your favorite Fallout 3 easter eggs and jokes, please, share them in the comments section below.

Fallout history 101 part five: VIPs and select locales https://www.gameskinny.com/q6z73/fallout-history-101-part-five-vips-and-select-locales https://www.gameskinny.com/q6z73/fallout-history-101-part-five-vips-and-select-locales Thu, 27 Aug 2015 06:30:23 -0400 Chelsea Senecal

Fallout history part five will detail the characters and places that make the game come alive. It's hard to decide just who is the most interesting or which destination is the most important. This lesson includes non companions whose story is worth mentioning and places that are not essential to the story, but create the depth of history we know the series to have.

Origins of The Brotherhood of Steel

Other posts in this series begin as early as possible. However, the people mentioned here are not around until after the bombs drop. Lets begin in 2077, among the chaos of war. Roger Maxson, a military officer, and his men desert the oath of service after executing several scientists in the Mariposa Military Base. Maxson and his men found human experiments for the FEV and, in despair and confusion of witnessing this, assumed control. His men and local families not only survived the nuclear attack in the base but also prevented the FEV from leaking into the Wasteland. Afterwards, the group migrated to the Lost Hills bunker and created The Brotherhood of Steel.

Arthur Maxson is the last descendent of the legendary Roger Maxson 

Harold and The Master

Five years before the war, Harold is born and kidnapped and taken to Vault 12 by a robot that stunned him. Vault 12's weird experiment involved the inhabitants being no more than 15 years old. Harold managed to escape the same year and went on to become a merchant. He first settled in the Hub where he was successful, although the fear of mutant cattle became alarming to his work. In an attempt to explore the problem, he and his friend Richard stumbled across the Mariposa Military Base and was infected by the FEV. Richard fell into a pool of the FEV and Harold assumed him to be dead. Richard later became The Master of the mutants by experimenting on those who wandered into Mariposa. He is later successful and creates his army called "the Unity".

The Master

He later woke up already mutating. A few years later, a tree begins to grow out of his head. Harold travelled for almost 150 years until the tree in his head (Bob) became ill. He revisited Vault 12 and they took him in and cured Bob's disease. Harold's memory of the vault was had faded over a long life and felt like "a new experience" because of it. He stayed with Vault 12 for a while and eventually left to wander the Wastes again. Bob continued growing and eventually rooted himself in the Capital Wasteland where he gained the attention of a cult-like group who also planted themselves in that spot called Oasis. 


Children of the Cathedral

The Master created a false religion called the Children of the Cathedral. This religion, or cult, was a coverup for the Master's plan to implement the FEV into humans as a baptism. 

Shady Sands and the NCR

Shady Sands was founded in 2142 and quickly emerged as a peaceful, progressive, and an economically viable homestead for many travellers. Because of their success, mostly due to the town elder's daughter, Tandi, Shady Sands was eventually renamed The New California Republic. They continued to grow in influence and eventually became the dominating political force in the northern California/Oregon area.

The Enclave

These guys. Jeez. Ok, they're a pre-war organization composed primarily of top-tier government officials and they knew nuclear war was inevitable. So they did a bunch of shady stuff like develop the FEV to create a mad-scientist-esque army of mutants (that didn't happen) and they stole weaponry from RobCo and REPCONN to make power armor. They ordered all the freaky experiments for Vault-Tec to test any scenario that might occur in space travel. Yeah. The plan was just to annihilate earth and start over on another planet to slowly destroy that one too. They pretty much pulled the strings for everything before and after they left their safe oil rig in the middle of the ocean.

...or, whatever.

Alright, that's all for part five. There are so many important people and places so this should be covered again. Next time, Fallout History 101: Candy and Comics. 

Sugar Bombs! Grognak the Barbarian! Sunset Sarsaparilla!

Fallout history 101: All the links https://www.gameskinny.com/goehw/fallout-history-101-all-the-links https://www.gameskinny.com/goehw/fallout-history-101-all-the-links Wed, 26 Aug 2015 19:25:51 -0400 Chelsea Senecal

You may have noticed all the Fallout History 101 stuff lately and thought to yourself, "Where can I get more?" or "I missed the first couple and now I'm lost." or "Is Gameskinny promoting spam?" 

Well, here's the answer to your burning questions:
  1. 101 primer: plague, oil crisis, and the Great War: How the Plague and nation relations lead to the Wasteland
  2. Weapons and Robots: Weapons, robots, and the men who love them.
  3. SPACE!: Space and aliens and missiles with nukes attached to their heads.
  4. Vault-Tec: Vault-Tec and their creepy experiments.

The events (canon only) in the timeline were gathered from the Fallout wiki and the Fallout Bible. This is a great resource for anyone looking to write about not only Fallout, but any game lore. 

This list will continue to grow as more articles are published. If you'd like to contribute to this reference, write an article about the lore of Fallout and publish it! Stay tuned!

This is an artist's rendition of Gameskinny writers. This could be you.

Fallout history 101 part four: Vault-Tec https://www.gameskinny.com/kmj8o/fallout-history-101-part-four-vault-tec https://www.gameskinny.com/kmj8o/fallout-history-101-part-four-vault-tec Mon, 24 Aug 2015 11:17:29 -0400 Chelsea Senecal

The Vault-Tec corporation is perhaps the single element of the Fallout lore that allows the games to even exist. All surviving humans in the Fallout universe either came from a vault or have ancestors that did.

It's hard to forget the feeling of leaving one for the first time in either Fallout 3 or the original. The desolate waste sprawling in front of you as far as the eye can see. And then stumbling upon a decayed and desolate vault, its mystery waiting for you to unpack it.

Some of the lore (the FEV in the primer, for example) mentioned in this article refers back to the previous parts of this series. Links to previous parts for the lazy: primer: plague, oil crisis, and the Great Warpart two: Weapons and Robots; part three: SPACE!

As I stated in part one, the Fallout wiki and the Fallout Bible are thorough resources for all who seek a more comprehensive explanation than what I am about to outline. In preparation for Fallout 4 this November, I present the shortened history of Fallout, Chapter four: Vault-Tec.

In short, Valut-Tec corporation worked with the government to offer refuge in case of nuclear holocaust.

This is what the public believed anyway. In reality, the years leading up to the Great War pressured every corporation to seek government contracts for the opportunity to create huge corporate wealth that is often associated with war.

In doing so, Vault-Tec offered their services as test facilities for either social or scientific experimentation that would make Josef Mengele mad with desire. 


We're still accepting applications for the panther experiment...

Because of the imminent nuclear threat, many vaults practiced drills for their inhabitants ad-nauseum. The result of these excessive drills caused many vaults to lock without any inhabitants (who later learned the hard way that it wasn't a drill after all). These empty vaults often housed spare water-chips and G.E.C.K.s raided by outsiders hundreds of years later. 

Most vaults planned to house around 1,000 inhabitants, although a few had special orders. Vault 112, for example, only housed 85. It experimented in cryogenics and virtual reality. Instead of serving as a "temporary" shelter until the "all clear" signal, Vault-Tec meant for 112 to last indefinitely, with the 85 inhabitants in a controlled stasis.  

Vault 77 intended to house only one man (AKA Puppet man) in an experiment on isolation, and well, what he does with crates full of puppets.

The seemingly normal vaults, such as 8 and 13, served as control groups to the other, more insidious ones. Vault 101 is another example of the false normalcy. Vault-Tec intended 101 to be sealed forever, even after other vaults received the "all-clear" signal. This experiment would test genetics and the effects of breeding among a small population over several generations.

Most vaults were to last about 900 years although some vaults were designed to fail in the radioactive fallout. Vault 87, the home of the supermutants, is one of these cases. Unaware of the FEV leaking into the vault, the overseer blindly followed orders, causing mutations almost immediately. For the next 200 years, the mutants kidnaped wastelanders to expose to the FEV to create a mutant army. This eventually ended when the FEV ran dry, forcing the mutants to migrate in search of more.

Vault 108 (my personal favorite) studied "conflict for leadership" and provided a large armory without any entertainment in a vault meant to last only 20 years. Therefore, it is the most decrepit and dirtiest vault without working computers. The story of 108 is unclear, however, the only survivors are clones of the original inhabitant, Gary!

Gary. Gary? Gary! 

Many housed social observations:

  • Vault 11 - the psychological toll of sacrificing fellow inhabitants
  • Vault 19 - study of paranoia and the segregation of dwellers based on arbitrary colors
  • Vault 68 - 999 men, 1 woman
  • Vault 42 - dim lighting
  • Vault 43 - a panther is thrown into the mix

While others housed scientific experiments:

  • Vault 22 - growing and surviving from plants grown exclusively in the vault
  • Vault 106 - the effects of hallucinogenic drugs on mass population
  • Vault 92 - study of white noise (under the guise of musical preservation) to better understand hypnosis for soldiers
  • Vault 12 - the effects of radiation leaking in from a malfunctioning door (leading to ghoul mutation)

Out of 122 vaults, the Fallout Wiki lists 31 that Vault-Tec purposely sabotages to experiment on "survivors." Even more exist outside of the canon. With their twisted agenda, it's a wonder how anyone survived.

Thanks again for checking it out! Next time, Fallout history 101 part five: Important people and places. It's more interesting than it sounds.

Fallout history 101 part two: Weapons and Robots https://www.gameskinny.com/qqdgz/fallout-history-101-part-two-weapons-and-robots https://www.gameskinny.com/qqdgz/fallout-history-101-part-two-weapons-and-robots Thu, 20 Aug 2015 05:09:34 -0400 Chelsea Senecal

In part one of this series, I briefly outlined the over-arching political influences that eventually lead to the Great War and then the Fallout universe as we know it. While these influences are the forefront of how the Wasteland came to be, other facets also contributed to the pre-war crisis. These facets, therefore, still shape and mold the culture of Fallout’s pre-war era that the Courier, the Wanderer, or the Vault-dweller experience in the Wasteland.

As I stated in part one, The Fallout wiki and the Fallout Bible are thorough resources for all who seek a more comprehensive explanation than what I am about to outline. In preparation for Fallout 4 this November, I present the shortened history of Fallout, Chapter two: weapons and robots.


I chose to outline weapons and robots in the second part because these two elements closely tie in to the global war machine that eventually wrecked the planet. Let’s begin in 1942. The famous Sierra Army Depot is created north of Reno. The Depot originally held weapons for the military (in preparation of the Japanese threat) although its purpose changed several times before the Great War, 135 years later. It was only a year after this when nuclear testing began in the Mojave for the Manhattan Project and three years before the test bomb actually dropped.

Then we have the timeline split from real world to Fallout lore. The military performed lots of covert testing during this time (1940s-1960s). This includes the B-29 crash into Lake Mead and the reclamation of this artifact would later become a main quest for the Boomers. However, weapons don’t really get interesting until the 1990s when the Sierra Army Depot changes its purpose for the first time.

The race for robots

The Depot’s mission did a 180 to actually rid the US of weaponry deemed harmful the country or planet. Military downsizing caused a race for the technological advancement of robots that General Atomics International eventually achieved in 2037 with Mister Handy. The Mister Handy units become fairly popular and are eventually improved upon when Robert House opens RobCo in 2042. RobCo is responsible for Liberty Prime, Pip-Boys, Protectrons, Stealth Boys and the most popular operating system (2075) in circulation until the Great War- and is perhaps why Fallout 4 did not change the look and feel of the computers.

 From the makers of Stealth Boy and security robots: The best OS in the land. 

Power Armor and AI

The rest of the 2040s and 2050s are in a constant state of global chaos between the Plague, famine, and war. In 2059, the technology race comes to a head when artificial intelligence is born from automated personality. Think the Sink in the Big-MT evolving into Yes Man or Victor. Meanwhile, automobiles become obsolete due to oil depletion and this pressures scientists to hurry the development of fusion energy.  

"Did I just say "exploiting"? That's not a very nice word!" 

Six years later, Power Armor is introduced. Although the prototypes were cumbersome and inefficient, the precedent set forth a second wave of technological advancement for military purposes. The T-45d Power Armor is perfected by 2067, in time for Operation: Anchorage. Because of Power armor development, the fusion cell is developed the next year.

Although originally meant to provide power to the US during the energy crisis, it was not enough to rebuild the static US. Because of its development, Chryslus Motors invents the fusion-powered car in 2070. 

The Great War

By 2077 (The Great War), Robert House goes into stasis and Power Armor is used on rioting US citizens. The Sierra Army Depot is evacuated, the Platinum Chip (a data storage device that contains offensive and defensive information and sought after by Robert House to protect “the strip”) is developed, and virtual reality is tested.

After the Great War, several vaults and bunkers sit empty with the exception of robots and vermin. By 2081, Sierra Army Depot’s AI, Skynet becomes self-aware. The survivors of the war spend the next two hundred years recovering and building upon the pre-war artifacts for defense and education. Among the more organized, The Brotherhood of Steel and the Enclave continue developing and testing Power Armor, manufacturing robots, and eventually perfecting Liberty Prime (originally intended for Operation: Anchorage). 

"Death is a preferable alternative to Communism." 

Next time: Aliens, abductions, and space travel!

Why its okay if Fallout 4 looks like Fallout 3 https://www.gameskinny.com/45r60/why-its-okay-if-fallout-4-looks-like-fallout-3 https://www.gameskinny.com/45r60/why-its-okay-if-fallout-4-looks-like-fallout-3 Thu, 06 Aug 2015 10:08:47 -0400 Chelsea Senecal

Let me just start off by saying, Fallout is my jamJam and toast. I've played since the original Fallout was a $10 bargain PC game. So, naturally, I am here to defend it. Recently, Fallout 4 has come under some scrutiny because of the Gamescom gameplay trailer.

Some of the criticisms say that it looks like Fallout 3 dragged some in-game objects over to Fallout 4, close-ups of NPCs look rough, and facial expressions lack realism. All of these things may end up being true. However, the series has always recycled past game objects, textures, and landscapes. Not only did Fallout and Fallout 2 look almost identical, the new gen games look very similar as well. The most dramatic change between the two is just their place from the once lush D.C to the always barren Mojave. 

But graphics aren't why we play Fallout

Honestly, it's not even the main bullet point goal of "find a G.E.C.K." Fallout 2 and Fallout 3 had this same end goal. What makes a Fallout game a Fallout game is the lore, the journey, and the immersion. That's why the replay value is so high; you just know you haven't seen everything or met everyone who might have a problem.

After 400 hours in both 3 and New Vegas, I don't open metal boxes or desks anymore searching for loot. I'm looking for a side quest I may have missed, reading dossiers about NCR rations, or taking in the wasteland and contemplating how the hell it got to this. 

I understand that graphics affect immersion. The smoother and more realistic the graphics are, the better the experience most players will have. However, I'm willing to sacrifice amazing graphics for an even more amazing story and mechanics that Bethesda has always delivered. In the end, I'll remember the story more. 

Fallout is a war game. The post-apocalyptic future isn't pretty, but it is exciting and engaging. That's what keeps us coming back.

QuakeCon 2015 announces Fallout Anthology; featuring all games https://www.gameskinny.com/e23f0/quakecon-2015-announces-fallout-anthology-featuring-all-games https://www.gameskinny.com/e23f0/quakecon-2015-announces-fallout-anthology-featuring-all-games Thu, 23 Jul 2015 18:26:02 -0400 Courtney Gamache

Today during QuakeCon 2015, Pete Hines of Bethesda Softworks announced that a Fallout Anthology is going to be released for the PC, and it comes in a Fat Man mini-nuke replica.

Games Included

All of the five Fallout games that have been released thus far will be included in this amazing PC collection, along with add-ons that came out with the releases. Below is a full list of the games included, and the features they have.

  • Fallout
  • Fallout 2
  • Fallout Tactics
  • Fallout New Vegas: Ultimate Edition, add-ons include Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Courier's Stash, and Gun Runners Arsenal.
  • Fallout 3: Game of the Year Edition, add-ons include The Pitt, Operation: Anchorage, Broken Steel, Point Lookout, and Mothership Zeta.
Getting this Collection

The Fallout Anthology is currently on the online Bethesda Store, and is categorized as a pre-sale item. Official date for release in North America is September 29th, October 1st for Australia, and October 2nd in Europe. The price will be $50 in North America.

What a great way to kick off Fallout Shelter and Fallout 4's release and announcement.

Will you be buying this PC anthology of Fallout?

Funko POP!'s Fallout 4 collectible vinyl figure collection is out, and awesome https://www.gameskinny.com/f7i34/funko-pops-fallout-4-collectible-vinyl-figure-collection-is-out-and-awesome https://www.gameskinny.com/f7i34/funko-pops-fallout-4-collectible-vinyl-figure-collection-is-out-and-awesome Wed, 08 Jul 2015 07:13:18 -0400 girlwonder


Okay so this one's not out yet, BUT, it will be soon. This glow in the dark version of Vault Boy has just been announced. So far, it is being rumored to be a Hot Topic exclusive, so keep an eye open for it.


Had your eye on any Fallout merch recently? Share it with us below!


Fallout Vault Boy - $9.99


He may not be wearing that grand smile but don't be mistaken, it's still the iconic mascot for Vault-Tec. Dressed in his traditional blue outfit, and his slicked back blonde hair, this friendly little guy is ready to be by your side (or on your desk).


Fallout Deathclaw - $9.99


If you played the Fallout games, these creatures are no stranger to you. This Deathclaw is another one of the enemies featured in the collection.


Fallout Super Mutant - $9.99


Thanks to the FEV virus, these now-adorable grumpy guys mean business and are not to be messed with. I mean, just look at that weapon.


Fallout Feral Ghoul - $9.99


Who would have thought these little mutant zombies would ever look anything remotely close to adorable? I didnt, but Funko just made that happen.


Fallout Brotherhood of Steel - $9.99


Equipped in its bad-ass steel uniform, this member of the Brotherhood of Steel is ready to wreak havoc.


Fallout Lone Wanderer (Female) - $9.99


Paying homage to Fallout 3, the female version of the Lone Wanderer is dressed in her armored Vault-Tec suit.


Fallout Lone Wanderer (Male) - $9.99


Straight out of Fallout 3, the Lone Wanderer is equipped with his legendary pistol ready to escape Vault 101. 


Funko POP! vinyls have always been a favorite collectible of mine. These adorable vinyl figures are a great addition to anyone's collection. Everything from movies to sports, or Marvel to Star Wars--Funko has got it covered.


Today's feature is a treat, especially for Fallout fans. In honor of the upcoming release of Fallout 4, check out these spiffy figures to add to your collection of Fallout merch. The collection is a solid start, although I would have loved to see a Dogmeat figurine.


Fallout 4 will release on November 10, 2015. It is available for pre-order now from many retailers as well on Amazon. If you're excited about Fallout 4, you might want to order one of these sweet vinyls to showcase your Fallout obsession. These figures add the perfect geeky touch to your space.

Beloved Designer, Chris Avellone, Leaves Obsidian Entertainment https://www.gameskinny.com/8183m/beloved-designer-chris-avellone-leaves-obsidian-entertainment https://www.gameskinny.com/8183m/beloved-designer-chris-avellone-leaves-obsidian-entertainment Wed, 10 Jun 2015 05:14:07 -0400 The Soapbox Lord

In a bit of surprising and disheartening news, Chris Avellone has announced his departure from Obsidian Entertainment via Twitter today with a surprisingly cheeky tweet: 

His Linkedin profile also reflects this tongue-in-cheek sentiment of becoming a Dark Arts Professor. However, we have yet to find out exactly where he is going after his tenure at Obsidian.

Chris Avellone was one of the founding members of Obsidian Entertainment back in 2003. Chris has worked on some of the best and most beloved RPGs in the gaming world. His credits include Planescape Torment, Icewind Dale series, Knight of the Old Republic II, Neverwinter Nights, Fallout 2, Fallout: New Vegas, Wasteland 2, and the recent CRPG throwback Pillars of Eternity.

While this is sad news, it's hard to imagine Chris not succeeding at whatever he does next. All the same, the best of luck to you Chris. Thanks for the great games and fond memories!

Fallout 4's official trailer now online, announcement to follow at E3 https://www.gameskinny.com/h3e7l/fallout-4s-official-trailer-now-online-announcement-to-follow-at-e3 https://www.gameskinny.com/h3e7l/fallout-4s-official-trailer-now-online-announcement-to-follow-at-e3 Wed, 03 Jun 2015 06:53:01 -0400 Daniel R. Miller

Welp. The worst kept secret on the gaming calendar for 2015 is finally out. In case Bethesda's impromptu announcement of a press conference at E3 wasn't hint enough (and it should have been since they don't have any significant annual 1st party releases like EA and Ubisoft do), the company finally stopped the shenanigans, and showed the gaming world what we basically already knew, and have suspected for some time. Fallout 4 is a thing.

It's a shame that in this day and age of leaked information on the internet that this announcement couldn't have been enhanced by the element of surprise, but regardless it's nice to finally cut the crap, and add a new game to ol' radar.

The radio broadcast that plays during the trailer seems to indicate a look into the event in the Fallout timeline known as The Great War.

I like the contrast between the pre and post apocalypse and it makes me wonder if going back and forth will be prominent in the game. The radio broadcast that plays during the trailer seems to indicate a look into the event in the Fallout timeline known as The Great War.

But The Great War isn't just any event, it was a day-long set of nuclear strikes from every nation in the world capable enough to launch them and the inciting incident that catapulted the world into the wasteland that the game is known for. 

Post-apocalypse with color

The series' environment design seems to have undergone a bit of a facelift as well. The post-apocalyptic environments in Fallout games are known for their dreariness with a lot of brown and grey tones, evoking a lifeless and diseased aura on the world. However, Fallout 4 looks like it will be going in a slightly different direction as the trailer shows off bright blue skies, flaming red tarps, airships, and a pirate ship run aground and looks to be a potential dungeon (with hopefully some sweet pirate gear/weapons to loot).

It's a sure bet that Fallout 4 will be a big part of the chatter up to and during E3 as more details about the gameplay enhancements and narrative come to the forefront. And with the expo less than two weeks away, the hype train for this game is sure to speed up very quickly. Count your bottle caps and drink up some Nuka Cola, the return to the wasteland is just around the corner.

[Interview] "After Reset" Explores the World After The Apocalypse https://www.gameskinny.com/4hk6d/interview-after-reset-explores-the-world-after-the-apocalypse https://www.gameskinny.com/4hk6d/interview-after-reset-explores-the-world-after-the-apocalypse Tue, 22 Jul 2014 11:18:08 -0400 Angelina Bonilla

For the first time in human history, all of humanity is governed by one central government.  At first, everything appears to be going well until the alien artifacts landed on earth. Despite the people of earth’s attempts, they couldn’t find anything about these strange devices.

Everything changed on the Twelfth of May…

A nuclear chain reaction caused by unknown means set the surface of the earth ablaze, leaving billions dead and the few survivors devastated by the destruction. 

Your family was one of the lucky ones, making it into one of the underground cities before the devastation happened.  In this vault is the last of humanities grand civilization and to you, that’s all you’ve known.  Humanity isn't meant to live underground however and today is the day you return to the surface.

How will you survive After Reset?

After Reset is a Kickstarter Project from Black Cloud Studios, the same studio that was involved in Fallout D20, and also takes place in a post-apocalyptic Universe.  After Reset was discussed further by my colleague Proto Foe in his article on the Kickstarter and its history of funding for this is the projects second attempt.  

The game appears to be a challenging survival game with RPG elements alongside hardcore survival mechanics, like in the original Fallout.   After Reset looks as if it will provide an expansive world filled with desolation, but an overwhelming sense of wonder as well, making the player want to explore every nook and cranny and most importantly survive.

I had a chance to talk to talk to the creator of After Reset Richard Nixon, to learn more about the game and discuss this desolate world filled with so many secrets.

GS: How did Black Cloud Studios get together?

Richard Nixon: 3 years ago, I began to work on After Reset setting as a hobby, spending my own savings on consulting with historians, scientists, engineers, geologists etc. When the core of the setting was complete with hard sci-fi details, I began to hire free-lance artists and musicians so that they could begin animating my vision.

Then there were modelers, programmers, video editors etc. By the time of fall of 2013, when I decided to put After Reset RPG on Steam Greenlight just for fun, I had a permanent group of free-lancers who I had been working with for a long time. After the surprising success on Steam Greenlight, they formed the core of Black Cloud Studios.

GS: You have put a lot of work into this game! Just how many hours or how long have you been working on After Reset?

Richard Nixon: As I said above, I’ve been working on the game since 2011 as a hobby. I just did that for myself in a way that brought me satisfaction as I worked on the game of my dreams. I didn’t really expect that someone else would be interested in my game. After Greenlight, I was surprised that so many people were interested in the game I’ve been working on. Even since then, I’ve kept being skeptic about it.

My skepticism was dispersed by the real financial support from a decent amount of our backers that pledged for the game via PayPal even after the first unsuccessful trial on Kickstarter. So you can say that those people encouraged me to postpone my primary occupation in favor of the game development.

Due to their attitude and support, for the last month, I’ve worked on the game 12-15 hours in a day. And that goes with my heart, makes me happy, and I do my best to meet the expectations of our followers to make them happy in return.

GS: After Reset looks like it’s set in an established universe that you have created. Other than the game, have you written or drawn the After Reset universe in other mediums? Is there a sort of prequel or supplementary material we should read before playing?

Richard Nixon: Yeah, I recommend you to feast your eyes on The Fall of Gyes graphic novel that acts as a prequel for the game. It is also included the rewards for our current Kickstarter project for the game itself

GS: Just what inspired you to make a game like After Reset

Richard Nixon: Frankly, I was desperately waiting for the real Fallout 3 that Van Buren should have become. I was disappointed when that one was canceled as well as when Project 13 was canceled as well. Oblivion’s mods were able to save memories of true Fallout spirit from extinction.

And yes, I was aware about Wasteland 2, I like tactic strategies like Jagged Alliance and I used to play a little in The Fall: Last Days of Gaia. But I missed old school RPG so much.  And there was no one on the horizon. The last drop of disappointment was SWTOR that was promised by publishers as “the better KOTOR” but you know what it turned to be de-facto.

Then Brian Fargo revealed Kickstarter for indie developers as well as Steam opened the “highway” for indies – and I just decided to try to do something own instead of moaning and complaining on forum of publishers’ and developers’ forums.

But I believe that that was the feedback and attitude of our followers and supporters: common gamers that set my mind on become a true indie developer.

GS: What is After Reset about?

Richard Nixon: After Reset RPG - an old-school hard sci-fi post-apocalyptic roleplaying game inspired by such video games as Fallout 1/2, Baldur’s Gate and Planescape: Torment. The story promises to place you on our planet 132 years after the 'Reset', the thermonuclear apocalypse that ended human civilization.

Around one third of the globe is covered by 'Yellow Zones' where the ruins of cities are covered with radioactive dust. In these areas, anarchist survivor groups have taken control where uncontaminated food and drinking water are valued on a par with human life.

Another third of the earth is in the agony of the 'Red Zones', the epicenters of the deadly anomalies that arose as a result of a nuclear chain reaction in the atmosphere and the morphing of the planet. The majority of life is not capable of surviving in the Red Zones that makes them a perfect home for mutants.

GS: Is the story more character based, narrative based or does the player ultimately determine that?

Richard Nixon: The player will be able to determine that. I’ve got several aces in the sleeve as well but I can’t talk about them right now, because quum promiseris facias [Ed: Google Translate interpreted this as "When you promise to do"].

GS: What sort of leveling system do you have in the game and what sort of skills can you level in?

Richard Nixon: We developed our own game mechanics, called SACPIC, that is something between Fallouts’ SPECIAL and classic DnD. Our followers could learn about our game mechanics more on our forum: about feats, critical hits, critical misses, weapon system, stats, etc.

GS: Is it possible for your character to gain a reputation with the things they’ve done? Will people start to recognize them?

Richard Nixon: Absolutely. Moreover we have special traits in game mechanics that are called Achievement Feats and that become available basing on your actions only.

GS: While it is a very dystopian environment, After Reset looks bright and not quite as muddy brown as some other “realistic” games, did you do that on purpose or did you just like brighter colors?

Richard Nixon: Despite we have all planet worked out for the setting, I selected the State of Eagle and the Great Desert regions for the current game right because the atmosphere, colors, weather and environments are more close to the classic Fallout spirit.

GS: What is the battle system like in the game and what are the enemies like?

Richard Nixon: As I said before, we developed our own game mechanics, called SACPIC, that is something between Fallouts’ SPECIAL and classic DnD. That concerns our rule-based real-time combat system as well. E.g. our followers could learn about weapons system on our forum:  about critical hits, critical misses, weapon types etc.

GS: This is an open world RPG game? How big is the world you’re playing in?

Richard Nixon: Quite big enough; like Fallout 1 and 2 together.

GS: How many character options in character customization are there in the game?

Richard Nixon: We have nine large stages of character creations: Species, Race, Gender, Alignment, Stats, Skills, Feats, Appearance, Background. Each of them consists of bunch of options.

GS: In After Reset’s setting just how would you try to survive?

Richard Nixon: Be smart. Be tenacious. And there is never “too much” for information, money and bullets.

GS: What Platforms is the game going to be available for?

Richard Nixon: PC (Windows, Linux), Mac OS X.  We work hard to follow our promises about supporting all of these platforms. E.g. we had to cancel using Autodesk solutions for GUI and work out our own just because Autodesk’s solutions (which are commonly used by modern AAA video games) do not support Linux.

Thank you to Richard Nixon of Black Cloud Studios for taking the time to answer all these questions. For further information about After Reset, Check out the Kickstarter and the website. As of this interview After Reset has already been funded but everyone should try to take a trip into this post-apocalyptic wasteland and see if you can come out alive. 

Rumor Mill: Fallout 4 Coming in 2015? https://www.gameskinny.com/iava7/rumor-mill-fallout-4-coming-in-2015 https://www.gameskinny.com/iava7/rumor-mill-fallout-4-coming-in-2015 Tue, 18 Jun 2013 22:44:03 -0400 Guru_Shoe

Will we be getting another installment of our favorite post-apocalyptic franchise?

Well that is definitely a rumor being spread around at the moment, and boy is it an exciting and juicy one.

Apparently there was a 37-second trailer showing off the game that was shown to a very lucky few and revealed that the game will mostly take us to a destroyed Boston. So far the series has taken us to multiple places around the United States like Washington D.C. and Las Vegas, and even outer space.

In addition, it is rumored that the game will be releasing on a multitude of platforms including PC, Xbox One, Xbox 360, PS4, and PS3.

Personally, I don’t see why Bethesda wouldn't be working on a new Fallout game. It seems as though the studio likes to be showered with praise and cash. The whole project sounds like an immediate and guaranteed hit.

What do you think of this rumor? Let us know in the comments.

Huge GoG Sale! https://www.gameskinny.com/gd9on/huge-gog-sale https://www.gameskinny.com/gd9on/huge-gog-sale Fri, 12 Apr 2013 15:04:41 -0400 Jeremy


Look's like Good old Games is up to their old tricks again! Just got an email today showing off their latest sale, and boy is it a whopper. Fifty percent off a huge selection of classics from Interplay. I was always a big fan, my favorite games from them being Fallout 1 and 2. Classic CRPGs that have recently seen a revival in the modern day.

There's plenty of good stuff in there. I'd recommend getting it all but, for those of you that don't have 120 bucks to just throw around, I've compiled a short list of the must haves.

  • Fallout
  • Fallout 2
  • Freespace 2
  • Giants : Citizen Kabuto
  • The Earthworm Jim Series
  • Messiah
  • Battle Chess

Those right there should give you months of enjoyment, and you can always come back for more. I love GoG, and I really hope developers and publishers take good sales numbers from these games to bring some of these beloved old series back.


Black Isles Studios Wants Your Money...to Re-Create Black Isle Studios. Da Fuq? No. https://www.gameskinny.com/grs1l/black-isles-studios-wants-your-money-to-re-create-black-isle-studios-da-fuq-no https://www.gameskinny.com/grs1l/black-isles-studios-wants-your-money-to-re-create-black-isle-studios-da-fuq-no Thu, 20 Dec 2012 18:47:44 -0500 Imayen Etim

I have my reservations about crowdfunding, but if you provide me with a good enough argument for it, I'll part with my money. 

But damn, a decent argument can only go so far. Most importantly, show me some get-up-and-go. Show me that you're motivated enough to set up some building blocks before asking me to open my wallet. You're not my kids.

Enter Black Isle Studios. No, wait. Nevermind. I guess they technically don't exist anymore. The studio has no staff or developers yet. But they're asking for crowdfunding for it, so that they can start developing the post-apocalyptic RPG, Project V13

 Since we are no longer constrained by licensing issues, we have the opportunity to build a new IP from the ground up and there is a lot more latitude to unleash our creativity, try some new ideas and even incorporate your suggestions. Our goal at this stage is threefold: 1) prove to management that you want Black Isle Studios resurrected - and all the history and tradition of excellence that goes with it; 2) to continue to staff up BIS and complete our PV13 game design; and 3) to develop a tech demo/ proof of concept for our design that will open the doors to additional funding. 

They're not offering any physical rewards for donations, unlike other crowdfunding ventures. Donors will see no return on their investment, unless you count that warm and fuzzy feeling. Mmm, cuddly.

Waaait a sec. I lied. You'll get a certificate of appreciation. My bad.

Donors at the $10 level will be privy to news and content before the press, via Black Isle forums. At the $20 level and above, expect "special insider status" and a nifty part of the boards inaccessible to those $10 peons. Hit within the top 20 of donors to land on the Hero Board. Each tier will receive a certificate and a forum badge. The better your tier, the better the certificate and badge. The forums are not yet up, but according to the Black Isle, they will be by late January. Contractually, however, they don't have to have the boards up and running until July to have fulfilled their end of the bargain.

No copy of Project V13, though. The game isn't even in development right now. Be happy with your certificate and badge.

And with that: No.

As a brand, Black Isle Studios was once associated with Fallout 2, Baldur's Gate, and Baldur's Gate 2 before its closure in 2003. Only two members of that team remain on with this new incarnation of Black Isle: Mark O'Greene and Chris Taylor, who heads the studio.

Source: Destructoid

Source: Black Isle Studios