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Fallout Fallout 1.5: Resurrection - fanmade Fallout game by Czechs

Agame

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Does anyone know where to find the part to fix the generator in the mutant hunters base? I want to upgrade my Big Guns...
 

Infinitron

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Richard Cobbett mini-review: http://www.pcgamer.com/fallout-15-proves-theres-still-life-in-the-pixellated-wastes/

Fallout 1.5 proves there's still life left in the pixellated wastes
A mod irradiated with love.

The worst thing about Fallout 1.5: Resurrection using the old amnesia plot is that the main character never has to explain why, on the run from mysterious ghouls, he/she opted to seek solace in a cave so infested with mutant critters that even the people in the nearby town apologise for it. But that’s OK. Punching and stabbing a few rats and mole rats and scorpions is a fine reminder that this isn’t your modern, fancy, VATS-enabled Fallout 3 or 4, but the far more brutal original.

Resurrection is a Czech-made mod, ten years in the making and two and a half years in the translating. It’s a Fallout 2 mod—easily installed over the top of any copy, from GOG to Steam to the original—set between the first two games, and with an installer that packs in a few handy features such as support for high-res, unlimited saves, and mousewheel. They don’t make the experience feel all that much more modern, but they smooth out a few annoyances.

What awaits past the old interface and annoying starter dungeon is a great new Fallout adventure that keeps very true to the originals, while still putting its own stamp on things. The action takes place around Albuquerque and a few other smaller settlements such as corrupt Rat City, and all of them have quests and characters. Tonally, it’s something of a mix between the first two games, settlements are in better condition and more characters are around, as in Fallout 2, but minus most of the silly stuff that divided the fanbase.

There’s a real sense of threat in wandering around: that sense of being unwelcome anywhere, with everyone you meet thirsty for blood or caps. How you handle them is, as ever, up to you. The areas aren’t densely packed with characters, but those you meet offer plenty of potential for missions and ways to stab people in the back, as well as acts of bastardry such as persuading a poverty-stricken girl prostitution is her best way of making a few caps and then running off afterwards instead of paying her. Even in a tough world, that’s a dick move. Literally, and figuratively.

Calling Resurrection “tough” isn't simply just recognition of its '90s lineage, when RPGs didn’t hold your hand. This is a Fallout game for Fallout fans, and it pulls no punches. To give just one example, while Fallout 2 didn’t particularly mind you walking across the whole map (handy for the 15-minute speed-run) and fleeing enemy encounters, Resurrection quickly throws you against a gang of angry ghouls who can take you out with their high-powered rifle before you get close to the exit marker. Get past those, and the game’s not averse to encounters where you start off surrounded by wild dogs. In short, rushing this one isn’t a great idea—in as much as you can rush a game promising around 25 hours of content.

Not that you’d want to, anyway. Resurrection does a good job of not just setting a story in the old Fallout universe, but understanding its appeal, flow, and general maturity level when dealing with the darker side. Fallout itself occasionally took things a touch too far, such as the porn star options in the second game, while here it’s part and parcel of a brutal world where the meek have inherited slightly less than jack shit.

Given the new setting, it’s easy to forget that this is even a mod. Really, the only major things it lacks are the close-up animated portraits for key characters, since those would have been too much of a headache to model and implement. You get around 80 maps, just in case you thought any corners were cut here. This is very much a modding labour of love, and one well worth checking out if you’re a fan of the original games. If you haven’t played those, you’re better off doing that first, and not just because they’re classics for a reason and well worth playing.

They also offer a smoother introduction to ’90s-level-difficulty nuclear wastelands without expecting too much know-how on your part. As long as you’ve taken advantage of the manual that comes with most purchasable copies of the originals, anyway. For longer-term fans, especially those disappointed that we never got the cancelled Van Buren (parts of its story, yes, but not the traditional Fallout style), this is as close to a proper third instalment as you’re ever going to play.
 

Saduj

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Review overhypes the difficulty. You will die in some random encounters whether you "rush" or not. The scripted content is not very hard, excluding the random crit.
 

agris

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Review overhypes the difficulty. You will die in some random encounters whether you "rush" or not. The scripted content is not very hard, excluding the random crit.
That first ghouls encounter is bush-league shit, but it's a mod. a great mod, so forgivable.
 

Saduj

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Yeah, forgot about that. You're going to die at least once before realizing you're supposed to run from that. Didn't happen to me but you can probably run and still die too. Player should start closer to exit grid for sure.

There is also a chance of the SMG becoming available in Rat Hole, which makes that encounter beatable.
 

Rivmusique

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main character never has to explain why, on the run from mysterious ghouls, he/she opted to seek solace in a cave so infested with mutant critters that even the people in the nearby town apologise for it.

IIRC the intro shows you being dragged to the cave by the giant molerat. Why you were weak enough to be dragged without resistance is explained later in the game, I believe.
 

laclongquan

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Yeah, forgot about that. You're going to die at least once before realizing you're supposed to run from that. Didn't happen to me but you can probably run and still die too. Player should start closer to exit grid for sure.

There is also a chance of the SMG becoming available in Rat Hole, which makes that encounter beatable.
What? Do tell.
 

Saduj

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What? Do tell.

It spawned in the gun shop inventory. In my next play through, it wasn't there but instead a leather armor was available in addition to the regular leather jacket. Seems to be random.
 

Jozoz

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Is it worth waiting for the november update or should I just play now?
 

agris

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the game is damn well polished now. It had been out for over a year or something in Czech before the EN release, so most script bugs were removed. They might re-balance it a bit to make some encounters easier.. but anyway, if you've got the urge to play now, do it. You won't regret it.
 
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I agree with you, but there was no need to change Fallout's core rules, no wasted opportunity here the way I see it. It's been almost 20 years, it's a bit too late to change all of this, especially since we all agree they are only minor issues and we all have our habits and workarounds printed so hard on our brains we wouldn't even know how to play differently.

or at least generally have more quests for sneakers, doctors, sciencey-types, etc.
Oh god yes. Replayability is excellent - I've made four characters I think, and I guess many Codexians will have at least 6 playthroughs - but I thought quests were way too rare. Granted, it's a mod, and it's fantastic, and it's huge. But five or ten more quests would have vastly improved it, especially in some areas where the lack of things to do is frankly awkward (yes, I'm looking at you, Corath).

What were the trapped containers? Don't think I ran across any of those.
 

Agame

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I do think they wasted a opportunity to change the mechanics using SFall and make a game balanced around it. By that, I mean make it rewarding to play differently from Ye Olde Small Guns Lockpicker Diplomat straight out of the Ultimate Fallout Guide. Would love to see, say, every ST point add to melee damage, or fixed HP (AoD-style), or at least generally have more quests for sneakers, doctors, sciencey-types, etc. Don't even need much, even more subtle changes like making stats able to go over 10 (which would make above 6 ST useful) would have rocked. There were new perks, tho.

Agreed, it seems like a missed opportunity to make some other builds viable than the standard Small and Speech, they could have made early quests using other skills or some areas that require science/repair to unlock, anything like that. But it really follows F1/2 heavily where most of the 'misc' skills are only useful right at the end if at all.

This would be one of my only complaints about the mod.

One thing I noticed both here and in Fallout of Nevada (when I played a older google translated version), is that slavs love these hilariously random sex/threat/fighting dialogue options. :lol:

Well thats just classic Fallout right? I always loved that most dialogues could be ended with you getting a gun to the face if you pick the 'aggro' option. Maybe this would partly explain the slavic fascination with this series??
 

Agame

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I agree with you, but there was no need to change Fallout's core rules, no wasted opportunity here the way I see it. It's been almost 20 years, it's a bit too late to change all of this, especially since we all agree they are only minor issues and we all have our habits and workarounds printed so hard on our brains we wouldn't even know how to play differently.

But like I said above, they dont have to change anything in the systems, they could have simply had some quests/loot whatever that could only be gained through tagging other skills. Thats one of the strengths of Fallout, its just so much fun to replay over and over with different character builds.
 

DavidBVal

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Mechanics are perfect; when something works and it's fun you don't touch it, even if the change sounds perfectly reasonable.

The only things I'd change from original fallout is inventory management and *maybe* companion AI.
 

Saduj

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One thing I noticed both here and in Fallout of Nevada (when I played a older google translated version)

Were you able to finish Google translated version of Fallout of Nevada? I loved that mod. But....

When I was getting the train ready so I could go after "The Joker", the sheriff confronted me and all my dialogue options were ERROR. I would always get attacked eventually. Wasn't the first time I was missing dialogue options and it was becoming increasingly harder to follow the plot. I just gave up when I got to the point where I couldn't avoid killing the sheriff.
 
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I agree with you, but there was no need to change Fallout's core rules, no wasted opportunity here the way I see it. It's been almost 20 years, it's a bit too late to change all of this, especially since we all agree they are only minor issues and we all have our habits and workarounds printed so hard on our brains we wouldn't even know how to play differently.

I don't see why not, considering SPECIAL's faults have been picked over to the death for two decades. Even subtle changes like stats going above 10, or PE having a effect on shooting beyond 07, suddently mean that, say, >6 ST ins't useless anymore, and >7 PE is useful. With SFall this sort of stuff is easy-peasy.

PE has an effect at any value. It's +8% chance to hit with guns per point or something (sniper guns have +16% I think). I think the perk that improves PE for shooting even works beyond 10 PE.
 

Baardhaas

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I do think they wasted a opportunity to change the mechanics using SFall and make a game balanced around it. By that, I mean make it rewarding to play differently from Ye Olde Small Guns Lockpicker Diplomat straight out of the Ultimate Fallout Guide.
My first character was a very viable melee/big guns/speech character. In hindsight unarmed maight have been better instead of melee, but the build worked fine. Melee for low levels and to save on ammo. Big guns become really powerfull when you've got mid to high level. I didn't need lockpicking because nearly any lock can be picked with a crowbar and a strength check (you'll also get xp for it). Later on I invested in science too.

As for a 'Small Guns Lockpicker Diplomat-build': Small guns can be raised with books and lockpicking can alternatively be done with a crowbar. Leaves only speech as a powerful secondary skill to tag. And yeah, too many quests could be solved by simply having a high speech. Allthough there really were quite a few options for doctor and science as well, it's just that you need them at really high levels right from the start. You normally don't have doctor >80 when you're in Rat Hole at level 2 or 3.

Did they at least fix AP ammo? I have been shying from AP ammo, except 14mm, which did have great modifiers in the original game.
5mm AP is still bugged as far as I know. Used it in the minigun for point blank bursts of zero damage. JHP didn't do much against armored targets either, but at least some damage was done.

What were the trapped containers? Don't think I ran across any of those.
If you kill a shopkeeper, his inventory remains on the map. You can get it if you disable the (~90 skillpoint) trap. Something of a boon for thieving characters. But not really worth the point investment if you ask me.

Wanna know something I think that was lacking? A optional area/dungeon off the beaten path. Think The Glow/Brotherhood, you could totally finish the game without ever going off these two place (I wonder if anyone ever did - I know at least one dude who did), but DAMN, the rewards were totally worth it. I think Corath might be the closest thing.
There was this dungeon west of Albuquerque. Its pretty small, but with a nice little expansion for science characters. It also provided some backstory for the Empire/Mutant Hunter quest lines.
 

laclongquan

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That Sex Appeal trait at first do make some very nice contrast with non-SA run. I am not sure of how much difference, but characters do react positively overall to my sexy thief.

Energy appeal slightly late so EG gunner will be gimped much of the first half.

Speech requirement can be as high as 90+ right at second town, so if you go diplo go for it all the way.
 

Black

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If you're hard pressed as an EG guy you can always make a suicide bee line to ABQ and get some imperial egs there.
 

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