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AbbathTheGrim said:

I remember that one place that you enter and find a skeleton lying on the floor while holding two cases of bullets with a gun close by it's side, right by the entrace, the skeleton is right there in front of you when you enter the place.

I thought to myself: "Well, the game designers just wanted me to grab some ammo so they put that there for no special reason, like it goes for most games".

Then I go inside, and I pick up and hear the audio logs and hear the narration of a man as he struggled to stay alive against the feral ghouls that took over the place.

The last audio log had him saying how he would grab the remaining ammo and run outside to get away from the danger.

Once I finished raiding the place, I was ready to leave and headed back to the entrace. I looked back at the skeleton holding unto those ammo cases and that random skeleton didn't look so random anymore. That skeleton now had a story and seeing him lying there told the end of that story, without audio logs and without anyone having to tell me what happened. That man was killed right before he could escape the place.

That is a whole different level of storytelling.

Fallout is full of discoveries like that, which is what makes it so much fun to explore.  Like you said, most other games, it's like the developers just dropped random stuff and left it at that but Fallout makes you interested in what happened.  The series has personality where most developers just throw more of the same at you.  

Like when you get that distress call and you go to place mentioned but there are just ghouls trapped inside, which makes you realize that those ghouls were once humans desperate for help.  Or that place--it might have been with the DLC, I can't remember--that was literally straight out of Lovecraft, with the logs of the people who died inside.  It's not just wandering from location to location and killing stuff.