{"id":172,"date":"2026-10-15T18:23:33","date_gmt":"2026-10-15T18:23:33","guid":{"rendered":"https:\/\/wordpress.theicealphawolfden.com\/?p=172"},"modified":"2026-10-15T18:29:04","modified_gmt":"2026-10-15T18:29:04","slug":"fallout-2-in-1998-great-games-that-were-too-hard-for-me","status":"publish","type":"post","link":"https:\/\/wordpress.theicealphawolfden.com\/index.php\/2026\/10\/15\/fallout-2-in-1998-great-games-that-were-too-hard-for-me\/","title":{"rendered":"Fallout 2 in 1998: Great Games That Were Too Hard for Me"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>I still think Fallout 1 and 2 are the best Fallout games when I look at the games as a whole and their quality.<\/strong> They were also extremely hard for me. I played both back in the day, struggled to work out what I was supposed to do, and never got very far. I have never been much of a fan of turn-based combat, either. Those things made it difficult to enjoy actually playing games that I otherwise liked.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">My personal favourite is <strong>Fallout: New Vegas, followed by Fallout 3<\/strong>. Fallout 4 moved away from what made Fallout great for me, and Fallout 76 is the worst of the lot. I have played all the Fallout games, but putting them in order is more complicated than naming the one I most enjoy.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This old Fallout 2 preview brings me back to the beginning. It is from <strong>CD-ROM Spil 11\/1998, page 26<\/strong>, written by <strong>Carsten Skov Teisen<\/strong>. The issue is dated 15 October\u201311 November 1998. There is no review score here: this is the magazine looking ahead to the sequel, with some very specific expectations about its story, companions and weapons.<\/p>\n\n\n\n<details><summary>View the complete original magazine page<\/summary>\n<figure class=\"wp-block-image size-large\" style=\"max-width:900px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087114\/fallout1998-page26-original.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_900\/v1792087114\/fallout1998-page26-original.jpg\" alt=\"Original Fallout 2 preview on page 26 of CD-ROM Spil 11\/1998.\" width=\"1536\" height=\"2048\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">My photograph of the complete Fallout 2 preview, <em>CD-ROM Spil<\/em> 11\/1998, p. 26. Article by Carsten Skov Teisen. All article images open at their original hosted resolution.<\/figcaption><\/figure>\n<\/details>\n\n\n\n<h2 class=\"wp-block-heading\">The water chip, the rope and a deadline I did not understand<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The first Fallout starts with Vault 13 needing a replacement water chip. You have <strong>150 in-game days<\/strong> before its water runs out. But the problem for me was knowing what to do with that time. Being told that something is urgent does not help much when you are still trying to understand the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The deadline is explained at the beginning, and the Pip-Boy tracks the remaining days. The <a href=\"https:\/\/cdn.akamai.steamstatic.com\/steam\/apps\/38400\/manuals\/Fallout_manual_English.pdf\">original manual<\/a> even describes the note counting down the Vault\u2019s water supply. I still remember feeling lost. I wanted to explore and find my way through it, while the game was also expecting me to save everyone before the clock ran out.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The rope-and-abandoned-vault sequence I remember fits <strong>Vault 15<\/strong>. Its damaged elevator shafts require ropes to reach the lower levels. Getting down there does not solve the water problem: the replacement chip is found in Vault 12 beneath Necropolis. Vault 15 is an early lead that does not produce the thing you need. The <a href=\"https:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=115470039\">water-chip walkthrough<\/a> lays out those separate steps.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Getting past the rope obstacle does not stop the water-chip countdown. Returning the chip to Vault 13 resolves that initial deadline. It was only much later, after I had played Fallout 3 or possibly Fallout 4, that I got past the early point I had been stuck at.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Fallout 2 has a different opening problem. Arroyo is suffering from drought and needs a <strong>G.E.C.K., the Garden of Eden Creation Kit<\/strong>. It is not another 150-day hunt for Vault 13\u2019s water chip.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:1000px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087114\/fallout1998-intro-recreated.png\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_1000\/v1792087114\/fallout1998-intro-recreated.png\" alt=\"Recreated Danish preview text introducing Fallout 2, its setting and development.\" width=\"1024\" height=\"1536\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\"><strong>AI-assisted recreated layout<\/strong> of the preview\u2019s opening and development paragraphs. Danish wording preserved from my photograph; this is not an original scan. <em>CD-ROM Spil<\/em> 11\/1998, p. 26.<\/figcaption><\/figure>\n\n\n\n<details><summary>Compare with the untouched opening photograph<\/summary>\n<figure class=\"wp-block-image size-large\" style=\"max-width:640px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087114\/fallout1998-intro-original.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_640\/v1792087114\/fallout1998-intro-original.jpg\" alt=\"Untouched photograph of the opening and development paragraphs.\" width=\"640\" height=\"1666\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Original photograph of the opening column, including the passage about the ancestor\u2019s grave and David \u201cZeb\u201d Cook.<\/figcaption><\/figure>\n<\/details>\n\n\n\n<h2 class=\"wp-block-heading\">What the Fallout 2 preview actually promised<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The preview puts Fallout 2 in northern California, eighty years after the first game. That broad setting is right: <a href=\"https:\/\/fallout.bethesda.net\/en-EU\/news\/fallout25-presents-the-fallout-timeline\">Bethesda\u2019s series timeline<\/a> places Fallout in 2161 and Fallout 2 in 2241. The sequel\u2019s Chosen One belongs to the community founded by the original Vault Dweller.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Its description of the mission is less helpful. The magazine says the task is to find the ancestor\u2019s grave, where wisdom and help with the water shortage can be found, and that the player will also obtain a G.E.C.K. The released game sends the Chosen One to find a G.E.C.K. to save Arroyo. The Elder\u2019s instructions in Matthew J. Norton\u2019s <a href=\"https:\/\/archive.org\/details\/fallout-2-official-strategies-secrets-1998\">official strategy guide<\/a> make that purpose clear. Describing it as a search for a grave gives readers the wrong account of the opening quest.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The development paragraph introduces David \u201cZeb\u201d Cook as a new member of the team. He does appear among the designers in the finished game\u2019s <a href=\"https:\/\/cdn.akamai.steamstatic.com\/steam\/apps\/38410\/manuals\/Fallout2_manual_EN.pdf\">manual credits<\/a>. The information box identifies Black Isle Studios under Interplay, lists the expected release as December, and points readers to Interplay\u2019s website. The closing paragraph likewise expects the game on American shelves around Christmas.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:900px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087115\/fallout1998-bridge-elder-original.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_900\/v1792087115\/fallout1998-bridge-elder-original.jpg\" alt=\"Magazine screenshots of a guarded bridge and Fallout 2\u2019s village Elder.\" width=\"1478\" height=\"2048\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">The printed preview shows a bridge and its guardian, followed by the Elder who sends the Chosen One on the mission. Untouched photograph, <em>CD-ROM Spil<\/em> 11\/1998, p. 26.<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">There is a more concrete improvement in the section on companions. The magazine promises better behaviour and more precise control over party members. Fallout 2\u2019s manual documents a <strong>Combat Control<\/strong> panel for setting their behaviour and equipment preferences. You can influence things such as aggression, distance and burst-fire caution. That is useful control, although companions still act for themselves during combat.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The weapon paragraph goes much further. It says weapons can be rebuilt or combined, giving the example of attaching a grenade launcher to an \u201cM63\u201d automatic rifle, then switching between shooting enemies full of holes and melting them with a plasma grenade. That is an inaccurate description of the released game\u2019s weapon-upgrade system.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Fallout 2 has specific upgraded weapon variants, with NPC technicians performing particular conversions. The official guide describes, for example, the conversion from a Plasma Rifle to a Turbo Plasma Rifle. That is a much narrower system than the assembly example printed here. <strong>Upgrading a weapon is not the same feature as freely combining weapons.<\/strong> The preview makes the second sound like something players should expect.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:1000px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087114\/fallout1998-ai-weapons-recreated.png\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_1000\/v1792087114\/fallout1998-ai-weapons-recreated.png\" alt=\"Recreated Danish preview paragraphs about companion intelligence and combining weapons.\" width=\"1002\" height=\"1569\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\"><strong>AI-assisted recreated layout.<\/strong> The wording, including \u201cb\u00e5de venner fjender\u201d and \u201cM63\u201d, follows the printed source. The claims belong to the 1998 preview; they are not a description of features confirmed in the finished game.<\/figcaption><\/figure>\n\n\n\n<details><summary>Read the original AI and weapon-combining passage<\/summary>\n<figure class=\"wp-block-image size-large\" style=\"max-width:1000px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087115\/fallout1998-ai-weapons-original.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_1000\/v1792087115\/fallout1998-ai-weapons-original.jpg\" alt=\"Original magazine photograph containing the M63 grenade-launcher claim.\" width=\"1308\" height=\"2048\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Untouched source photograph of the companion-AI and weapon paragraphs, <em>CD-ROM Spil<\/em> 11\/1998, p. 26.<\/figcaption><\/figure>\n<\/details>\n\n\n\n<p class=\"wp-block-paragraph\">The engine section expects the same basic 2D, isometric presentation with adjustments and improvements. It also talks about preparing the engine for expansions and add-ons, reaching towards the flexibility of tabletop role-playing. That is an ambitious forecast. The page describes plans to accommodate those future products.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Its final judgment is very positive about the atmosphere and the continuation of the game world. On the quality of those early Fallout games, I agree with the enthusiasm. The weapon-combining example still should not have been presented so confidently. A preview can discuss plans while making clear which features have actually been demonstrated.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:1000px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087114\/fallout1998-engine-verdict-recreated.png\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_1000\/v1792087114\/fallout1998-engine-verdict-recreated.png\" alt=\"Recreated Danish engine discussion and closing preview verdict, credited to Carsten Skov Teisen.\" width=\"1024\" height=\"1536\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\"><strong>AI-assisted recreated layout<\/strong> of the engine discussion and closing assessment, preserving the Danish text and author credit. <em>CD-ROM Spil<\/em> 11\/1998, p. 26.<\/figcaption><\/figure>\n\n\n\n<details><summary>View the original verdict and information-box photographs<\/summary>\n<figure class=\"wp-block-image size-large\" style=\"max-width:640px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087115\/fallout1998-engine-verdict-original.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_640\/v1792087115\/fallout1998-engine-verdict-original.jpg\" alt=\"Original photograph of the engine section, closing paragraph and byline.\" width=\"640\" height=\"1739\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Untouched engine and verdict photograph. The bold line below the byline is a separate picture caption.<\/figcaption><\/figure>\n<figure class=\"wp-block-image size-large\" style=\"max-width:1000px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087116\/fallout1998-info-combat-original.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_1000\/v1792087116\/fallout1998-info-combat-original.jpg\" alt=\"Fallout 2 artwork, December release information and combat screenshot in the magazine.\" width=\"1358\" height=\"2048\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Untouched photograph retaining the printed artwork, information box and combat screenshot. The box lists Black Isle Studios under Interplay and \u201cUdkommer: December\u201d.<\/figcaption><\/figure>\n<\/details>\n\n\n\n<h2 class=\"wp-block-heading\">Turn-based combat could make a fleeing enemy exhausting<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">One of the things that annoyed me most was enemies running away once I became too strong for them. In a turn-based game, chasing something that keeps retreating can become a long sequence of moving, ending the turn, waiting and doing it again. I remember that happening while enemies were still on the screen, and it became really frustrating in the long run.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:640px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087115\/fallout1998-gameplay-fallout2-combat.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_640\/v1792087115\/fallout1998-gameplay-fallout2-combat.jpg\" alt=\"Fallout 2 combat screen with action points and separate End Turn and End Combat buttons.\" width=\"640\" height=\"480\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Fallout 2\u2019s combat interface, with action-point lights and separate turn\/combat controls. Screenshot distributed through <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_2\">GOG\u2019s Fallout 2 product page<\/a>; game imagery \u00a9 its respective rights holders.<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The originals budget combat through action points, so moving after someone competes with the actions you could otherwise spend attacking. The original manual explains that <strong>End Turn and End Combat are different controls<\/strong>; nearby hostile creatures can prevent combat from ending. That explains the distinction in the interface. It does not make the stop-start pursuit any more enjoyable for me.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I was never much of a reader in games, either. Fallout has plenty of dialogue, but Morrowind was the one that really killed me with words. I could like the game world and still struggle with the amount of reading or the pace of getting through it.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:640px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087114\/fallout1998-gameplay-fallout-dialogue.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_640\/v1792087114\/fallout1998-gameplay-fallout-dialogue.jpg\" alt=\"Aradesh conversation in the original Fallout, showing several written response options.\" width=\"640\" height=\"480\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">The original Fallout\u2019s dialogue screen: a talking portrait above a list of written responses. Screenshot from <a href=\"https:\/\/www.gog.com\/en\/game\/fallout\">GOG\u2019s Fallout product page<\/a>; game imagery \u00a9 its respective rights holders.<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Fallout 2 builds its characters from seven SPECIAL attributes, skills and optional traits. Speech, Science and Repair sit alongside combat skills on the same character sheet. There is plenty of room to shape a character beyond choosing a weapon. I still find the early games difficult to place in a personal ranking: I rate their quality highest, but their difficulty and turn-based combat get in the way of my enjoyment.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:640px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087115\/fallout1998-gameplay-fallout2-character.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_640\/v1792087115\/fallout1998-gameplay-fallout2-character.jpg\" alt=\"Fallout 2 character creation showing SPECIAL attributes, skills and optional traits.\" width=\"640\" height=\"480\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">Fallout 2\u2019s character screen, with seven SPECIAL attributes alongside skills and optional traits. Screenshot from <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_2\">GOG<\/a>; game imagery \u00a9 its respective rights holders.<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">New Vegas is the Fallout I most enjoy<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>New Vegas is my favourite to play, and Fallout 3 comes next.<\/strong> Fallout 3 still felt like Fallout to me. Compared with New Vegas, it feels behind in some ways, but I still like it. New Vegas is the one that comes out on top when I put the games in order by personal enjoyment.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Obsidian developed New Vegas, while Bethesda Game Studios made Fallout 3. The later game returns the series to the western United States, with the Courier caught in the Mojave\u2019s struggle for power. The <a href=\"https:\/\/fallout.bethesda.net\/en-EU\/news\/fallout25-presents-the-fallout-timeline\">official timeline<\/a> puts their stories in 2281 and 2277 respectively.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:1000px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087116\/fallout1998-gameplay-newvegas-exploration.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_1000\/v1792087116\/fallout1998-gameplay-newvegas-exploration.jpg\" alt=\"Third-person New Vegas gameplay with health, action points, compass, weapon condition and ammunition visible.\" width=\"1920\" height=\"1080\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">New Vegas exploration with the HUD intact. Screenshot distributed through <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_new_vegas_ultimate_edition\">GOG\u2019s Ultimate Edition page<\/a>; game imagery \u00a9 its respective rights holders. My own gameplay is embedded below.<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Fallout: New Vegas - Part 01 - |Steam|RPG|FPS|OpenWorld|First-Person|@bethesda|\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/jZTun9zRMow?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">My Fallout: New Vegas gameplay, Part 01 (Steam).<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Fallout 4 went in a direction I did not want<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">My problem with Fallout 4 is that it moved away from what made Fallout great and added base building. I wanted more of what I liked about Fallout. Settlements did not improve that experience for me.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Crafting and constructing settlements are a real part of the change: Bethesda itself identifies them among <a href=\"https:\/\/fallout.bethesda.net\/en-EU\/news\/fallout25-presents-the-fallout-timeline\">Fallout 4\u2019s additions to the series<\/a>. I can see what the building tools let people make, but that does not make them what I wanted from this game. Fallout 3 still felt like Fallout to me; with Fallout 4, I felt the direction moving further away.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\" style=\"max-width:1000px;margin-left:auto;margin-right:auto\"><a href=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/v1792087116\/fallout1998-gameplay-fallout4-building.jpg\"><img src=\"https:\/\/res.cloudinary.com\/sumbiieb\/image\/upload\/f_auto,q_auto,w_1000\/v1792087116\/fallout1998-gameplay-fallout4-building.jpg\" alt=\"A large illuminated Vault Boy design constructed from panels in Fallout 4.\" width=\"1920\" height=\"1080\" loading=\"lazy\" decoding=\"async\" style=\"width:100%;height:auto\"\/><\/a><figcaption class=\"wp-element-caption\">A published Fallout 4 building example: an illuminated Vault Boy made from panels. Screenshot from <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_4_game_of_the_year_edition\">GOG\u2019s Game of the Year Edition page<\/a>; game imagery \u00a9 its respective rights holders.<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Fallout 4 - Part 01 - |PS5|RPG|FPS|OpenWorld|First-Person|@bethesda|\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/jwGMQ0Uirlk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">My Fallout 4 gameplay, Part 01 (PS5).<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Fallout 76 is at the bottom<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Fallout 76 is the worst Fallout game I have played. After the direction of Fallout 4, 76 pushed the series even further away from the games I rate most highly.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There is also a concrete difference in how much control the player has over access. <a href=\"https:\/\/help.bethesda.net\/app\/answers\/detail\/a_id\/42988\/\">Bethesda\u2019s support page confirms that Fallout 76 has no offline mode<\/a>. Playing solo is possible, but solo play still depends on the online service. A private world is not an offline copy of the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Bethesda introduced private worlds through the paid Fallout 1st membership in October 2019. Its <a href=\"https:\/\/fallout.bethesda.net\/en-US\/news\/fallout-76-fallout-1st-launch\">announcement<\/a> explicitly presented the ability to play privately, including alone, as a membership feature. Selling that access while leaving the game dependent on servers is exactly the sort of consumer treatment I dislike. I want to be able to keep playing a game without waiting for a company\u2019s service to let me in.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Part I: Wasteland Whiskers: Kiba Snowpaw&amp;apos;s Frosty Foray into Fallout 76\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/jSQLPiBJqN8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><figcaption class=\"wp-element-caption\">My Fallout 76 gameplay: \u201cWasteland Whiskers: Kiba Snowpaw\u2019s Frosty Foray into Fallout 76\u201d, Part I.<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">A New Vegas box can still come with an account lock<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">My physical collection includes a <strong>PC copy of Fallout: New Vegas whose disc edition requires Steam activation<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For the Steam PC release, <a href=\"https:\/\/help.bethesda.net\/app\/answers\/detail\/a_id\/16781\/\">Bethesda documents internet access for validating the CD key and installing Steam updates<\/a>, followed by offline play once everything is installed. <a href=\"https:\/\/help.steampowered.com\/en\/faqs\/view\/2A12-9D79-C3D7-F870\">Steam\u2019s retail-key instructions<\/a> explain activation into an account. Offline mode after activation still leaves the copy tied to that account system. Passing the disc to somebody else does not transfer an already-redeemed activation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That deserves criticism even when the game is my favourite. Bethesda\u2019s choice to use Steam activation for this PC edition limits what the physical purchase gives its owner. A box and disc should not leave the next player dependent on an activation already attached to somebody else\u2019s account.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There is an official alternative: <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_new_vegas_ultimate_edition\">GOG\u2019s New Vegas Ultimate Edition<\/a> is sold DRM-free, with no activation or online connection required to play. GOG offers offline installers and makes Galaxy optional. An account for buying and downloading that installer is different from compulsory account binding when playing the installed game. This is a separate release, not evidence that my boxed copy loses its Steam requirement, and paying again is not a fix for the restriction on the copy I already own.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Morrowind is also in my physical PC catalogue, listed under the original game title. GOG\u2019s separate <a href=\"https:\/\/www.gog.com\/en\/game\/the_elder_scrolls_iii_morrowind_goty_edition\">DRM-free Game of the Year release<\/a> includes Tribunal and Bloodmoon.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We still have power as consumers, but we undermine it when we keep paying for restrictions we hate. Refusing another purchase, preorder or subscription is something we can actually do. I want games that I can keep, install and play independently. The existence of a DRM-free New Vegas release shows that account locking was not the only possible way to sell it.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">I grew up playing far more games than I can remember<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The games I have written about so far are nowhere near half of what I have played. My dad gave me one console after another. I had a PlayStation when it came out and a PlayStation 2 the year after that came out, and it continued from there.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I have played so many games that I cannot remember even a fraction of them off the top of my head.<\/p>\n\n\n\n<details><summary>Sources and image credits<\/summary>\n<p>Magazine source: my six photographs of Carsten Skov Teisen\u2019s Fallout 2 preview, <em>CD-ROM Spil<\/em>, third year, no. 11, 15 October\u201311 November 1998, p. 26. Recreated text panels are labelled individually; all untouched photographs are retained above.<\/p>\n<ul>\n<li><a href=\"https:\/\/cdn.akamai.steamstatic.com\/steam\/apps\/38400\/manuals\/Fallout_manual_English.pdf\">Fallout: Vault Dweller\u2019s Survival Guide<\/a> \u2014 Pip-Boy water-supply note, action points and ending combat.<\/li>\n<li><a href=\"https:\/\/steamcommunity.com\/sharedfiles\/filedetails\/?id=115470039\">Fallout 1: Find the Water Chip<\/a> \u2014 community walkthrough cross-check for the 150-day mission, Vault 15 ropes and Necropolis route.<\/li>\n<li><a href=\"https:\/\/cdn.akamai.steamstatic.com\/steam\/apps\/38410\/manuals\/Fallout2_manual_EN.pdf\">Fallout 2 manual<\/a> \u2014 party control, character systems and design credits.<\/li>\n<li><a href=\"https:\/\/archive.org\/details\/fallout-2-official-strategies-secrets-1998\">Matthew J. Norton, Fallout 2: Official Strategies &amp; Secrets<\/a> \u2014 opening mission and documented weapon conversions.<\/li>\n<li><a href=\"https:\/\/fallout.bethesda.net\/en-EU\/news\/fallout25-presents-the-fallout-timeline\">Bethesda\u2019s Fallout timeline<\/a> \u2014 settings, developers and settlement-building context.<\/li>\n<li><a href=\"https:\/\/help.bethesda.net\/app\/answers\/detail\/a_id\/16781\/\">Bethesda\u2019s New Vegas installation support<\/a>, <a href=\"https:\/\/help.steampowered.com\/en\/faqs\/view\/2A12-9D79-C3D7-F870\">Steam retail activation<\/a>, <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_new_vegas_ultimate_edition\">GOG New Vegas Ultimate Edition<\/a> and <a href=\"https:\/\/www.gog.com\/en\/game\/the_elder_scrolls_iii_morrowind_goty_edition\">GOG Morrowind GOTY<\/a> \u2014 edition and access information checked 15 October 2026. Physical entries checked against my catalogue, pp. 10 and 32.<\/li>\n<li><a href=\"https:\/\/help.bethesda.net\/app\/answers\/detail\/a_id\/42988\/\">Fallout 76 offline-mode support<\/a> and <a href=\"https:\/\/fallout.bethesda.net\/en-US\/news\/fallout-76-fallout-1st-launch\">Fallout 1st\u2019s October 2019 announcement<\/a> \u2014 online dependence and the introduction of private worlds.<\/li>\n<li>Additional screenshots: <a href=\"https:\/\/www.gog.com\/en\/game\/fallout\">Fallout<\/a>, <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_2\">Fallout 2<\/a>, <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_new_vegas_ultimate_edition\">New Vegas Ultimate Edition<\/a> and <a href=\"https:\/\/www.gog.com\/en\/game\/fallout_4_game_of_the_year_edition\">Fallout 4 GOTY<\/a> product galleries. They are external game images, separate from my embedded YouTube gameplay. Copyright remains with the respective rights holders.<\/li>\n<\/ul>\n<\/details>\n","protected":false},"excerpt":{"rendered":"<p>Fallout 1 and 2 were extremely hard for me, but I still rate their quality highest. A 1998 Fallout 2 preview brings back those memories, while New Vegas remains my favourite.<\/p>\n","protected":false},"author":1,"featured_media":173,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"googlesitekit_rrm_CAow86rODA:productID":"","footnotes":""},"categories":[875,666],"tags":[1083,1112,1113,1114,1110,1111,1115,816,688,687,762],"snowpaw_game":[1188],"class_list":["post-172","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-news","category-games","tag-cd-rom-spil","tag-fallout","tag-fallout-2","tag-fallout-3","tag-fallout-4","tag-fallout-76","tag-fallout-new-vegas","tag-game-preservation","tag-pc-gaming","tag-physical-games","tag-retro-gaming"],"snowpaw":{"managed":true,"game_id":"fallout-2","game_ids":["fallout-2"],"games":[{"id":"fallout-2","title":"Fallout 2"}],"review_game_ids":[],"cover_sizes":[{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/2026\/10\/Fallout-2_-Too-Hard-Too-Memorable-300x169.png","width":300},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/iawd-covers\/173-28d0f480228d-480.webp","width":480},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/iawd-covers\/173-28d0f480228d-768.webp","width":768},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/2026\/10\/Fallout-2_-Too-Hard-Too-Memorable-1024x576.png","width":1024},{"url":"https:\/\/wordpress.theicealphawolfden.com\/wp-content\/uploads\/iawd-covers\/173-28d0f480228d-1200.webp","width":1200}]},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Fallout 2 in 1998: Great Games That Were Too Hard for Me - The Ice Alpha Wolf Den<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/wordpress.theicealphawolfden.com\/index.php\/2026\/10\/15\/fallout-2-in-1998-great-games-that-were-too-hard-for-me\/\" \/>\n<meta property=\"og:locale\" content=\"en_GB\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Fallout 2 in 1998: Great Games That Were Too Hard for Me - The Ice Alpha Wolf Den\" \/>\n<meta property=\"og:description\" content=\"Fallout 1 and 2 were extremely hard for me, but I still rate their quality highest. 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