You can kill every person you see in the game. Fallout lets you decide everywhere, in any situation. According to this game, "role-playing" means that you make choices and form your behavior according to your own views, or at least according to what you have in mind at that particular moment. Social interaction was added to some games, but nowhere does it become such an integral part of the gameplay as in Fallout. For years, role-playing games have been mostly about getting better at killing enemies. The most notable breakthrough of this system - and a further important step towards a more inclusive understanding of role-playing - is its greater openness to actions that do not necessarily pertain to combat. But it is the genius of Fallout that makes it simple to play, yet hard to master it never sacrifices pure fun and instant playability for its sophisticated system. Darklands was certainly even more realistic in its depth and complexity while trying to avoid as many genre conventions as possible. Character creation system leads you through a thicket of main attributes, skills, and perks, but these are not bound by classes, races, or any other comparable category. Like its predecessor, Fallout opts for a flexible approach to role-playing. It adapted the revolutionary spirit of Wasteland to contemporary sensibilities, and the results are singularly impressive, to say the least. It is therefore even more remarkable that this game managed to gain considerable popularity even in mainstream cycles despite being both non-traditional and hardcore at the same time. Fallout, on the other hand, relies pretty much on one template only: Interplay's own groundbreaking Wasteland, of which it is a clear spiritual follower. The first succeeded because of simplification the second thanks to intense study of traditional material. The second half of 1990's saw many great role-playing games, but three of them have the special status of franchise-starters and reformers in the genre: Diablo, Baldur's Gate, and Fallout.
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