Showing posts with label Henry Lombardi. Show all posts
Showing posts with label Henry Lombardi. Show all posts

April 12, 2016

The New Survival Mode is Brutal and I love it!

I've been stuck in Hardware Town for at least 2 weeks now. Real-life time, that is. For Mitchell, it's been more like one very hellish version of Groundhogs Day. He wakes from the moldy mattress, steps down to the floor level through a hole in the ground, meanders through the streets of Boston, and then, inevitably, gets murdered instantly by some manner of wasteland horror.

Sometimes it's a raider who gets lucky. Other times it's a stray landmine. Most often, though, it's just me making careless mistakes that once upon a time could be rectified with a quick Stimpak or by stuffing my face with ancient soda and cooked cockroach meat.

But this is Survival Mode, which takes the rather benign but fun challenge of Hardcore Mode from New Vegas and cranks up the dial about 10 times. So in Hardware Town, I still remain.

The sheer multitude of things that can kill you in Fallout 4 has not changed, but the safety net of quick saves and rapid healing has been effectively yanked out from beneath, leaving an utterly brutal, sometimes seemingly unfair experience. The kind that causes me to, almost without fail, turn off the game every time that familiar third person death screen flashes. Even now I write this after yet another failed attempt to escape from Hardware Town. Truly, I am not stuck there. Diamond City is a hazard-free walk away, with its warm beds and plentiful water and cheap food, all of which are now required to live.

But what's the point of Fallout without doing quests? So I labor away at the same couple jobs, all bound to the local area, thinking that it will be simple. Or it should be. But as I've already established, Survival Mode makes the once simple task of clearing a given spot of raiders a test of patience, good aim, and awareness.
"I have lost count of how many times I've died in Fallout 4's new Survival Mode!" ~ Henry Lombardi

March 23, 2016

Let's Talk About Fallout 4 DLC - Automatron

Fallout 4 has its first DLC up to bat. While not a particularly lengthy offering, clocking in at about 2.5 hours, Automatron feels more like a nice appetizer than a proper meal. That's not to say it's bad, more to say that money conscious among you may want to wait for a sale. Allow me to break it down.

Automatron adds several new weapons, outfits, armor pieces, and rather than present an entirely new area has opted instead for tweaking several current locations, though the tweaks are substantial enough to make the areas stand out, and there's certainly no shortage of "Phat Lewt" in these changed locales.

The basic premise of Automatron is that a familiar-sounding fellow called The Mechanist has unleashed an army of homemade robots onto The Commonwealth under the guise of peace. In reality, the machines are killing just about anyone they come across, and it is up to you as the only person who can get shit done to put a stop to it. You are aided in this quest by Ada, a new Robot companion (Who you may also tweak to your whims), and the entirely new mechanic of Robot Workbenches. This is the meat of this DLC, and I'm happy to report it's very well realized.

November 29, 2015

Let's Talk About how Fallout 4 is a Joke of an RPG

As I settle into my 90th hour of Fallout 4, I have finally hit the elephant in the very, very large room that is the Commonwealth. I touched upon it briefly in my initial review, but I can no longer sit idly by and just give it a passing mention; The truth hurts, but it needs to be told for improvement to be made. The first step of fixing a problem is, after all, admitting it exists. So I'll say it loud and clear now: Fallout 4 is BARELY an RPG.

A series that has long been steeped in the RPG culture has been homogenized and reconstituted into a game whose genre is not really easy to define. Best I can say is that it's an open world action/adventure, with some faint, faint, FAINT, elements of roleplay. It sure as shit isn't an actual roleplaying game, I know that much. Rather than ramble on about why in my usual raving manner, I've chosen to crib an idea from Red Letter Media and lay things out, by the numbers, as I carefully explain how Fallout 4 is a complete failure of a roleplaying experience.

By Henry Lombardi. DISCLAIMER: Not only is this my opinion, but I stand by my previous statements in my review. I really do enjoy the game a lot, and I will continue to play it for quite awhile (Most likely). I simply point out that the game is just an excellent action/adventure sent in the Fallout universe. And I have no real problem with such a thing...So long as it does not become the norm for the series.

1. The Beginning's Missteps

The idea of there being a tutorial section that takes place before the War is an idea that initially really intrigued me. However, upon actually sitting down to play it, I found it rather problematic. See, in previous titles, Fallout had ways of introducing you as a singular character with no real attachments / knowledge before beginning the adventure. In the original game, you were established as a resident of a Vault, but you are not let into the Vault immediately, and must first complete a task in the wastes. Doing so allowed both the character and the player to learn and experience this world for the first time at the same time. This is what's called immersion. The ability to plant yourself into this world seamlessly. True 100 percent immersion is not possible, I accept that, but a big part of any RPG is to make it feel like you're actually there, fulfilling the role you have chosen; That's why it's called an RPG.

"It's not longer possible to use your vast Intelligence to come up with a new solution to a seemingly hopeless scientific problem."

Fallout 2 did the same, albeit with some slight interaction with your native village. It was necessary to do this, given a more intimate setting of a small tribal home, but also invited in some humor. The game lampshades the player's ignorance when you ask questions the character should definitely already know. Fallout 3 just rehashed the formula again, but this is where we saw problems. On top of the experiences in Vault 101 affecting Karma outside the Vault (Even though that makes no logical sense), the game made no attempt to establish pretty much anybody in the Vault aside from those it deemed important. I feel nothing when shit goes to hell in 101 because the only characters to care about were James and Amata, one of whom has safely left. And it needed to do that because your whole life up until that point is meant to be in the Vault.

Fallout: New Vegas sorta did it right, with that whole convenient amnesia by head trauma thing. It's a tired trope, to be sure, but it managed to avoid the usual bits of such a trope by having very few times in which the character's prior knowledge was greater than that of the player's (The times it did were mostly for humor, as was the case in FO2). Only in the DLC did they bring the trope center stage, in what I considered to be the most disappointing conclusion to a story that is The Lonesome Road.

Fallout 4, however, easily takes it the farthest in the wrong direction, giving us two characters to choose from that not only have established lives, but also an established relationship and an established place in society. Do you remember in older games how you could make your character a babbling simpleton by setting your Intelligence to 1? The fact that Nora has a law school degree and Nate was former U.S. military training (As well as being a keynote speaker at a veteran's meeting), makes that whole interaction impossible, so they didn't even bother making it possible.

Your characters have to be average joes because the plot demands they be. And they need to be in a perfect lovely marriage, with a little bundle of joy, and surely they must be doing well if they have a Mr. Handy! Right away, key elements of roleplaying are up in smoke; The ability to create your own backstory, and the ability to flesh out your own character. Sure, all of this is effectively erased once you start the proper game, but it's not erased from our minds, especially with the plot being as overbearing and emotionally tied as this one. Cognitive Dissonance is when the urgency of the piece is supplanted by what actually happens. Sure you could immediately set out to save your baby and avenge your husband/wife, but the whole point of an RPG like Fallout was that you could pick a direction, and just walk in it. And you can do that in Fallout 4, but the resulting dissonance is just too much to ignore.

2. Bethesda decided to copy Obsidian in the worst way possible

Easily the biggest foul-up is the change made to the Dialogue. The dialogue in Fallout has been a staple of the series. One with lots and lots of options and carefully worded responses and a huge variety of persuasion options that made it so even big dumb strong characters could get what they wanted without having to throw punches. All of this is effectively gone in Fallout 4, which for some reason has replaced that with a chat wheel cribbed right from Alpha Protocol.

"You can no longer bullshit your way through a tense standoff with high Luck, and you can even forget about having a highly eloquent response with high Speech."

It was New Vegas that we wanted you to copy from, not the Alpha Protocol! You always have only 4 dialogue choices. And one of those is almost always dominated by Yes, No, or Sarcasm. And in a manner similar to Alpha Protocol, you cannot determine what you are actually going to say until you say it. It's so annoying that within a week a mod was released to banish the chat wheel, but the damage is still there. The severe limitation of what you can now say is only compounded by the complete removal of all Persuasion Checks, but Charisma ones and even those are done very poorly. It's not longer possible to use your vast Intelligence to come up with a new solution to a seemingly hopeless scientific problem. You can no longer bullshit your way through a tense standoff with high Luck, and you can even forget about having a highly eloquent response with high Speech.

Even with high Charisma, your responses in Persuasion Checks ARE ALWAYS THE SAME. All Charisma does is determine its success or failure. And that, of course, does nothing for replayability or immersion. Even several dialogue outcomes are exactly the same, even with diametrically opposed responses to the same question! Sure, you can back away from conversations, or pull a gun on them with the Intimidation perk, but that's the maximum depth that conversations go. Skyrim, which has its own host of errors, had this feature as well, and yet even it had the good sense of making NPC's stop walking to address you, whereas in Fallout 4 you're lucky to get someone walking to talk, let alone keep talking, lest they walk out of the conversation entirely and force you to listen to the same chain of dialogue yet again. How do you do that?

3. No Karma, No Reputation -- No Nothing!

I personally did not weep for the removal of Karma. It simply did not give enough to the experience to warrant its existence; Effectively all of what Karma was supposed to do is easily replaced by Reputation... But that's also been removed. Even though Fallout 4 has properly joinable Factions, as opposed to Fallout 3, the outcomes of each Faction allegiance are ultimately too similar, in a manner eerily familiar to the woefully-lacking Civil War quests in Skyrim. Sure, picking one Faction will lock you out of the other, but when the results are so similar and no substantial change results and nobody really treats you differently for your choice aside from some optional friends, it's just a huge letdown.

"Fallout 2, in particular, gave any playstyle something to latch onto, something to build the character with. You could be a slaver, a sheriff, a made man, a porn star, a boxer, a martial artist, and all of that could be done without so much as touching the plot of the game."

We need meaning to what we do, Bethesda. If there's no true impact from the choices we make, why should we care? You made the same mistake with Megaton. Sure, the initial shock of being able to personally obliterate an entire town full of innocent men, women, and children was great, but when it registers so little with the people of the wasteland (Dad is mildly disappointed, oh no.), it just doesn't have the same consequences that it should. It feels as though you've learned nothing from Fallout 3. But we know that's not true because you did get a lot of things right where Fallout 3 got it wrong; The companions are much improved, combat is glorious, and the environment is varied and colorful and interesting. It would have been so easy to push Fallout 4 to greatness, but it just fell short.

4. Truth and Zero Consequences

It's becoming increasingly evident that Bethesda cares more about delivering a consistent emotional story, but they seem to also feel like they can have their cake and eat it too. Deliver unto us this gigantic world with a plethora of things to do, give us a neat system to build our characters, and slap the RPG sticker on there. But that's just not possible. As I mentioned earlier, the plot demanded your character be a certain way, with a certain emotional connection and certain emotional need. The term "Roleplaying Game" is a bit of a misnomer; It would seem to imply that it's simply a game where you play a role, like an actor on the stage. But in truth the roleplaying game is simply the idea of creating your own role, a sort of "alter-ego" simulator, in which you can be someone you are most definitely not, or someone you definitely are or someone who falls in between those two spectrums, without so much as skipping a beat. I really need to stress how well previous installments got this idea. Fallout 2, in particular, gave any playstyle something to latch onto, something to build the character with. You could be a slaver, a sheriff, a made man, a porn star, a boxer, a martial artist, and all of that could be done without so much as touching the plot of the game. And it had consequence.

Consequence. Now that's an important thing to consider. Being one of those things listed above affected how people around you would react. Good, honest folk would deliberately avoid you if you were a slaver, whereas those who knew you as a made man for the mafia (of your choosing) knew you were nobody to fuck with. And selecting one group to join in would affect your chances, or even the possibility, of joining another group. You could forget about being a sheriff for the burgeoning NCR if you already chose the life of human trafficking. And conversely, being a heavyweight boxing champion helped your chances of becoming a porn celebrity. It's not like you could just back pedal, either. If you did something demonstrably evil to a group of people, they didn't just magically forget after an arbitrary wait time. I should also stress that you could kill ANYONE. You could literally render the game incompletable by killing plot-critical characters, and the consequence is, well, you can't complete the game!

And again, I must stress, all of this was one hundred percent optional. Compare now to Fallout 4. You can join nearly every faction, do any number of shitty despicable things, and at the end of the day the only people to even look at you different are the 12 specific characters you can haul around with you. None of whom you can even kill, mind you. In fact, the overwhelming majority of characters in Fallout 4 are completely unkillable. I remember quite a few people complained that you could not kill the Jarls in Skyrim or children in Fallout 3. But in Fallout 4? Forget about killing anyone who does anything remotely important, because it's just not happening. The people you can murder only exist outside of the plotline (Even characters exclusive to side quests may be kill-proof), and last time I checked, that is NOT total freedom. You only get to do certain things when the game tells you that you can. And that is inexcusable in any game toting itself as an RPG. Absolutely inexcusable.

I hope I've successfully driven the point home nice and clear. I also want to emphasize that I do not hate Fallout 4. In fact, this is less about the game and more about what the series has become. Bethesda took Fallout from being a storied legendary series of games to a household name. And of course with Fallout 4's amazingly successful launch and sales, it's clear there will be more Fallout in the future. The point of this article is not to try and bring down anything, but to expose an issue. Bethesda needs to return to its roots; For too long now, it has condensed epic roleplaying experiences in favor of action and epic plotlines, over true freedom and an evolving world. And it's not like RPGs can't have those, but Bethesda is clearly leaning more towards the former, and we need to make it nice and super clear that we won't let this slide in the future. The first step to fixing a problem is admitting this exists. I can only hope this helped you do that if you hadn't already.

You can follow Henry Lombardi on Facebook and / or Google+. If you liked this, check his Let's Talk About Fallout website section.

November 15, 2015

Fallout 4 Review

After years of hushed secrets, frauds, and leaks, the genuine article has finally arrived on our doorsteps. It's almost hard for me to comprehend how fast it's shown up and dropped in. We went from knowing virtually NOTHING about the next Fallout game to "oh yeah, Fallout 4 is coming out in 3 months." Not that I'm complaining, mind you. But the golden question remains: Is Fallout 4 a good game?

The short answer is YES. Fallout 4 is a good game -- but, is it perfect?!

Fallout 4 is set in The Commonwealth, the remains of the greater Boston area, and it is definitely worthy of the adjective "greater". I devoted 13 hours of the launch day solely to play as much of the game as I could, and though I have found a whole lot of quests, characters, locations, and weapons, I have barely even ventured out of the world's upper left corner! They were not exaggerating when they proclaimed it would be twice the size of Skyrim, that's for sure. You'll also be happy to know that the trailers and gameplay footage we were shown to hype up the game are actually 100 percent all in the game! It's very refreshing to see a triple A game not sold to us on complete lies, as well as one that lives up to its hype.

"The plot is almost entirely optional and takes a back seat to what is easily the most expansive and truly open Fallout game yet."

The plot follows The Sole Survivor, who on the eve of the war got a spot in Vault 111 along with their spouse and baby boy. The character customization is easily Bethesda's best to date, replacing the tedious and somewhat imprecise slider system with a sort of mold by region system, in which you can pick out a part of your character's face, and move it around however you like. You'll also be able to design the look of your spouse, and that in turn determines the look of your baby, Shaun (You cannot adjust Shaun's gender, sadly). To sum it up, you all make it to Vault 111, where the Vault's experiment (Which I'm sure you already figured out if you wondered how someone could not age for 200 years in a sci-fi setting) leads to the untimely demise of your spouse and kidnapping of your baby. In a sense, the plot is a retread of Fallout 3's plot, but in reverse, and significantly fewer plot holes to boot!

But, as you might expect, the plot is almost entirely optional and takes a back seat to what is easily the most expansive and truly open Fallout game yet. Upon exiting the Vault, you are cleared to do pretty much anything you please, just striking out into a random direction and seeing what you come across. And unlike Skyrim or Fallout 3, there is ALOT to come across, and a ton of variety in what you come across as well. Fallout 3 played around with the idea of finding quests through radio signals; Excluding the DLC, you could find 2 quests that involved following a radio signal. But in Fallout 4, it seems nearly everyone in post-apocalypse has figured out how to use a radio, as in my short time of play, I've already come across 4 distress signals, all leading to dramatically different and engrossing side quests, that even lead to more quests.

So far, the characters I've encountered (While mostly lacking a Bostonian inflection in their voices) have been very well voiced and diverse in terms of appearance and personality. It's also refreshing to see such solid animation in the bodies of the various friends and enemies of the wasteland (facial animation, not so much.). NPCs actually move about and commit daily activities in a non-robotic manner, and enemies react to your murdering of them in new and refreshing ways!

"What perks you may choose revolves entirely around your S.P.E.C.I.A.L., which has been reworked to be your everything."

Speaking of murder, Fallout 4's combat is once again, the series's finest to date. Gunplay is super smooth, and you are no longer limited by your choice of skills to what weapons you can properly wield. More on that later, but the sheer variety of the weapons you'll find combined with the insanely useful additions of grenades bound to a separate key and the ability to sprint, melee with any weapon, peaking around corners, and being able to rapidly search a body or container without pausing the game makes a combat; not such a huge damn chore as it was in previous titles. Combat is also much more difficult; In previous outings, all you really had to do was VATS your way through all the fights. While VATS is still incredibly useful, VATS can now screw up shots it would normally hit for sure, and critical hits must be earned through consistently landing shots on enemies in VATS.

The system no longer stops time, merely slowing it down, and the damage reduction you get while using it has been significantly lessened. Power Armor now functions more as a temporary powerup than end game armor, forcing you to scrounge for fuel and commit constant repairs as it's the only thing in the game that now has a degrading condition. This is compounded by enemy encounters generally having much larger numbers, as well as applying new tactics. Ghouls, in particular, are much more deadly, capable of launching themselves at you at high speeds to immediately close the distance, or Raiders now coming equipped with Power Armor and actually solid weapons! In addition, several enemies have special melee attacks that they can lock you into that will do extra damage, even crippling you. This all comes together to make a very solid and enjoyable shooting experience, and I've barely scratched the surface.

The new leveling system is less about arbitrary numbers; Success in combat now depends much more on your actual skill as opposed to a spreadsheet. Every time you level you choose a perk. What perks you may choose revolves entirely around your S.P.E.C.I.A.L., which has been reworked to be your everything. I was afraid this system would make character design overly simplistic, but it's actually quite complex. Your SPECIAL determines what rank of perks you can choose from, and a single perk can be leveled multiple times for more and more effects. Skill books, bobbleheads, and perk magazines all make their return, giving you additional SPECIAL points or perks that level every time you get a new copy of that book.

"It pays to carry a large variety of weapons, and you have a real incentive to search every nook and cranny for more."

Companions in 4 have taken a page from New Vegas in that each one has a complex personality and backstory that you learn more about by developing your relationship with them in a varied number of ways. For example, one companion may like it if you try to pass Speech checks, even if you fail, or one companion may like it if you blatantly steal or pick locks. And by fully advancing your relationship with your companions, you gain yet another useful perk. Leveling moves much faster than previous installments, and you'll be filled with a burst of excitement every time you open up that chart to pick something new.

I was bummed to see there's no Hardcore mode, but that's okay because the new Radiation system, as well as scarcity of ammo and supplies, keeps the Wasteland a difficult place to live in. RadAway, in particular, is in much shorter supply, while Radiation now consumes your max health instead of your Stats. This means food and water has a painful give-and-take of healing you on the spot but also taking some of your overall health away, making some combat situations a nightmare if your Rads get too high. Dynamic weather effects have made their appearance, with radiation storms or heavy mists making navigation a hazard in their own ways.

Ammunition it seems is in much shorter quantities, as I found myself running out of ammo a lot more than I did in previous Fallout titles. It pays to carry a large variety of weapons, and you have a real incentive to search every nook and cranny for more.The world itself is gorgeous, still selling us that ruined and worn futuristic 1950's look Fallout is known for while putting much more color into the game that just makes it come to life. Saturation of colors on given areas, and regions that are distinctly colored makes the exploration, even more engrossing, since the things you find actually look unique and striking, even from a distance.

"I am decently disappointed that reputation is gone when it would have been pretty much all the game needed to really put it over the top for me."

And of course, one has to mention the new Settlement mechanic, which is, just as was promised, entirely optional. It's immediately familiar to the Android/iPhone Fallout Shelter, in that you must manage your settlement's food, water, and electricity while also building it up and keeping it safe from hostiles. So far, I have encountered 4 different places where one can settle and form their own homestead/town, and while I am a bit bummed that it might force me to pick up perks I otherwise wouldn't get, the crafting of a whole town to my heart's content is something I can really look forward to if the exploration ever starts to wear on me. AND SPEAKING OF CRAFTING.

My goodness, is the crafting extensive. Effectively everything has been rendered useful, save a few burned things here and there. Nearly every single conceivable item in the game yields valuable crafting ingredients, with the only downside being you'll often reach over encumbrance with all the useful junk you're carrying around each time you set out on the wastes. It's fortunately not a huge deal, as it's not terribly difficult to just sell all the extra weapons you find and buy great weapons wholesale, but it's very clearly a big emphasis this time around. As you'd expect, you'll hit some snags in the technical department. My game has been relatively stable, with only 3-4 crashes, some floating brahmin, and the occasional framerate plummets over the course of some 30 hours of playtime.

So, the question remains. Is Fallout 4 the best Fallout game? In the respects of combat, exploration, interesting characters, and setting, I would say it most certainly is. But I would say that it does fall flat in the areas of true roleplaying. While you can invent whatever sort of personality for your character you so choose, it fails to distract me from the fact that the backstory and impetus of my character are constantly hanging over me. Once again, Bethesda has dispensed with the Factions and Reputation, and even now Karma has been pushed out the door. While I'm not terribly sad for Karma's loss, I am decently disappointed that reputation is gone, when it would have been pretty much all the game needed to really put it over the top for me.

Fallout 4 is a vast improvement over Fallout 3, for sure, but it still lacks in some of the same areas. Allow me to illustrate with this list, in order from best to worst Fallout games:
  1. Fallout: New Vegas
  2. Fallout 2
  3. Fallout 4
  4. Fallout
  5. Fallout 3
  6. Fallout Shelter
  7. Fallout Tactics
  8. Fallout: Brotherhood of (Shit) Steel
So that's Fallout 4. What did you think? Did you find it to be the best? Or, did you find it even more disappointing than me?

You can follow Henry Lombardi on Facebook and / or Google+. If you liked this, check his Let's Talk About Fallout website section.

August 19, 2015

Let's Talk About Fallout Shelter

Oh hello there. Sorry if I seem a bit distracted. I'm just.... OH WAIT, THERE'S A FIRE IN MY PURIFIER AGAIN! So sorry about this. I've just been playing Fallout Shelter. A lot. Like, a dangerous amount of time. I'm pretty sure I haven't left the house in at least a week. Or was that a month? Yes, ladies and gentlemen, Fallout Shelter is the Fallout game nobody knew they wanted until it was actually made and handed to us on day one of E3 by the mighty Todd Howard. Let's talk about it!

Fallout Shelter is not like any other Fallout game.

Rather it is a simple management simulator. Instead of the usual exploration, combat, and interactions with a fabulous and imaginative post apocalypse, Fallout Shelter takes place in a single place: One of the Vaults. Sounds boring, doesn't it? The hook is that the Vault is actually YOUR Vault. Yes, my friends, Fallout Shelter thrusts players into the role of Overseer of an entire Vault. You are given (almost) free reign in construction, placement, and acceptance of Dwellers into your Vault, giving them jobs and even sending them out into the Wasteland. Accomplishing certain tasks will grant you currency with which you may expand the Vault further and further underground and upgrade your facilities. But this game is inherently deceptive; It looks like a little innocent mobile game, but in reality this thing is pure evil. And I'm not just talking about its ability to consume entire hours of your time.

For starters, you can't do anything you want, truly. The Vault needs to follow a certain layout or it's doomed to fail. Within this layout, you need to make sure there are rooms for gather the three core resources of water, energy, and food. Get too little electricity and other rooms lose power, becoming useless. Lose food, and your dwellers start to starve to death. Running out of water is easily the worst of them, as your Dwellers are forced to drink irradiated slop, and I don't think I should have to tell why that's bad. So you need to strike a balance between these three things, managing your population and allocating individuals with the right SPECIAL stats to the right stations to maximize efficiency. But then there's also the danger of Raiders, so you're going to need weapons. The only reliable way to get weapons is to send people out into the Wasteland, but without weapons in the first place there's a really good chance they'll die. Good SPECIAL stats help in this regard, but until you can build training rooms, the chances you'll get a real good Dweller are entirely on the Lunchboxes.

The Lunchboxes are the game's form of premium currency. While you can earn Lunchboxes occasionally by completing challenges, Lunchboxes can be purchased with real money. And the rewards you get from Lunchboxes are utterly tantalizing. First Lunchbox I ever opened had A STAR PALADIN CROSS AND A FAT MAN. I'm not saying the game is Pay2Win, and there's not like something you can pay for to increase your chances of success in finding stuff or reduce the time it takes for dwellers to complete tasks, but the temptation is still there, regardless. I for one have avoided the temptation so far, but who knows for how long? I might just go for it now that my Vault has been wiped out for the third damn time.

And that's what it really comes down too. This game is deceptively brutal. The Vault will randomly run into issues; If you're lucky, it will be an easily manageable low damage fire. Strangely, a fire is absolutely nothing compared to RADROACHES. Yes, radroaches. The weakest enemy in Fallout's history, and still technically the weakest here, are absolute bastards who will tear apart your young inexperienced Dwellers like they were Cazadores. At first it's not so bad, but the infestations scale with your population and room numbers, so if you're particularly unlucky, the Radroaches will strike in a room that has nobody with guns in it and you'll need to quickly and carefully shift everybody around to deal with the problem. Because if you don't contain the Radroaches to one room, they start to multiply exponentially in ALL YOUR OTHER ROOMS. I lost a Vault this way. TO RADROACHES. My next Vault got utterly wiped out by a glitch. all the Molerats but one got killed... And it just wouldn't die. So it kept multiplying. It is actually because of that damn Molerat that I am free from Fallout Shelter long enough to write this damn review.

In conclusion, I believe Fallout Shelter is an excellent Fallout flavored waiting tool for Fallout 4. However, I also maintain that it is not for people that don't like being leashed to the damn thing. Fallout Shelter is effectively Fallout Tamagotchis (Does anyone remember Tamagotchis?); You become obsessed, hard-wired, to constantly inspect and maintain the Vault, even when there's nothing at all to do. Play at your own risk, people. Now if you'll excuse me, I think I'll go for a walk... With my phone.

See how-to Play Fallout Shelter on PC and MAC! You can see how it all looks below - the preview video of Fallout Shelter on PC

Article by Henry Lombardi
See previous Let's Talk About Fallout by Henry: Let's Talk About Fallout 4's Trailer

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4