Monday 7 March 2016

Fallout 2 Gameplay





Fallout 2



Fallout 2: A Post-Nuclear Role Playing Game is the sequel to the original Fallout. Released on September 30, 1998, it was officially developed by Black Isle Studios, which by that point had become a full-fledged design outfit.



Fallout 2's gameplay is similar to the original Fallout. It is a role-playing game with turn-based combat, where the player plays the game in the pseudo-isometric view.



Character attributes

Main article: Fallout 2 primary statistics

Fallout 2 uses a character creation system called SPECIAL. S.P.E.C.I.A.L is an acronym and initialism of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are the seven basic attributes of every character in the game. They are used to determine the skills and perks of the given character.



Skills

Main article: Fallout 2 skills

There are 18 different skills in the game. They are ranked from 0% to 300%. The starting values for those skills at level one are determined by the character's seven basic attributes, but most of those skills would fall between 0% and 50%. Every time a level is gained, the player will be awarded skill points to be used to improve their character's skills, equal to five points plus twice their Intelligence. The player may choose to "tag" three of the 18 skills (though later a fourth skill may be tagged). A tagged skill will improve at twice the normal rate. Some non-player characters can also improve Skills via training.



There are:

Six combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing Weapons.

Eight active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.

Four passive skills: Speech, Barter, Gambling, Outdoorsman.

Combat skills improve accuracy and (generally) damage with weapons which correspond to that combat skill. For example, the effectiveness of a minigun would be governed by the Big Guns skill, while the effectiveness of a 10mm pistol would be governed by the Small Guns skill.



Active skills may be selected and used on the player, non-player characters, and the environment to accomplish tasks. For example, a player may use First Aid to heal themselves or allies, or use Repair to fix a generator. Active skills can also contribute to in-game dialogue. For example, someone with a high Science skill could talk to a scientist and get a better response out of them than if they had a low science skill.



Passive skills also contribute to in-game dialogue, along with various other things throughout the game. However, they can't ever be selected and used like active skills can.



At the end of the original Fallout, the hero, the Vault Dweller, was exiled by the Vault Overseer for prolonged exposure to the outside world. Unable to return home, the Vault Dweller, with a group of willing companions, traveled far north. Eventually they started their own tribal village called Arroyo in what we know as Oregon. Decades have passed since the original Fallout, and the Vault Dweller disappeared from Arroyo after writing his memoirs.



In the time since the Vault Dweller's exile, a new government known as the New California Republic (abbreviated NCR) has begun to unify the southern towns and is spreading to the north. A mysterious new organization known as the Enclave has emerged with the most sophisticated technology in the wastes, even surpassing the Brotherhood of Steel. A new drug, jet, has become a cancer on many towns, its addictive properties forcing many to rely on the town of New Reno to keep them supplied.



During 2241, the humble village of Arroyo suffered the worst drought on record. Faced with this hardship, the village elder asked the direct descendant of the Vault Dweller, referred to as the Chosen One, to perform the quest of retrieving a Garden of Eden Creation Kit (G.E.C.K) for Arroyo. The GECK is a device that can create thriving communities out of the post-apocalyptic wasteland.



https://youtu.be/gxHDFGfUfw8

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