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Portal:Fallout

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Featured article

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Set is the leader of all the ghouls in Necropolis in 2161, except for the underground ghouls who lived in the sewers and the Glowing Ones who live in Vault 12. He has a son called Typhon.

Set is annoyed at the Super Mutant presence in Necropolis and tries to recruit the Vault Dweller to take care of the problem. He is not mentioned in the Vault Dweller's memoirs, but the Vault Dweller did kill the super mutants, which led to the slaughter of everyone in Necropolis, including Set himself.

About Fallout

Fallout: A Post Nuclear Role Playing Game is a post-apocalyptic computer role-playing game that was developed and published by Interplay in 1997 and is the first game in the Fallout series.

The game takes place in the year 2161 on the West Coast of what used to be the United States of America, particularly in California. It begins in Vault 13, the protagonist's home. Vault 13's water chip, a computer chip responsible for the water recycling and pumping machinery, has broken. Armed with a PIPBoy 2000 and meager equipment, the protagonist is sent out into the remains of California to find another water chip.

Helping out

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Recent news

2 January 2014 by VaultAusir (talk)

Sadly, Fallout, Fallout 2 and Fallout Tactics have been removed from the GOG.com catalogue due to the settlement of the Bethesda vs. Interplay lawsuit. The rights to the classic games are now entirely owned by Bethesda. We're still hoping they might re-release them in the future! The games can still be downloaded if you purchased them before.

Source: GOG.com


12 December 2013 by Tagaziel (talk)
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If you never played the classic Fallout games, now you have no excuse not to play them. GOG.com offers Fallout, Fallout 2, and Fallout Tactics completely free for the next 48 hours. All you need to do is register an account. Go!


26 October 2012 by Veryblackraven (talk)
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Good news for all Fallout fans who play on Mac OS. GOG.com has added 12 Interplay titles Interplay games for Mac OS X which include Descent 1 and 2, Earthworm Jim 1 and 2, MDK, Battle Chess, and, of course, the original Fallout.

Fallout is available for $5.99 and will require Mac OS X version 10.6.8 or newer to run. If you already own the Windows version of the game, you can download the OS X version for free.

It is also said that Fallout 2 and other 19 Interplay games will get a free update to OS X once the Mac versions are ready.

If you're eager to get some old Interplay classics, make sure you don't miss the Pay What You Want sale we've reported recently.


19 October 2012 by Ausir (talk)

GOG.com is running a 14-day pay-what-you-want sale of classic Interplay games. You get a pack of 8 games if you pay anything you want, 20 games if you pay at least the average, and 32 games, including Fallout, Fallout 2 and Fallout Tactics if you pay $34.99 or more. Get them here!

Source: GOG.com
5 September 2012 by Veryblackraven (talk)
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Guys from RPG Codex has recently posted an interesting interview with original Fallout and Fallout 2 developer Tim Cain. Former Interplay Entertainment and Troika Games and current Obsidian Entertainment employee, Tim speaks about the development of the first two installments of Fallout series, his impressions of Fallout 3 and Fallout: New Vegas, his work for Troika and other topics. Here is an excerpt:

In an earlier interview, you admitted Fallout's AI was "very simple," but you also said it was the best you could do because you "ran into all the problems rules-based systems have." Can you talk a bit about what those problems are?

Rule-based AI runs into a lot of the problems that “expert systems” run into. They are very brittle systems, with a set of unchanging rules that may not cover every case. So you end up using default rules, which don't often lead to very intelligent actions. Fallout's AI was very much rule-based and brittle, and if I were to make it again, I would use fuzzy logic with a variety of parameters, and some of those parameters would be available to the player, so he could tell his followers to act more defensively or to wait for the player before reacting to potential targets.

Given that you left Interplay midway through Fallout 2's development, how did the resulting game differ from the original design you had in mind for it?

I don't remember the specific details of my plans for Fallout 2, but I do remember playing the game and seeing it was different from the storyline I had proposed for it. I think my biggest disappointment with the game is that each area was made in almost complete isolation from the others. There was no over-arching theme and no attempt to make sure the different areas were cohesive. It felt like a lot of Fallout-y areas, placed adjacently and connected with a storyline. Those areas were individually well-done, but they suffered from the lack of a strong central design.

See the full version of the interview for even more interesting stuff.

Source: RPG Codex


Featured image

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Postcard from Junktown.