3/1/2023 0 Comments A.t.o.m. rpg portraitsInstead, ATOM RPG uses your skills, attributes and traits in all manner of interactions. You'll know if you found the person in question once you ask them if they're who you are looking for.Īnother aspect I particularly like is that ATOM RPG really goes out of its way to break the mold that modern "RPGs" all too often fall into: To have the "RPG" only be of impact during combat, that is: To not really be an RPG at all. If someone describes a person to you, you have to "physically" look for a person of that description in the place they told you to look. You have to read and understand what the game tells you. One thing I almost forgot because it's the lack that makes it noteworthy: There are no quest markers. You can kill or help innocent people, come to understandings with criminals or have them locked up by police (unless they are the same person, which does happen), you can pickpocket babushkas or help an old man with his harvest: Since there are no "points" for any of it, it feels freeing to be able to go with what you as the player feel is the right decision. There is (as far as I can tell) also no all-seeing, all-governing morality system. Here, it has "only" been 20 years since the bombs fell, and new settlements have sprung up, trade caravans cross the nuclear wastes, new power struggles have emerged between new and old factions, and one recurring theme is how people who used to be someone in the "old world order" cope with this complete revolution of life and circumstances. There are no 200-year-old ruins that somehow still have edible food, or people who are living in ruins that haven't even been cleared of rubble since the bombs fell. Most prominently, the world building has been given a lot of thought. There's now also an ability tree that deepens your characters' customization.īut what does the game bring to the table for people who haven't played the old Fallouts? Well, it's a damn good RPG in its own right. That's not to say that ATOM RPG mindlessly apes Old Fallout Indeed, it takes care to introduce some very nice quality of life improvements In combat, for instance, you can designate a main target for your companions, or tell them to defend, be agressive, or avoid enemies. Hell, the speech bubbles in the world have the same font and coloring as those in Fallout! and during which friendly NPCs still can shoot you in the back. Pretty much everything else is "Old Fallout style" - from the RPG system (though its acronym differs slightly - it's SPEDIAL) with its traits and skills, to the travel system (overworld map that leads into detailed area maps, complete with random encounters during travels), to the inventory system (intricate enough to account for 0.01kgs worth of weight), to the barter system (almost every NPC can be bartered with during conversations, and even the button is in the same place as in the old Fallouts!), to the whistful music mourning the near-complete destruction of civilization as you traverse the new wastelands, to the turn-based combat system, which still has no cover outside of line of sight mechanics. Instead, almost every single NPC has its own, unique portrait. Thirdly, the famous "talking heads" are missing. Secondly, the game uses an actual 3D engine. And babushkas!"Īnd Fallout really is so bred into the bones of ATOM RPG that it would be a lot quicker to bring up what differs from those first two Interplay Fallouts than to count up its similarities: Firstly, the scenario has shifted - the bombs fell in 1986, and the game takes place about 20 years later in what remains of the Soviet Union. When I imagine the inception of ATOM RPG, I picture a passionate, disgruntled Fallout fan bitching about Fallout 3: "You know what? I'mma gonna make my own Fallout.
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