Ian Miles Chong/Sol Invictus/whatever moniker he's using now editorializes over on GameRanx on the forgotten revolution of Fallout.<blockquote>Armed with your companions Ian and Dogmeat by your side, you can kill him in broad daylight and offer the rest of the Khans a similar fate as you fight your way through the camp to rescue Tandi. Through force, you can raid their safes and loot their corpses as you emancipate Aradesh’s lost daughter.
The other option is to proceed alone through the camp at night, and open the cell in which Tandi is kept, freeing her. This provides a whole new subset of choices. Escaping the notice of the sleeping Khans, you can make it back to Shady Sands under the cover of darkness without spilling a single drop of blood. A more brutal approach would have you murdering each and every one of them in their sleep, slashing their throats as they remain unaware of your presence as the grim reaper. An even crueler option still would be to plant cooked grenades on their sleeping bodies, timed perfectly with your escape for an explosive and gory mix.
These choices already yield more options than anything Dragon Age has to offer, without even touching upon how the possible decisions affect the endgame. Interplay designed the Fallout in 1996, and released it in 1997 -- over a decade before Dragon Age saw the light of day.
Against the choices you had as a player a decade ago, RPGs today are miles away from offering the same freedom and lack of narrative restriction as the aforementioned Fallout. Of course, not every game was like this. Fallout was one of two games offering this much freedom. The other was Fallout 2.</blockquote>
The other option is to proceed alone through the camp at night, and open the cell in which Tandi is kept, freeing her. This provides a whole new subset of choices. Escaping the notice of the sleeping Khans, you can make it back to Shady Sands under the cover of darkness without spilling a single drop of blood. A more brutal approach would have you murdering each and every one of them in their sleep, slashing their throats as they remain unaware of your presence as the grim reaper. An even crueler option still would be to plant cooked grenades on their sleeping bodies, timed perfectly with your escape for an explosive and gory mix.
These choices already yield more options than anything Dragon Age has to offer, without even touching upon how the possible decisions affect the endgame. Interplay designed the Fallout in 1996, and released it in 1997 -- over a decade before Dragon Age saw the light of day.
Against the choices you had as a player a decade ago, RPGs today are miles away from offering the same freedom and lack of narrative restriction as the aforementioned Fallout. Of course, not every game was like this. Fallout was one of two games offering this much freedom. The other was Fallout 2.</blockquote>