Act fast - time is running out to get the original Fallout for free from GOG.com. Fallout is part of their new promotion to attract new users (but is available to existing users as well), so head over there and get it for free - you have nothing to lose!
Chris Taylor has given us a few hints as to some of the directions the PV13 team is taking with colors, as well as a few tidbits about some of the things they considered in the original Fallout:
The sky color in FO1 was only seen in a few cutscenes. We never really discussed the color of the sky, as the color of the ground was far more important thanks to our choice of camera angle in the engine. In fact, I cannot recall a single conversation regarding the sky color in FO1. The artists probably did, but it never came up in team meetings or amongst the designers.
Damnation Alley is a source that we used for inspiration for the original game.
We want each of the areas to feel a little more unique, and color palettes are a part of that uniqueness. We definitely don't want people seeing one palette the entire game. Major dullsville. Color is also used to impart emotions, and it's a tool that we'll be selectively using.
The skybox hasn't been decided on. We might have a common skybox for all areas, or specific skyboxes for each location, or smaller number of shared skyboxes.
We have a wall in the office covered with environment concept art; laid out in a similar manner as to the actual map of the game. When you look at the whole thing at once it's pretty cool.
I miss the days of the old Interplay forums when all of the devs would be on and participating in the community. I'm really glad Chris is out there.
It all started in 1988 with Wasteland, published by Electronic Arts. It featured EGA graphics and was released on the Commodore 64, Apple II, and DOS. The game was set in the post-apocalyptic southwestern U.S. and the player controlled a party of Rangers exploring the wastes. It was a pretty advanced RPG for its time, giving the player a nonlinear experience not found in many RPGs during the late 80s. The game was very dynamic, allowing the player to overcome an obstacle in a variety of ways, based on the parties’ stats. It was also one of the first RPG games to introduce a persistent world.
The game [Fallout] was originally going to incorporate Steve Jackson Games’ GURPS system, pretty much the standard for pen and paper RPGs, and they even incorporated this in the game early on. They went as far to make promotional materials featuring the GURPS system, but because the game was so violent the deal fell through (after lawyers also found flaws in the initial contract) and they instead created the S.P.E.C.I.A.L. system.
Fallout’s graphics were more then adequate, giving a great feel for the post apocalyptic retro theme it touted. Beyond the stats, items, weapons, and cosmetics, was a darkly humored story. Dialogue was at it’s best in the first two Fallout games, with great delivery by the actors doing the voice over work. Included in the cast was Ron Perlman, who narrates and provides the most notable quote from the series “War, war never changes.” The cast throughout the series also included Richard Dean Anderson, Tony Shalhoub, Richard Moll, David Warner, Jim Cummings, Charles Adler, Michael Dorn, Jeffery Jones, Malcolm McDowell, Liam Neeson, and many other talented voice actors.
IGN has published yet another top games of all time list, with the original Fallout clocking in at number 19.
really had it all: dynamic, believable characters, a quality of
narrative and storytelling too rarely seen in games, and the
opportunity for players to drastically affect how events proceeded. It
was a game that above all else recognized and rewarded the player's
free will. Fallout's fiction and game world were vivid, its character
development system deep, and it possessed an often hilarious
tongue-in-cheek sense of humor. Peering past the post-apocalyptic
science fiction surface, deeper cultural themes become apparent,
echoing notions of humanity's absurd fallacies hit on in novels like
Walter M. Miller's A Canticle for Leibowitz. Though games like Baldur's Gate II: Shadows of Amn,
Planescape: Torment and plenty of others are all worthy of the PC RPG
crown, this 1997 release from Interplay is our choice for the top of
It's funny that they say Fallout is better than Baldur's Gate II, but then they go and put Baldur's Gate at number 4 D:
By drawing on the buttoned-down iconography of the 50’s and infusing it
with the paranoia and very real dangers of the Cold War era, the Fallout series presents a pastiche of an America that could have been. Traces of the boundless, wholesome optimism of the Leave it to Beaver
era barely obscure twisted, smoldering corpses of what may have once
been human. Monuments to our faith in the ability of science to “bring
us the convenience of the future, today!” dot a landscape made scarred,
barren, lifeless by that same overgrown technology. And all of it, set
to the uncomplicated music of bygone days, like vinyl ghost voices
blown on an irradiated wind.
While the author mainly refers to Fallout 3, it's still worth mentioning.
Gametap.com has added Fallout to their "950+" list of games, per a press release from Gamebanshee.com - which can be seen here.
Here's an excerpt from the article, courtesy of Brother None at NMA:
ATLANTA – June 2, 2008 – GameTap, the first-of-its-kind broadband entertainment network from Turner Broadcasting System, Inc. (TBS, Inc.), announced today an expanded partnership with Interplay Entertainment Corp. (OTC BB: IPLY) that now includes multi-year worldwide rights for the company’s titles to be available for digital download in its online store and for subscription play. Under the new agreement, Interplay titles will also be made available for free play on GameTap’s ad-supported website www.gametap.com.
“Interplay has been and continues to be a great partner of GameTap,” said Ricardo Sanchez, vice president of content and creative director for GameTap. “By expanding on our previous deal, GameTap will now feature more of Interplay’s top titles including their widely successful Fallout titles.”
As part of this expansive agreement, GameTap will now feature additional Interplay titles, including the critically acclaimed Fallout, Descent and MDK. New and previously featured titles, such as the Earthworm Jim series, will be added to the subscription service, GameTap’s ad-supported website, and also sold in GameTap’s online digital retail storefront.
Brother None also thankfully cleared up my first confused thought when I read the article, which was, "Didn't Interplay sell the rights to the fallout franchise?":
No, they sold the Fallout license. That's not the same thing as selling the older games.
You are on the greatest source of Fallout info on the planet (uh...barring the Vault), use it Fallout license
* Full rights and ownership of Fallout are owned by Bethesda Softworks LLC (Bethesda) * In the purchase deal, Interplay Entertainment Corp. (Interplay) has retained the right to produce a Fallout MMO if it is started before April 9 2009 and "succesfully launched" before April 9 2013. * The right to exploit the Fallout 1/2/Tactics/BoS sales has been retained by Interplay. Money from sales of those games goes to Interplay.
Fallout isn't quite available for download yet, but when it is, we'll let you know!
In huge news for modders, the Russians managed a crazy feat and
imported Fallout 1 to the Fallout 2 engine. If you run Fallout 2 with
this, you will need to copy your original msg files from Fallout 1 to
run it in English.
This is great news, something many modders 9myself included) have
wanted to do, or have wanted someone else to do, for quite some time.
The benefits include the massively improved NPC barter/combat
control options, the "push" option, for when those bastards block
doorways, increased inventory counter limit (99,999 instead of 999) and
the almighty TAKE ALL button.
This week is a special Q&A for Inside the Vault in honor of the
10th anniversary of Fallout. One question. Lots of answers. We asked
the team: What did you like best about the original Fallout games? This
was a fun one to put together, a terrific read. Even a couple of
developers from our sister studio, Zenimax Online Studios, chimed in.
Todd Howard, Executive Producer
It’s always been the initial opening for me. It’s one of the all-time
great intros. From the opening strums of the Ink Spots, Vault Boy
watering his plants while being locked in a Vault, Galaxy News, “our
boys” in Canada executing someone and waving at the camera, a car that
does 0 to 60 in .5 seconds with “no electronics”, the final pull-back
to a destroyed world, to the opening line of “War. War never changes.”
Within one minute, you’re completely sold.
Emil Pagliarulo, Designer
I loved the true open-endedness of the world, and the fact that I was
this lone guy in a completely unknown world, and had the power to shape
my own destiny in whatever way I saw fit. In Fallout, the Vault Dweller
could be anything I wanted. So in a lot of ways Fallout was the
progenitor of the “sandbox” game, and its principles have been
replicated in everything from Oblivion to Grand Theft Auto.
Gary Noonan, Artist
The post apocalyptic theme/setting. Morbidly, it has always been a
strange fetish of mine to see the one thing that mankind was entrusted
to in ruins because of greed, power, and SUVs (had to add that one).
Ashley Cheng, Producer
Bloody Mess perk, BB gun, Dogmeat. Replaying with different characters. Amazing open ended world to explore.
To commemorate the 10th anniversary of the release of the original Fallout, NMA has started releasing a collection of previously unreleased artwork and documents from the game.
In early October, 1997, thousands of discs were being churned out by a
nondescript factory. The discs were not quite as nondescript, as they
contained a game that is still being hailed today as one of the
greatest cRPGs of all time. This...is Fallout.
Now, 10 years later, No Mutants Allowed (also around 9 years of
age) and others are bringing you some stuff to reminisce over.
Pictures, talks, docs. Everything short of Harold's head.
Chris Taylor brings you the Mr Handy design doc,
a small little scribble from the days of Fallout GURPS. And yes,
indeed, mr Taylor is not an artist. You can download the original .doc here.
We are starting to put together "final candidates." These are CDs that
could possibly be final versions, if we experience no major bugs during
the testing phase. The Quality Assurance team is staying extra late to
go over the latest version. As soon as we silver, and can confirm the
lack of major crash bugs or other stop shipment style bugs, we'll be
posting here... -- 23 Sep 1997 A glorious date. To commemorate, NMA brings you 4 piece of Leonard Boyarsky's original concept art, with thanks to Leonard himself.
Leonard gives the following descriptions: Fallout Tales #2: larger version of the painting I did for the Fallout Tales #2 loading screen
Fallout Tales #2 sketch: original sketch for above - interesting story
behind this image. Jason and I had already done a first draft of the
story for FO2, and at one point the player was to be ambushed by
lobotomized creatures (lobotomites), when a renegade brotherhood
soldier comes to his rescue. Get it? It's Fallout Tales # 2 and it was
an illustration of a scene from FO2. Of course, the story was changed
after FO1 was released, but it seemed like a good idea at the time.
Gretch: it's gretch, man
Skill Guy: this is the first ever drawing of the 'skill guy' as I
originally called him. I did it to show everyone what I was going on
about. It was then given to George Almond, who did the first few
initial cards (and began the progression from what you see in this pic
to the final version). Tramell Isaac (T.Ray) then took over the cards
and did the rest of them, finalizing his 'look'.
Hard to believe it's been 10 years. Just goes to show how timeless the Fallout series is.
Thanks to Brother None for letting me know. He's consolidated their anniversary stuff into one page, which you can find here.
ActionTrip decided to put together a list of their top ten "RPGs" of all time. I use the term RPG loosely though, because A.) WoW is #1 (an MMO), and B.) Diablo (not an RPG) is higher than Fallout. Therefore, this list loses all credibility, in my opinion. Regardless, here are the nice things they had to say about Fallout:
As another co-project of Black Isle Studios and Interplay, Fallout
marks a rather bold step in the world of RPGs. To this day, it is
honored throughout the gaming community as a truly unique role-playing
experience. With an engaging sci-fi backdrop and straightforward
character creation system, it didn't take too long for Fallout to claim
its rightful place in the industry. One of its main traits was using
the so-called SPECIAL character creation system - as most of you
probably know, the "SPECIAL" stands for Strength, Perception,
Endurance, Charisma, Intelligence, Agility and Luck, all of which
represent attributes that are essential to the whole experience.
Fallout 2 was released one year after the original, receiving rave
reviews - even though the game's mechanics remained the same.
Our very own Ausir scored an interview with the illustrious Tony Postma, the conceptual artist for Fallout, which he added to NMA's Fallout Developer Profile Series. You can read the whole interview at this link, but here are some highlights:
On Fallout 1 (and to a lesser extent, 2) I was
strictly involved in the conceptual design of the look and feel,
particularly the user interface. The team already had an idea of using
retro-atom age imagery and objects, so I kept my concepts in that vein.
I really wanted the interface to look and function like a "real"
device, so I researched and imagined it to be like some computer or car
stereo with a removable face plate but with 1950' vacuum tubes,
bakelite plastics and glass CRT's. I also came up with the idea that
the maps would be from found objects like postcards and period signage
picked up from the sands of the desert
What specifically inspired Fallout for you? What were the biggest influences?
Urban and Sub-urban America of the 40'-50's....the cars, the
signage, the art, the architecture...all of it. I already had a few
books with photos and documentation of the period. Also the comic books
"Big Guy and Rusty, the Boy Robot" and "Mister X" by Dean Motter help
with the machinery and the mood.
On a side note, I've changed the "Picture" of the "Week." I use the term loosely, because this one isn't a picture, and I certainly don't change the thing weekly ;-). A few of you may recognize this flash animation as it's pretty old school, but it resurfaced on the boards recently so I thought I'd share it with everyone.
Sander over at NMA has written up a nice, concise, and straightforward history of the development of Fallout.
In response to the frequent misinformation spread about the basic
design of Fallout or the process in which it was made, NMA admin Sander
decided to search through old Usenet discussions with Tim Cain as well
as other more modern interviews with the core designers of Fallout 1 to
see what was the philosophy behind Fallout 2, the how and the why.
is fairly short, mostly because it doesn't contain any statement not
directly derived from a developer quote. It covers the GURPS/P&P
mechanics behind Fallout, the decision to go turn-based, details about
the setting and what inspired it, how the designers viewed RPGs, how
the game's release went and what was up with the lack of children in
the European Fallout 1.
Fallout is on The Escapists list of Favorite Story-Based Games. From the list: "If anything, Fallout should be remembered for helping to give rise to the anti-hero, and all of the plot twists associated with them. Speaking of plot twists, the ending really made me wish I had gunned down more people that deserved it. -JR"
Read:Favorite Story-based Games, at the Escapist In his latest SEC filing, Herve mentioned that "Starting on December 1, 2006 and through December 15, 2006, Interplay Entertainment Corp. will give a slide show presentation during meetings with various European qualified investors."
frymuchan noted on the Raging Bull forums that "today is the last day of Herve selling his pitch to investors. People are likely selling fearing bad news and trying to beat the rush if the funding falls through. PMy (sic) guess is that the stock will fly upwards if Interplay can earn even half of what they are looking to raise."
No news about these presentations has appeared yet, but something may filter through after the weekend has passed.
role playing game over the entire history of the genre do you think has made
the biggest 'quantum leap,' and why?"
After a few
honorable mentions, they display the top five. Deus Ex and Planescape are in
there, but number 1 goes to Fallout.
this rpg really has everything a great rpg needs: incredibly robust player
character development, not just combat skills; great original story and
setting, not just another rpg with elves and orcs; a great turn based combat
system for people who like to think, but yet has some of the most rewarding
critical death animations that rival any game, not just rpgs; a rich world full
of interesting npc characters, enemies and places; functional UI, and great
character dialogue system; because the game was open ended and the character
development was really deep, it is actually replayable more than 3 times.