IGN Presents the History of Fallout

Brother None

This ghoul has seen it all
Orderite
IGN presents a large 8-page history of Fallout tracking from Wasteland to Fallout 3.<blockquote>Shock ran through the division. Almost as a survival reflex, work immediately shifted to a replacement project codenamed, as all Black Isle projects were, after a U.S. president. "Van Buren" was Fallout 3. Black Isle had their baby back, and started making grand plans as programmers converted their Baldur engine to serve the wasteland's needs.

Everyone fell in love with the story. It opened on a prisoner waking in a cell -- a different cell than he'd fallen asleep in -- making an escape as the prison came under attack. Hounded by his unknown assailant and robotic prison guards, the prisoner would roam the better part of Utah and Colorado searching for answers, helping or destroying a faded Brotherhood of Steel on the way. Quick travel was a matter of finding and repairing railway lines, and tough choices abounded. Eventually, a scheme to initiate a second nuclear holocaust from a pre-war orbital platform came to light and, in true Fallout style, the player would fail to stop it. Instead, they'd have moments to decide where the bombs fell... who lived, who died, and how the wasteland's future played out because of it.

Enthusiasm ran high. Everybody working on F3 felt every element clicking into place, a perfect fit. This would be something they could be proud of.

But lingering doubts remained over Titus' management ability, and Baldur III's sudden cancellation. The official word from the corporate office claimed TSR -- owners of Dungeons and Dragons -- simply took the Baldur IP off the table. While possibly true, Titus Interactive's shaky financial status went unmentioned, and combined with Interplay's poor returns in recent years and $59 million dollar debt, many at Black Isle decided the writing was already on the wall. Building, then abandoning a second dream project felt depressingly inevitable, and some chose to not go down that path. Urquhart tendered his resignation, taking four project leads with him to found Obsidian Entertainment. The mood at Black Isle shifted. They were a doomed ship.

Development continued for another few months, with team members regularly defecting to Obsidian. Sure enough, with the majority of the work done, Fallout 3 was canceled.
(...)
One month later, a playable demo of Black Isle's Fallout 3 made its way to the internet. That was fine with Bethesda. They weren't resurrecting Van Buren... they were resurrecting the wasteland they knew and loved. Their model stuck to the cornerstones of Fallouts 1 and 2: an open world, expansive role-playing freedom, a strong plot with frequent and amusing detours, and a pitch-black sense of humor. Even more encouraging, producer Ashley Cheng blogged his hatred of Fallout: Brotherhood of Steel during production, indicating this Fallout wouldn't repeat past mistakes.

It didn't. Bethesda's take might've been the first non-isometric, fully 3D-rendered Fallout with real-time combat and a strong whiff of first-person shooter, but it felt completely familiar to long-time fans. Istvan Pely brought Chris Taylor's cherished original designs into Oblivion's Gamebryo engine, then made the landscape dense with interesting clutter. Lead Designer Emil Pagliarulo also took on writing duties, returning to classic elements like the Vaults, the G.E.C.K., the Brotherhood, the Enclave, the PIPboy and Vault Boy, NPC companions, and much-missed Dogmeat. S.P.E.C.I.A.L. was back. Skills were back. Karma was back. Crazy side quests were back. Perks were back, including fan-favorite Bloody Mess. Ron Perlman narrations were back. Specific-area targeting was back and translated into V.A.T.S. (Vault-Tec Assisted Targeting System), a partial nod to turn-based combat that allowed bullet-time mayhem for the cost of a few Action Points, and rewarded players with the exploding body part of their choice.
(...)
Released in October 2008, Fallout 3 ended a ten-year wait for a true franchise sequel. It was ambitious on a scale matching its namesakes, scaled to seventh generation hardware, made by people who truly understood both RPGs and Fallout itself. While character animations and the requisite bugs took deserved criticism, it quickly became one of the best reviewed games of all time, and is on track to outsell all previous Fallouts -- including the non-canon spin-offs -- combined. </blockquote>Thanks Octotron.
 
Yeah...Thanks Bethesda for this true sequel...We are overjoyed, don't you see ?


While character animations and the requisite bugs took deserved criticism, it quickly became one of the best reviewed games of all time, and is on track to outsell all previous Fallouts -- including the non-canon spin-offs -- combined.

Yeah, previous games just did it wrong... Thanks Bethesda for showing these naabs how a proper Fallout is done !
 
Nothing makes more sense than comparing sales of a PC only game to a game released on 2 consoles and the PC
 
Nothing makes more sense than comparing sales of a PC only game to a game released on 2 consoles and the PC

Not to mention comparing 1997 sales to 2008 sales. I wonder how well FO1 did against Daggerfall.

Fallout didn't lose money, but it didn't come close to expectations... or to other titles in Interplay's stable. On the other hand, it had fans. Fanatical fans.

My impression is that it actually did pretty well against the expectations, and it didn't have fanatical fans yet in 1998, did it?

To quote Tim Cain:

So I started FO2. But things were still bad. People secondguessed what was good for the game, and they wanted in on it, since it looked like a "big thing" now, not some grade B product, which was what FO was viewed as.

BTW, they missed the stage when Fallout was actually developed as a Wasteland sequel, but they did not manage to secure the license.

The ruins of San Francisco were on the map, as was the totalitarian New California Republic run by Tandi, an NPC from Fallout 1.

Totalitarian?
 
even in 97. some games for pc did sell well and some didn't; Fallout 1 & 2 was not a commercial success.
Afterall the fate of its makers reflected it at the end
 
Fallout and Fallout 2 were not big hits, but for their budget, they were certainly commercially successful.

Tactics was just that: a tactical combat game. You took on a squad of Brotherhood initiates dealing with robot armies, warring factions inside the Brotherhood and a race to reach Vault 1, hiding spot of the U.S. government during the war.

Vault 1?

No Ron Perlman narration.

Huh? Tactics definitely did have Ron Perlman narration.

And yet, included in the box was Fallout: Warfare, a tabletop miniatures warfare game... perhaps the closest the series will ever come to returning to its pen-and-paper origins.

Only on the bonus preorder CD in most countries.
 
Yes, he did.

the prisoner would roam the better part of Utah and Colorado

You forgot Arizona and New Mexico.

Interplay, meanwhile, continues to talk a good game. A press release claimed development began on the Fallout MMO in April 2008, one year after the Bethesda deal. The next test will be in a few short months, in April 2009, the deadline for Interplay to secure $30 million in project financing or forfeit their claim on the franchise. The launch deadline is April 4, 2011. Fans are certainly pulling for them, particularly since the announcement that Chris Taylor, the seminal lead designer on Fallout 1, is on board.

You forgot Jason Anderson.
 
Wha? Did IGN even fact-check this article? It doesn't seem like they did. And if Besthesda loved Fallout so much, why did they ruin it so badly?
 
Because the vast majority of today's gaming crowd doesn't care, and will believe whatever any idiot says provided he shouts loud enough?
 
Wooz said:
Because the vast majority of today's gaming crowd doesn't care, and will believe whatever any idiot says provided he shouts loud enough?
The so called "Fallout tourists".

They come because of the setting. And only caue of the setting.
 
Ausir said:
My impression is that it actually did pretty well against the expectations, and it didn't have fanatical fans yet in 1998, did it?

All of Interplay TSR/BIS' B-roll titles did well, but none exceeded expectations that much. I don't think any of 'em lost money either, tho'.

And yeah, actually, Fallout's fanatical fandom started fairly early. By 1998 the Interplay forums were insane.
 
All of Interplay TSR/BIS' B-roll titles did well, but none exceeded expectations that much. I don't think any of 'em lost money either, tho'.

Well, the Tim Cain quote gives the impression that the expectations for Fallout were rather low. If anything, it's Fallout 2 that failed to meet the expectations, not 1.
 
Should rename the article "The history of great success and epic awesomeness of the best game company ever, Bethesda". The gaming industry feels almost communist.
 
Totalitarian?

Well, maybe they concluded that from the fact that Tandi had ten terms in presidency at the time of Fallout 2. Okay, she may be so good that everyone still wants her in power, but still...

The NCR aren't exactly saints, though.
 
They're not saints, but they're hardly totalitarian, compared to almost everyone else with any power.
 
IGN said:
Their model stuck to the cornerstones of Fallouts 1 and 2: an open world, expansive role-playing freedom, a strong plot with frequent and amusing detours, and a pitch-black sense of humor.
I can agree on the fact that these are some of the cornerstones of fallout 1 and 2. If only Fallout 3 indeed had all these things, it could have been a good game...

IGN said:
made by people who truly understood both RPGs and Fallout itself.

Riiiight... :facepalm:

this is truly fiction....
 
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