Posted on: December 21, 2020

Trupobaw
Bestätigter BesitzerSpiele: 280 Rezensionen: 11
Fallout 2 in space
At the core, the game is a solid clone of experience that once made Fallout 1 and 2 great - well written, troubled, open world with well developed characters, a main quest that makes complete sense in-universe (rather than long string of coincidences that happens to make player visit every major location), side quests related to the town/planet you are visiting, and a drifter player who drops into location, spends a real-world day solving problems that threaten inhabitants long term survival (whether their like your solution or not), pick up clues for the main quest and move on. You know, come to city, fix nuclear plant, negotiate peace between factions that did not even consider talking, expose a conspiracy, move on kind of staff. And do that because you can, not because locals had presence of mind to tell you to. This is great comeback from games like New Vegas or Fallout 3/4, where player could only act as agent of existing faction and do what (s)he's told - here we're back to being a force of nature reshaping the setting. Mechanically, the game is an FPS with shallow RPG elements and deep, deep dialogue. Most of the depth is in story and dialogue. The FPS gameplay is rather easy, making lot of stuff (companion skills, the slow time ability, crafting mods) redundant as most things can be just gunned down. Skills and stats are not that important outside dialogue and most perks affect the redundant abilities - no complexity there. On the other hand, the game does not force fake complexity on player, either (no complex crafting for sake of playing to look for components, 150 ammo types and 150 weapons you keep to be able to use each if others run out). What you do with the story is much more interesting than which ability to pick.
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