![]() Darklands was certainly even more realistic in its depth and complexity while trying to avoid as many genre conventions as possible. Character creation system leads you through a thicket of main attributes, skills, and perks, but these are not bound by classes, races, or any other comparable category. Like its predecessor, Fallout opts for a flexible approach to role-playing. It adapted the revolutionary spirit of Wasteland to contemporary sensibilities, and the results are singularly impressive, to say the least. It is therefore even more remarkable that this game managed to gain considerable popularity even in mainstream cycles despite being both non-traditional and hardcore at the same time. Fallout, on the other hand, relies pretty much on one template only: Interplay's own groundbreaking Wasteland, of which it is a clear spiritual follower. The first succeeded because of simplification the second thanks to intense study of traditional material. The second half of 1990's saw many great role-playing games, but three of them have the special status of franchise-starters and reformers in the genre: Diablo, Baldur's Gate, and Fallout.
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