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SummaryA decent tactical game in the Fallout world, but limited in role-playing potential and not to be confused with the original RPGs
The GoodOverall, the combat system worked, the battles were interesting, and the "flavor' of the Fallout world was mostly maintained.
The BadThe story puts a very different twist on the Fallout world. It doesn't break continuity with the original RPGs, but it changes directions radically. The BOS in the first game was heroic, in the second enigmatic but helpful, in the third fascist. It's a jarring change that wasn't necessary.
Although much is made of the ability to have Supermutants, Deathclaws, and Robots on your team, these are available so late in the game, and have such severe limitations, that it's not really practical to use them.
The SPECIAL system was designed for RPGs, and has some flaws for a tactical game. Reusing code by replacing Speech with Driving only made this worse.
Driving vehicles would have been a neat feature if it had worked, but between bugs and bad design decisions the only viable tactic is to bail out as soon as you enter a combat map. Even the missions that focus on recovering a vehicle are best approached by neutralizing all opposition before attempting to get the vehicle out.