Whats the best part of Classic Fallout?

Something they broke in Fallout 2, was that Fallout took into account the terrain the PC crossed while traveling. Different terrain styles took different amounts of time to cross, and if the PC made a stop, the engine would depict the specific terrain indicated by the map location.
Not sure about Fallout 2, but different terrain style taking different amounts of time to cross is a thing in Fallout of Nevada so I will assume it's a thing too for F2 and F1.5, but yeah the engine kinda broke in a way that it wouldn't depict the specific terrain indicated by the map location (I remembered stopping somewhere near a lake or the mountains, and all I got was being in the middle of a desert).
 
All of Fallout 1 was fun but meeting the Master for the first time and hearing the desolation in his voices as he realizes his plan was doomed made the game for me. It is the best story in video game history and the Master is probably the greatest tragic hero you'll ever see. His line's delivered with different voices like that were chilling and left an impression.

Also the lieutenant's death animation had me guffawing.
 
The dialogue options, the depth of the storyline, and the overall raw/gritty feel of the game were probably my favourite parts. Oh, and bloody mess was also quite nice.
 
While ending another Fo2 replay, i've seen dialogs that i overlooked or forgotten about, reminding me how self-aware the game is. Fo2 takes so much shit about breaking the fourth wall, but i found refreshing to have a game finally adress RPG tropes and shortcoming, without the game being ABOUT that. (unlike Bard's Tale, which was too much obvious about it)
 
Brutally honest and honestly brutal Wasteland.

No handholding. More subtle mechanics and ideas. It wasn't designed to be a theme park.

Mostly speaking about F1... F2 is kind of rough for me :(.
 
The aesthetics and environments, like what's shown in the cutscenes. I want my massive, sprawling destroyed cities and bleak desolate wasteland, not pretty smokey mountains!
 
You spend a lot more time *talking* than many other games, and you are actually involved in those conversations.
 
Equipping Power Fists, and with a Strength of 10, punching children so hard they fly across the game map taking over 30 seconds to go to your next move
/and the sound they make when you punch them
 
Honestly its the visuals for me, as old as they are there is something just amazing about them to me, something the later entries just dont really capture
 
One thing they don't capture, is the PNP/vestigial GURPS origin to the game.
Fallout_Perspective.jpg


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Aim in the eyes!

The eyes? The dick! Punch them in the dick, shoot them in the dick, pick up a rock and throw it at their dick

And yes, as someone said, you can kill children. I don't usually, I do however punch children (it's a good way to make them stop pickpocketing you in the Den. Once punched, they flee whenever you approach, MUHAHAHA.)
 
And this last forever? Well, not that I have problems with this little rats, but that is REALLY cool.

Yes. It's one of the few things I'm proud to have stumbled across on my own :D
Be careful if with Sulik though, as he will rush over and finish the job. You'll probably gonna have to let a whole turn pass (other residents won't mind you beating up the kids)

From then on and forever, they'll do that frantic fleeing thing, whenever you come near them, it's perfect
 
Aim in the eyes!
The eyes?
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But to the general question of this thread to me it's the design and the feeling they create. Especially Fallout 1. The way the game is designed and the themes of the game really stand out to me. I love the sense of mystery I got when I first played it. I felt like I was in a wasteland. It felt bleak and kind of hopeless in spots. The Glow felt so eerie like I had stumbled upon a true horror of mankind with no man there besides myself. I felt like I never knew what the true ending to what I was doing could be. Like the Blades and the Regulators or the Junktown major decision. There's too much about the first Fallout that I adore so much.
 
One thing that can alleviate this, as I mentioned elsewhere, is a second or even third layer of quests per town in the 3d games, maybe unlocked either by level cap or by other quests, or both. Goodsprings might need some help down the road, and going back around to do things for each town later on will make it less of a chore. Maybe that old Prospector has heard about a den of Deathclaws across the river, and his buddy did too, went of towards it - and never came back - you look up to the task, wanna go for one last ride?

And stuff like that. Hell, even giving Jacobstown a few quests either to provide forces for the battle at Hoover Dam or cleaning up Black Mountain would had made it relevant more; I just ignore it for most of the game.
I think this is a good idea, but a time trigger may make the quests too hard to find. Maybe 2nd/3rd wave of quests should become available after :
1. completing the first batch of quests
2. entering the strip for the first time instead (with some vague hints dropped at the player to take another look at old locations).

Ideally they would build upon your previous interactions with the town and take into account the actions you took in prior quests. A lot of the towns were nice, but only had 1-2 quests (Goodsprings, Primm, Jacobstown, Nipton). I think an example of this done right is the Mojave outpost. Theres a few quests here (and involvement with quests initiated in other places), and some of the quests build on eachother: you need to clean up the road for that one ranger dude to progress Cass' quest for example.
 
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