A few days ago, I said that I would eventually get around to writing my opinion on the rest of the main Fallout games. Since I’ve found a bit of spare time to do some writing now, I figured I would talk about Fallout 2, which many perceive as the best in the series, and possibly one of the best video games ever made. As for me, while I agree it’s a great game, it definitely has some flaws, minor though they may be, and these serve to hold it back.

Fallout 2 was released in 1998, just a year after the original game, and it shows, since they run on the exact same engine. There have been some slight changes in the game mechanics, and the game world is much bigger than before, but it otherwise looks more like an expansion pack than a sequel. But that’s fine. CRPGs aren’t exactly played for their graphics; it’s more about role-playing and experiencing the story, after all. I just think that if Black Isle worked on it for another year or so, the game might have ended up looking better. And would also have been less buggy.
Anyways, the game starts by explaining that you are a tribal from the village of Arroyo, which was founded by the Vault Dweller (the person you played as in the original Fallout). More specifically, you are the Vault Dweller’s grandchild, and the village elder (who is the Vault Dweller’s daughter) charges you with recovering a legendary device known as a GECK (Garden of Eden Creation Kit), which will help save the village from the famine and disease that is currently ravaging it. All the tribals of Arroyo know is that there probably is a GECK in Vault 13. Those of you who played the original game or read my previous post on Fallout know that Vault 13 is where you lived in the original game. Fallout 2 explains that there was a mixup in supply shipments to the Vaults before the war, and Vault 13 ended up with a GECK while another Vault got a ton of spare water chips. The tribals also know that a trader named Vic, who lives in the town of Klamath, recently left a Vault 13 canteen behind in Arroyo, and may know where the vault actually is. Before you can go off searching for him, you have to prove yourself as the Chosen One of your people by going through a temple of trials (which appears to actually be the ruins of a museum).
This set of trials serves as the tutorial of the game, and tells you what the rest of the game will be like: HARD. You’ll already have created your character by this point, and chances are you’ll have tagged skills relating to guns instead of close combat, which will already bite you, since you’re going to have to fight your way through the trials with a spear and your fists. Having few points in their corresponding skills means that you’re going to miss. A lot. Chances are you will die against the radscorpions and giant ants (Of course there are giant ants. Everyone knows that radiation makes insects grow abnormally large and vicious, right?). You’re also going to have to blow up a door (hope you know how explosives work!) and get into a fistfight with another tribal as the final test (though you can talk him out of it with high enough speech or just cheat and pull out your spear). Apparently Black Isle was forced to put in a tutorial at the last minute by Interplay (the publisher), and decided to make it really hard as their revenge. I think that punishing the players might have been a bad idea here, but I’m no game developer, so what do I know?

The Temple of Trials. You will learn to despise this place very quickly.
After the excruciating tutorial, you get to leave the village (though there’s some sidequests in the area that you should do first) and then you can do whatever you want. Seriously, there’s no specific place you have to go to first. I’ve even heard stories of people just going to one of the main villain bases, stealing as much stuff as they can carry (including the second-best armour in the game) and then going to the final area. I imagine that would be ludicrously hard, even by Fallout 2 standards, but I don’t doubt it’s possible.
One big improvement Fallout 2 makes in comparison to the original is the use of companions. In the original Fallout, companions ultimately proved detrimental by the end of the game, since they didn’t level up with you (or if they did, it wasn’t very noticeable). You also couldn’t give them orders, so they would do as they pleased, which tended to be bad news for you, as the AI governing companions was slightly dumber than a brain-damaged turkey. Well, the companion AI is still stupid in Fallout 2, but now you can actually mess around with their settings to regulate how they behave in battle (so now there’s less chance they’ll shred you with automatic shotgun fire because they were shooting through you at an enemy). You can also freely change their equipment by simply going through a conversation tree, whereas the original Fallout literally forced you to pickpocket companions to do this. Companions will level up, but less frequently than you do; this means that they will end up being useful at the end of the game, but not to the point that they make you feel like your character isn’t needed. Most significantly, you can actually have a small army of companions with you, depending on how high your Charisma stat is. That’s right, Charisma now has purpose beyond giving bonuses to Speech and Barter. Basically, every two points of Charisma translates to another companion slot, though I don’t remember this actually being mentioned in-game. Anyways, the possible companions are:

Sulik: a tribal you meet with in Klamath. Since Klamath is probably the first town you’ll visit in the game, chances are Sulik will be your first companion. To get him to join, you either have to pay off his debt to the local motel ($350, which is a lot at this point in the game) or rescue a guy from the Toxic Caves, which is quite difficult due to the radioactive sludge that’s all over the floor there (worth doing later for the Bozar, which is probably the best Big Gun in the game). Sulik specializes in close-combat, whether with his fists or trusty sledgehammer, though he can use any gun that uses the SMG animation. Give him a Mega Power Fist or Super Sledge later on with some power armour, and he’ll be smashing enemies across a room with a single hit, then running up to them and doing it a second time. Talks with a Jamaican accent and really hates slavers and bad guys overall.

Vic: the trader that you have to find who may know where Vault 13 is. While it turns out that he just bought the canteen off some guy who found it in the middle of nowhere, it’s still worth it to rescue him from the slavers in the Den, either by paying for his release or just killing them all (the latter is really only recommended when you’re very strong, since there’s quite a few slavers and they’re all well-armed). While fragile and not especially quick, Vic is deft with repairs and can end up being one of your best snipers. Give him a Gauss rifle or sniper rifle and watch him take down enemies with almost no effort. Just don’t let anyone get near him; a small breeze can prove dangerous for him. Quickly develops a tendency to call you “boss;” won’t stop even if you ask him to.

John Cassidy: A grizzled old man running a bar outside Vault City with a heart condition. When you meet up with him, he’ll offer to join you (provided you aren’t a child killer or slaver) for free, saying that he’s sick of putting up with all the crap Vault City security forces put him through. Think of him as Clint Eastwood in a post-apocalyptic future, and that about sums him up. Is a good shot with rifles and shotguns, and can slug it out with his fists as well. Probably the best companion in the game. If you can only take one companion with you, go with Cassidy. Just don’t give him any drugs besides regular stimpaks, or he’ll drop dead of a heart attack.

Myron: Teen genius who works for the Mordino family in New Reno. Developed a highly addictive drug known as Jet after killing hundreds of enslaved test subjects through testing that could only be described as a crime against humanity. Probably one of the most evil characters in the game, if not in the entire Fallout series, which is really saying something considering his competition. Is also near-useless as a companion, since he can only use pistols. His one redeeming feature is that he can make stimpaks for free if you give him the ingredients, but you’ll be so rich by the end of the game that even that is useless. Even killing him is more trouble than it’s worth, since the game will consider you a childkiller if you do it. Don’t even bother recruiting him.

Lenny: A Ghoul doctor who works in the town of Gecko. Once an inhabitant of Necropolis, he regrets not having gone with the Vault Dweller on his journey, and will ask to join you if you have a good reputation with the citizens of the town. Is notable for being the only character proficient with medical skills who can join up with you, and can take a beating to boot. Not the best companion, but you could do worse. Fairly flat as a character, though.

Marcus: The Super Mutant mayor of the mining town of Broken Hills. He’s basically a member of a race of proud warriors who once opposed humanity, but is now on such friendly terms with humans that he’s willing to work with them. Is also voiced by Michael Dorn, and can be described as the big guy of your team. Wait, am I describing Marcus, or Worf of Star Trek: The Next Generation? Anyways, Marcus is a pretty good companion, and is notably the only one who can use Big Guns and the really big energy weapons, like the Turbo Plasma Rifle. He’s one of the most interesting companions you get, but suffers from some downsides. He can’t equip armour, though his skin eventually becomes as tough as Mark II Combat Armour, and he has a tendency to kill your own guys with the bullets from most of the Big Guns. Give him something like the Turbo Plasma Rifle, though, and he’s pretty good in a fight.

Goris: A member of a modified group of Deathclaws who have increased intelligence and currently live in Vault 13. After they’re massacred by the villains (who created them), Goris will be the sole survivor, and will ask to join you in order to gain revenge. Is the smartest of the Deathclaws, as he proves himself to be quite literate and capable of human speech. Despite this, he is just as tough as any other Deathclaw, but you can’t give him new weapons or armour. Because of this, he’s OK as a companion. Has an awesome animation at the beginning of battle where he throws off his cloak.

K-9: An intelligent cyberdog who can be recruited at Navarro. He is just as erudite as Goris, but needs your help to get his legs working again. Is limited in use due to only having his teeth to fight with. K-9 is also an obvious reference to Doctor Who, and will not be the last one in Fallout 2.

Pariah Dog: The single worst companion in any game, ever. You encounter him randomly (depends on your Luck stat), and he will automatically join up with you and never leave. He also has 750 HP, which makes him one of the toughest characters in the entire game. What’s the downside? He comes with the Jinxed trait, which will cause everyone in your party to suffer incredibly bad luck, resulting in guns jamming, missing more often, taking critical hits more often, having their guns explode… You get the idea. His high health makes him tough to kill, he won’t help in a fight, and as soon as someone attacks him, he will flee the area, only to return on the next screen. If you encounter him, just reload your game.

Skynet: An AI you encounter in the depths of the Sierra Military Base. If you have a Science skill of 121%, you can install a cybernetic brain into a Robobrain, which Skynet will download itself into. Skynet can attack with it’s arms and whatever rifles you give it, but cannot recover health with stimpaks. It can repair itself somewhat in battle, but you’ll mostly have to let it heal after each fight. Not very good as a companion, but interesting in concept.
Fallout 2 greatly differs from the original in tone; namely, it is way darker. This is probably one of the darkest games I’ve ever played, including the Mass Effect games, where you have to deal with Mecha-Cthulu and all his friends coming to kill everything in the galaxy, make another one of them, and come back to do it all again in another 50 000 years. As mentioned before, there are slavers (who you can join up with), prostitution, mobsters, and villains who plan on committing genocide. Speaking of which…

Meet the Enclave. These mysterious soldiers have been going around the Wasteland and killing or abducting people with their advanced technology, including power armour beyond what the Brotherhood of Steel has and helicopters (“vertibirds” here), which are the only form of flight left in the world. While mysterious, they clearly demonstrate that they hate everyone they perceive as mutants, which includes everyone who isn’t one of them or a Vault dweller. Sound like the Nazis so far, don’t they? Well, you find out who they really are at the end of the game:
The United States government.
That’s right, the US government turns out to be the villains. They’v survived the war on an oil rig off the California coast, and were the ones who planned the Vault project in the first place. As it turns out, the Vaults weren’t meant to save anyone: they’re actually meant as experiments for the Enclave’s goal of going into space and colonizing another planet. Their plan is to use FEV (Forced Evolutionary Virus), which is what created the Super Mutants, and modify it into a supervirus that is lethal to any organism with even a trace of radiation. They’ve been abducting people from around the Wasteland in order to use them as test subjects, and when you finally get to their oil rig base with an oil tanker in San Francisco, they’re just about ready to deploy. You fight your way through the base, and eventually confront the president, Dick Richardson.

God, this guy is even scummier than he looks.
You can choose to just leave him alone or kill him, which you could easily do by just injecting him with a super stimpak and letting the damage side-effect kill him. You then can set the base to self-destruct or convince a scientist to change the FEV enough so that it’ll affect the Enclave instead, then unleash it on the base. Either way, you have to make a run back to the tanker, and then you meet the final boss right at the exit: Frank Horrigan, Secret Service Agent.

You don't want to mess with this guy.
Voiced by Michael Dorn (I guess Black Isle really like him on Star Trek), he is the only final boss in the series who cannot be talked down: you HAVE to fight him. You can convince some fleeing Enclave troops to lend you a hand, or you could hack some turrets, but otherwise, you’re going to have to take him out before the place self-destructs. He has the best power armour in the entire series and uses the unique Endboss Plasma Gun and Endboss Knife (the latter of which is the size of a sword). Once you take him out, you get to go home to Arroyo with the GECK (you did pick it up, right?), and the village ended up becoming a prosperous city. You also get a slideshow detailing how your actions affected the Wasteland; you might, for example, have slept with the wife or teenage daughter of a mob boss in New Reno, which would have gotten the one you slept with pregnant with your son, who ends up taking out all the competition and ruling the city himself (this is confirmed in Fallout: New Vegas).
I mentioned earlier that this game got really dark, but it also has a lot of humour at the same time. It proves quite jarring to run into Monty Python’s Knights of the Round Table (who also have Holy Hand Grenades that you can get from them) or the Doctor’s TARDIS. They’re funny, sure, but they don’t really fit in. Still, this is a good game, though there was a lot of content cut out (for which there are mods). Overall, I’d recommend Fallout 2, but Fallout is still the better of the two, if you ask me.
Join me next time, as we head to the Washington D.C. area for Fallout 3, and all the RAGE that accompanied it.