
You've just unearthed the classic post-apocalyptic role-playing game that revitalized the entire CRPG genre. The Fallout® SPECIAL system allows drastically different types of characters, meaningful decisions and development that puts you in complete control. Explore the devastated ruins of a golden age civilization.
Most likely between $3.4M and $9.5M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Reviews
Themes across 1009 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
i don’t think the franchise can ever return to the atmosphere of the original Fallout, and Fallout 2 made sure of that. they could have taken many different directions for the sequel, but instead, they filled the game with pop culture references and wackiness (e.g., adding talking deathclaws... which completely ruined the fear those creatures once inspired). i know Fallout 2 is a fan favorite, but it makes me wonder where the series would be today if it had maintained its original tone. then there's Fallout 3, which turned heavy themes provided by the first game into cheap nostalgic callbacks. basically turning the franchise into a caricature of itself. nothing illustrates this better than these quotes from both games: Fallout 1: "You are a hero, and you have to leave" - Overseer Jacoren to the Vault Dweller, you. you return to vault 13, entirely changed from the moment you first emerged. you gave everything you had, changing for better or worse. and that is a risk the Overseer simply cannot take. your sacrifice is absolute - you saved your people, only to lose your home. Fallout 3: "You are a hero, and you have to leave" - Amata to the Lone Wanderer, you. delivered without weight, simply to score cheap nostalgia points from returning players. Fallout: New Vegas occupies an interesting middle ground in this evolution. it's overall identity remains a tug-of-war between the first two games. at it's worst, it inherits the silly, over-the-top nature of Fallout 2, like ghoul cultists launching themselves into space at the Repconn facility. and at it's best, it captures the oppressive, lonely dread of Fallout 1, most notably in the Dead Money dlc. but in the end, the core game embraced the lineage of the sequel - a bustling post-post-apocalypse defined by faction politics and satire rather than stark isolation and gritty survival. we’ll just never get another game that truly feels like Fallout 1.
11/10
игра крутая но я не играл 10 злых олдскул фанатов из 10
Good
О ты снова здесь и даже в добром здравии!
game klasik yang bikin ketagihan
good old original fallout
Stara dobra gra, teraz już takich nie robią. Wiele godzin dobrej rozgrywki.
在许多游戏媒体和社区话语中,《辐射1》常被塑造成一座不容置疑的丰碑,其系统深度、叙事自由度和黑色幽默的基调,似乎完美无瑕。 《辐射1》的等距视角(Isometric)与像素美术,在今日看来并不显得“落后”,反而形成了一种独特的、类似精致微缩模型或粘土动画的风格。这种风格与像素游戏类似,已超越了技术限制,升华为一种特有的艺术语言。现在的3A游戏引擎恐怕都无法复现原作那种“一顿一顿”的、略带模糊的质感所营造出的氛围。 让我最难以适从的反而是它的叙事基调。《辐射1》的基调,本质上是在“鼓励”玩家成为一个混乱的“乐子人”或巨魔。比如说游戏结尾的“瘟神”(Bloody Mess)Perk事件,原本我扮演的是一个道德高尚、一贯和平方式解决问题的英雄。但在最终场景,就因为选择了这个Perk,我的角色在过场动画中自动暴起杀人,而我作为玩家,没有任何选项可以阻止。这直接宣告了我整个游戏过程中所有角色扮演努力的终结。 本作许多被奉为圭臬的“自由度”,其实是“被迫的恶意”。对比之下,《辐射:新维加斯》之所以被视为平衡的巅峰,正是因为它提供了一条更中立、更尊重玩家选择的路径。《辐射1》更像是在做“陷阱”叙事,它引导你走向它预设好的废墟。 战斗系统则简直是一场“随机性的暴政”。它完全照搬了TRPG(桌上角色扮演游戏)的骰子系统,但在单人游戏中,这种设计引发了灾难性的体验。战斗结果变得毫无逻辑可循。前一回合你可能毫发无伤,下一回合敌人就能打出75点伤害直接秒杀你;你的队友可能一枪把你爆头;你计划周详的战术,会因为连续的“未命中”变得毫无意义。 这种完全不可控的随机性,唯一的“策略”就是不断地“S/L”(存档/读档)。这摧毁了所有策略规划的成就感,将游玩过程拖入无尽的重复劳动中。于是,游戏体验出现了严重分裂:一旦进入战斗,乐趣瞬间暴跌;一旦脱离战斗,进入探索或对话,体验又迅速回升。这种大起大落,让整个旅程充满了疲惫感。 2026年的《辐射1》还能玩吗?答案是:能,但极其艰难。它的确是一部伟大的开创性作品,但在诸多方面,它已经被时间给冲刷成了平凡的样子。
everything you could ever want in an rpg, it's a must play for fans of old school rpgs.