Gameplay. Combat is serviceable at best. Essentially, you're just clicking the interface elements and that's all business going on. One may argue that that's the way every turn based game is played, but is turn based combat in Fallout really great? The thing is, it isn't, mainly because there isn't much tactical thinking that gets to be involved during battles. Well, sometimes there *are* situations where you'd better say, run around the corner to hide from enemy fire, but they are not that frequent and clearly it's just not enough. You see, for turn based combat to be tactical battle areas (or rather, arenas) and quests ('missions', or whatever) must be designed in a way that allows for more diverse and thoughtful decision making and planning (I apologise for awkward wording, poor/wrong word choices etc here and across this entire written remark), there also must be more actions that can be performed, more types of equipment that can be used during combat, more obnoxious and mean critters that can be encountered, in general, the combat system and quest design must allow for more tactical situations and solutions to them. But in Fallout it's just large groups (or small groups, no matter) of samey monsters getting monotonously exterminated by player - turn after turn, from one battle to another, it's all the same (mostly). More than that, Fallout isn't even a proper party based game - it can be easily completed with just one character and you can't even control your companions directly (and the AI, both of companions and enemy, is far from great). So I don't see what's the point of the combat being turn based, it is not a tactics game. Couldn't the developers have got away with say, something like Alien Shooter or Hotline Miami type of combat, but maybe not as fast and deadly? In this case they most probably would have had to dump targeted attacks, yes, but would it have been really worse than that boring and lame combat system we got?..
Unfortunately, there are more problems to gameplay than just combat, like a few skills, perks and some traits being rather useless, traverse across the world map being pointless, random encounters being boring and repetitive, but it's enough said here already, I'd rather proceed to next subject.
Quests are not many, and most of them are not the least bit intriguing or exciting. Maybe they were such for the time when the game came out, but not today. They have too simple structure and are too easy to solve (if you're playing on normal), so after completing any of them it doesn't feel like you've been through some kind of adventure (well, actually, there *is* a couple but it's not enough). Someone may say, Fallout isn't a fantasy adventure game with dragons and magic, not every quest must have the player visiting wondrous places, finding epic loot, slaying powerful monsters. Fallout is all about various communities or factions trying to survive in a post-apocalyptic wasteland, and the player is there to help them solve their problems. And what about multiple ways of solving quests? Well, I agree, quest design in Fallout intrinsically does have some merit, but the actual execution isn't super great. For example, Gizmo lets you come in with an audio recording device in your inventory, without even checking you on dangerous items and such, which is rather silly for a person who supposedly was smart enough to secure a casino - you could have easily brought there a freaking bomb or whatever and attempted to kill the bastard. Not that he is going to be safe anyway keeping just one guard around, lol. A couple of quests are hinted at but aren't actually present in the game. There are also some sloppily executed quests, like that part of the main story where you are to defeat the Master - you talk to Nicole promising you will find out about the true goals of the Children of the Cathedral, but after blowing up the place and returning to Nicole you cannot say anything new to her, as if nothing has happened. You can't tell her what you have learned about the Children and how you dealt with the Master, though it is not like she wouldn't be interested to know it. Yes, the other members of the Followers start talking new phrases but they are not that relevant, you see it's Nicole who's a talking head after all, *she* is one of the important characters and not them. Another example is that after you've fetched the water chip for the overseer you can still ask Talius from the library about it but you can't tell him you've accomplished this critical task and saved the vault. And why can't you let Harold know what became of his friend Richard Grey presenting Grey's audio diary to him?..... There *are* a few things that look obviously unfinished and unrefined. All in all, quests are probably my main disappointment about the first Fallout.
Dialogues seem to be lacking polish in some places. For example, why can't you ask Harold to repeat his story? The devs could've have added there an option to ask him something like 'Could you tell me your story one more time?'. Without it, there's no way to bring up this sequence again if you need it (for example, when I found Richard's Grey diary at the military base, I could only vaguely remember that a ghoul by name Harold from Hub spoke about some other guy called Grey). Sometimes characters strangely won't talk to you again once you've chosen one dialogue option - for example, Jasmine in the Hub (probably this was due to my low charisma and speech skill, but I'm not sure). The structure of some dialogues could also be improved. These points are not crucial on their own, sure, but when there are more of them than but a few you can't fail to notice. The 'Tell me about' dialogue feature seems almost completely useless, for there's rarely anything useful or interesting characters will tell you. Moreover, as I found out, it doesn't take into account your charisma and speech skill much (the only effect that I noticed is that when you repeatedly ask characters to Tell you about a thing, they may get angry and tell you to get away). My second major complaint would be that there is actually too little dialogue in the game. Sometimes you want to know more about a character, their life, thoughts etc, but there's not such dialogue to afford that. What a shame.
Locations. There is only one location in the game I found really interesting - the Glow. I liked its story and exploring it was quite fun. When you first visit it, it's just a strange gaping crater that you see. You wonder how it happened to form here and what could possibly be there, and after coming down and exploring the abandoned and highly radiated pre-war facility you learn about the purpose of the Glow and can behold what became of it. The dead bodies lying all around the floors, poor illumination and the weird background music piece nicely complement the eerie and obscure atmosphere pervading the place. Could've been a really well written location...if it wasn't for THE DAMN. FREAKING. ROBOTS. I mean, how in the hell did they get those sniper rifles and shotguns and why are they using them to protect the place??? Did they pick up those rifles from the dead explorers or they were equipped with them from the start? The reason I was jarred by it so much is because notes from a holodisk found on one of the bodies convey the message that the place was protected by some high technology robotic systems which weapon is so potent that it easily can cut through power armour, but the robots you actually meet there happen to be supplied with traditional primitive firearms which can do very little against a heavily armoured BoS soldier. That's complete nonsense. Also, for the awesome loot you can get there, the place doesn't seem to be presenting much of a challenge to go through, even more so for a character wearing a suit of power armour which can be obtained before even going to the deeper levels. Other locations are too forgettable to write a word about. This is unfortunate because there aren't that many places to visit anyway. Probably I shouldn't have waited that long before finally playing and completing this game...
Factions - again, probably it's subjective to claim the game is bad (or rather, not that great) because so, but ghouls of Set appear to be the only in-game faction that I consider somewhat curious and exciting to meet (on a second thought, Brotherhood of Steel are not bad either, I enjoyed learning about the origin of their faction). Maybe it's a made-up idea but I'm inclined to imagine them as sullen, harsh, violent and untractable bunch. The guy who leads them - grim and ill-tempered ghoul Set matches this characteristic perfectly. Poorly supplied and equipped, yet fierce and tenacious kind scrabbling for survival like everyone else - that's what they are. And the name Necropolis splendidly underlines the grave and unfriendly nature of the people that resides there.
Characters. Richard Grey is probably the most remarkable one. Coming to meet the Master, I was somewhat afraid he would be just HORRIFYING ABOMINATION THAT EATS HUMANS OMFG kind of thing, and I'm glad it turned out to be not the case (at the very least, this interpretation can be disputed). Indeed, he's not a demonic monster craving for expansion and assimilation of humans (that would've been a really trash idea), nor he is actually evil - this can be evidently seen from the dialogue where you convince him that his plan was a mistake from the very beginning, after which he just kills himself. I really, really liked this character. It is the case when you really want to know more about a character, but also you understand that what already has been said is just enough. The writing for the Master is simple and concise but at the same is totally satisfactory and very complete. Further narration is simply not needed. Wish I could say the same about other characters. One minor thing I didn't appreciate though is how easy it was to defeat the Master. 'You think you can destroy me?' ololol of course I can. 4-5 hits in the eyes with my plasma rifle and you're dead mutie. The twin gatling lasers you got there can hardly pose a threat to a person in power armour. I didn't want the encounter with him to be so mind blowingly epic that it would be claiming the highest positions in top 10 anime fights lists, I just think there could've been more challenge and creativeness in the forceful way of solving the main quest.
Set was dealt with earlier.
I guess, it would be unfair to leave out Harold, though there's not much remarkable about him apart from how his relation to one of the main characters.
Another peculiar talking head may be Loxley - simply liked his voice and the way he speaks, I find those quite amusing. Overall, voice acting in the game is quite agreeable.
It was rather curious to meet another (and living) vault dweller on his mission to obtain a water chip for Vault 13. I'm speaking about Talius. One would not envy his lot. Couldn't even take the poor guy back to the vault, as they would most likely reject him. Fucking Overseer.
There's also Laura. Too hot not to mention. And too bad you don't get to talk to her more (just like it is for some other characters).
Other characters seem rather bland and it is weird that some of them were even made talking heads.
Story - I ejoyed the story for what it is, sadly it had to be flawed as well. But I'm too lazy to give arguments at this point (you're probably fully aware there are weak parts in it), so
that would be it.