A Little Bit of History
The hero of the first Fallout was a dweller of Vault 13. The purpose of that Vault was to study the possibility of survival of an isolated group of people in a limited space. Instead of a standard 10 years, the Vault had been programmed to open up in 200 years only, i.e. in the year of 2277. It would happen this way if one incident didn’t occur in 2161, i.e. 116 years before the set moment. The failure of an indispensable electronic unit of the water recycling system, the so-called water chip (it is the key object of the first game), makes it is necessary to send one of the inhabitants to search a replacement chip.
From this moment the player’s adventures begin and he learns that the world outside the Vault is not a dead desert. Civilization had been reviving from the wounds of war, giving rise to a number of unique cultures and phenomena the player will have to encounter.
An important feature of Fallout was its nonlinear gameplay. Even the main plotline offers a number of variants you can choose from, let alone side tasks and the free investigation of the post-nuclear world. In other words, Fallout offered more freedom than most of classic RPGs. Detailed dialogues and a good sense of humor also added to the popularity of the game. You can take the local currency as an example: this role was played by caps from Nuka-Cola bottles, an allusion to Coca-Cola and one of the most recognized symbols of Fallout.
The second game of the series, Fallout 2, was announced on September 30, 1998, and managed to do what few sequels ever did: it surpassed its predecessor in popularity. It didn’t bring about lots of innovations, though. Instead, the second game drew upon the world described in the first Fallout. The second game is based around an inhabitant of a primitive village called Arroyo that had been founded by the hero of the first game and the Vault 13 dwellers he had saved. 80 years since the events of Fallout, the people of Arroyo still have primitive technologies and a low level of life. And after an especially bad drought, the village elders realized they could not go on like that for ever. They choose a person who sets out to search for the legendary G.E.C.K., a kit of devices and technologies for maintaining comfortable life conditions on the surface after leaving the Vault.
Each Vault was supposed to have a G.E.C.K., but considering the experimental nature of the whole project, the hero has to take a long and dangerous quest, full of adventures, to obtain one.
Both games had first-class humor and lots of Easter eggs, i.e. allusions to or parodies of popular books and movies. Coupled with the other special features of the series, this created a unique atmosphere and eventually became the cause of the enormous popularity of both Fallout and Fallout 2. Thus, creating a third part of the game would mean taking on huge responsibility. The large army of the fans would not condone any flaw. On the other hand, the attempt looked enticing. For if the developer succeeded, he would become part of the legend, too.