

There are some fun low-stakes quests in the prologue designed to introduce the characters and set the mood, which is a nice way of drawing you into the setting.Įxploring Vault 18, talking to the huge number of named, fully voiced characters, I forgot I was playing a fan-made mod.

It’s a dramatic place, and you can spend more than hour here if you’re thorough, talking to fellow residents, completing quests and, of course, filling your pockets with junk. At its heart is a giant atrium from which each ‘district’ branches off – including a vault-ball stadium, admin offices, residential apartments and more. The prologue takes place entirely in Vault 18, which is grander than some of the other shelters we’ve seen in the series. There are a lot of alternate paths related to stats and speech checks in New California, so it’s worth thinking carefully about how you want to play it. It’s a brilliantly organic way of shaping your character, although you do get to set SPECIAL stats with the familiar Vigor Tester. This changes some things in the story ahead and offers two contrasting play styles, providing some replay value. A player charges at you, and how you deal with him dictates whether your character will be a soldier or scientist. One of the first choices you make is in the middle of a vault-ball match.

You’re a jock, basically, which is different from most vault dweller origin stories. In the mod you play as a resident of Vault 18, which we learn is located high in California’s San Bernardino mountain range, and you just happen to be the Vault 18 Patriots’ star player. But then we see that, in fact, he’s a ‘vault-ball’ coach getting his team ready for a big game. Over newsreel footage of nuclear bomb tests a man gives a rousing speech, like some jingoistic military commander addressing his troops. Like any good Fallout game, it begins with a narrator lamenting that, yes, war never changes.
