Showing posts with label fallout new vegas. Show all posts
Showing posts with label fallout new vegas. Show all posts

Tuesday, 19 August 2025

First trailer for FALLOUT: Season 2 released

Amazon have released the first trailer for the second season of their Fallout TV series.

The trailer confirms the second season will be set in and around the city of New Vegas, Nevada, the same setting as the iconic 2010 video game Fallout: New Vegas. The TV show will revisit some of the same locations and factions, including the Strip and the Lucky 38 casino, the robot Victor, the Novac dinosaur, the antagonistic Caesar's Legion and the enigmatic Mr. House, now played by The Leftovers' Justin Theroux. The show also hints at a civil war within the Brotherhood of Steel, the first show appearance for the Deathclaw (Fallout's most iconic monster), and even suggests that VATS - the PipBoy-generated targeting system which seems to slow down time to allow for better combat reactions - might be an in-universe thing (or it might just be really cool slowmo).

Fallout's second season debuts on Amazon Prime Video on 17 December this year. After the massive success of the first season, the show has already been renewed for a third season, presumably to follow in 2027.

Sunday, 27 October 2024

BATTLESTAR GALACTICA, SKYRIM and FALLOUT: NEW VEGAS actor Michael Hogan makes first convention appearance since serious injury

In very welcome news, actor Michael Hogan has made his first public convention appearance in almost five years, since he suffered a serious head injury. Hogan is best-known for playing the role of Colonel Saul Tigh in the second iteration of Battlestar Galactica, and subsequently playing the role of Doc Mitchell in the 2010 video game Fallout: New Vegas and General Tullius in Skyrim (2011).


Hogan suffered the injury in February 2020, which happened backstage at another event. He was subsequently given excellent but expensive medical treatment, with his family setting up a Gofundme account. His Battlestar costars publicised the appeal. Fans have since contributed almost half a million dollars towards his treatment and rehabilitation.

Hogan made his appearance at the "Salute to Battlestar Galactica 20th Anniversary" convention in Chicago, appearing alongside much of the cast of the show and showrunner Ronald D. Moore. Hogan made an appearance alongside Edward James Olmos (Admiral Adama) and another alongside his on-screen wife Kate Vernon (Ellen Tigh), sporting an eyepatch and his screen uniform in honour of his character.

As part of his rehabilitation, Hogan had to learn to speak and walk again from scratch, no mean feat for an actor who is now 75 years old. Hogan has been supported in his recovery by his family, particularly his wife Susan who has acted as a spokesperson for him, as well as his co-stars. Impressively, he has already returned to work, recently doing voice work for the children's animated series Sonya from Toastville.

This is of course splendid news, and I believe all of his many fans will continue to wish him the best recovery.

Wednesday, 13 April 2016

FALLOUT unlikely to be outsourced again, according to NEW VEGAS developer

According to Fallout 2 and New Vegas designer Chris Avellone, Bethesda are unlikely to outsource the creation of future Fallout games to external companies. They did this for 2010's Fallout: New Vegas, when they employed Avellone's former employers Obsidian Entertainment to make and release Fallout: New Vegas and fans have been speculating that Bethesda may repeat the trick to reduce the 3-5 year gaps between their games.

Avellone's statement comes after controversy surrounded the release of New Vegas. The game was released in a buggy state after Obsidian passed the code to Bethesda for QA and testing. Obsidian subsequently took the blame for the game's release problems, which saw the game get initial lower review scores than Bethesda's Fallout 3. However, after patching the game turned out to have a very long tail and now regularly tops polls and critics' choice lists as the finest Fallout game. It's worth noting that Obsidian are, effectively, a reconstituted version of Black Isle, the company that created the Fallout franchise in the late 1990s and produced the first two games in the series (Avellone was project lead on Fallout 2 and New Vegas's DLC Old World Blues, and worked on New Vegas itself and its other DLC as a designer and writer).

Further controversy unfolded when it was revealed that Obsidian missed out on a bonus payment that was north of $1 million that they would have received if the game had scored just one percentage point higher on Metacritic. The fact that the game became Bethesda's biggest-selling-ever title on release, shipping 5 million copies in its first month on sale (almost double Fallout 3's first-month sales), was apparently not rewarded. Bethesda's next two games have sold more, Skyrim shifting 7 million copies in its first month in 2011 and Fallout 4 almost 12 million last November.

Despite these issues, Obsidian did propose a new Fallout project to Bethesda a few years ago. This game would have been set in Los Angeles, expanding on the Boneyard setting established in earlier games.

However, whilst Avellone's remarks might be misconstrued as Bethesda becoming more controlling of the franchise or petty over past criticisms, there's actually a far more practical explanation. Outsourcing a game requires close coordination between the IP holders and publishers, and the whole production studio. In New Vegas's case, this required Bethesda - based just outside Washington, DC - and the LA-based Obsidian to coordinate development which ended up being less practical than expected. Bethesda, more likely, will want to employ their own in-house secondary team to create games at a faster pace, and last year they announced the formation of a new team in the (relatively) closer location of Montreal to do just that.

Bethesda have hinted at some major announcements at E3. It seems unlikely that The Elder Scrolls VI will be announced so soon, so it's more likely to be about games under development from their other studios.

Chris Avellone is currently at Larian Studios working on Divinity: Original Sin II. Alongside the likes of Patrick Rothfuss, he's also contributed writing and story development to inXile's Torment: Tides of Numenera, which should be released this summer.

Sunday, 8 November 2015

Fallout Franchise Familiariser

On Tuesday, Bethesda Softworks will release the computer roleplaying game Fallout 4. The previous games in the series have sold tens of millions of copies, and Fallout 4 will likely be battling with Star Wars: Battlefront and Call of Duty: Black Ops III for the title of biggest-selling game of the year. A lot of people are going to be talking about it, but what if you have no idea what the hell the thing is about? Time for a Franchise Familiariser course.

Vault Boy is the emblem of Vault-Tec, the corporation that built the vaults designed to protect humanity from nuclear war.





Fallout 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 backstory to the games this apocalypse took place on 23 October 2077. The original Fallout takes place almost a century later in 2161. The series then jumped forwards another hundred years, with Fallouts 2 to 4 taking place between 2241 and 2287.

Fallout 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 Fallout 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).

Apart from Fallout 2 and New Vegas, each of the core Fallout games starts with your character in a Vault, one of 122 different, massive underground facilities designed to protect people from the radiation outside. For different reasons, your character has to leave the Vault and explore the outside world for some purpose. This usually leads into conflicts with the various factions that have emerged in the wake of the nuclear war, with the player's character having a decisive role to play in events. All five main games take place in the same continuity and some characters appear in more than one game, but each title is designed to stand alone with only light references to the events of the other games.

The Fallout franchise consists solely of a series of video games. The first two were developed by the internal development studio at Interplay (this studio was named Black Isle whilst working on Fallout 2). Fallout 34 and Fallout 76 were made by Bethesda Game Studios. Fallout: New Vegas was outsourced by Bethesda to Obsidian Entertainment, the successor studio to Black Isle after Interplay went bust. The two development teams have adopted different focuses for the games, with Black Isle/Obsidian focusing on the American West and Bethesda so far focusing on the east coast of the former United States.

There are no novels, comics or other material set in the Fallout universe, slightly unusually, although there are some art books and other "behind the scenes" materials that have been released.

The world as it stands in the latter part of the 23rd Century, two centuries after the Great War.





The Fallout canon consists of eight video games, five of which are considered part of the "core canon" and another three are spin-offs of debatable status.

The core canon consists of:
  • Fallout (1997)
  • Fallout 2 (1998)
  • Fallout 3 (2008)
  • Five expansions to Fallout 3: Operation Anchorage, The Pitt, Broken Steel, Point Lookout and Mothership Zeta (all 2009)
  • Fallout: New Vegas (2010)
  • Four expansions to New Vegas: Dead Money, Honest Hearts, Old World Blues and Lonesome Road (all 2011)
  • Fallout 4 (2015)
  • Three expansions to Fallout 4: Automatron, Far Harbor and Nuka World (all 2016).
  • Fallout 76 (2018)
The series also has three side or spin-off games, the official and canon status of which have been disputed:
  • Fallout Tactics: Brotherhood of Steel (2001)
  • Fallout: Brotherhood of Steel (2004)
  • Fallout Shelter (2015)
Although unrelated in terms of setting, canon, characters or fiction, the Fallout franchise developed out of an earlier game series known as Wasteland. Wasteland (1988) and especially Wasteland 2 (2014) and Wasteland 3 (2019) may therefore be of interest to players who are fond of the post-apocalyptic setting.

One of the primary inspirations for the Fallout series is the movie A Boy and His Dog, reflected in the iconography of the games.





Fallout's timeline diverges from our own after 1945 and the end of World War II. The transistor was not developed as it was in our history and human technology continued to favour big, bulky designs. The Soviet Union did not collapse as it did not in our world and China did not adopt free market reforms after the 1970s, continuing to be an oppressive Communist state.

By the mid-21st Century the world had become gripped in a desperate energy crisis. The United States adjusted to this by creating small nuclear power generators and even fusion generators to power everything from cars to homes to aircraft. However, this process was slow and the country's reliance on oil remained high. In 2052 these strains resulted in the Resource Wars, with countries in Europe and Asia invading the Middle-East to claim the last remaining oil resources on the Eurasian continent. The result was a bloodbath which resulted in the first use of nuclear weapons on the battlefield in a century. The United Nations was powerless to intervene and the body was disbanded on 26 July 2052. In 2056, Tel Aviv was destroyed in a nuclear exchange between regional powers.

The United States stayed out of this conflict, choosing instead to develop the final oilfields in North America, located under Alaska. Immense pipelines were built and fortified, with the United States deploying enormous military resources to defend Alaska. This led to tensions with Canada, with both the pipeline and transport links running through Canadian territory to the fury of several Canadian nationalist movements. The nuking of Tel Aviv also sparked fears in the United States of a full-scale war.

The Battle of Anchorage in late 2076/early 2077 broke the back of the Chinese invasion of Alaska.

The Vault-Tec Corporation was founded to address this issue, and over the next twenty years they constructed 122 huge Vaults in various parts of the country. The aim was to provide shelter and food for anyone who could reach them in time. However, with an American population of approximately 400 million the Vaults were woefully inadequate to help everyone. In reality the United States government did not believe that a nuclear war was likely, so with Vault-Tec's cooperation developed the shelters also as social conditioning experiments.

In 2066 China launched a full-scale invasion of Alaska in an attempt to seize the pipeline. The Americans resisted the initial attack but soon fell into a deadly war of attrition. The Chinese numbers were overwhelming, but American technology and resources proved superior. In 2074 the United States outflanked the invading armies and landed troops on the Chinese mainland, opening a second front in the war. At the same time, more confident in securing the oil pipeline and in its transfer to fusion power, the United States walked away from peace talks designed to end the crisis. In 2075 the USA formally annexed Canada and the following year deployed the formidable and iconic T-51b Power Armour, giving its troops a formidable advantage on the battlefield. The Chinese forces in both Alaska and at home began to collapse, drained of fuel and unable to combat the new technology.

The United States appeared to be on the verge of victory, but only at a terrible cost: the country had become more militarised, with the deployment of military robots, biological weapons and devastating laser and plasma-based weaponry. Civil rights riots had broken out in several cities, only to be put down with terrifying, lethal force. Some American military units had rebelled when ordered to fire on civilians. Civil war appeared possible, even as the Chinese faced total defeat.


The Great War on 23 October 2077 ended human civilisation over the course of approximately two hours.

On 23 October 2077 the Great War took place. It lasted only two hours. It remains unknown who launched the first ICBM: the increasingly desperate Chinese, facing defeat at home and overseas; the American government, forced into desperation by the imminent collapse of social order at home; or other, unknown forces. What is known is that by the end of the day the entire world had been wracked by multiple, mass-megaton nuclear explosions, human civilisation had effectively ended and a terrible nuclear winter had begun. 95%+ of the human race was wiped out, with the majority of the survivors being those in government shelters, or the lucky few tens of thousands who managed to get into the vaults before (or as, in some cases) the bombs fell. The only American city to survive largely intact was Las Vegas, as a wealthy (and fortuitously paranoid) industrialist living in the city, Robert House, had equipped the city with point-defence lasers and satellite-based countermeasures which scrambled the Chinese warheads on their way to the city.

In the aftermath of the atomic holocaust, most of the world suffered a devastating nuclear winter. Poisoned, radioactive rain wiped out a large number of animals and humans who survived the initial detonations. The radiation either killed people outright or mutated them in bizarre ways. One of the most unexpected consequences was the transformation of some people into "ghouls". Some ghouls were feral and zombie-like, but others were intelligent and reasoning. Ghouls took on a hideous appearance but also appeared to be functionally immortal, with their ageing halting altogether. The radiation also mutated creatures like scorpions into much larger and deadlier versions of their former selves.

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 developed as a sequel to Wasteland, an RPG created by Interplay and released by Electronic Arts in 1988. It was hugely 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 almost as soon as work finished 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 he is able to locate Vault 13, the home of the Vault Dweller. However, he finds the vault abandoned and the GECK missing. Returning him, he 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 iconic 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 is 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-budget, 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 is generally regarded as non-canon, although the Midwestern Brotherhood of Steel is mentioned and dismissed as a "rogue unit" in Fallout 3. 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), 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, 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 X-Box 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 he 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 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 much weaker writing compared to the previous games (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, 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 National Park, 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 not picked up on by Bethesda's Quality Assurance team. 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.

Despite this controversy, Obsidian and Bethesda have both said they enjoyed the collaboration and would be open to future joint endeavours.





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, 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 he 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, 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 is a mobile-only game released for iOS and Android. 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 comes out, it's 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.







Following Fallout 4's release, Bethesda once again released a series of expansions. These consisted of small, minor expansions which expanded the game's settlement building options, and three somewhat larger ones.

Automata gives the player the ability to create their own custom robot companions and adds several quests which explore the robot culture of the Fallout universe in slightly more detail.

Far Harbor is a story-based expansion which takes the player to Far Harbor - actually Bar Harbor, Maine - where they've picked up an SOS. Their mission delves into the backstory of Fallout 4 fan favourite character Nick Valentine and uncovers a threat to the Commonwealth which the player has various options in how to defeat.

In Nuka-World, the Sole Survivor discovers a Nuka Cola theme park which has been taken over by a Raider faction. For the first time, the player can join the Raiders and try to curtail their attacks on civilians, or increase them further.

Unlike previous Fallout expansions, none of Fallout 4's expansions really excited fans or critics.






In May 2018, Bethesda announced that the next Fallout game would be a spin-off with more of a survival horror vibe and, for the first time since the disappointing Brotherhood of Steel, a multiplayer focus.

Brotherhood of Steel starts in October 2102, just twenty-five years after the bombs fell. The inhabitants of Vault 76, located in West Virginia, had been led to believe that when they emerged, the world would be pristine and ready for resettlement. They were wrong. The hope of Reclamation Day quickly turned to horror, the discovery that the world had been reduced to a charred, radioactive ruin. Raiders and mutants are everywhere, supplies are scarce and none of the nation-building from the other games has been completed yet. The Brotherhood of Steel, New California Republic and the Legion are all decades away from being created, and, aside from the Enclave cowering in a bunker somewhere, none of the familiar factions exist.

It falls to the inhabitants of Vault 76 to begin the task of taming the wasteland, with a focus on survival, scavenging and settlement building. Fallout 76 is due to be released in late 2018.







The main Fallout fan community on the web can be found at No Mutants Allowed. Nukapedia, the Fallout Wiki is an essential source of information on the setting.

Sunday, 16 August 2015

Gratuitous Lists: Games for Readers

It is always interesting to see various websites produce "Books for Gamers" articles, where writers suggest novels and series for the hardcore Skyrim fan to enjoy when they're tired of knocking undead monsters into chasms. More interesting, however, would be to do the reverse. So here's a few games that SFF readers might do well to check out:


Anachronox
Ion Storm - 2001 - Available from gog.com

Humour in video games can be a hard thing to get right, with many more failures than successes. One of the more interesting successes is Anachronox, a 2001 roleplaying game set in the distant future. Humanity has colonised (alongside various alien races) Anachronox, a floating city made up of rotating sections inside a huge sphere of alien origin. The sphere enables FTL transit across many worlds. Your character, down-on-his-luck private investigator Sly Boots, is drawn into a mystery that starts off small in scale but eventually becomes huge in scope, taking in the fate of the galaxy, alternate realities and a mind-bending number of plot twists.

The humour is absurdly brilliant, taking in everything from satire on detective and SF cliches to riffing off superhero stories and governmental philosophies. It also has some of the craziest ideas to appear in an SF video game, taking in a miniaturised planet that joins your team as a party-member (to the disquiet of everyone you later meet - "Is that a planet floating behind you?") and a fantastically-developed sequence which pays tribute to silent movies by not involving any dialogue at all.

The game has not aged well graphically, but if you can look beyond the surface, one of the richest and most imaginative games in the roleplaying pantheon awaits.

See also: Star Wars: Knights of the Old Republic and the Mass Effect trilogy draw more than a little inspiration from this game, but are much more po-faced; Gearbox's Borderlands series also employs a nice line in humour (but not as good as this).

Play if you like: Douglas Adams, Harry Harrison, Terry Pratchett.


Planescape: Torment
Black Isle Studios - 1999 - Available from gog.com

Most fantasy games stick fairly close to the Tolkien-derived norm (although they can often be great fun to play), but Planescape: Torment is wildly different. It is set on alternate planes of reality where thoughts and deeds can shape the landscape and where battles are more often won with philosophy and oratory skills than with swords. The game features vast reams of text and is built with subtlety and intelligence. Bursting into rooms and killing everything in sight is not the right way to go here (although the game gives you the freedom to do that, as long as you are prepared for the consequences). The game is also darkly funny and beautifully characterised with some of the most memorable characters in CRPG history, and its tone is grimly tragic.

See also: Fallout: New Vegas (see below), made by some of the same team; Neverwinter Nights 2: Mask of the Betrayer, also made by some of the same team; and the forthcoming Torment: Tides of Numenera, a deliberate spiritual successor, made by some of the same etc.

Play if you like: Gene Wolfe, Steven Erikson, China Mieville.


Elite: Dangerous
Frontier Developments - 2014 - Available from Steam

You can't fault Elite: Dangerous for ambition. It seeks to recreate nothing less than the entire Milky Way Galaxy inside your computer, all 400 billion stars of it. Every known expolanet is in its right place, you can fly through the Orion Nebula and visit the black hole at the centre of our galaxy (if you don't mind spending weeks flying there). The scale and scope of the game is vast, allowing you to make a living as a bounty hunter, mercenary, trader or miner, or mixing them up as you like.

The game can be a little bit daunting to approach, although it's fairly easy to get the basics down (and there's plenty of help online). More interesting is that the game is expanding and improving constantly, with the ability to land on planets about to be added. The game is light on story and narrative-based missions, so those who want more direction and structure may find the game too open-ended. But for those who relish exploration, this can be a deeply rewarding and time-consuming game.

See also: Freespace 2 (below) for more focus, story and combat; X3: Reunion for the ability to build your own space stations and own your own corporations; EVE Online for a much bigger, multiplayer take on the same ideas. Star Citizen (expected in 2016/17) will be a similar game with a much smaller scope but more side-ideas (such as a first-person, on-foot combat mode).

Play if you like: Arthur C. Clarke, Alastair Reynolds, Peter F. Hamilton.


Fallout: New Vegas 
Obsidian Entertainment/Bethesda - 2010 - Available from Steam

The post-apocalyptic Fallout series has been going strong since the seminal, original 1996 RPG. It received a lease of new life when Elder Scrolls developers Bethesda bought the rights to the franchise and released Fallout 3 in 2008. However, it's the 2010 entry to the series, New Vegas, that remains the strongest game in the series to date. Developed by much the same team as the first two games, it's a post-apocalyptic Western taking in themes of revenge, redemption and war.

Like Skyrim (developed on the same engine), New Vegas allows you to create your own character and set foot in a vast, open-world landscape (in this case, the Mojave Desert and the area around Las Vegas), free to pursue a large number of missions and quests for different factions. However, New Vegas has a much tighter focus on narrative and character than other games of its ilk, with a particular emphasis on the moral consequences of your decisions. The game gives you enormous freedom to decide how to proceed, who can live or die and which faction will rule Nevada...or if you tell them all to take a running jump and conquer the wastelands yourself with your own army of laser death robots. The game's expansions (included in most editions of the game) are by turns inventive, epic, hilarious and darkly metafictional.

See also: Fallout 3 is less sophisticated than New Vegas in terms of character and narrative, but it is more approachable, easier and perhaps a little more rewarding for those who prepare straight-up action to dialogue; Wasteland 2 is a top-down, party-based take on the same post-apocalyptic genre and is more reminiscent of the original two Fallout games. Of course, the most natural alternative is the brand-new game in the series, Fallout 4, which will be released in November and will be set in and around Boston.

Play if you like: Hugh Howey, Walter M. Miller Jnr., S.M. Stirling, the Mad Max movies.


Deus Ex: Human Revolution
Eidos Montreal - 2011 - Available from Steam

The original Deus Ex (2000) may be one of the greatest games ever made, but it's also borderline unplayable today due to clunky controls and aged graphics. The 2011 series prequel/reboot is much less hardcore and flexible, but also a lot more approachable whilst still being true to the series' roots.

This is a cyberpunk epic, set in a future dominated by massive mega-corporations, growing AI and the increasing augmentation of humans with cybernetic technology. Hard questions about morality, medical ethics and corporate responsibility are asked and engaged with intelligently. The game also allows you to choose how to play it, whether you burst into every situation with all guns blazing (note: I would not recommend this), stealthily knock out all of your enemies with EMPs and tranquilisers, or instead "ghosting" your way through situations with no-one being aware of your presence at all. Some irritating boss fights aside (made much better in the Director's Cut of the game), this is a smart and smoothly-executed SF game.

See also: The direct sequel, Deus Ex: Mankind Divided, is due out in 2016. In the meantime, you can try Satellite Reign, a top-down, squad-based cyberpunk game from the team that brought us the classic Syndicate games of the 1990s, due out on 28 August. There's also Shadowrun Returns and its sequels Dragonfall and Hong Kong, which fuse cyberpunk with epic fantasy. Those who enjoy the stealth aspects of the game may want to check out Invisible Inc, or the similar steampunk take on the same idea, Dishonored (see below). If you have a high forgiveness for its aged graphics and idiosyncratic gameplay, you can also check out the original Deus Ex.

Play if you like: Richard Morgan, William Gibson, K.W. Jeter.



StarCraft
Blizzard - 1998 - Available from Blizzard

Real-time strategy had been around for a few years (not least in Blizzard's own WarCraft franchise) when Blizzard released StarCraft in 1998. However, this was the first game to really successfully marry some intelligent, solid strategy gameplay with memorable characters and a well-told story. There's nothing hugely original here, but the story of three races caught in a desperate struggle for survival on the far side of the galaxy is well-told and colourfully depicted. The game also has a wonderful line in self-deprecating humour.

See also: StarCraft II and its two expansions are more recent, better-looking and more lavish. However, they are also more po-faced, way too overlong and more clumsily written. They're still entertaining, but lack the original game's tightness. Relic's Dawn of War and Company of Heroes series are much more satisfying real-time strategy games from a gameplay perspective, but lack Blizzard's narrative drive. For different types of strategy game, Hostile Waters and Homeworld (see below) are worthy alternatives.

Play if you like: Dan Abnett, Aaron Dembski-Bowden, Jack McKinney.


Crusader Kings II
Paradox Entertainment - 2012 - Available from Steam

Strategy games usually de-emphasise the human element in favour of managing economics, fighting massive battles and researching tech trees. Crusader Kings II still has those things, but uses a complex dynasty simulator to add a tremendous amount of humanity to the game. Your heir is no longer just a collection of stats, but an overreaching religious fanatic with poor diplomatic skills but makes for a serviceable general. Unfortunately, it later turns out he has a perchance for incest that puts your entire dynasty's future in jeopardy when you offend a prickly vassal and he declares a rebellion against you.

The result is a tense, unpredictable and original strategy game (which can also be inadvertently hilarious) where each playthrough can be completely different. There are also excellent mods available, including a fantastic one that turns the game into an unofficial Game of Thrones title, complete with maps of Westeros and Essos and all of the factions from the books available.

See also: Crusader Kings II can be a little complicated and daunting to get into. Firaxis's Civilization V is likewise huge in scope but much more approachable (but less hardcore); the Creative Assembly's Total War series (see below) dial back the sophistication of the grand strategy element but are far more compelling simulators of historical warfare. Paradox's own Europa Universalis and Hearts of Iron series take the gameplay ideas of Crusader Kings forwards into the Renaissance and World War II eras respectively.

Play if you like: George R.R. Martin, Bernard Cornwell.


Freespace 2
Volition/Interplay - 1999 - Available from GoG.com

The space combat genre was huge in the 1990s, with games like the Wing Commander and X-Wing series providing the thrills of jumping into a trusty space fighter and blowing the hell out of everything in sight. However, it was the one-two punch of Volition's Conflict Freespace: The Great War (1998) and its sequel (1999) that dropped the mic on the genre. Freespace 2 was a stunning achievement, beautiful to look at, massive in scope and constantly engaging with a twisting, turning storyline and, in the implacable Shivans, one of the most terrifying alien enemies to ever appear in a game. The inscrutably bizarre ending, unsullied by sequels that could only have cheapened it, is also highly unusual and thoughtful for the genre.

It's not often to see a game basically perfect its genre to the point where further games of its type are pointless, but Freespace 2 did just that. You can also visit the Freespace 2 Source Code Project to get some excellent mods that upgrade the graphics to modern standards and add new campaigns.

See also: GoG recently reissued the entire X-Wing series of space combat games, which are well worth taking a look at for Star Wars fans. Elite: Dangerous (see above) has brilliant combat, but is much less narrative-focused. The forthcoming Squadron 42 (a spin-off from the in-development Star Citizen) will be the first major, single-player, narrative-driven space combat game in many years.

Play if you like: Timothy Zahn, David Weber, David Drake, anything with spaceships going boom.


The Banner Saga
Stoic - 2013 - Available on Steam

The Banner Saga is a remarkable game. It mixes the harshness and brutality of a Viking-riffing epic fantasy with the beauty of a classic Disney cartoon and richly compelling gameplay influenced by sources ranging from Battlestar Galactica to The Oregon Trail. This is a story about choice and consequence, with an invading army of mechanical robots reducing entire civilisations to ash and causing thousands of refugees to try to escape to other lands. Unusually, you take command of two of these refugee trains on opposite sides of the continent, trying to reach one redoubt of safety halfway inbetween where a final stand can be mounted. Your leadership skills are put to the test as you deal with attacking enemy skirmishers, low supplies and how to handle disputes between different factions. It's a delicious mix of gameplay types set against a vivid world where the Sun is dimming and massive artifacts from a long-obliterated age sit on the horizon. Well worth a look.

See also: The Banner Saga II, due in a couple of months, continues the story. The ancient Oregon Trail (and its amusing zombie remake, The Organ Trail) feature a similar focus on survival in a harsh wilderness. Some of the same team are also making a thieves' guild management simulator, Killers and Thieves, with a similarly interesting art style. Skyshine's Bedlam is a forthcoming, post-apocalyptic steampunk take on the same ideas as The Banner Saga, using the same engine.

Play if you like: Steven Erikson, R. Scott Bakker, anything Viking-flavoured.


Dishonored
Arkane/Bethesda - 2012 - Available on Steam

Dishonored is a game which mashes up multiple genres together to memorable effect. It's set in a steampunk world of weird creatures and has a strange, haunting atmosphere, more than slightly reminiscent of China Mieville's Bas-Lag books. It allows you to proceed through stealth or all-out violence but gifts you with an array of abilities which, by the end of the game, allow you to teleport and stop time like a superhero. It's a freeform adventure with an intriguing narrative which adjusts flexibly to different playing styles. More impressively, in the game's expansions the POV reverses and you can now play from the perspective of the villain as well as the "hero".

See also: Deus Ex: Human Revolution for a cyberpunk game in a similar vein; Thief: The Dark Project and its sequels and remake for the direct inspiration to this game; Half-Life 2 for similarly memorable graphic and architectural design. Dishonored II is in development for a 2016 release.

Play if you like: China Mieville, Fritze Lieber.


Homeworld Remastered
Relic/Blackbird/Gearbox - 1999/2003/2015 - Available on Steam

Few games wear their classic SF influences as openly as Homeworld. Using a similar basic premise to Battlestar Galactica, this tale of a group of survivors from a destroyed colony planet to find their true homeworld is haunting, atmospheric and strategically compelling. The game is worth playing alone for its fantastic graphic design, influenced by classic 1970s SF cover artists Peter Elson and Chris Foss, and its beautiful soundtrack (although sadly the recent Remastered Edition does away with the closing credits song by 1970s prog-masters Yes).

See also: Ground Control and its sequel are probably the closest we have to a ground-based version of Homeworld. Sins of a Solar Empire and Haegemonia: Legions of Iron are other space-based strategy games, but play very differently. The creators of Homeworld are currently working on a planet-based prequel, Homeworld: Shipbreakers.

Play if you like: the Terran Trade Authority universe books, Battlestar Galactica, military SF, anything with a Chris Foss or Peter Elson cover.


FTL
Subset - 2012 - Available on Steam

A lot of space games take either the perspective of you directly controlling the ship through a 3D universe (like Elite: Dangerous) or massing a huge fleet and taking on enemy forces (like Homeworld). FTL is a little different. You only have one ship but the game is more interested in how you manage the crew and resources than directly controlling its course. You have a fleet of hostile ships on your tail and you have to make it to a rendezvous point with vital intel on the enemy flagship. Along the way you can be ambushed by roving enemies, answer distress calls, salvage valuable tech and recruit new crewmembers. It's a tough, unforgiving game where death is frequent and failure almost inevitable. But you also learn from each failure and every play-through gets you a little closer to the end. It's a compelling experience that results in a user-created narrative that changes with each play-through.

See also: Nexus: The Jupiter Incident for a more combat-based, 3D experience; Star Trek: Bridge Commander, which does exactly what it says in the title.

Play if you like: Firefly, James S.A. Corey, Peter F. Hamilton.


Medieval II: Total War
Creative Assembly - 2006 - Available on Steam

A lot of strategy games, from Civilization through to Crusader Kings, allow you to take command of a nation-state and take it from minor player to world-bestriding colossus through a mix of diplomacy, technological research and, occasionally and carefully-considered, restrained warfare.

The Total War series has little truck with this. You still control an empire and build up cities, but the game's focus is firmly on war, war and more war. The turn-based strategy mode is pretty much just there to provide a context for the gorgeous, well-realised 3D battles featuring real-world tactics and armies of thousands raining arrows on one another and hitting each other in the face with swords. There have been numerous games in the series, but 2006's Medieval II probably remains the high point due to its sheer scope (all of Europe from the end of the Viking age to the dawn of the Renaissance) and also its moddability: you can download mods for the game that turn it into anything from Middle-earth to Westeros to Hyrule. Later games in the series are far less customisable.

See also: more recent games in the series like Total War: Rome II and its stand-alone expansion Hannibal are graphically far superior, but tend to lack the deeper gameplay of older titles in the series. The next game in the series will be a major departure, taking place as it does in the Warhammer fantasy universe. Games like Crusader Kings II go into the strategic layer a lot more, but lack the amazing 3D real-time battles.

Play if you like: J.R.R. Tolkien (the Third Age: Total War mod for Medieval II is the best Lord of the Rings video game ever made), George R.R. Martin, David Gemmell, Paul Kearney, Stephen Pressfield, anything with large armies of dudes whacking other dudes with bits of metal.


The Witcher 2: Assassin of Kings
CD Projekt - 2011 - Available on Steam

This may be cheating a little, as The Witcher 2 is based on the bestelling fantasy novels by Polish superstar Andrzej Sapkowski. However, it's also interesting for a game based on a series of novels to first massively outsell those novels and then raise interest in them. It's happened before with TV and film of course, but I haven't seen it before with video games.

On its own merits, The Witcher 2 is worth playing. It has a morally murky plot with real consequences (the entire middle third of the game is completely different based on choices made near the start), a refreshingly mature attitude to sex and nudity (unlike the first game, which was much more juvenile) and the successful evocation of a traditional fantasy world but imbuing it with an alien and bizarre atmosphere.

See also: The Witcher 3, once you've finished the second game. The third is a much, much bigger and more freeform title, so you may benefit from playing the second (and more focused) first. I'd avoid the first game as it's combat and sluggish pace is painful to behold, although it does have some great moments in it. BioWare's Dragon Age series can be seen as The Witcher's more PG-rated, duller and less ambitious cousin. Obsidian's recent Pillars of Eternity is a similar brilliant, fantasy roleplaying game that does things a bit differently to the norm.

Play if you like: Andrzej Sapkowski, natch.


Brothers: A Tale of Two Sons
Starbreeze - 2013 - Available on Steam

Platform games in which you don't have to kill people in the face are few and far between, and this is the best of them. You control two boys whose father is sick and they have to travel to a mountain to find the cure. There are some fun puzzles based around the boys' personalities and ages (the older son is stronger but also clumsier, whilst the younger son can charm other characters with his goofy antics) but the game's strength lies in its atmosphere. There's also no dialogue, with the characters speaking a completely fictional language which is not translated. You have to work out what they are saying or meaning through context.

It's a short game, taking just 3-4 hours or so to put away, but in the process the game ranges through multiple, beautiful environments and runs the full gamut of emotions from comedy to terror to tragedy.

See also: Journey on the PS3 for a similar combat-less, dialogue-less experience.

Play if you like: crying, Studio Ghibli, feels. Actually, I cheated on this one because it's a good example of a game where its effect and mood would be near-impossible to replicate in a novel or short story. It gives a hint of what the medium can do when it really tries to be its own thing, rather than a Hollywood movie or blockbuster novel in another form.