Fallout

Fallout

I won’t sugarcoat it— in my view, the first Fallout is one of the least impressive entries in the entire series. Only Fallout 76 and Fallout: Brotherhood of Steel awkwardly vie for the title of the worst, but no one in their right mind would ever refer to these games as “the Fallout we’ve lost.” Curious? Well, then get comfortable, because it’s time to unravel the myths and misconceptions that have grown around Fallout 1 over the years.

Fallout Free Steam Account

Let me start on a personal note. The Fallout series holds a special place in my heart — I’ve spent over 650 hours in Fallout: New Vegas alone. And if you add in the time spent in other parts and numerous mods, the total has long since exceeded a thousand. My first acquaintance with this post-apocalyptic world happened in Fallout 3, where I first immersed myself in its dark atmosphere and rich story content. True love flared up in New Vegas, where the system of choice and consequences left an indelible impression.

With the release of Fallout 4, my passion died down a bit — it lacked the very magic that captivated me before. However, everything changed after I discovered the cult Fallout 2. This game amazes with its depth and maturity. My passion was also fueled by large-scale mods: Fallout of Nevada, Fallout: Sonora, and Fallout: New California, each of which opened up unique stories and new horizons for me. I admit, curiosity got the better of me, and I even gave Fallout 76 a try during one of the free weekends, just to see where the franchise was heading. And that’s why it still surprises me that I only recently seriously turned to the very first part of the series, given my long-standing attachment to this universe and its atmospheric worlds. Honestly, the reason for my delay is just as ridiculous—I really can’t stand time limits. Fallout 1 throws players into tight deadlines, a feature that is notably absent in the other games of the series, making it feel quite unique and stressful.

Ironically, it was only by pushing myself beyond my comfort zone to finally wrap this up that I realized modders had already tackled this issue long ago, allowing me to enjoy the game at my own pace, for which I’m incredibly thankful. Their work truly enhances the experience. Still, I didn’t anticipate that playing Fallout 1 would evoke the same feelings I had with Fallout 4—an increasing frustration that I tried to fend off with self-deception, telling myself, “The next settlement will be better” or “Maybe I’m just not playing it right.” This constant internal dialogue made the experience feel all the more real and engaging, as I navigated through both the challenges and the nostalgia.

Fallout scorpion

Sadly, the truth turned out to be far more ordinary—simply put, the game was overhyped right from the very beginning. As I immersed myself in the world of Fallout 1 and carefully checked details against the extensive fan wiki, I increasingly realized that, had it not been for the imminent release of the sequel, which outshone the original in every conceivable aspect, Fallout wouldn’t have evolved into a beloved series that left an indelible mark on popular culture and inspired countless creators around the globe. It’s fascinating to think how this journey unfolded. But enough of the nostalgia; let’s get down to the specifics and explore the details that matter most.

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Fallout is a pretty simple game

This assertion can manifest in various ways, yet its primary aim is to highlight the superiority of “the classic Fallout” over the recent installments from Bethesda. Advocates for the original often employ a range of arguments: from claims that younger gamers can’t cope with the game’s complexity to bizarre allegations about its mechanics, such as the notion that completing Fallout without resorting to theft is nearly impossible.

While one could debate the criteria for hardcore gaming endlessly, my perspective is guided by a straightforward principle: if most of the game mechanics are dysfunctional or fail to operate as originally intended, then the game isn’t truly hardcore; it’s simply broken. A game should challenge players, but it shouldn’t frustrate them due to flawed design. Ultimately, a well-crafted experience is what keeps players engaged and satisfied. In a sense, broken games allow you to twist and manipulate them however you see fit, creating unique experiences. Honestly, before I had the chance to dive into the first Fallout, I believed that the playful mockery of S.P.E.C.I.A.L. (the system upon which the game is built) was purely a Bethesda trademark, but I was taken aback by how widespread this approach really is.

Blending turn-based tactics with rich RPG elements, Fallout presents players with a clear and compelling mission — to save Vault 13 by securing a new water chip that will replace the faulty old one, which is crucial for survival. This journey is filled with unexpected challenges and memorable encounters that truly define the game. Without a chip, there’s no water to sustain life. Without water, there’s no hope for the Sanctuary. The search for this elusive chip leads you through a devastated wasteland, scorched by the relentless fires of atomic destruction. Here, the protagonist must journey alone, even if they seem like a mentally challenged individual, struggling to defend themselves in a harsh world. This grand and desolate scene is viewed from above, through the lens of an isometric camera, providing a unique perspective on the unfolding chaos.

As you find yourself navigating a dim cave teeming with starving rats, you must come to a stark realization: the comfort and success of your journey ahead will hinge entirely on the character creation phase. During this crucial stage, you’ll define your attributes, select unique skills, and shape the distinct traits of your character. Each choice you make will echo throughout your adventure, influencing your survival and the challenges you will face. In Fallout 2, the system operates smoothly, but in the first game, it’s hard to engage with without feeling frustrated. Why is that? Because a significant portion of the stats are essentially pointless!

Fallout base

At least the developers cleverly managed to fit all the stats onto a single page. Believe it or not! Out of eighteen skills, you’ll realistically only need six, three of which can be fully upgraded using books: Small Guns or Energy Weapons, Speech, Gambling, Lockpick, Science, and Repair. However, even these skills don’t always shine. For instance, throughout your entire playthrough, you’ll find that you only need the Repair skill about four times. This makes the rest of the stats feel almost like filler, which is a shame given the potential for deeper gameplay. Skills in Hacking and Science will prove useful a bit more often, especially as you near the game’s conclusion, since the “Chapel of the Cathedral” has a penchant for locked doors that can sometimes block your path. However, you’ll find these encounters significantly less frequent than in the second game.

Now, let’s explore a more entertaining aspect of gameplay. The Gambling skill can turn your character into a fortune-maker right from level one, as no local casino will ever refuse a customer, even if they leave with tens of thousands of bottle caps in their pockets. Given the glaring flaws in the local trade system, this skill effectively dismantles it, along with the economy that was already on its last legs and struggling to survive. It’s a brilliant way to score powerful weapons, particularly energy types, allowing you to dominate your foes with ease. Just imagine: in this game, there is an energy weapon that can eliminate almost any enemy with a single well-aimed shot! It sounds fantastic, but it is absolutely true. We are talking about the alien blaster – an extraterrestrial technology that can be found while exploring the vast and exciting game world. I found it near the UFO crash site, in a location reminiscent of Area 51, next to the remains of the ill-fated alien.

Incidentally, this happened on the fourth level out of twenty-one, and from that moment on, the blaster became my main weapon. It easily dealt with deathclaws, super mutants and any other enemies that dared to stand in my way. Remarkably, aliens are not an invention of Bethesda: they were part of the Fallout universe long before its intervention. In addition to the colossal damage, the blaster also increases shooting accuracy by as much as 20%, turning each attack into the most accurate hit – especially important in intense battles.

Fallout gameplay

If you wish to give your foes even a slight chance, you might opt for Light Weapons. Although they lack the overwhelming power of blasters, they do provide a rather pleasant feature: when you defeat enemies with them, they won’t turn into piles of ashes or scraps that scatter your loot everywhere. I’m not entirely sure why this mechanic was introduced, but the convenience of not having to hunt down items that are left behind after each battle is incredibly valuable. It saves time and keeps the pace of the game flowing.

The sole skill that will consistently come to your rescue in various situations is Eloquence. Mastering this skill can significantly enhance your interactions and decisions throughout your journey. By the way, have you noticed how players often laugh at the fact that the Speech skill in Fallout 3 is essentially based on chance? It’s quite curious – no matter how much you’ve leveled up your character, the chance to convince your interlocutor remains a lottery. The system does not guarantee success even for a master of eloquence, leaving room for failure in any scenario. What makes it especially piquant is the fact that the game does not tell you when exactly this skill comes into effect. Without looking at the wiki, you can easily mistake an NPC for an intractable stubborn person or decide that the game has decided to play against you, slipping you dialogue fails one after another. At such moments, your character may seem to have a rare form of unluckyness, worthy of a museum display case marked “18 karats of pure frustration.”

The situation with the distribution of attributes is more favorable, because some characteristics have a greater impact than others. Priority is given to Intelligence – it directly affects the number of skill points. Next comes Dexterity, which provides an increase in action points, and Perception, which determines the accuracy of attacks. It is also useful to invest some points in Luck, since it significantly increases the likelihood of critical hits. It is considered optimal to maintain these parameters at a level of at least 8, which can be achieved with the help of the “Gifted” trait. This trait adds a generous 7 points to attributes, albeit with certain penalties to secondary skills, which, as a rule, do not play a key role. To make the gameplay more balanced and enjoyable, it is also recommended to invest about 6 points in Charisma, and to be on the safe side, add 3-4 points in Strength and Endurance.

As for choosing additional traits and skills during the game, this stage is usually even simpler and more understandable – intuition and common sense will tell you the best decisions. Many of the skills presented are of little use and have little effect on the overall gameplay. What’s the point of an initiative bonus if you almost always attack first anyway? Is there any real benefit to increasing the character’s sympathy level by 10%? And how useful is a skill that allows you to determine the enemy’s health and weapon parameters if all this information can be easily obtained by other methods? Fortunately, you can postpone the distribution of skill points until future levels. However, this results in the fact that you have to close the tab with new skills every time just to look at the character’s stats.

Fallout Dialogue

As for skill development, skill books regularly appear for sale in the Hub library, opening access to gradual skill improvements as you progress.

When discussing the finer details, there’s even less to highlight: the genuine advantages come primarily from “Gifted,” as previously mentioned, and “Accuracy,” which allows a character to evolve into a critical hit powerhouse. In other words, the overall variability in Fallout 1 feels rather dubious, as the choice between highly beneficial and nearly worthless traits leaves much to be desired in terms of player experience. Of course, it is always possible to create a character capable of taking down Deathclaws with nothing but their bare hands, but this ultimately raises questions about the comfort of gameplay rather than offering true diversity in role-playing. This scenario mirrors the experience in Fallout 4, where similar concerns arise, making one ponder the balance between challenge and enjoyment.

Fallout Develops Intellectual Abilities in Role-Playing Game

It’s quite ironic that the feature which turns an already brief game into an almost entirely linear experience has gained such immense popularity. If your character is utterly lacking in intelligence, most key figures will simply refuse to engage with them, leading to many quests becoming completely inaccessible. Naturally, the altered dialogues can bring some amusement, particularly when the main storyline begins to suffer from the absurdity of the situations presented. However, it’s essential not to regard such an option as fundamentally necessary or to insist that other developers include it in their games.

Fallout 1 is the most serious Fallout

This aspect often comes up in discussions among devoted fans of the original Fallout as an argument in favor of its uniqueness against the background of subsequent parts, especially Fallout 2. The statements sound almost verbatim: the second part allegedly suffers from an excess of humor and frivolity, while everything that came after is ā€œnot worth mentioning.ā€ However, this point of view simplifies the picture and underestimates the thematic multi-layeredness of the entire series.

The seriousness and depth of a work are determined not by its style, but by the ideas it explores and how much these ideas resonate with the audience. So what themes does Fallout 1 raise? First of all, the threat of a global nuclear conflict turning the Earth into a dead radioactive wasteland. Along with this, there are difficult moral choices that a person faces in a destroyed society, where familiar norms no longer work. This motif is present in all installments of Fallout, even in Fallout Shelter. The notion of brutality and the relentless fight for survival? Absolutely! The concept of humanity coming together to evolve into a superior race? It has a slight whiff of nationalism, which can lead to troubling implications. Still, this point deserves emphasis, as it is central to the game’s main narrative arc and its exploration of human nature.

Fallout room

The fact that the primary antagonist keeps something so perilous just one floor beneath their “office” creates strong parallels with the grenade launchers found in many Resident Evil titles. These weapons are often utilized by players to conquer final bosses, highlighting the tension and stakes involved in both series. The connection between danger and power is a recurring theme that resonates deeply with players.

The Creator’s intention was to craft a new breed of intelligent beings capable of flourishing in the wastelands—super mutants. These beings, resilient to radiation, immune to diseases, and simply more durable versions of humans, were derived from actual people. It sounds somewhat logical, even admirable, doesn’t it? However, the Creator aimed to achieve harmony through the complete annihilation of the rest of humanity, as his utopian vision fundamentally rested on the disturbing idea that “super mutants are superior to humans because they are simple-minded and obedient.” This chilling perspective reveals a profound lack of empathy and a cold calculation behind his grand design.

This certainly raises some fascinating and paradoxical questions, don’t you think? Especially considering that the Master, the central antagonist of the story, is astoundingly stubborn: upon learning of the super mutants’ infertility and, consequently, the failure of his mission, he makes a radical decision to destroy not only his own creations, but also everyone who believed in his idea.

Has he ever considered the possibility of peaceful coexistence? It is entirely possible that a productive alliance could emerge between mutants and Vault dwellers: the former could protect the latter, receiving new members or resources in return. Such interdependence could well lead to a harmonious coexistence, in which both sides benefit by cooperating rather than destroying each other. Vault 13 was precariously close to total destruction, all because of the failure of a single chip, one that even the Brotherhood of Steel lacked the capability to produce. A crucial alliance could have been forged, especially with the aid of the Vault’s savior. However, in this “serious” narrative, the antagonist revealed themselves to be a true hysteric, completely lacking empathy for those around them and driven by selfish motives.

The search for the water chip was fraught with absurdity and illogic. Why was only one person dispatched on such an essential mission, especially considering that all previous attempts had ended in tragedy or mysterious disappearances? What reasoning led the Overseer to place the fate of Vault 13 in the hands of someone who couldn’t even articulate their thoughts clearly? This decision seemed reckless and foolish, putting everyone’s lives at risk. Couldn’t there have been a better way to prepare the only hope for salvation? How did it come to be that the vast majority of Shelter residents agreed to this troubling plan? Why can’t the articulate Outcast from the Shelter even attempt to persuade the Overseer to reconsider and prevent this exile? The more you reflect on it, the worse the narrative appears.

Fallout rocket flies

You’re our hero… but you must leave us now. – Alright.

Fallout 1 is considered a good role-playing game

I believe this myth arose largely due to the imminent release of the sequel. The time gap between Fallout and Fallout 2 is merely a year, and their visual similarities helped create a false sense of their comparability. This perception is particularly strong in Russia, where both games were released together, fostering a belief that they should be viewed as equals. Sadly, this connection to the classic only emphasizes the original’s mediocrity, especially when considering the extensive wiki resources available today, which were nonexistent when the game first launched, leaving players with limited context.

The majority of the world in Fallout 1 is filled with NPCs who seldom respond to their surroundings in any meaningful way. For instance, you might overhear a resident of Junktown expressing suspicions about the long-deceased Dr. Morbid, but their reactions lack depth and engagement. This static nature makes the environment feel less alive and hinders the player’s immersion in the post-apocalyptic world, contrasting sharply with the vibrant storytelling that players expect from a truly engaging game. The people of the Hub will continue to ponder the fate of the missing caravans, even after you unravel the mystery. Your own companions will persist in discussing the curious offerings at Bob’s Iguana Shop, even after it gets shut down for the disturbing sale of human flesh.

On that note! Many of the so-called “legendary quests” from the first installment ultimately turned out to be disappointments, with this particular case serving as a glaring example. It all begins in Junktown, specifically in the dimly lit basement of Doctor Morbid’s clinic, who is shockingly revealed to be the true supplier of “iguana meat” for the shop in the Hub. The dark underbelly of the town unravels as you delve deeper into this grim mystery. Is the entrance to the basement under guard? No, you can leave at any moment without a second thought; no one will stand in your way. If you happen to show fear during your conversation with the doctor, he might very well resort to gouging out your character’s eye. However, even a simple expression of disapproval is sufficient to push him into a strange, absurd state of denial about everything that’s unfolding around him.

It’s particularly ironic that you cannot report the doctor to the local authorities, especially considering Sheriff Killian Darkwater’s intense commitment to upholding the law, which makes the situation all the more surreal. Still, this guy tolerates the presence of a gang of thugs in his city and struggles to gather solid proof against the local crime lord, Gizmo. His crew has grown so audacious that they executed a victim in broad daylight, tossing the mutilated body directly off the roof of the casino owned by their powerful boss.

Fallout hero and two scorpions

Gizmo likely deflected suspicion by claiming, ā€œMy men can’t possibly be that foolish to set me up in such a blatant manner.ā€ This arrogance only fuels the fear that grips the city, leaving everyone to wonder how far this criminal empire will go.

Then our journey takes us to the Hub, a place where we once again face the impossibility of informing the local security about the cannibal merchant. This restriction is in effect until we have a personal conversation with the main suspect. Iguana Bob, having found himself under such a weighty accusation, will try to justify himself, albeit rather unconvincingly. However, the further development of events depends entirely on the will of the player. There are two radically different paths to choose from: either hand the scoundrel over to the authorities and allow the law to administer justice, or start blackmailing him, receiving constant payments in exchange for silence. This is a truly moral fork in the road, where you find yourself in the role of judge and executioner. Interestingly, you won’t have to look for evidence — the local police easily accept the Outcast’s statements without additional checks.

As for other tasks, the ā€œclassicā€ parts of the Fallout series strictly adhere to the moral dichotomy: all decisions made fit within the framework of good and evil, leaving no room for moral grayness. The world of Shady Sands is thrown into chaos as the citizens are drawn into a merciless war with the bloodthirsty Khans, a gang whose savage reputation has spread across the wasteland. Meanwhile, the dastardly Gizmo and his vile Skull gang face determined resistance from the fearless fighters led by the valiant Darkwater. Amidst all this madness, the staunch guards of the Hub are locked in an unequal battle with the wily crime lord Decker, who has mastered the streets for his own ends.

In the Graveyard to the south, the rotten roots of Regulator corruption are cracking under the onslaught of the desperate Blades, a clan desperately fighting for survival in a poverty-torn area. Meanwhile, the valiant Brotherhood of Steel joins forces with the dedicated Followers of the Apocalypse to stop the Master’s oncoming madness and his terrifying monstrosities from tearing the fragile order apart. Amidst these conflicts, the neutral forces – the reclusive Gunsmiths and the oppressed denizens of Necropolis – maintain a cautious standoff. The former hide in the shadows, avoiding involvement, while the latter languish under the heel of brutal super mutants, trying with all their might to preserve a shred of humanity in this merciless and twisted world.

The situation is further complicated by the fact that these moral decisions fail to lead to different quest paths. Joining the “Hanas” won’t unlock new opportunities, just as their total annihilation will not yield any new gameplay experiences either. Aligning with the super mutants results in a negative ending that feels predetermined. Winning a conflict for either side merely grants a reward and perhaps a casual “Thanks,” which feels unsatisfying. Character development, too, is quite lackluster, as interactions with most characters go nowhere meaningful. This is particularly frustrating when the same lines are repeated endlessly throughout the game. The dialogues often lack depth and variety. Even the drunken “gatekeeper” from Klamath in Fallout 2 possesses more charm and personality than the majority of the “talking heads” in Fallout 1, highlighting a missed opportunity for richer storytelling and character engagement.

Sulik effortlessly subjugates his opponents, influencing them with his irresistible charisma, which acts like magic, breaking their will without the slightest effort. His irresistible charm turns any attempts at resistance into futile. The game’s reputation as one of the best RPGs suffers a serious blow due to the depressingly meager content: quests – you can count on your fingers, and the opportunities for deep exploration and development of the hero are critically lacking, leaving players with an acute feeling of incompleteness.

Fallout people and economy

Most of the “talking heads” that appear in the narrative seem to be just decorative design – they have almost no effect on the development of the plot and are more reminiscent of background noise than living participants in the story. Vree’s important mission is to hand over to the Chosen One a critically important holodisk, which reveals fundamental miscalculations in the Creator’s grand plan, thereby complicating and deepening the main storyline.

Fallout 1 is not considered the game of the century

If you think that all the shortcomings of Fallout 1 come down to clumsy mechanics and a boring RPG experience, your enthusiasm deserves respect. However, the reality is much harsher: the project is literally stuffed with such gross flaws that you can’t help but doubt whether the game was adequately tested. One of the most striking examples is the quest in the Cemetery: it is simply impossible to complete, since the key characters necessary for its logical conclusion were excluded from the final version without explanation. As a result, the player is deprived of the opportunity to get a full denouement, especially in relation to the ā€œFollowers of the Apocalypseā€ faction, which has significant significance in the mythology of the world.

In addition, the gloomy wastelands were originally planned to be under the inevitable threat of the onslaught of the Creator’s army. Alas, either the idea was partially implemented, or its implementation was so crumpled that only scraps remained from the intended epicness. Ultimately, only Necropolis is truly in danger of disappearing completely, while other settlements, including the legendary Vault 13, remain completely safe, unaffected by the ongoing disasters. Interestingly, due to a software glitch, Necropolis can be completely wiped off the face of the earth even when playing through with an emphasis on peaceful solutions. But is it fair to consider this path the “main” one if the game can be completed without discovering the notorious water chip? The key objectives remain the elimination of both the ominous Cathedral and the Mariposa Military Base – objects that play a decisive role in the development of the main plot.

The combat system does not significantly improve the overall impression of the gameplay. Quite quickly, the player realizes that aimed strikes at the enemy’s eyes become almost the only effective way to fight. This understanding often leads to frustration, because the accuracy of attacks becomes critical for survival and victory in clashes. Additionally, your adversaries show little regard for the safety of their allies, particularly the super mutants wielding heavy machine guns, who have taken out more green-skinned enemies than all my companions combined. Choosing to play stealthily means missing out on valuable combat experience that could strengthen your character. In locations like the “Chapel of the Cathedral,” where stealth could truly shine and make a significant difference, basic camouflage often proves to be sufficient.

Moreover, the support systems in place don’t really enhance the overall experience. Radiation will only pose a threat to your character in one out of twelve distinct areas, and with the right upgrades, it can become completely manageable and even trivial. This underlines a missed opportunity for a more engaging challenge in the game. Many items are only utilized a limited number of times, despite their widespread accessibility throughout the game world. For instance, a rope can be useful three times during the gameplay, while a walkie-talkie is even less essential—only appearing once. Stimulants and various medications can be applied directly from your inventory, effectively making high-level characters nearly invulnerable to challenges they face.

Fallout game moments

If all your character’s stats are sufficiently high, you could even find a way to settle down in the mysterious Glow. Interestingly, when my Geiger counter displayed a reading exceeding 10,000 rads, all radiation penalties were completely lifted from my character, allowing for a sense of freedom and exploration without fear. This unique experience highlights the intriguing mechanics of the game and the strategies players can employ to thrive in such a hazardous environment.

In my view, Fallout 1 became morally outdated the instant Fallout 2 hit the shelves. Their similarities allowed the sequel’s acclaim to shine on the original, but this isn’t a merit of the first game. Instead, it acted as a rough draft for the developers, providing them with invaluable lessons ahead of their future success. If you’re still skeptical about this perspective, nothing stops you from exploring it for yourself. After all, the essence of gaming is about challenging long-held beliefs and assumptions.

And that’s it! Remember: don’t let stereotypes cloud your perspective or limit your enjoyment. Also, make sure to try Fallout: Sonora, which even outshines the second game in many ways. Believe me, it’s truly worth your time and attention, and it offers a fresh experience that every fan should enjoy.

Fallout system requirements

System requirements for the RPG game Fallout Game with minimum and recommended PC parameters.

Parameter Minimum Requirements Recommended Requirements
Operating System Windows 7 / 8 / 10 (64-bit) Windows 7 / 8 / 10 (64-bit)
Processor Intel Core i5-2300 2.8 GHz / AMD Phenom II X4 945 3.0 GHz or equivalent Intel Core i7-4790 3.6 GHz / AMD FX-9590 4.7 GHz or equivalent
Memory 8 GB RAM 8 GB RAM
Graphics NVIDIA GTX 550 Ti 2 GB / AMD Radeon HD 7870 2 GB or equivalent NVIDIA GTX 780 3 GB / AMD Radeon R9 290X 4 GB or equivalent
Storage 30 GB available space 30 GB available space
Sound Card DirectX compatible DirectX compatible

How to play Fallout for free on Steam via VpeSports

Do you want to escape from the gray everyday life and plunge into a world where every step is a struggle for survival, and every meeting can be your last? In Fallout, you don’t just survive — you create your own destiny among the ruins of a former civilization. Trade, shoot, explore, be a mercenary or a savior — it all depends on you. Dusty wastelands, mutants, charismatic factions and dark humor — an atmosphere you will never forget.

We tried to make sure you don’t waste time on unnecessary settings. Just go to our website, register — and Fallout is already waiting for you. If you want, launch it with detailed instructions, or if you want, take a ready-made Free Steam Account with the game and go explore the Wasteland. Minimum fuss — maximum immersion from the very first minutes.

Fallout hero looks at the city

After the first battles with raiders or the first barter deals with traders, don’t forget to tell us how you like the game. We read every message (honestly!), but if the review doesn’t appear right away, just tweak it a little and everything will fall into place. We appreciate your activity — the necessary information will arrive by email.

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8 thoughts on “Fallout

  1. Timeless classic. Isometric RPG that was basically essential to start the whole genre.

  2. Please give me access to this fun game, Fallout. I would love to play it because I enjoy exploring post-apocalyptic worlds, making choices that affect the story, and experiencing the unique atmosphere and gameplay that Fallout offers.

  3. it is my first fallout game i love this content ı will try this game ım impressive

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