But what if you want to know more? Why do cows have two heads? Who's the cartoon guy with the nuclear thumb? What year is it? Time for a Franchise Familiariser course!
is a video game series set in the aftermath of the Great War, a nuclear exchange between the United States and China which utterly destroyed civilisation as we know it in the late 21st Century. In the backstory to the games this event took place on 23 October 2077. The original
video game takes place almost a century later in 2161. The series then jumped forwards another hundred years, with
taking place between 2241 and 2287. The
TV series begins in 2296.
also takes place in an alternate timeline, one where transistor and microchip technology developed a lot later than it did in our world and nuclear power was embraced much more enthusiastically. Thus, whilst
is set in a post-apocalyptic future it also channels the visual design and spirit of a lot of 1950s and 1960s pulp sci-fi novels and films, a design theme known as retrofuturism (sadly, my term "Americanapunk" failed to catch on).
Since 2017, Fantasy Flight Games in the US and Modiphius Entertainment in the UK have been releasing tabletop games based on the franchise, including two board games, two tabletop wargames and a tabletop roleplaying game, along with a vast selection of miniatures.
Adding to the chaos was the fact that during the war the United States had been experimenting with genetic engineering to help replace troops on the battlefield and greatly increase their strength and stamina. One result of this was the extremely lethal, huge and ferocious creature known as the deathclaw. The initial deathclaw specimens escaped the labs in the wake of the war, made their way into the wilderness and began to breed. Another experiment led to the creation of the Forced Evolutionary Virus (FEV) which would force the evolution of the subjects into a superior form. This led to the creation of the
Super Mutants, tall and lumbering humanoids possessing tremendous physical strength. The FEV labs were located in two separate locations, one in Mariposa, California and the other in Washington, D.C. The FEV escaped from both, but due to differing strains they had slightly different effects: in the west the resulting Super Mutants were mostly still reasoning and intelligent, able to cooperate alongside other people, but in the east they became mostly savage and violent creatures, with the smart ones being very rare in comparison.
However, despite the near-total destruction of the world, humanity prevailed. Tiny pockets of survivors avoided starvation, radiation poisoning, gangs of raiders, mutated monsters and despair. They formed communities and survived. They eked out a living in the ruins of the old world, but as more and more time passed they began to build new settlements, form new alliances...and make the same old mistakes.
Released in 1997,
Fallout was a roleplaying game viewed from an overhead, isometric viewpoint. The game allowed you to create a character via the SPECIAL (Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck) system and walk around in real time to talk to people and solve puzzles. When danger threatened, the game switched to a turn-based combat mode which allowed you to target specific body parts on enemies to incapacitate or kill them.
The game was initially conceived, at least briefly, as a sequel to
Wasteland, an RPG created by Interplay and released by Electronic Arts in 1988. It was successful, but Electronic Arts didn't really do anything more with it. Interplay went solo, became a publisher in its own right and tried to buy the
Wasteland IP, but EA refused to sell.
Fallout was developed instead as a "spiritual" successor. The alternate timeline setting, single character focus and retrofuturistic art style were deliberately created to differentiate the game from
Wasteland. The primary designer on the original
Fallout was Tim Cain.
Fallout is set in 2161, eighty-four years after the Great War. The player's character - referred to as the Vault Dweller (their actual name is up to each individual player) - is an inhabitant of Vault 13, located under Mount Whitney in the Sierra Nevada Mountains of eastern California. The vault has ridden out the nuclear war and its aftermath in isolation from the outside world, with several generations growing up inside. The vault's water chip, which is responsible for recycling all water in the facility, fails and the player is tasked by the Vault Overseer with venturing outside to find a replacement. To help him (or her), the Vault Dweller is given some basic equipment and the Pip-Boy 2000, a wrist-mounted computer which contains mapping information, a Geiger counter and a system for keeping track of mission objectives. The Vault Dweller has approximately 150 days to find the water chip or Vault 13 will run out of water and have to be abandoned.
Venturing into the exterior world, the Vault Dweller discovers, to her (or his) surprise that many settlements exist and are thriving, and several factions have formed to control them. These include several raider gangs (the Khans, Jackals and Vipers), the
Brotherhood of Steel (a high-tech group obsessed with acquiring technology) and several groups of traders. One of these groups, the Water Merchants, can temporarily supply Vault 13 with water, extending its operating period by 100 days for each caravan that is sent. However, this increased trade exposes the existence of the vault to outsiders, resulting it the vault being attacked 400 days into the game (this happens 500 days into the game if the Water Merchants are not hired to supply the vault).
In order to complete the game, the Vault Dweller has to win the trust of the locals in various towns by solving problems for them. This gives the Dweller experience, allowing them to level up, gain additional funds and equipment, and also recruit allies to help them in combat. The most loyal ally is a canine named Dogmeat, who soon becomes an iconic part of the game series (descendants of Dogmeat, or simply namesakes, show up in most games in the series). Eventually the Vault Dweller successfully locates a replacement Water Chip and saves Vault 13. However, in doing so they discover that a mysterious leader known as "the Master" is gathering (and, with the help of a supply of the FEV from Mariposa, expanding) an army of Super Mutants to the west, in Los Angeles, and plans to use them to conquer all of California. The Dweller has to use their newly-acquired skills, gear and allies to mount an assault on Los Angeles and kill the Master.
The game ends on an unusually sombre note. In most endings, the Dweller returns to Vault 13 only to be told that their experiences have changed them and their stories about the outside world would likely lead many to abandon the vault and seek out a new life. As a result, the Dweller is banished. If the Dweller has undertaken a "low karma" play style, by killing innocents or resorting to violence rather than diplomacy, the Dweller can also kill the Overseer. He or she can also join forces with the Master and help them conquer the California wasteland, but both of these endings are non-canon. In a possible homage to
The Searchers, the Vault Dweller has to leave their home and head off in search of a new life.
Fallout was extremely well-received when it was released in 1997. The retrofuturistic setting, characters and both the SPECIAL and turn-based combat system were all praised, although the game also got some criticism for being quite tough and unforgiving, as well as some bugs related to how companion characters acted (most notably, if you accidentally gave them a key item the only way to get it back was to pickpocket it from them!).
Fallout 2 entered development as work wound down on the original game. At this point Interplay were very excited about their new roleplaying games. At the same time they were making
Fallout and its sequel they had also partnered with a newly-formed Canadian studio, BioWare, to release some new games based on the
Dungeons and Dragons licence. In fact, the licence and BioWare's exceptionally impressive Infinity Engine nearly killed the
Fallout games as Interplay wanted to use the engine for a run of in-house games as well. Fortunately, the work done on the original
Fallout and the first game's warm reception convinced them to continue development of the sequel. During development the internal studio was renamed Black Isle, and
Fallout 2 was the first game released under that soon-to-be-famous logo.
Fallout 2 is very similar to
Fallout in appearance and gameplay, although there are slight improvements in graphics and the user interface. The biggest difference is in tone, with
Fallout 2 engaging with more adult topics such as prostitution and drug use. The game also poses some harder moral questions. The biggest difference is that whilst
Fallout is located a bit more firmly in the post-apocalyptic genre,
Fallout 2 examines what happens when societies start emerging from the ashes and begin operating properly. This has been dubbed the post-post apocalyptic subgenre.
Fallout 2 takes place in 2241, eighty years after the events of
Fallout. As the game opens, it is explained that the Vault Dweller of the original game established a new settlement called Arroyo north of Vault 13. The settlement prospered for many years, until it was threatened by a drought. The village elder asks one of the villagers, a descendant of the Vault Dweller, to embark on a perilous mission to find a Garden of Eden Construction Kit (GECK), a fabled device capable of terraforming the local landscape into something more habitable. The villager, the "Chosen One" (as with
Fallout, their actual name and capabilities are determined by the player), sets out equipped only with a Pip-Boy 2000 and some basic equipment (possibly inherited from the Dweller).
As with the first game,
Fallout 2 sees the player visit several distinct locations and become embroiled in local politics, factional squabbles and desperate battles for survival. The greater passage of time from the first game and the war means that society has continued to recover from the Great War and new nation-states have begun to emerge. The first of these to be encountered is the
New California Republic, based in Shady Sands. The Chosen One discovers that his ancestor, the Vault Dweller, inspired the founding of the NCR through his heroic ways. The NCR is dedicated to democracy, peace and security. A rival power is also established in the form of the
Enclave, which claims continuity from the old pre-war United States government. Unfortunately, that government had become dictatorial, controlling and militaristic towards the end of the Resource Wars and the Enclave has continued to operate in that style.
The player's mission to find the GECK means negotiating missions with several factions before they are able to locate Vault 13, the home of the Vault Dweller. However, they find the vault abandoned and the GECK missing. Returning home, they discovers that the Enclave have invaded Arroyo and taken everyone prisoner back to their base of operations, an oil rig in the Pacific Ocean. This is also where the survivors from Vault 13 have been taken. Eventually, it is revealed that the Enclave plan to use the FEV to create their own Super Mutant army to assist them in re-conquering North America. The Chosen One stops them by blowing up the oil rig and killing the corrupt President. After the end of the crisis, the survivors from Vault 13 are allowed to settle in Arroyo, which in turn is saved by the use of the GECK to create a lush garden from the surrounding wilderness.
Fallout 2 was well-received on release and was praised for its stronger writing than the first game (it was the first game worked on by the soon-to-be-famous Chris Avellone, who went on to work on
Planescape: Torment straight from this game) but criticised for more bugs and a use of humour and darker topics which were felt not to be completely consistent with the tone of the first game. The game was also criticised for some by being too similar to the original. The game was well-received and sold initially well, but it also had the misfortune of coming out just weeks before
Baldur's Gate.
Baldur's Gate received massive praise and sold enormously well, somewhat overshadowing its label-mate.
With Black Isle working on other games for the foreseeable future, Interplay outsourced development of the next game in the series to an external studio, Micro Forte. It was decided that this game would not be a "proper"
Fallout 3, but instead a spin-off that de-emphasised roleplaying and story in favour of a more focused, linear and combat-heavy game. Its full title was
Fallout Tactics: Brotherhood of Steel, but the game is almost exclusively referred to now as
Fallout Tactics to avoid confusion with the 2004 game
Brotherhood of Steel.
The plot has the player take on the role of the Warrior (as usual etc), a new recruit in the Midwest Brotherhood of Steel, based in the ruins of Chicago. The Brotherhood plays a small role in the first two games, but is iconically linked to the franchise due to its use heavy of the T-series of Power Armour, the most famous armour in the series which appears on the covers of most of the games. The Brotherhood encountered in the first two games is apparently good-intentioned but also arrogant, believing that only it has has the moral right to use and control advanced pre-war technology to avert a future second apocalypse. The Midwest Brotherhood is different in that it believes in recruiting from outsiders and also forming government and police forces is a good idea.
The game proceeds with the Midwest Brotherhood defeating a local group of "beastlords" (who control deathclaws for use in battle) before commencing a long-running, desperate battle with Super Mutants operating from St. Louis. Eventually they achieve victory, but only because the mutants were suddenly attacked by robots invading from the west. The Brotherhood learns that the robots are under the direction of the Calculator, a computer intelligence located in Vault 0 under Cheyenne Mountain, Colorado. Using a still-operational nuclear warhead, the Brotherhood blast their way into the vault and are able to confront the Calculator. They can destroy it (apparently the canon ending), reprogramme it to operate more beneficially, or help it conquer North America.
Although reasonably well-received as a combat/tactics game,
Fallout Tactics was met with some disappointment for not being a full RPG, for some inconsistencies with the pre-existing lore and for its use of modern weapons over the retrofuturistic weapons of the other games, as well as its lack of period music. The game was rushed and under-budgeted, with Interplay starting to experience financial issues which meant there was limited time for testing and polish. Sales were poor, leading to the cancellation of the planned
Fallout Tactics 2.
Tactics 2 would have taken place in Florida, which would have been ravaged by an irradiated GECK and turned into a nightmarish landscape of monstrous creatures, opposed by a Brotherhood of Steel chapter that had given up on morality to become as harsh and oppressive as the landscape it was challenging.
Fallout: Tactics was generally regarded as non-canon for some time, although the Midwestern Brotherhood of Steel is mentioned and dismissed as a "rogue unit" in
Fallout 3. However,
Fallout: Tactics appears on lists of canonical
Fallout games provided by Bethesda, and in interviews Bethesda representatives have indicated that the broad beats of the story are canon, but perhaps not every singel detail. There are some superficial similarities between
Tactics and inXile Entertainment's
Wasteland 2, made by some ex-Interplay veterans of the
Fallout series.
Following the development of
Fallout 2, Black Isle Studios became sidetracked with the
Dungeons and Dragons licence. They developed
Planescape: Torment (1999),
Icewind Dale (2000) and
Icewind Dale II (2002) to great success, but had always planned to return to the
Fallout universe for a main series CRPG. Work on
Van Buren, as the game was called in internal development documents (although it was planned to be finally called
Fallout 3, the game is now referred to as
Van Buren to avoid confusion with the actually-released sequel), began in 2001 or 2002. It was planned that the game would use an all-new engine featuring 3D character models. The same engine would also power the planned
Baldur's Gate III: The Black Hound, which Black Isle planned to develop internally after BioWare split off to make
Neverwinter Nights and
Knights of the Old Republic.
In 2003 Interplay collapsed due to financial problems. Technically, it continued to operate but it no longer had any capital to actually make games and Black Isle Studios was disbanded. Work on
Van Buren was halted, despite the fact that the engine was complete, and roughly 50% of the game was complete, at least in an early alpha build. Staff from Black Isle would reform as two other studios, Obsidian Entertainment and Troika Studios, but as Interplay retained the
Fallout licence they had to move onto other projects (
Knights of the Old Republic II for the former and
Vampire: The Masquerade - Bloodlines for the latter).
Van Buren, and indeed
Fallout overall, would appear to be dead.
The storyline for
Van Buren would have been set in 2253, twelve years after the events of
Fallout 2, and would have sprawled across Arizona, Utah, Colorado and Nevada. It would have seen the player, known as the Prisoner because he or she starts in jail (possibly an echo - conscious or not - of Bethesda's
Elder Scrolls games), fall into a conflict between the New California Republic established in
Fallout 2 and a new threat spreading from the east,
Caesar's Legion, an army of Roman-inspired fascists who believed in racial supremacy and absolute law enforcement. The real threat would have turned out to have been a lunatic scientist called Victor Presper who was trying to both spread a virus and gain control of a still-functioning weapons platform to conquer the world.
Van Buren is very much non-canon, although a playable tech demo exists. Some elements of the game were repurposed in 2010 for
Fallout: New Vegas.
Through four games
Fallout had resolutely been a PC-only experience, but in its dying days Interplay hit on the idea of trying to get the franchise onto the PlayStation 2 and Xbox consoles. The result was an action-heavy game set in 2208 and featuring the player as one of three possible Initiates of the Texas branch of the Brotherhood of Steel (Cyrus, Nadia or Cain). Later in the game, other characters become available, including the Vault Dweller, the protagonist of the original
Fallout.
The game doesn't have much of a plot, instead pitting the player against waves of
Fallout enemies in several locations. The enemy is a mutant leader who must be eliminated.
Unlike
Tactics, which is considered at least partially canonical,
Brotherhood of Steel is not only regarded as non-canon but some of the franchise's other creators have indicated they would be happy removing it from existence. It is arguably the total nadir of the
Fallout franchise to date and can be safely ignored.
In mid-2004 it was unexpectedly announced that Bethesda Softworks had bought the
Fallout intellectual property rights from Interplay for a large sum of money. Bethesda were best-known for their fantasy roleplaying series,
The Elder Scrolls, and it was assumed that they would continue focusing on that series.
The Elder Scrolls III: Morrowind had been released in 2002 to a very positive reception, so the news that Bethesda had bought the
Fallout IP was cautiously greeted with optimism by the fanbase. In early 2006
The Elder Scrolls IV: Oblivion was released to a generally positive response, but it was felt that the game had dumbed down somewhat from
Morrowind. But Bethesda then announced that their next game would be
Fallout 3, restoring life to a franchise that had appeared dead.
Released in 2008,
Fallout 3 marked the biggest shift in the franchise's history. The game was now viewed from a first-person 3D viewpoint (an optional third-person mode is included), with combat taking place in real time. An optional VATS (Vault-Tec Assisted Targeting System) mode allows the player to pause the game and target enemy body parts in a nod to the turn-based gameplay of the original. However, the SPECIAL character development system remains in place.
The game takes place in 2277, on the 200th anniversary of the Great War. There is a dramatic shift in location for the game, which now takes place on the Eastern Seaboard of the former United States, in and around the ruins of Washington, DC, in what is called the Capital Wasteland. Bethesda wanted a total break from the original game and the freedom to develop new locations and characters without getting bogged down in too much continuity from the earlier games. Indeed, it has been rumoured that originally the game was planned to take place much earlier in the timeline, between the war and the original
Fallout, thus explaining the still-ruined state of the post-apocalyptic world. However, a desire to include such
Fallout stalwarts as Super Mutants, the Enclave and the Brotherhood of Steel eventually compelled them to move it to after
Fallout 2, explaining the game's inconsistent worldbuilding. This rumour has never been confirmed.
The game has the player create a new character, the Lone Wanderer, who grows up in Vault 101, located just outside the capital. A prologue sequence shows the character growing up and their father, James, becoming more and more concerned about the world outside. In 2277 James leaves the Vault and goes outside, throwing the carefully-constructed society inside into paranoia. The Overseer charges the Wanderer with finding James and returning him home. However (and traditionally), the Wanderer soon becomes involved with local politics between bickering factions. These include the DC chapter of the Brotherhood of Steel, who have relaxed their technology-seizing ways and now serve as an army of techno-knights, and the (relatively) civilised settlements of Megaton (built around an inactive nuclear warhead) and Rivet City (built on a derelict aircraft carrier). Opposition comes in the form of various bands of Super Mutants, who are more aggressive and openly hostile than their western counterparts, and the Enclave.
It is eventually revealed that James has created Project Purity, a machine based in the Jefferson Memorial that can purify all of the water in the Potomac and surrounding hydration systems. This will restore life to the Capital Wasteland and allow civilisation to flourish again. However, the Enclave wants to combine the project with the FEV in order to poison and kill all mutated animals and life in the Wasteland, including Super Mutants, Ghouls and humans. Only the Enclave, whose citizens have lived in total isolation from the radiation outside their bases, will survive. The Wanderer has to choose which side to support. The canon ending assumes that the Wanderer will complete James's work and use the Water Purifier to save the Wasteland. In this ending the player joins forces with the Brotherhood of Steel, destroys the Enclave army with the help of a colossal war machine called Liberty Prime and uses the Purifier for its originally-intended purpose.
Rivet City, a repurposed aircraft carrier located in the ruins of Washington, DC.
The original ending to
Fallout 3 required the player to sacrifice themselves (by passing through a radiation-filled chamber) to carry out the mission. However, this attracted tremendous criticism because the player would likely have allies (including Super Mutants and Ghouls) at this point who were immune to radiation. Bethesda retconned this ending with the
Broken Steel expansion, allowing the player to survive the ending and then take part in a final assault on the Enclave.
Fallout 3 was massively well-received on release, attracting high review scores. Bethesda spent a substantial amount on marketing the game, emphasising that it was not necessary to play the previous games in the series, and trading on their reputation from the highly acclaimed
Morrowind and
Oblivion. The result was that
Fallout 3 sold three million copies in its first month on sale, exceeding the combined lifetime sales of the previous games in the series. The game would go on to sell many millions of copies more on PC, X-Box 360 and PlayStation 3.
The general critical reception was very high, but the game had a cooler reception amongst hardcore, long-term
Fallout fans. The primary criticisms related to an incompatibility between the game and the "post-post apocalyptic" setting of the previous games, in which the bombs had fallen 200 years ago and humanity had actually made some headway in rebuilding.
Fallout 3 ignores this by having the city look like the bombs fell a few weeks earlier at best, using the Super Mutants (apart from one) as mindless monsters rather than the more nuanced characters in the original games and by recasting the Brotherhood of Steel as noble-intentioned knights of justice and honour rather than the arrogant technological conquerors of the previous games. However, the latter criticism was itself deemed unfair due to the previous games establishing that there are many chapters of the Brotherhood of Steel, each with its own variation on the organisation's core ideology.
More problematic for
Fallout 3 are issues with writing (especially of dialogue), a plethora of bugs (mostly unmentioned by the reviewers) and a very linear main storyline which does not react well to different player choices. However,
the game is certainly very good and succeeded in its primary goal of bringing the franchise back to life and introducing all of the previous games to legions of new fans.
Liberty Prime assists the Lone Wanderer and the Brotherhood of Steel in assaulting the Enclave base at Adams Air Force Base.
Following
Fallout 3's release, Bethesda released five expansions for the game in the form of downloadable content (DLC). Each expansion has its own new areas to explore, its own storyline and own themes. Thanks to the third DLC rewriting the end of the core game, the expansions can be played either before or after completing
Fallout 3.
In
Operation Anchorage the Wanderer discovers a hidden technological facility including a VR simulation of the Battle of Anchorage, an epic final assault by the Chinese forces in Alaska on the US positions. The player can gain experience for taking part in the VR simulation and also gets some pretty hefty equipment after completing it, including Power Armour. As the DLC can be played almost immediately after leaving Vault 101, it can somewhat unbalance the rest of the core game by making your character very tough. This DLC is noteworthy for being set mostly before the Great War in a completely new type of environment, but it is extremely linear and focused almost entirely on combat.
The Pitt sees the Wanderer accept a commission to travel to the ruins of Pittsburgh, Pennsylvania, where the vast steel mills now serve as a refuge for survivors. The Wanderer becomes embroiled in a battle between the slave-owning elite who run the Pitt, their servants and raiders.
The Pitt has a renewed focus on melee combat over guns, giving the player some formidable weapons to use in close-quarters battle.
Broken Steel expands on the end of
Fallout 3, allowing the Wanderer's adventure to continue after the end of the main game. It introduces some new side-quests in the Capital Wasteland, reflecting on the aftermath of the main game, but it also features a new area in the form of Adams Air Force Base, which is being used as a forward operating base by the Enclave. The Wanderer once again teams up with the Brotherhood of Steel and the massive warbot Liberty Prime to drive the Enclave from the DC area once and for all.
Point Lookout sees the Wanderer called away to Point Lookout State Park, Maryland, located at the confluence of the Potomac and Chesapeake Bay to the south-east of the city. The area is infested with powerful enemies called "Tribals" and the Wanderer is commissioned by various locals to help defeat them. There is less emphasis on a core storyline in
Point Lookout and more on exploration and salvaging.
Mothership Zeta is the final DLC for
Fallout 3. It sees the Wanderer investigating a radio signal only to be abducted by an alien spacecraft. The existence of aliens in the
Fallout universe has been strongly hinted at prior to this expansion, with the crashed remnants of what appear to by flying saucers locatable in both
Fallout 2 and
3, and an "Alien Blaster" is one of the most powerful weapons in the franchise (although ammo for it is scarce).
Mothership Zeta goes all-out on this idea, with the Wanderer waking up on the alien mothership discovering he or she is about to be probed. Escaping captivity, the Wanderer frees several other captives, some of whom have been in suspended animation for centuries, and forms a combat team consisting of themselves, a samurai, a Great War-era American soldier and a cowboy. They fight their way through the ship and eventually take control of it, shooting down a second alien ship when it intervenes. Subsequent to these events, the Wanderer can use the alien vessel as a base of operations and teleport at will between it and the Capital Wasteland.
Fallout 3 and its DLC were extremely successful, leading to Bethesda Softworks wanting to release a relatively rapid follow-up. However, the core development team at Bethesda had already started work on
The Elder Scrolls V: Skyrim, meaning a new
Fallout game was likely going to be at least five or six years away. A solution was found when the
Fallout 3 developers suggested outsourcing development to Obsidian Entertainment. Obsidian consisted of many of the creators and programmers of
Fallout,
Fallout 2 and the cancelled
Van Buren, so were already very familiar with the franchise. Bethesda also believed this would be a goodwill gesture towards fans who felt that Bethesda had "muscled in" on the franchise without involving the original creators.
Fallout: New Vegas plays in an almost identical fashion to
Fallout 3, as it uses the same engine. The biggest difference is the introduction of iron sights, to allow for more authentic shooting, and a hardcore "Survival Mode" which makes carrying vast amounts of ammo more difficult and requires the player to eat and drink on a regular basis. More significant are the differences in tone, narrative and design philosophy, which all hew back much more closely to the original two
Fallout games.
The game opens with the player controlling the Courier, a simple worker tasked with taking a message to the city of New Vegas in Nevada. Along the way the Courier is captured, forced to dig her (or his) own grave and is then shot in the head. Thanks to a passing robot, the Courier survives and is able to continue his (or her) mission. However, New Vegas and the surrounding Mojave Wasteland are in the grip of a terrible conflict between the New California Republic and Caesar's Legion, with Mr. House, the enigmatic ruler of New Vegas, caught in the middle. Other factions, such as the Brotherhood of Steel and a community of Super Mutants trying to live peacefully, are also involved in the crisis. Unlike the more straightforward factions of
Fallout 3,
New Vegas's sides are more conflicted, with each faction riven by internal divisions. There are also complicated backstories, with the Brotherhood and the NCR both opposing the Legion but refusing to work with one another due to a bloody military conflict between them in the recent past.
New Vegas is unprecedented in the series in how much freedom it gives to the player. The player has the freedom to kill everyone in the game apart from one robot vendor, regardless of how many quests this makes it impossible to complete. The game's storyline is divided into two parallel paths, one involving Mr. House's plans for New Vegas and the other involving the NCR/Legion conflict. The combination of these two paths, with the player able to choose between multiple states, gives the game dozens of different endings (compared to Fallout 3's two, both very similar). The game is also unusual in that it allows you to adopt a selfish route in which you solve the problems to your personal gain, seize control of an army of laser death robots and take over the Mojave Wasteland yourself as a dictator (benevolent or otherwise).
New Vegas had a mixed reception on release, not helped by launching with a large number of bugs. Players enjoyed the greater freedom and more flexible narrative of the game, as well as the much-improved combat, vastly stronger writing and dialogue and the much deeper companion characters (who had their own storylines and allegiances) but were put off by a much less welcoming opening area and set of quests, and perceived linearity. There were also criticisms that the game forced the player to pick sides at different times, closing off other storylines and quests (although this was also praised for encouraging replayability). Since its original release, and with the bugs fixed and the DLC added, the game has been critically reappraised and is now often cited as the single finest
Fallout game to date.
The game sold extremely well on release, shifting almost twice as many copies as
Fallout 3 did in its first month on sale. However, the game also attracted controversy when it was revealed that Bethesda witheld a bonus payment to Obsidian (worth approximately a million dollars) after the game failed to hit its metacritic review target by a single percentage point. This was especially deemed unfair since the review mark-downs were mostly down to the early bugs, the identification and fixing of which were Bethesda's responsibility rather than Obsidian's. Obsidian have since distanced themselves from the controversy, pointing out the bonus system is something they had proposed themselves.
Despite this controversy, Obsidian and Bethesda have both said they enjoyed the collaboration and would be open to future joint endeavours. Since 2021, Microsoft have owned both companies, making such future collaborations possible.
Like
Fallout 3,
New Vegas had a number of expansions released for it. Unlike
Fallout 3, these expansions are linked by a common (if subtle) storyline and each one is bigger than its
Fallout 3 equivalents, with each one introducing a new area to explore, new PCs and in some cases new game mechanics.
Dead Money sees the Courier receive an odd radio signal leading to Sierra Madre, Arizona, a casino and supporting town located out in the desert. Upon arrival, the Courier is captured by unknown forces, has their equipment seized and a bomb placed around their neck which will detonate if they do not cooperate with the instructions of the mysterious Elijah. Joining forces with other captives lured to the area, the Courier must outwit and defeat Elijah.
Dead Money is very linear but is also remarkable for its tremendous sense of atmosphere, with eerie lighting and music not quite like anything else in the franchise.
Honest Hearts sees the Courier recruited to help guide a caravan to New Canaan, near the Great Salt Lake. However, the caravan is ambushed at Zion Canyon, Utah, and is destroyed. Escaping, the Courier meets the mysterious Burned Man who reveals that New Canaan has been laid waste by the White Legs, a primitive tribe of raiders allied to Caesar's Legion. The Courier has to choose to join forces with the Burned Man to help defend Zion and defeat the White Legs, or to allow the White Legs to destroy the survivors of New Canaan. Like FO3's
Point Lookout, the storyline in
Honest Hearts is fairly straightforward and light, with more of an emphasis on exploring the large canyon.
Old World Blues is set at the Big MT, a huge scientific research station in California. The Courier is abducted and brought to the MT by the Think Tank, a group of scientists who have transplanted their brains into robots and, in the process, have gone a bit crazy. The Think Tank initially take a hostile stance towards the Courier, but eventually agree to let him go. Unfortunately, one of their number, Dr. Mobius, has stolen the Courier's brain (their body is currently on remote control) and gone rogue. The Think Tank and the Courier join forces to defeat Mobius and retrieve the Courier's brain. This expansion is notable for massively raising the tech level of the game, giving the Courier access to a personal teleportation device as well as providing a high-tech base of operations they can teleport to at will from anywhere in the Mojave. The expansion also has a crazy sense of humour and is filled with references to things like
Doctor Who,
Star Trek and
Red Dwarf.
Lonesome Road has the Courier receive a message from the Divide, Nevada, a formerly prosperous community that was drawn into the conflict between the New California Republic and Caesar's Legion. Arriving at the Divide, the Courier discovers the place has been completely obliterated by multiple nuclear explosions, far more recently than the Great War. The Courier is drawn into the Divide, still inhabited by raiders as well as a dangerous new type of deathclaw, by messages from a man called Ulysses who seems to have unusual amounts of knowledge about the Courier. Eventually, in the final confrontation with Ulysses, it is revealed that the Courier themselves was inadvertently responsible for destroying the Divide when he (or she) delivered a package to the community some years before the job to New Vegas. In turn, Ulysses manipulated events to send the Courier to New Vegas and the fate they suffered there.
Lonesome Road is very linear, but the game attempts to make a philosophical point about volition and the "chosen one" of video game heroes by casting the Courier as an unwitting, duped NPC in another character's personal story. How successful (or "pretentiously wankish") that is varies by player, but it's an interesting viewpoint.
Fallout Shelter was initially a mobile-only game, released for iOS and Android in 2015 and later for PC. The game casts the player as the Overseer of a Vault which has survived the Great War and is now expanding, attracting outsiders to the vault as well as growing the population internally and building new facilities whilst fending off attacks by raiders.
Fallout Shelter is a fun, free game which whiles away a couple of hours quite nicely. It's a highly repetitive game, however, and I would strongly recommend against spending any actual money on it. As a brief stopgap before
Fallout 4 came out, it was fine.
Fallout 4 was released in November 2015, having only been announced a few months earlier. The game runs on the same engine as
Fallout 3 and
New Vegas (as well as
Morrowind,
Oblivion and
Skyrim), but it has been upgraded to allow for more impressive graphical effects and improved real-time combat, including the limited use of jetpacks. VATS has also been adjusted so that it slows time down rather and freezing it altogether. The biggest change to the gameplay is that the player can now construct buildings and even entire settlements at will, adding defences and attracting other people to stay in them.
Fallout 4 starts in October 2077, with the player choosing to create a male or female character. Unlike previous games in the series, this protagonist - the Sole Survivor - is fully voiced. The opening prologue has the character living in his or her house on the outskirts of Boston, Massachusetts, dealing with their partner and baby. A representative from Vault-Tec reminds the family that they can take shelter in the nearby Vault 111 if the worst should happen and war should erupt. Air raid warnings start sounding, so the family flee to the vault.
Unlike other vaults, which were generational affairs with people growing up and never seeing the sun before dying of old age, Vault 111 is equipped with cryogenic stasis pods, allowing the populace to ride out the period of radioactive contamination before emerging. When the Sole Survivor wakes up, however, they find the vault empty and the other people missing or dead. It is now 2287, 210 years after the Great War (ten years after the events of
Fallout 3 and six after
New Vegas). The Survivor makes her (or his) way into the ruins of Boston to find other people, survive and find out what's going on in the world.
As with previous games,
Fallout 4 sees the player torn between several different factions. In this case, the Institute plays a major role. Located under the ruins of MIT, the Institute has been creating human-like robots known as synths for purposes unknown (this follows up on a side-quest in
Fallout 3, in which such a synth flees to Rivet City). This has attracted the enmity of several factions who are suspicious of their motives and wish to destroy them. The player has the ability to choose which factions to support whilst trying to discover what's really going on. Factions include Ghouls, Super Mutants, the Railroad, the Minutemen and a settlement called Diamond City.
Debuting to strong reviews, the TV show has already been renewed for a second season.