![]() You don’t orchestrate some huge raid on a bandit fortress, or develop a source of sustainable water saving the world. ![]() You just want…a really big vault with dwellers maxed out in the best armor and guns I guess? But after that, there doesn’t seem to be anything to work toward. And even if you get all the coolest gear, the fundamental gameplay and goals of the game are wonky. It doesn’t have its hand in your pocket to the degree of other games per se, but its meaningful rewards are buried in real-money lunchboxes all the same, and borderline impossible to find elsewhere so far. It’s kind of sad that a company as creative as Bethesda who makes such expansive, rich games like Fallout can’t come up with anything deeper than this for mobile. There just isn’t anything to it once you get past the initial coolness of the concept and signature Fallout art style. But right now, “actively” playing the game means you just sit and stare and watch as your explorer’s text-based adventures unfold, and back at home you click glowing green icons to dump resources into storage. I think if the Vault part worked as is, but there was some sort of wasteland exploring mini-game as well, this would solve a lot of these problems. It just feels like there’s another half missing to the game. There’s barely any strategy other than matching your dwellers SPECIAL stats to the proper rooms for them to work, or putting a male and female in a room together until they produce offspring. And past that, the game ends up being fundamentally pretty dull. It’s all luck whether you wind up with good items or garbage, and so far, mine has been dismal.Īgain, perhaps it’s too early to judge the exact RNG of the game, but the fact that it’s entirely based on RNG is unfortunate. And from what I can tell, unlike a game like Hearthstone which allows you to save up crap items and craft good ones, there is no such system in Fallout Shelter. I’m sure that these items can be found elsewhere in the game, but even if lunchbox rewards are “randomized,” it’s clear that their appearance is heavily skewed in favor of the paid packs. For science, I’ve spent about $20 on lunchboxes and have been rewarding with boatloads of caps, incredible high-end weapons, badass suits of power armor and unique dwellers with higher natural stats to help with my vault’s gene pool. After that, when morale and resources are low and no good items are rolling in, those bountiful lunchboxes look awfully appealing. You get a few gratis after completing the game’s early objectives, but you know what they say about the first taste being free. Yes, Fallout Shelter avoids many irritating mobile F2P microtransactions like paying to skip wait timers to speed up resource collection and the like, but so far, after playing the game a good long while, the only place I’ve found the best items has been when I’ve shelled out real-life money for lunchboxes. But where did I get them? From the game’s microtransaction lunchboxes, of course. I do, however, have some awesome legendary weapons, armor and even dwellers themselves. The Fight For The Future Of Video Games is a warts-and-all look at the clashes between the video game business and its passionate fans. Your vault also has a "rush" mechanic, where you can speed up production for instant resources and caps at the risk of a catastrophe, which features all the fun and excitement of flipping a coin. Sometimes Raiders invade, but are little more threatening than Radroaches (even less so as they don’t spread out as quickly) and are rarely a problem to deal with. Sometimes, fires will break out in rooms or Radroaches will pop up through the floors, but your dwellers will quash the issue in thirty seconds or so and rarely are at risk of dying. The “action” involved with the game is practically non-existent. The real problem with all of this? The vast majority of the game ends up being poking at the screen collecting resources and building fourth, fifth, sixth, and twentieth copies of buildings as you expand further down. Given that it’s impossible to remember who’s copulated with who, it isn’t long before your vault turns into a giant, non-stop swingers party. You can also assign your toughest dwellers to guard duty, and the game is ultimately weirdly focused on increasing your population count by encouraging any and every dweller inside to have sex with one another, get pregnant, and have children that will grow up to be put to work. Outside of resource generation, you eventually start unlocking different rooms that can train each letter of the SPECIAL stat. The whole thing does have a weirdly prison-like feel to it, with you in charge of assigning dwellers to various work roles using the SPECIAL system, where each letter is a different attribute that helps increase the efficiency of resource collection in ways that the game really never quite makes clear.
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