I fell in love with Fallout

It’s been almost a decade since I’ve played any RPG video game. During the last ten years, I stories in games haven’t perhaps been my main focus. Especially in the recent years, I’ve concentrated my gaming around multiplayer games with shorter playing times.

I finished Fallout 1 week or two ago, and one thing particular was how the choices I made in the game were represented in the end. In the game, there was certain action (see how I don’t spoil game plot.. even when the game was made 1998, ahem) that affected certain community. I could have chose a difficult path and helped the community, but I took a shortcut. I thought “whadda hell, I can’t be arsed to help ’em” and chose the quicker option.

In the end of the game, I had won something major, but this community didn’t do so well. Thanks to my actions (or lack of them).

I don’t know why I didn’t complete the game decade ago, but I must say that the game was fun still today. It was damn hard at times, but fun too. I actually didn’t want so much combat, as I was more interested in character dialogue, sub-stories, main story and decisions that affect the game. I liked how the game didn’t hold my hand telling me “now I must go to speak to man there (let’s mark that in your map) and maybe he will tell you about secret X”. Oh noes, I had to figure out what I needed to do.

Few times it was bit irritating to wander around, few times I needed to get save files from past to get pass certain stuff… but all in all, I actually eventually learned to like it, even though I whined about lack of auto-save earlier (in Fallout 2).

Eventually, I learned to like these things that game didn’t have:

  • No auto-save (I learned to save intelligently, and it didn’t cut immersion)
  • No achievements (thank god)
  • No hand-holding (for a long time, finding some ammo felt like a true achievement even when game didn’t tell me “Achievement!! You found goddamn ammo! Here’s a badge for you!! Aren’t you one happy camper now!?”. No, finding the ammo was achievement. I didn’t need game to tell me that. I felt intelligent for figuring out stuff.)
  • No one straight path to victory: instead, I could choose what to do, and actions affected the whole outcome of the game and story. Really nice, really nice.

And it cost just $5.99 which was a steal.

Amazing that a game that was made about 14 years ago still beats many modern games. Easily.

Juuso Hietalahti


  1. I loved how, like you said, it was almost your story. You chose how to solve the problem all on your own.

    That is mine main reason for not like JRPGs – I don’t at all feel responsible for how anything except my own death turns out.

  2. I’m glad you changed your opinion. It’s as very different game for it’s time so for today’s standards most young gamers can’t stand it.
    I feel frustrated as a game developer just by seeing people complaining that Limbo was too hard and it did had some sort of checkpoints, god dammit

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