Fallout, aka "The Game That Refuses To Be Forgotten", is once again popping up in random places in the gaming media world. First is a sociogaming article by the Escapist analysing settings and zeitgeist:<blockquote>Games, as they continue to evolve in terms of technology and audience, progress toward a threshold of societal relevance. We, too, pull from the leaf-mould, and looking back on landmark successes in the game industry invites inspection: In Fallout and Deus Ex: Invisible War, we see a recurring post-apocalyptic theme (...)</blockquote>Fallout as a social comment game? Might be missing the '50's perspective in that short commentary. zioburosky13 pointed out a podcast on PC Gamer (#55) that mentions Fallout at 33:58:<blockquote>"Turn based...that doesn't seem to sell game this day" (...)
"Well Kotor was turn-based"</blockquote>Both these statements, surprisingly, are untrue. More interesting is Fallout again popping up on a Gamasutra list (having made "RPGs that advance the genre" earlier), this time as a honourable mention on the Leap Forward: Storytelling list (Deus Ex makes 1):<blockquote>Black Isle's 'Fallout' was one of the first games with a cinema caliber story, sharp dialogue, and true story-driven objectives. You had a reason to act that was intensely personal. The whole world may have been in danger, but your first priority was always your own friends and family. That you are then rejected and cast out into the wastes, even as their savior, remains one of the most poignant moments in gaming history. Even when you "beat" the game, your character loses that which is most dear to him.</blockquote>
"Well Kotor was turn-based"</blockquote>Both these statements, surprisingly, are untrue. More interesting is Fallout again popping up on a Gamasutra list (having made "RPGs that advance the genre" earlier), this time as a honourable mention on the Leap Forward: Storytelling list (Deus Ex makes 1):<blockquote>Black Isle's 'Fallout' was one of the first games with a cinema caliber story, sharp dialogue, and true story-driven objectives. You had a reason to act that was intensely personal. The whole world may have been in danger, but your first priority was always your own friends and family. That you are then rejected and cast out into the wastes, even as their savior, remains one of the most poignant moments in gaming history. Even when you "beat" the game, your character loses that which is most dear to him.</blockquote>