Olympus (Olympus 2207)

Restoration Project (mod features)

Atmosphere:

Fans of the older games vehemently claim that Fallout 2 is more atmospheric than the third installment, although the comparison itself is illogical and usually biased.

Fallout 3 depicts the atmosphere of a primordial apocalypse, meaning a maximum of ruins and a minimum of settlements and communities. Raiders and super mutants predominate, and settlements are ruled by self-proclaimed leaders unable to cope with problems that threaten to destroy the community. Let me remind you that this atmosphere was present in the first game.

In Fallout 2, the post-apocalyptic atmosphere is relegated to the background, with community conflicts and small urban problems taking center stage. People have settled comfortably in the wasteland, so they don't experience poverty and earn money. Gambling and caravan trade have grown noticeably and are no longer uncommon. An entire state already exists in the wasteland, issuing laws and preparing to seize power in other communities. This idea was intended to be developed in the game Van Buren, but the project was canceled. Some of the ideas from there were recreated in Fallout New Vegas, so a certain similarity is noticeable.

Comparing the atmosphere of Fallout 2 and Fallout 3 is pointless – the second game has "this" but not "that," the third game has "this" but not "that."

Just like in the previous game, retrofuturism is shown in fits and starts. It's there, but you can only notice it by breaking into a closed pre-war complex that hasn't been set foot in for years. The game lacks pre-war junk – even non-functional stuff will do. The savage in a disassembled power armor helmet appearing in the loading screens suggested that the inhabitants of post-apocalyptic America will use familiar things in their own ways.

Quests are a separate topic. I like how the "messenger" tasks (in the spirit of "bring this, find that") were presented simply and tastefully. This can be said about many, but not all, quests. The ordering of some quests and their difficulty are somewhat odd.

Somewhere mid-game, under certain conditions, a quest may appear in which the hero is robbed of a unique item, the only one in the wasteland. Notably, the kidnappers are only slightly more powerful than a small group of raiders. They are easier to kill than to negotiate with or pay the ransom.

It's encouraging that there are now more quests with choice or alternative completion options. However, the developers' policy regarding "evil" factions and actions hasn't changed much—completing a single quest from an evil faction can lead to the impossibility of completing the main game and bad endings.

Fallout 2 Cut Content

Unfortunately, not all of it made it into the final version of the game.

  • The Abbey. A building north of Gecko. The Abbey's inhabitants preserve books, parts, and technology. In the final version of the game, only a random character mentions this place.
  • A primitive tribe. A peaceful tribe's camp/village on the shore of the Pacific Ocean. Sulik and his sister lived in this settlement.
  • The Hole's residential area. The name speaks for itself. You can access the area by pressing the "3" button on the world/city map. The location wasn't fully completed, so there's nothing interesting to be found there except buildings and nameless characters.
  • TV City is a computer-generated place inspired by 1950s television shows. The city was supposed to be populated by androids.
  • Area 51. A secret military base in Nevada where aliens are studied.
  • EPA (Environmental Protection Agency). An additional location full of combat and puzzles. It's a cross between a high-tech city and a pre-war shelter.
  • Kaga was the first person to be sent to find the G.E.C.K. He likely failed the test and left the village. He can be found in the wastelands as a bounty hunter, but each time he appears, he has more impressive equipment and armor.
  • Antiochus's Holy Grenade . The game's most powerful throwing weapon, a reference to Monty Python and the Holy Grail. It would be found in a random encounter, if not for a bug that makes the detection rate slightly higher than zero.

I understand that the above was cut from the final version of the game for a reason (for example, TV Town is non-canonical according to the "Fallout Bible"), but the developers didn't add any alternatives to the removed moments. Unfortunately, there weren't many locations available for adventure in the original.

One good thing is that fans have recreated some of the cut elements in mods and projects related to Fallout 2.

Special and Memorable Moments of the Game:

Unfortunately, the second part of the famous series is often remembered for such "peculiarities" as...

  • A working car
  • Talking Deathclaws
  • Porn studio "Golden Spheres"
  • The opportunity to marry (Maria. There are no other options), and later force his wife to star in a porn film

Many Old Believers even consider/considered these to be the game's main strengths and the main reasons for those unfamiliar with the series to play. Other things, as a rule, are forgotten or left unmentioned. But that's far from the most interesting thing about Fallout 2.

First and foremost, the game features interesting companions with unique personalities.

The Chosen One could allow his subordinates to indulge in pleasures in a brothel at his own expense.

Unwanted and unwanted companions can be sold into slavery (before they realize, of course, who they're dealing with).

Companions aren't perfect—each has their own flaws, which doesn't make a hero traveling in a large group a superhero. This is because not all of them are designed exclusively for combat: there's a repairman, a doctor, and... Myron! A young, self-taught chemist, a racist, and the creator of a unique drug who "points out your stupid mistakes." In the 1C localization, he's voiced by Boris Repetur. While companions didn't progress in the first game, they gain levels here (minimum 1, maximum 3). This is mentioned rarely, and mostly when it comes to companions. In Fallout New Vegas, memorable companions of the Chosen One like Myron and Goris aren't mentioned at all—Obsidisan "paid off" with Marcus's presence in the new game.

Mafia bosses can be killed without rushing in with a gun, but simply by learning their weakness. This is good, because to "cleanse the city of mafiosi," the Chosen One doesn't necessarily have to be Rambo-like.

Furthermore, to destroy a mafia family, you don't necessarily have to kill the boss. You can deal a strong blow to their business or kill multiple members of the group. The criminal city of "The Hole," home to the slave traders' base, is home to some of the most atmospheric and colorful establishments in the game.

It's the only city in the game where you can rob and kill the owners of the establishments without becoming an enemy of the entire population. After a while, an "Out of Business" sign appears at the entrance to the establishment. I understand this is due to the power vacuum, but other cities lack such a feature. I'll also note the reactions of those around me to wearing power armor. These are mostly amusing comments, prompted by indignation and surprise at the protagonist's unusual appearance in this armor. Unfortunately, this feature doesn't work everywhere, only in a few cities, and it doesn't hide the tattoo ("Slave Trader's Mark").

In addition to the main goal of finding the GECK and minor side quests, the game features an entire quest line that affects the fate of individual settlements, connected to three factions and numerous locations. There are many options – you can help your favorite side of the conflict, build a fragile balance of power, or harm everyone. It's worth noting that there is no direct war, only competition for certain points.

There's also a challenging and somewhat tedious option to complete the game without killing anyone, except for the final boss. It's tedious because you'll often have to flee random encounters with a low to average survival skill.

The numerous references to famous films, which can be found in various phrases and situations—from Star Wars and Star Trek to Monty Python—are a joy. There are also hints of reality—one of the factions even parodies a well-known American religious sect, and one side quest is a reference to former US President Richard Nixon.

And most importantly, the game is freeplay after the finale. After completing the main quest, the Chosen One can travel the wasteland again! There won't be any new assignments, but new interesting dialogues and opportunities will become available—from installing new rims for your personal car to "hugs" with Vault City's first citizen.

Restoration Project (walkthrough, features, quests)

Source: dns-cabinet.ru.