The Fallout franchise is nearly 20 years old. It’s responsible for some of the best games of all time, as well as some that are best forgotten entirely. But it's still important to remember those bad games, because without them, Fallout might not be what it is today. This is… A Brief History of Fallout.
Thanks to Unbroken Ryan for supplying me with Fallout 4 gameplay. You can check out his channel here: https://www.youtube.com/channel/UC1iWYpEl3PpkWB-ekwTrZtQ
If you enjoyed this Fallout video, check out some of my other Fallout videos:
6 Saddest Fallout Stories: https://www.youtube.com/watch?v=1eJIe9GEGGo
10 Weirdest References in Fallout: https://www.youtube.com/watch?v=uXoJxLSK2Uo
6 Oldest Fallout Characters: https://www.youtube.com/watch?v=RRqLRVH2liw
10 Things You Didn’t Know About Fallout, Again: https://www.youtube.com/watch?v=XmDgepLf5qo
Fallout - What About Michigan? (Michigan & The Great War): https://www.youtube.com/watch?v=Du96SLYC8ew
6 Most F*cked-Up Fallout Vaults (Most Disturbing Fallout Vaults: https://www.youtube.com/watch?v=KZXEXLyTD2w
More Videos: http://bit.ly/MoreMittenSquad
A Brief History of Fallout (in text form)
As development started, the owners of GURPs became cautious because of how violent Interplay’s game, entitled Vault 13, had become. They reneged on the deal, forcing Interlay to create the SPECIAL system for Vault 13, despite Tim Cain, a producer and programmer at Interplay, having already spent months working on the game based around GURPs. After a few years of work and Vault 13 almost being cancelled a few times, it was released on September 30, 1997, under a new name; Fallout: A Post Nuclear Role Playing Game.
Interplay was quick to get to work on a sequel. But, they also wanted to start work on new games with licenses they recently acquired. Black Isle Studios was born, a division within Interplay to work on Fallout 2. Fallout 2 didn’t have much development time, releasing one year, to the day, after Fallout 1. Its development was rushed, lacked the teamwork one would expect, and even had key members of the team leave.
Following the success of Fallout 2, Black Isle Studios was ready to try something new, but Interplay wanted another Fallout title to be released, so they contracted Micro Forte Studios to develop their next title, a more tactical and strategic game. Fallout Tactics: Brotherhood of Steel had much deeper level of control compared to other games. A new engine allowed players to control every character in their squad
Interplay, now owned by Titus Interactive, were told to get into the console gaming market, a place they’d never done particularly well. Black Isle Studios had recently published Baldur’s Gate: Dark Alliance, a hack and slash game for the PS2 and Xbox. Interplay’s next Fallout title, Fallout: Brotherhood of Steel, would utilize Dark Alliance’s engine, just with a few modifications to allow for long-ranged combat with firearms and some tweaks to combat overall. Skills were also changed into perks, allowing you to get stat increases to various things, like getting more caps when selling items, for example.
Bethesda, after the launch of Elder Scrolls 4: Oblivion, began working with their new IP. They modified the Gamebryo engine from Oblivion to make it work with FPS mechanics and a different leveling system. Bethesda were fans of the turn-based aspects of the first two Fallout’s, so they implemented VATS to allow players to freeze the game and target a specific part of an enemy to attack. The success of those attacks were based on the skills and perks of the player.
Fallout 3 was a massive success, but Bethesda was anxious to get back to their other RPG series, The Elder Scrolls. As Interplay was losing the custody battle for their post-apocalyptic baby, members of Black Isle Studios were leaving and forming a new studio; Obsidian Entertainment. They had relative success with other games like Alpha Protocol and Star Wars: Knights of the Old Republic II: The Sith Lords, so Bethesda contacted them to begin the work on a new Fallout game.
The other game Bethesda began working on was their “official” sequel to Fallout 3. Beginning shortly after Fallout 3 launched, leaks and rumors began to spread about what Fallout 4 could possibly be. Some leaks were official looking documents, while others were mysterious countdowns that appeared to be from Bethesda, but were nothing put speed bumps in the Fallout 4 hype train. One June 3, 2015, Bethesda unveiled Fallout 4 to the world. But something was different, aside from utilizing the engine from Skyrim, which made for a much better looking game, the player character, for the first time, actually spoke. Fallout 4 had a voiced protagonist. In addition to that monumental change, the skill system was revamped, removing skills altogether in favor of perks that offered flat bonuses to a particular skills.