Lewis Denby said:
Here we have an inescapably dated roleplaying game, blocky and isometric, featuring basic turn-based combat and FMV cutscenes. It’s relatively unguided, frequently very difficult, and often frustrating.
Dated in the sense that Fallout 1 was cutting edge for its time in some ways and that it used gameplay mechanics which were in fashion at the time of its release but have subsequently fallen out of fashion?
Unguided in the sense that Oblivion, Fallout 3 and any game released since were not unguided?
The quest to find the waterchip:
1. Leave vault, travel to Vault 15 (detour in Shady Sands for sidequests)
2. Learn that chip is not in Vault 15, find out chip may be in Bakersfield vault.
3. Travel to Bakersfield (or alternatively, stop at Junktown and the Hub for more sidequests and experience).
4. Retrieve the waterchip (after completing sidequests for ghouls, or killing them.)
5. Return to Vault 13 with waterchip, receive plot twist and much larger quest to stop mutant / Master threat to the vault and the wider California wasteland.
The quest to find your dad:
1. Leave the vault, travel to Megaton. "I'm looking for my dad. Middle aged guy. Have you seen him?"
2. Receive information pointing you to Galaxy News Radio (receive sidequest to help 3-Dogg which is unavoidable unless you want to get the info on your father, but overall a skippable step).
3. Go to aircraft carrier Rivet City, learn that your father is elsewhere again and that you'll need to hunt him down at Vault X.
4. Go to Vault X to find your father and enter the unavoidable VR sim sequence.
5. Find your father who promptly leaves for the Jefferson Memorial.
6. Travel to Jefferson Memorial, father promptly dies and leaves you quest to purify the water of the world saving the Wasteland and every human being on the planet... somehow? It's science?
I don't see how Fallout 1 is any less guided than Fallout 3, I'd argue it is infact more guided because you receive postive information on where to look for the chip and if you skip sidequests are able to resolve the chip quest fairly quickly. In Fallout 3 on the other hand you are burdened by travel through subway stations, endless fights and poor information to find your father who then dies leaving you with no sense of quest accomplishment.
In Fallout 1 you are attached to Vault 13. You have to save it by finding the chip and then by stopping the mutant threat. In Fallout 3 your one task is your father, who the tutorial sequence tries to build your relationship with, but who then dies upon completion of the questline leaving you a quest to save the whole world. Fallout 1's main questline was more guided and much more focused, there was a good reason to do everything.
Some serious derp detected.
Fallout was an important game, don’t get me wrong. But aside from the dialogue - which really is better here than in its second full sequel - I can’t think of anything Bethesda did which was noticeably worse. In fact, so many things were altered for the better, and for ease of use. Fallout’s combat is the most irritating kind of turn-based, for example: the sort where tactics seem to play only a small role, and instead it’s entirely a numbers game. You’re given a number of action points, and different attacks or processes deplete them at a different rate. Which would work if the variety were wide enough, or if there were any way to really work the system. As it stands, it’s a game of chance, not skill. And okay, fine, that’s what traditional roleplaying is all about. But only because of restrictions of the form. If the technology’s there to work around the issue, why not make use of that?
So being able to headshot a raider from hundreds of yards with a hunting rifle and 0 small guns skill is a step forward in roleplaying mechanics where character skill is superior to player skill? Having a poor hit percentage because of your skills was a limit of technology...
And the enemies, who in Fallout - if you’re not levelled up enough - stand as basically impossible obstacles blocking your path, forcing you to take another route to your goal, or artificially slowing you down on this massively important quest of yours. Why not have enemies level with the player, or at least per location, so that even the biggest challenges are surmountable if you put your mind to it?
Ignoring the fact that you can bypass enemies in Fallout in many ways, most of them not involving combat and if you are a combat oriented player, then you should by the time you reach an area, have no trouble in disposing of the enemies you face in encounters?