WEBVTT - TechStuff Enters the Wasteland

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I am your host, Jonathan Strickland. I'm an executive producer

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<v Speaker 1>with iHeart radio and how stuff Works and a love

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<v Speaker 1>of all things tech, and people who know me know

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<v Speaker 1>I am a big fan of computer and video games,

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<v Speaker 1>though I don't get to play them very often. I'm

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<v Speaker 1>very busy. But my favorite genre of video game is

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<v Speaker 1>probably open world sandbox RPGs. They don't have to be fantasy,

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<v Speaker 1>they don't have to be science fiction. I just I

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<v Speaker 1>like that kind of exploration mode RPG kind of style.

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<v Speaker 1>And my love of these games dates back to when

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<v Speaker 1>I was a kid and I would play old paper

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<v Speaker 1>and pencil role playing games with friends, you know, actual

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<v Speaker 1>staying around the table, you got dice and all that

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<v Speaker 1>kind of stuff. I was also a big fan of

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<v Speaker 1>various computer role playing games, but keep in mind those

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<v Speaker 1>games in the early computer days definitely leaned much harder

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<v Speaker 1>on game mechanics rather than on actual role playing because

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<v Speaker 1>the limitations of the medium. You didn't typically have super

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<v Speaker 1>deep role playing mechanics in there. You just had a

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<v Speaker 1>lot of statistical mechanics to uh to negotiate stuff like combat,

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<v Speaker 1>for example, But I still love those games anyway. One

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<v Speaker 1>of my favorite series and these open world RPG genres

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<v Speaker 1>is uh the Fallout franchise, which is currently the property

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<v Speaker 1>of the video game developer Bethesda Softworks, but that was

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<v Speaker 1>not always the case. Now, first, I want to give

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<v Speaker 1>a quick word about the subject matter of this game series.

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<v Speaker 1>The game series is a game series for mature audiences

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<v Speaker 1>according to the E s r B because of the

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<v Speaker 1>subject matter. There's a lot of violence in the games.

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<v Speaker 1>The Fallout series of games take place in a post

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<v Speaker 1>apocalyptic setting, so it's Earth, but it's not really our Earth.

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<v Speaker 1>It's an Earth that has a similar history to our own,

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<v Speaker 1>leading up to just after World War Two, and then

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<v Speaker 1>at that point after World War two sometime between then

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<v Speaker 1>in present day, the Fallout universe's history goes in a

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<v Speaker 1>different direction than our real world history does. Within the

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<v Speaker 1>Fallout Universe, the United States becomes increasingly embroiled in a

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<v Speaker 1>conflict with countries that have communist governments, largely China, and

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<v Speaker 1>then technology continues to become more sophisticated in the Fallout Universe,

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<v Speaker 1>but it maintains a sort of nineteen fifties era esthetic.

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<v Speaker 1>Some people call it ray Gun Gothic, so you get

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<v Speaker 1>the sort of retro futurism thing going on, where everything

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<v Speaker 1>looks like the way people in the nineteen fifties imagine

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<v Speaker 1>the future would look like. One of the key elements

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<v Speaker 1>of Fallout is that there was a company within the

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<v Speaker 1>mythology of the game world called Vault Tech that started

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<v Speaker 1>building out nuclear bunkers across the United States UH in

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<v Speaker 1>the years before the nuclear war. Some of those bunkers

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<v Speaker 1>were purely intended as survival bunkers for a relatively small

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<v Speaker 1>number of citizens, but other vaults appeared to be standard

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<v Speaker 1>bomb shelters, so externally you just think, oh, this is

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<v Speaker 1>just a normal shelter, but in actuality, they were masking

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<v Speaker 1>a range of different experimental facilities meant to run tests

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<v Speaker 1>on unknowing human subjects. Those tests could involve anything from

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<v Speaker 1>using chemicals to try and manipulate people's emotions, or to

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<v Speaker 1>find out what happens if you put no established hierarchy

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<v Speaker 1>in place before you seal the vault shut. So, in

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<v Speaker 1>other words, it's all this dark science fiction, unethical type

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<v Speaker 1>dystopian kind of stuff now in the world of Fallout.

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<v Speaker 1>On October twenty three, two thousand seventy seven, the global

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<v Speaker 1>nuclear powers engaged in a nuclear war, and one's really

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<v Speaker 1>sure who fired first or but it was a full

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<v Speaker 1>retaliation and entire sections of the globe were UH irreversibly

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<v Speaker 1>changed or apparently irreversibly changed. People in the vaults survived

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<v Speaker 1>the initial blast for the most part. Some of the

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<v Speaker 1>experimental vaults would devolve into chaos before any of the

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<v Speaker 1>games would begin UH, and some people on the surface

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<v Speaker 1>of the world would manage to survive, though not necessarily unscathed.

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<v Speaker 1>There are mutated people called ghouls who can live to

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<v Speaker 1>be incredibly old, but they also tend to lose their

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<v Speaker 1>humanity as they get older. And then there are also

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<v Speaker 1>super mutants. Those are the result of various experiments with

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<v Speaker 1>a substance called the forced evolution virus. But you get

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<v Speaker 1>the idea, and the games try to balance a lighthearted

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<v Speaker 1>and sometimes absurd tone in some of the games with

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<v Speaker 1>some of the more serious dark themes that you find

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<v Speaker 1>and post apocalyptic fiction. Sometimes it works, some times it doesn't. Anyway,

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<v Speaker 1>that's the quick lowdown on the mythology of the game world.

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<v Speaker 1>Now let's talk about the history of the actual development

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<v Speaker 1>of the games, so the original Fallout game did not

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<v Speaker 1>come out of Bethesda Softworks. There was another company called

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<v Speaker 1>Interplay Productions, later known as Interplay Entertainment. It was founded

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<v Speaker 1>by Brian Fargo and j Patel, Rebecca Hineman, and Troy

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<v Speaker 1>Worl in nineteen eighty three. The studio produced some illustrated

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<v Speaker 1>text based adventures. Early on, in they released the first

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<v Speaker 1>game in the Bard's Tale series of computer RPGs. That

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<v Speaker 1>series also happens to be one that I'm really fond of,

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<v Speaker 1>though I would say that the gameplay of those earlier

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<v Speaker 1>games is much more limited than what you would find

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<v Speaker 1>in current generation games. I don't know that someone brand

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<v Speaker 1>new to the genre of computer role playing games would

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<v Speaker 1>find those old games compelling, although you can't find remastered

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<v Speaker 1>versions of them out there. Interplay began development on Fallout

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<v Speaker 1>back in nineteen four. A guy named Timothy Caine was

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<v Speaker 1>the lead on development. In fact, at first he was

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<v Speaker 1>the whole team for Fallout. Now. This was after the

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<v Speaker 1>days when video game development was handled by very very

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<v Speaker 1>small groups, like sometimes just one or two people. This

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<v Speaker 1>was past that point, uh so this was particularly small

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<v Speaker 1>for even for now. According to Kane, the whole game

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<v Speaker 1>development came about because he wanted to design his own

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<v Speaker 1>game engine. I did an episode recently on tech Stuff

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<v Speaker 1>about what game engines are, and he wanted to build

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<v Speaker 1>one of his own. And at that time, Interplay had

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<v Speaker 1>been using game engines that other companies had developed, and

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<v Speaker 1>so he said, give me a chance to make my own,

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<v Speaker 1>and I'll make a game around the game engine that

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<v Speaker 1>I create. So when he first got started, there was

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<v Speaker 1>no actual game planned. They would have to make stuff

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<v Speaker 1>to demonstrate the game engine, but they had no idea

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<v Speaker 1>of what the game would be, what its purpose would be,

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<v Speaker 1>what its theme would be. So Kine was just creating

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<v Speaker 1>this asset, this game engine. One of the early ideas

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<v Speaker 1>for the game would have involved the player controlling a

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<v Speaker 1>character who would travel through time, encountering science fiction and

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<v Speaker 1>magical elements in the past and and alternate futures, before

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<v Speaker 1>eventually returning to present day to rescue his girlfriend. But

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<v Speaker 1>that game was never meant to be, so they abandoned

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<v Speaker 1>that idea. Probably would have been interesting, but I doubt

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<v Speaker 1>that we would have found the franchise uh like Fallout anyway.

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<v Speaker 1>From there, they thought about doing a game in which

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<v Speaker 1>aliens had taken over the planet except for one city,

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<v Speaker 1>and that city would be the player's home base, and

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<v Speaker 1>the player would venture out to fight aliens using that

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<v Speaker 1>city as their base of operations. Now that eventually would

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<v Speaker 1>morph into the idea of Fallout, except instead of a city,

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<v Speaker 1>it was a vault that was your base of operations,

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<v Speaker 1>and instead of aliens, it was mutants, schools, and survivors

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<v Speaker 1>out in the waste land. The team tried to negotiate

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<v Speaker 1>with Electronic Arts to get the license for an older

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<v Speaker 1>post apocalyptic video game called Wasteland that e A had

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<v Speaker 1>published in order to make an official sequel to it,

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<v Speaker 1>but they weren't able to do it at that point,

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<v Speaker 1>so they started making Fallout instead. Although they really tried

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<v Speaker 1>to make it a sequel to Wasteland for a long time.

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<v Speaker 1>Fallout was unusual and that it was not a licensed game,

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<v Speaker 1>and it eventually was just its own new intellectual property,

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<v Speaker 1>and it all started as sort of a personal project.

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<v Speaker 1>Kane says that other people Interplay would stop by and

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<v Speaker 1>help him out early on, but this was all stuff

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<v Speaker 1>that had to happen outside of normal business hours because

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<v Speaker 1>everyone else, said the company was already assigned to other projects,

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<v Speaker 1>so For the first six months of developing Fallout, Timothy

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<v Speaker 1>Kane was the only person officially working on the game.

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<v Speaker 1>He had other people stopping in and helping him out occasionally,

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<v Speaker 1>but never in an official capacity. After six months, he

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<v Speaker 1>finally got two other people on his project. One of

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<v Speaker 1>them was an artist, one of them was a script or.

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<v Speaker 1>Both of them had the name Jason, so they became

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<v Speaker 1>known as Timothy and the Jason's for a while. Kane

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<v Speaker 1>also cited that several other examples of media h were

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<v Speaker 1>very influential for both the mechanics of Fallout and the

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<v Speaker 1>content the theme of the game. So one of the

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<v Speaker 1>big ones that he took a lot of inspiration from

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<v Speaker 1>was x coom that's a turn based small group tactics

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<v Speaker 1>and strategy game. Thematically, the electronic arts video game waste

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<v Speaker 1>Land was a huge influence, obviously because for a while

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<v Speaker 1>they were hoping to make a sequel, so it's kind

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<v Speaker 1>of a spiritual sequel to waste Land, but not and

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<v Speaker 1>actual thematic or or I guess thematically it's a sequel

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<v Speaker 1>but not not by actual content. Other influences would include

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<v Speaker 1>a role playing game called the Generic Universal role Playing System,

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<v Speaker 1>also known as Girps. Girps is a game out of

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<v Speaker 1>Steve Jackson Games. It's a paper and pencil style role

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<v Speaker 1>playing game, and the reason why it's called generic universal

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<v Speaker 1>role playing system is that, at least in theory, you

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<v Speaker 1>can apply those rules for all sorts of different settings.

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<v Speaker 1>You could do Girps and have a fantasy role playing game,

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<v Speaker 1>or a Western or horror based or science fiction. The

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<v Speaker 1>idea is that the basic rules can handle all the mechanics,

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<v Speaker 1>and then the details are up to whoever's running the

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<v Speaker 1>game and the players. Interplay was working on getting a

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<v Speaker 1>license for Girups and actually had one for a while,

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<v Speaker 1>and that would become the center of a really big

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<v Speaker 1>legal problem later on. I'll get to that in a bit.

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<v Speaker 1>The development process was arduous, and part of the issue

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<v Speaker 1>was that tech was changing rapidly. In the mid nineties,

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<v Speaker 1>games were starting to move from sprite based games to

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<v Speaker 1>polygonal based games, so while Fallout would stick with sprites,

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<v Speaker 1>one thing the game included were some talking head segments.

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<v Speaker 1>Characters that were voiced, often by recognizable actors, and had

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<v Speaker 1>fully animated heads that were delivering this this dialogue or

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<v Speaker 1>monologue to you. So you have this animation there. In

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<v Speaker 1>order to make that work, there was an incredibly involved process.

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<v Speaker 1>There was an artist assigned who would sculpt physical models

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<v Speaker 1>out of clay and build out a full three dimensional

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<v Speaker 1>model of the head of the character, and then use

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<v Speaker 1>a tool to scan the face of that clay model

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<v Speaker 1>to create a computer model. Then they would have to

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<v Speaker 1>do textures, and then ifter they got all the textures

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<v Speaker 1>put in place, they also have to do animation. This

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<v Speaker 1>process would take a really long time just to make

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<v Speaker 1>the head before you even got to the part where

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<v Speaker 1>you were lips sinking. The animation would take eight weeks

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<v Speaker 1>per head. So it's a very long and involved process.

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<v Speaker 1>One funny story that Timothy Kane tells about the development

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<v Speaker 1>is that he was told to make sure the game

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<v Speaker 1>would be certified for Windows. The team had made Fallout

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<v Speaker 1>to run on multiple platforms, including Windows and Windows in T,

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<v Speaker 1>but Microsoft denied the certification initially because it required the

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<v Speaker 1>program to run on Windows but to quote fail gracefully

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<v Speaker 1>end quote on Windows in t Kane tried to convince

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<v Speaker 1>Microsoft that the game working on in timant that it

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<v Speaker 1>was failing as gracefully as it gets, but that explanation

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<v Speaker 1>didn't fly, and so one of his other programmers actually

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<v Speaker 1>built into the code that Fallout would fail if it

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<v Speaker 1>detected it was running on a Windows in team machine,

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<v Speaker 1>so it failed on purpose. That was how they were

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<v Speaker 1>able to get the Windows nine certification. Interplay nearly canceled

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<v Speaker 1>the game twice. The first time was within its first

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<v Speaker 1>year of development, after the game had been you know

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<v Speaker 1>several months along. Interplay had acquired the rights to create

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<v Speaker 1>games set in the D and D Forgotten Realms universe,

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<v Speaker 1>and company executives were worried that Fallout was going to

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<v Speaker 1>drain resources that could be used elsewhere. Timothy Kane was

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<v Speaker 1>able to convince leadership, especially Brian Fargo, to allow his

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<v Speaker 1>team to keep working on the Fallout game. The second

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<v Speaker 1>time it was nearly canceled was due to a dispute

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<v Speaker 1>with Steve Jackson Games and the Groups role playing system

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<v Speaker 1>I talked about earlier. So Fallout was at one point

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<v Speaker 1>intended to be a game based on the GIRPS system,

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<v Speaker 1>but well into the element of the game, the team

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<v Speaker 1>got pushed back from Steve Jackson Games. They objected to

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<v Speaker 1>several things and fall Out. One was the level of violence,

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<v Speaker 1>because the game was incredibly violent. Another was the art style.

0:14:13.160 --> 0:14:15.640
<v Speaker 1>The folks over at Steve Jackson Games didn't really like it,

0:14:16.120 --> 0:14:18.480
<v Speaker 1>but it was the game was so far along in

0:14:18.520 --> 0:14:21.600
<v Speaker 1>the development process even though they were still years from launch,

0:14:22.720 --> 0:14:24.960
<v Speaker 1>they couldn't really make any changes. If they did, it

0:14:24.960 --> 0:14:28.040
<v Speaker 1>would have delayed the game even more, and interplay just

0:14:28.120 --> 0:14:31.440
<v Speaker 1>wasn't in a place financially where they could, you know,

0:14:31.960 --> 0:14:35.720
<v Speaker 1>continuously put off the release of a game. Kane was

0:14:35.760 --> 0:14:40.520
<v Speaker 1>told by Fargo that if his team could rewrite and

0:14:40.640 --> 0:14:44.080
<v Speaker 1>code in a new combat system that was not based

0:14:44.080 --> 0:14:46.840
<v Speaker 1>off the Groups system, if the mechanics of the game

0:14:47.120 --> 0:14:50.600
<v Speaker 1>could be completely unique and not dependent upon that RPG

0:14:51.160 --> 0:14:55.800
<v Speaker 1>within two weeks, then they would not cancel Fallout. That's

0:14:55.840 --> 0:14:58.080
<v Speaker 1>a huge amount of work to do in just two weeks,

0:14:58.080 --> 0:15:01.080
<v Speaker 1>but somehow they managed to do it and fall outstayed alive.

0:15:01.880 --> 0:15:05.760
<v Speaker 1>The original name for this game was Vault, but Brian

0:15:05.800 --> 0:15:08.320
<v Speaker 1>Fargo played it and then said we should come up

0:15:08.360 --> 0:15:10.840
<v Speaker 1>with a better game name and said, why don't we

0:15:10.840 --> 0:15:13.600
<v Speaker 1>call it Fallout, And Timothy Kane said, no, that's perfect.

0:15:13.680 --> 0:15:15.760
<v Speaker 1>It's a great name. Let's go with it. By the

0:15:15.800 --> 0:15:18.440
<v Speaker 1>time the game shipped, the number of people who had

0:15:18.480 --> 0:15:22.560
<v Speaker 1>worked on it was around thirty and there was never

0:15:22.600 --> 0:15:26.800
<v Speaker 1>an official budget that Timothy Kane ever encountered, but he

0:15:26.880 --> 0:15:30.160
<v Speaker 1>said it was somewhere in the neighborhood of three million dollars.

0:15:32.520 --> 0:15:36.440
<v Speaker 1>That's when Fallout would publish. It was called Fallout, a

0:15:36.480 --> 0:15:40.160
<v Speaker 1>post nuclear role playing game. It featured a camera angle

0:15:40.200 --> 0:15:44.920
<v Speaker 1>that's technically called trimetric projection. That's essentially a way to

0:15:44.960 --> 0:15:48.920
<v Speaker 1>represent a three dimensional object in two dimensional space, and

0:15:49.080 --> 0:15:54.720
<v Speaker 1>it's a slightly overhead angled view similar to isometric, but

0:15:54.960 --> 0:15:58.480
<v Speaker 1>technically it's trimetric. The game introduced a lot of stuff

0:15:58.800 --> 0:16:02.320
<v Speaker 1>that has become in trends to fall Out lore, including

0:16:02.360 --> 0:16:06.400
<v Speaker 1>the character traits that your character possesses, which is called special.

0:16:07.000 --> 0:16:13.880
<v Speaker 1>That's an acronym that stands for strength, perception, endurance, charisma, intelligence, agility,

0:16:13.880 --> 0:16:17.440
<v Speaker 1>and luck. This was the replacement of that Girp's system

0:16:17.520 --> 0:16:20.240
<v Speaker 1>they had been using, So your character has ranks in

0:16:20.280 --> 0:16:23.600
<v Speaker 1>each of those that determines his or her abilities and

0:16:23.680 --> 0:16:27.080
<v Speaker 1>chance of success for certain types of actions. I've got

0:16:27.120 --> 0:16:30.440
<v Speaker 1>more to say about the Fallout games, but before I

0:16:30.480 --> 0:16:33.000
<v Speaker 1>get into it, let's take a quick break to thank

0:16:33.040 --> 0:16:44.400
<v Speaker 1>our sponsor. So in that first Fallout game, the player

0:16:44.400 --> 0:16:48.280
<v Speaker 1>controls a character known as the Vault dweller obviously, is

0:16:48.360 --> 0:16:51.240
<v Speaker 1>someone who has lived all their life in a vault.

0:16:52.160 --> 0:16:55.360
<v Speaker 1>They've been in the protective confines of the bunker since

0:16:55.400 --> 0:16:59.120
<v Speaker 1>they were born. The year in Fallout one is twenty

0:16:59.160 --> 0:17:02.560
<v Speaker 1>one six d one. And remember the nuclear war in

0:17:02.600 --> 0:17:07.040
<v Speaker 1>the Fallout world happened in twenty seven, so it's almost

0:17:07.080 --> 0:17:11.240
<v Speaker 1>been a century since the nuclear war, so several generations

0:17:11.680 --> 0:17:16.080
<v Speaker 1>have been born and have died in the vault since

0:17:16.119 --> 0:17:20.119
<v Speaker 1>that time. Your vault that you live in needs a

0:17:20.160 --> 0:17:23.800
<v Speaker 1>new water purification chip because obviously the water in the

0:17:23.880 --> 0:17:27.800
<v Speaker 1>area has radiation. It's toxic, so it needs this purifier

0:17:28.560 --> 0:17:31.200
<v Speaker 1>and so that is why you are sent out of

0:17:31.200 --> 0:17:33.920
<v Speaker 1>the vault. You're told to go out find a water

0:17:34.040 --> 0:17:37.240
<v Speaker 1>purification chip and bring it back or else everyone's going

0:17:37.320 --> 0:17:41.439
<v Speaker 1>to die. So the action and Fallout one was turn based,

0:17:41.520 --> 0:17:44.760
<v Speaker 1>which meant that all combat would take place in rounds

0:17:44.880 --> 0:17:47.840
<v Speaker 1>rather than in real time. The game would keep track

0:17:48.240 --> 0:17:51.760
<v Speaker 1>of how much time has passed in game, and initially

0:17:51.800 --> 0:17:55.480
<v Speaker 1>players had just one hundred in game days to retrieve

0:17:55.520 --> 0:17:59.119
<v Speaker 1>the water purification chip before everyone back at the vault

0:17:59.320 --> 0:18:02.280
<v Speaker 1>would die, though there were ways to extend that deadline

0:18:02.280 --> 0:18:05.480
<v Speaker 1>a bit if you encountered certain water caravans and hired

0:18:05.520 --> 0:18:09.040
<v Speaker 1>them to bring water to your home. Now, this was

0:18:09.119 --> 0:18:11.040
<v Speaker 1>just the first part of the game. Getting the water

0:18:11.119 --> 0:18:13.720
<v Speaker 1>purification chip and coming back to your vault did not

0:18:14.119 --> 0:18:17.760
<v Speaker 1>end the game, but it wasn't necessary step in order

0:18:17.760 --> 0:18:21.320
<v Speaker 1>to progress through the story, and Timothy Kane would later

0:18:21.320 --> 0:18:24.720
<v Speaker 1>say that he wished they had left out the time

0:18:24.840 --> 0:18:29.560
<v Speaker 1>dependent component because he said it didn't work the way

0:18:29.600 --> 0:18:32.840
<v Speaker 1>we had intended. They wanted to create a way of

0:18:32.840 --> 0:18:36.359
<v Speaker 1>of building a sense of urgency to make the player

0:18:36.440 --> 0:18:38.679
<v Speaker 1>feel like they need to get certain things done and

0:18:38.720 --> 0:18:42.000
<v Speaker 1>not just wander around. But then Timothy Kane said that

0:18:42.400 --> 0:18:44.280
<v Speaker 1>he came around to feel that this was a bad

0:18:44.359 --> 0:18:47.800
<v Speaker 1>choice because it would discourage players from just exploring and

0:18:47.840 --> 0:18:52.240
<v Speaker 1>experiencing the game. So and later versions this got patched out,

0:18:52.320 --> 0:18:56.119
<v Speaker 1>but in the original one, that first major part of

0:18:56.119 --> 0:18:58.680
<v Speaker 1>your mission you had to complete within a certain time

0:18:58.800 --> 0:19:03.080
<v Speaker 1>or the game was over. The game introduced ghouls, super mutants,

0:19:03.600 --> 0:19:07.240
<v Speaker 1>introduced a faction called the Brotherhood of Steel. They're known

0:19:07.280 --> 0:19:11.119
<v Speaker 1>for wearing these big exoskeleton armor suits and they tend

0:19:11.440 --> 0:19:15.360
<v Speaker 1>to hoard technology, and the purpose for that is that

0:19:15.440 --> 0:19:19.959
<v Speaker 1>they want to protect humanity from another catastrophe like nuclear war. Essentially,

0:19:19.960 --> 0:19:25.080
<v Speaker 1>they're saying mankind is irresponsible and they cannot handle the

0:19:25.119 --> 0:19:29.840
<v Speaker 1>power of these massive weapons, so we're gonna take them

0:19:30.040 --> 0:19:33.200
<v Speaker 1>so that no one else can. It's a little hypocritical,

0:19:33.320 --> 0:19:35.359
<v Speaker 1>but that's part of the element of the story that

0:19:35.359 --> 0:19:37.760
<v Speaker 1>plays out in the Fallout universe. It's meant to be

0:19:37.840 --> 0:19:40.760
<v Speaker 1>that way. In fact, one of the important things that

0:19:40.800 --> 0:19:43.400
<v Speaker 1>Timothy Caine and his group wanted to do was create

0:19:43.440 --> 0:19:47.840
<v Speaker 1>a game that did not have a strict morality to it.

0:19:48.160 --> 0:19:52.040
<v Speaker 1>The various factions have their good points and they're bad points,

0:19:52.080 --> 0:19:53.800
<v Speaker 1>apart from some of the ones that are just kind

0:19:53.800 --> 0:19:59.680
<v Speaker 1>of almost mindless destruction machines, but almost everyone has their

0:20:00.280 --> 0:20:03.720
<v Speaker 1>they're good aspects and their bad aspects, and even the

0:20:03.760 --> 0:20:06.880
<v Speaker 1>player can choose to behave in a way that's ethical

0:20:07.000 --> 0:20:10.520
<v Speaker 1>or unethical. The Timothy Kane did not want to put

0:20:10.560 --> 0:20:13.440
<v Speaker 1>restrictions on what players could do. He did want there

0:20:13.600 --> 0:20:16.320
<v Speaker 1>to be consequences to your actions. So if you choose

0:20:16.359 --> 0:20:20.040
<v Speaker 1>to do terrible, terrible things, let's say in the context

0:20:20.040 --> 0:20:22.400
<v Speaker 1>of a town, then the people of that town are

0:20:22.440 --> 0:20:25.000
<v Speaker 1>going to recognize that you're terrible, terrible person and they

0:20:25.000 --> 0:20:28.240
<v Speaker 1>will treat you as such. But you can still choose

0:20:28.320 --> 0:20:31.560
<v Speaker 1>to do it that way, you're not prevented from behaving

0:20:31.680 --> 0:20:36.720
<v Speaker 1>any particular way. So these are all basic elements of

0:20:36.720 --> 0:20:41.639
<v Speaker 1>Fallout that would become core components of the mythology and

0:20:41.720 --> 0:20:43.919
<v Speaker 1>the world building that would move forward and would be

0:20:43.960 --> 0:20:47.800
<v Speaker 1>carried forward in future titles, and it became the foundation

0:20:47.840 --> 0:20:51.320
<v Speaker 1>for all future games. It also creates some gameplay elements

0:20:51.359 --> 0:20:54.280
<v Speaker 1>that would last from iteration to iteration. So one of

0:20:54.320 --> 0:20:57.600
<v Speaker 1>those was the perk system. So again in fall Out,

0:20:57.600 --> 0:21:01.800
<v Speaker 1>you have your basic abilities, those special abilities, but then

0:21:01.880 --> 0:21:04.560
<v Speaker 1>you also have skills, like you might have lock picking

0:21:04.720 --> 0:21:07.440
<v Speaker 1>or energy weapons as a skill, so you can build

0:21:07.480 --> 0:21:10.560
<v Speaker 1>up your skills that you're better at those things than

0:21:10.600 --> 0:21:13.920
<v Speaker 1>other things. But the parks system was added super late

0:21:13.920 --> 0:21:16.960
<v Speaker 1>in the game to give a little more umph to

0:21:17.400 --> 0:21:21.639
<v Speaker 1>the leveling in within it. So the perks might involve

0:21:21.720 --> 0:21:26.560
<v Speaker 1>kind of interesting features, like a mutation that gives you benefits,

0:21:26.680 --> 0:21:29.359
<v Speaker 1>or that you do more damage during night hours than

0:21:29.400 --> 0:21:31.000
<v Speaker 1>you do in day hours, or you might be able

0:21:31.040 --> 0:21:33.720
<v Speaker 1>to find more resources when you scavenge that kind of stuff.

0:21:34.080 --> 0:21:37.000
<v Speaker 1>According to Kane, it was actually really easy to insert

0:21:37.080 --> 0:21:39.320
<v Speaker 1>this into the game, which is good because it was

0:21:39.400 --> 0:21:43.080
<v Speaker 1>introduced very late in the game's development, and it was

0:21:43.119 --> 0:21:46.239
<v Speaker 1>effectively invented by a guy named Chris Taylor in just

0:21:46.280 --> 0:21:48.920
<v Speaker 1>a day. The benefit was that the parks really gave

0:21:48.960 --> 0:21:53.720
<v Speaker 1>players more opportunities to customize their character and to customize

0:21:53.760 --> 0:21:57.080
<v Speaker 1>their play style. It also set a precedent for the

0:21:57.080 --> 0:22:01.360
<v Speaker 1>way these games end. In Fallout, you typically have your

0:22:01.400 --> 0:22:03.879
<v Speaker 1>main quest and a bunch of side quests that you

0:22:03.920 --> 0:22:07.920
<v Speaker 1>can elect to pursue or ignore, and as you make choices,

0:22:08.280 --> 0:22:10.800
<v Speaker 1>the game takes note of the choices you have made.

0:22:11.240 --> 0:22:13.439
<v Speaker 1>At the conclusion of the game, when you have completed

0:22:13.480 --> 0:22:17.240
<v Speaker 1>the main storyline, you get a slide show like presentation

0:22:17.400 --> 0:22:21.399
<v Speaker 1>that tells you how things unfold in the world because

0:22:21.560 --> 0:22:24.600
<v Speaker 1>of the decisions you made, both the good ones and

0:22:24.640 --> 0:22:27.080
<v Speaker 1>the bad ones, and this would become a hallmark of

0:22:27.119 --> 0:22:31.120
<v Speaker 1>the series, even as other elements of Fallout would change dramatically.

0:22:31.920 --> 0:22:34.880
<v Speaker 1>One other thing that became a hallmark was the presence

0:22:35.280 --> 0:22:39.119
<v Speaker 1>of Ron Perlman as one of the voice actors in

0:22:39.400 --> 0:22:42.919
<v Speaker 1>many of the Fallout games. He acts as the narrator

0:22:43.040 --> 0:22:47.560
<v Speaker 1>for the game. He opens the games with the emblematic phrase,

0:22:47.640 --> 0:22:53.000
<v Speaker 1>the iconic phrase war war never changes. He hasn't narrated

0:22:53.080 --> 0:22:55.720
<v Speaker 1>every single game, but most of them, and he has

0:22:55.760 --> 0:22:58.320
<v Speaker 1>been a voice actor in almost every single game as well.

0:22:59.040 --> 0:23:01.920
<v Speaker 1>The first game sold well and was praised by critics,

0:23:02.000 --> 0:23:04.560
<v Speaker 1>and it led to the decision to develop a sequel.

0:23:04.840 --> 0:23:08.520
<v Speaker 1>No big surprise there. Interplay, which by now was called

0:23:08.520 --> 0:23:13.440
<v Speaker 1>Interplay Entertainment, created a division within the company, so as

0:23:13.480 --> 0:23:17.439
<v Speaker 1>a studio within Interplay Entertainment, and it was called Black

0:23:17.600 --> 0:23:21.879
<v Speaker 1>Isle Studios. That internal department would take on responsibility a

0:23:21.920 --> 0:23:25.000
<v Speaker 1>developing Fallout two. Several of the people who worked on

0:23:25.040 --> 0:23:29.560
<v Speaker 1>that had also worked on Fallout, but technically speaking, Black

0:23:29.600 --> 0:23:33.880
<v Speaker 1>Asle Studios came into being towards the end of Fallouts development,

0:23:33.880 --> 0:23:37.480
<v Speaker 1>and fall Out one was not officially part of Black

0:23:37.480 --> 0:23:40.560
<v Speaker 1>Asle Studios work, although some of the people who would

0:23:40.600 --> 0:23:43.680
<v Speaker 1>be in Black Asle Studios did work on Fallout one.

0:23:44.119 --> 0:23:47.760
<v Speaker 1>Fallout two takes place years after the first game, and

0:23:47.760 --> 0:23:51.520
<v Speaker 1>the player controls the descendant of the character from Fallout one,

0:23:51.960 --> 0:23:55.560
<v Speaker 1>and the goal and Fallout two, which features similar mechanics

0:23:55.600 --> 0:23:58.399
<v Speaker 1>and graphics from the first game, is to recover a

0:23:58.480 --> 0:24:02.679
<v Speaker 1>machine called the Get G E c K, and the

0:24:02.720 --> 0:24:06.439
<v Speaker 1>Get is supposed to be able to restore irradiated environments

0:24:06.480 --> 0:24:10.240
<v Speaker 1>to their pre apocalypse status. It would become a big

0:24:10.280 --> 0:24:12.879
<v Speaker 1>part of Fallout three as well. The game was a

0:24:12.880 --> 0:24:16.840
<v Speaker 1>bit more absurd in tone than Fallout one and made

0:24:16.920 --> 0:24:21.520
<v Speaker 1>some fans a little uneasy that the the humor got

0:24:21.520 --> 0:24:25.159
<v Speaker 1>a little more zany in the second game. That's a

0:24:25.160 --> 0:24:29.040
<v Speaker 1>trend that's continued as well. The Focused team was able

0:24:29.080 --> 0:24:31.920
<v Speaker 1>to publish Fallout two just a year after the release

0:24:32.080 --> 0:24:35.080
<v Speaker 1>of the first Fallout, although again a lot of the work,

0:24:35.320 --> 0:24:37.760
<v Speaker 1>the game engine and a lot of the assets had

0:24:37.760 --> 0:24:40.720
<v Speaker 1>already been developed, so that was a big part of it.

0:24:40.760 --> 0:24:44.080
<v Speaker 1>But still was a huge effort to turn a game

0:24:44.119 --> 0:24:46.760
<v Speaker 1>around in one year, and it was bigger in scope

0:24:46.800 --> 0:24:49.240
<v Speaker 1>and included some new features as well. It wasn't like

0:24:49.240 --> 0:24:52.560
<v Speaker 1>it was just a new story built on the bones

0:24:52.600 --> 0:24:57.600
<v Speaker 1>of Fallout one. It was more than that. In Interplay

0:24:57.720 --> 0:25:01.240
<v Speaker 1>filed its initial public offering and also financing from a

0:25:01.240 --> 0:25:06.119
<v Speaker 1>French game company called Titus Software. In two thousand, Interplay

0:25:06.160 --> 0:25:10.040
<v Speaker 1>founder Brian Fargo would resign from the company he had

0:25:10.080 --> 0:25:14.240
<v Speaker 1>co founded after having some disagreements with Titus about the

0:25:14.280 --> 0:25:18.520
<v Speaker 1>direction of Interplay. Fargo would leave and go on to

0:25:18.600 --> 0:25:21.520
<v Speaker 1>found a new company in two thousand two called in

0:25:21.720 --> 0:25:26.639
<v Speaker 1>Exile Entertainment, and years later this company would produce waste

0:25:26.720 --> 0:25:30.040
<v Speaker 1>Land To the sequel that Timothy Kane had wanted to

0:25:30.080 --> 0:25:33.800
<v Speaker 1>make years earlier, and it would become its own thing,

0:25:34.000 --> 0:25:36.520
<v Speaker 1>eventually evolving it to fall Out, the the one that

0:25:36.560 --> 0:25:39.720
<v Speaker 1>Timothy Kane worked on Now you had in exile creating

0:25:39.760 --> 0:25:44.000
<v Speaker 1>the actual sequel waste Land To. Also, they created a

0:25:44.040 --> 0:25:47.480
<v Speaker 1>sequel to Or. They created the remaster to the Bard's

0:25:47.480 --> 0:25:50.080
<v Speaker 1>Tale series, which was nice back to fall Out, though.

0:25:51.200 --> 0:25:53.840
<v Speaker 1>The next game in the franchise came from a totally

0:25:53.840 --> 0:25:57.720
<v Speaker 1>different developer and publisher. It was a game called Fallout Tactics.

0:25:57.840 --> 0:26:02.600
<v Speaker 1>Brotherhood of Steel, a company micro Forte, developed it, and

0:26:02.640 --> 0:26:06.240
<v Speaker 1>another company called fourteen Degrees East published it back in

0:26:06.280 --> 0:26:09.600
<v Speaker 1>two thousand one. This was different from Fallout one and

0:26:09.640 --> 0:26:12.960
<v Speaker 1>Fallout two. Those were those sort of open world isometric

0:26:13.040 --> 0:26:18.800
<v Speaker 1>view more or less isometric really trimetric view RPGs. Fallout

0:26:18.880 --> 0:26:22.240
<v Speaker 1>Tactics was a tactical combat game, a little bit closer

0:26:22.280 --> 0:26:25.919
<v Speaker 1>to Xcom than Fallout, so it wasn't as much of

0:26:25.960 --> 0:26:28.879
<v Speaker 1>a role playing game. Some of the elements would become

0:26:28.960 --> 0:26:31.879
<v Speaker 1>canon and later Fallout entries, but a lot of what

0:26:32.000 --> 0:26:35.280
<v Speaker 1>happened in that game is considered non canon. In other words,

0:26:35.400 --> 0:26:39.200
<v Speaker 1>is not part of the official history of the Fallout mythology.

0:26:39.600 --> 0:26:44.400
<v Speaker 1>The Fallout games are not perfectly consistent. That's a nice

0:26:44.440 --> 0:26:46.920
<v Speaker 1>way of putting it. There are a lot of inconsistencies

0:26:46.920 --> 0:26:50.240
<v Speaker 1>from game to game, things that seem to contradict previously

0:26:50.440 --> 0:26:54.800
<v Speaker 1>established lore, but a lot of Fallout Tactics was just

0:26:54.880 --> 0:26:58.520
<v Speaker 1>thrown out. The game did get really good reviews, however.

0:26:59.119 --> 0:27:01.920
<v Speaker 1>It was a well does signed tactical game, but there

0:27:01.920 --> 0:27:04.440
<v Speaker 1>were some Fallout fans who were disappointed because it wasn't

0:27:04.480 --> 0:27:06.439
<v Speaker 1>a role playing game the way the first two in

0:27:06.440 --> 0:27:10.840
<v Speaker 1>the series were. In two thousand four, Interplay produced Fallout

0:27:11.040 --> 0:27:15.280
<v Speaker 1>Brotherhood of Steel, which, despite the similar title, is a

0:27:15.320 --> 0:27:19.800
<v Speaker 1>different game than Fallout Tactics Brotherhood of Steel, which is confusing.

0:27:19.840 --> 0:27:23.920
<v Speaker 1>I know. This game wasn't an open world style game either.

0:27:24.119 --> 0:27:27.240
<v Speaker 1>It had a much more linear storyline, and you would

0:27:27.280 --> 0:27:29.560
<v Speaker 1>progress from the beginning all the way through to the end,

0:27:29.800 --> 0:27:32.520
<v Speaker 1>and you couldn't really backtrack. You couldn't go back and

0:27:32.560 --> 0:27:35.720
<v Speaker 1>revisit stuff that you had already seen. It was always

0:27:35.800 --> 0:27:39.320
<v Speaker 1>moving forward. This was the first Fallout game developed specifically

0:27:39.359 --> 0:27:42.840
<v Speaker 1>for game consoles. Both the two thousand one and two

0:27:42.840 --> 0:27:46.520
<v Speaker 1>thousand four games allowed players to control Brotherhood of Steel characters.

0:27:46.680 --> 0:27:49.400
<v Speaker 1>You could also play the Vault Dweller from the original

0:27:49.480 --> 0:27:52.000
<v Speaker 1>Fallout game as a character in the two thousand four game.

0:27:52.560 --> 0:27:55.080
<v Speaker 1>And I've never played the two thousand four game, but

0:27:55.119 --> 0:27:59.840
<v Speaker 1>in general it got pretty mixed to negative reviews. A

0:27:59.840 --> 0:28:03.400
<v Speaker 1>lot of people consider it the weakest game that's related

0:28:03.440 --> 0:28:06.080
<v Speaker 1>to the Fallout series, and a lot of folks just

0:28:06.160 --> 0:28:08.680
<v Speaker 1>don't pay attention to it. Now. I have a little

0:28:08.680 --> 0:28:11.080
<v Speaker 1>bit more to say about the Fallout franchise, but before

0:28:11.119 --> 0:28:13.480
<v Speaker 1>I get to that, let's take another quick break to

0:28:13.600 --> 0:28:24.439
<v Speaker 1>thank our sponsor. While Interplay Entertainment was at work on

0:28:24.560 --> 0:28:28.560
<v Speaker 1>Fallout Brotherhood of Steel for the game consoles, the black

0:28:28.600 --> 0:28:33.240
<v Speaker 1>Isle Studio division within Interplay was working on several titles,

0:28:33.600 --> 0:28:38.000
<v Speaker 1>among them what was supposed to be Fallout three. This

0:28:38.080 --> 0:28:40.760
<v Speaker 1>also gets confusing because it's the same company. You have

0:28:40.840 --> 0:28:43.640
<v Speaker 1>a division within the company working on one game, and

0:28:43.680 --> 0:28:46.360
<v Speaker 1>then you have the overall company working on another game,

0:28:46.440 --> 0:28:49.480
<v Speaker 1>both of them in the same franchise. Uh. I don't

0:28:49.520 --> 0:28:52.760
<v Speaker 1>pretend to understand the business side of all this, but

0:28:52.840 --> 0:28:55.400
<v Speaker 1>it is interesting to me. The code name for the

0:28:55.400 --> 0:28:59.880
<v Speaker 1>black Isle Studios Fallout three game was called Van Buren.

0:29:00.920 --> 0:29:03.800
<v Speaker 1>The player was to control a character who started off

0:29:03.840 --> 0:29:07.160
<v Speaker 1>the game in prison. Then the character would be thrust

0:29:07.280 --> 0:29:09.800
<v Speaker 1>in the middle of a conflict between the Brotherhood of

0:29:09.840 --> 0:29:15.560
<v Speaker 1>Steel faction and a relatively young New California Republic group.

0:29:15.880 --> 0:29:19.360
<v Speaker 1>But Interplay went bankrupt in two thousand three and black

0:29:19.400 --> 0:29:24.000
<v Speaker 1>Isle Studios shut down. Everyone on the black Isle Studios

0:29:24.000 --> 0:29:26.960
<v Speaker 1>staff was laid off. Some of the elements of Van

0:29:26.960 --> 0:29:30.720
<v Speaker 1>Buren would eventually find their way into a future Fallout game.

0:29:31.160 --> 0:29:33.920
<v Speaker 1>More on that in just a bit, But this version

0:29:33.960 --> 0:29:37.920
<v Speaker 1>of Fallout three died because the studio that was developing

0:29:37.960 --> 0:29:41.760
<v Speaker 1>it was no more. Interplay continued to exist, by the way,

0:29:41.800 --> 0:29:44.880
<v Speaker 1>even though it was bankrupt um, but black Isle Studios

0:29:45.080 --> 0:29:50.000
<v Speaker 1>was folded. So then we get to Bethesda Softworks. Bethesda

0:29:50.040 --> 0:29:53.520
<v Speaker 1>Softworks started back in six and it was known for

0:29:53.640 --> 0:29:57.400
<v Speaker 1>making lots of different games, including the Elder Scroll series.

0:29:58.000 --> 0:30:01.760
<v Speaker 1>In two thousand four, beth As announced it had secured

0:30:01.800 --> 0:30:05.680
<v Speaker 1>the licensed rights to create a single player Fallout game,

0:30:06.080 --> 0:30:08.479
<v Speaker 1>and they had secured these rights from Interplay, so they

0:30:08.520 --> 0:30:13.240
<v Speaker 1>were paying Interplay so that they could create a Fallout game. Interplay, meanwhile,

0:30:13.680 --> 0:30:17.480
<v Speaker 1>was in the middle of overseeing a Fallout based massively

0:30:17.600 --> 0:30:21.640
<v Speaker 1>multiplayer online game MMO and this was being developed by

0:30:21.640 --> 0:30:25.560
<v Speaker 1>another company at the time called Masthead Studios. In two

0:30:25.600 --> 0:30:31.040
<v Speaker 1>thousand and seven, Bethesda negotiated to purchase the intellectual property

0:30:31.120 --> 0:30:34.880
<v Speaker 1>of Fallout outright from Interplay for five point seven five

0:30:35.040 --> 0:30:39.320
<v Speaker 1>million dollars. Interplay was still going to be allowed to

0:30:39.360 --> 0:30:43.360
<v Speaker 1>work on this MMO, which was known as Fallout Online,

0:30:43.880 --> 0:30:46.520
<v Speaker 1>so the idea was Bethesda would work on the single

0:30:46.560 --> 0:30:51.520
<v Speaker 1>player game and Interplay would oversee the development of this

0:30:51.720 --> 0:30:57.000
<v Speaker 1>online multiplayer game. This remained the case until two thousand nine,

0:30:57.320 --> 0:31:01.000
<v Speaker 1>and then Bethesda Softworks announced it was going to send

0:31:01.040 --> 0:31:04.800
<v Speaker 1>the license it had granted to Interplay for the Fallout MMO,

0:31:05.200 --> 0:31:10.280
<v Speaker 1>and the reasoning for Bethesda's decision was that the Bethesda

0:31:10.320 --> 0:31:14.440
<v Speaker 1>claimed Interplay had failed to meet its obligations to get

0:31:14.720 --> 0:31:18.560
<v Speaker 1>proper funding together and to enter into full scale development

0:31:18.800 --> 0:31:23.440
<v Speaker 1>on time, and so according to Bethesda Softworks, Interplay was

0:31:23.480 --> 0:31:28.360
<v Speaker 1>in breach of contract. Interplay disputed these claims, and it

0:31:28.440 --> 0:31:32.720
<v Speaker 1>all eventually headed toward court. Eventually the two companies would

0:31:32.800 --> 0:31:35.800
<v Speaker 1>arrive at a settlement agreement, but part of that agreement

0:31:36.120 --> 0:31:41.120
<v Speaker 1>was that Interplay would officially cancel the Fallout Online project,

0:31:42.120 --> 0:31:44.880
<v Speaker 1>and so I got the AX. While all that was

0:31:44.960 --> 0:31:49.720
<v Speaker 1>unfolding in courts. Bethesda was developing its own Fallout single

0:31:49.760 --> 0:31:53.000
<v Speaker 1>player game in house, and it started in July two

0:31:53.440 --> 0:31:57.280
<v Speaker 1>four UH. Much of the early work was limited because

0:31:57.440 --> 0:31:59.840
<v Speaker 1>the studio was also in full production mode for the

0:32:00.040 --> 0:32:04.800
<v Speaker 1>fourth game in the Elder Scrolls franchise. The new game

0:32:04.880 --> 0:32:08.080
<v Speaker 1>that they were working on would become Fallout three, which

0:32:08.120 --> 0:32:12.960
<v Speaker 1>had a dramatically different gameplay approach than Fallout one or two.

0:32:13.320 --> 0:32:17.640
<v Speaker 1>Rather than that third person tri metric view of Fallout

0:32:17.640 --> 0:32:20.760
<v Speaker 1>one and Fallout to, Fallout three could be played first

0:32:20.880 --> 0:32:24.240
<v Speaker 1>person style, so from the perspective of the player, you

0:32:24.280 --> 0:32:28.160
<v Speaker 1>were in a three D world and you saw through

0:32:28.440 --> 0:32:31.800
<v Speaker 1>your character's eyes, or you could play as kind of

0:32:31.840 --> 0:32:34.239
<v Speaker 1>a sort of over the shoulder third person view if

0:32:34.240 --> 0:32:38.400
<v Speaker 1>you wanted to. The game was largely true to the

0:32:38.400 --> 0:32:43.040
<v Speaker 1>thematic and stylistic elements of its predecessors, despite this new

0:32:43.040 --> 0:32:45.960
<v Speaker 1>approach to presenting the world to the players, so while

0:32:47.240 --> 0:32:52.040
<v Speaker 1>while on a gameplay level it was dramatically different, it

0:32:52.160 --> 0:32:56.440
<v Speaker 1>was true to the tone and themes of the pre

0:32:56.520 --> 0:32:59.840
<v Speaker 1>existing Fallout games. It's also the first Fallout game I

0:33:00.160 --> 0:33:02.719
<v Speaker 1>ever played, so I have a really soft spot in

0:33:02.760 --> 0:33:05.720
<v Speaker 1>my heart for Fallout three in that game. You play

0:33:05.720 --> 0:33:08.720
<v Speaker 1>as a character who was born in a vault. Your

0:33:08.760 --> 0:33:12.240
<v Speaker 1>father has mysteriously disappeared, so you're searching for him out

0:33:12.240 --> 0:33:14.440
<v Speaker 1>in the waste Land, and it leads you on an

0:33:14.480 --> 0:33:19.520
<v Speaker 1>adventure through the post apocalyptic Washington, d C. Area. That

0:33:19.560 --> 0:33:23.120
<v Speaker 1>game came out in October two eight. It was another

0:33:23.120 --> 0:33:29.040
<v Speaker 1>big success, despite having some pretty weird bugs. A lot

0:33:29.080 --> 0:33:33.720
<v Speaker 1>of Bethesda Softworks games launch with some odd bugs in them.

0:33:33.920 --> 0:33:38.360
<v Speaker 1>There are numerous videos on YouTube of Bethesda Softworks games

0:33:38.360 --> 0:33:41.920
<v Speaker 1>in which things are not behaving the way they should,

0:33:42.400 --> 0:33:45.080
<v Speaker 1>and that's true for Fallout, it's true for Skyrim. That

0:33:45.160 --> 0:33:48.200
<v Speaker 1>doesn't mean they're bad games. It just means weird stuff

0:33:48.240 --> 0:33:51.560
<v Speaker 1>sometimes happens in them for no apparent reason. But then

0:33:51.600 --> 0:33:55.840
<v Speaker 1>Bethesda had seen that the success of Fallout three met

0:33:55.880 --> 0:33:59.640
<v Speaker 1>there really should be a sequel. However, the in house

0:33:59.640 --> 0:34:03.080
<v Speaker 1>developed first were already working on the next Elder Scrolls game,

0:34:03.120 --> 0:34:07.320
<v Speaker 1>which would be Skyrim, so they didn't have the resources

0:34:07.360 --> 0:34:09.960
<v Speaker 1>to dedicate to another Fallout game. But they wanted to

0:34:10.000 --> 0:34:12.800
<v Speaker 1>strike while the iron was hot, so but Thesda partnered

0:34:12.840 --> 0:34:18.719
<v Speaker 1>with another game developer company called Obsidian Entertainment. Obsidian was

0:34:18.800 --> 0:34:22.840
<v Speaker 1>founded in two thousand three by several former Black Isle

0:34:22.960 --> 0:34:28.080
<v Speaker 1>Studio employees, in other words, people who had come from Interplay.

0:34:28.360 --> 0:34:31.240
<v Speaker 1>Some of them had worked on the previous Fallout games

0:34:31.239 --> 0:34:34.400
<v Speaker 1>like Fallout one and Fallout two, and now they were

0:34:34.400 --> 0:34:37.200
<v Speaker 1>going to work on the next Fallout game, skipping over

0:34:37.280 --> 0:34:39.759
<v Speaker 1>Fallout three. So I thought that was really interesting that

0:34:40.160 --> 0:34:42.120
<v Speaker 1>some of those people had gone on to found their

0:34:42.160 --> 0:34:45.000
<v Speaker 1>own company and they started working on an i P

0:34:45.239 --> 0:34:47.600
<v Speaker 1>that they had been involved with years and years before.

0:34:48.360 --> 0:34:49.879
<v Speaker 1>So I'm sitting and got to work on the next

0:34:49.880 --> 0:34:52.279
<v Speaker 1>Fallout game, and it would rely on the same game

0:34:52.280 --> 0:34:55.600
<v Speaker 1>engine as Fallout three. It had numerous tweaks to the

0:34:55.640 --> 0:34:59.040
<v Speaker 1>Fallout three source code, so it wasn't exactly the same thing,

0:34:59.120 --> 0:35:01.320
<v Speaker 1>but kind of like how Fallout two was able to

0:35:01.360 --> 0:35:04.280
<v Speaker 1>take advantage of assets that were built for fall Out one,

0:35:04.880 --> 0:35:07.960
<v Speaker 1>Fallout New Vegas, which was the next game in the series,

0:35:08.480 --> 0:35:11.920
<v Speaker 1>took advantage of the stuff that was built for Fallout three.

0:35:12.400 --> 0:35:14.600
<v Speaker 1>This game would incorporate some of the elements that have

0:35:14.680 --> 0:35:17.480
<v Speaker 1>been intended for Van Buren. So you remember when I

0:35:17.520 --> 0:35:21.960
<v Speaker 1>said some of those ideas that the original Interplay team

0:35:22.080 --> 0:35:25.359
<v Speaker 1>had in mind for Fallout three, they found their way

0:35:25.440 --> 0:35:29.200
<v Speaker 1>in to fall Out New Vegas, including this concept of

0:35:29.200 --> 0:35:32.320
<v Speaker 1>the new California Republic and its conflicts with the Brotherhood

0:35:32.320 --> 0:35:36.520
<v Speaker 1>of Steel. New Vegas came out in t and like

0:35:37.160 --> 0:35:41.920
<v Speaker 1>Fallout three, it was met with with pretty good praise,

0:35:42.120 --> 0:35:46.040
<v Speaker 1>also had some silly bugs in it. I actually really

0:35:46.080 --> 0:35:49.080
<v Speaker 1>like New Vegas a lot. Has a very different tone

0:35:49.400 --> 0:35:52.080
<v Speaker 1>in many ways than Fallout three and later fall Out

0:35:52.080 --> 0:35:55.279
<v Speaker 1>games do, but I still found it a lot of fun,

0:35:55.320 --> 0:35:57.640
<v Speaker 1>and I didn't think it was different enough to be

0:35:58.320 --> 0:36:04.160
<v Speaker 1>a problem, so I personally enjoy it. At E three,

0:36:04.360 --> 0:36:07.400
<v Speaker 1>Bethesda Softworks had a couple of really big announcements, and

0:36:07.480 --> 0:36:10.080
<v Speaker 1>one was that the studio had developed a Fallout themed

0:36:10.120 --> 0:36:13.160
<v Speaker 1>mobile game called Fallout Shelter, in which you play is

0:36:13.200 --> 0:36:15.719
<v Speaker 1>the overseer of a vault. You manage what goes on

0:36:15.760 --> 0:36:19.759
<v Speaker 1>inside it, you build out rooms, and you scavenge and

0:36:20.040 --> 0:36:23.600
<v Speaker 1>essentially it's a kind of a management SIMS style game.

0:36:23.719 --> 0:36:25.920
<v Speaker 1>A light one because it was meant for mobile platforms

0:36:25.960 --> 0:36:28.920
<v Speaker 1>and eventually came out for other platforms as well. That

0:36:29.040 --> 0:36:32.520
<v Speaker 1>was a fun E three event because they announced the

0:36:32.600 --> 0:36:35.120
<v Speaker 1>game and then they announced it's available right now. You

0:36:35.120 --> 0:36:37.120
<v Speaker 1>can go ahead and download it right now, which was

0:36:37.160 --> 0:36:40.480
<v Speaker 1>a power move to announce a game that had been

0:36:40.560 --> 0:36:44.279
<v Speaker 1>kept completely secret and then reveal that it was available

0:36:44.480 --> 0:36:48.439
<v Speaker 1>that day. But the bigger announcement from that E three

0:36:48.960 --> 0:36:51.640
<v Speaker 1>was for Fallout four, which was set in New England,

0:36:51.760 --> 0:36:55.920
<v Speaker 1>specifically in the Boston area, and it featured the largest

0:36:55.960 --> 0:36:59.440
<v Speaker 1>Fallout map up to that point. Now, in that game,

0:36:59.640 --> 0:37:02.000
<v Speaker 1>you would play as a character who was actually alive

0:37:02.400 --> 0:37:06.239
<v Speaker 1>on the day that there was global nuclear war, but

0:37:07.160 --> 0:37:10.880
<v Speaker 1>you and your spouse and your child make it into

0:37:10.920 --> 0:37:14.800
<v Speaker 1>a vault and then you get cryogenically frozen upon entering

0:37:14.840 --> 0:37:18.000
<v Speaker 1>the vault. That was the experiment of this vault was

0:37:18.040 --> 0:37:23.400
<v Speaker 1>to do experiments on cryogenic freezing, so you are effectively

0:37:23.480 --> 0:37:25.960
<v Speaker 1>asleep and miss out on all the fun waste land

0:37:26.000 --> 0:37:28.920
<v Speaker 1>stuff until you get thawed out, and then you go

0:37:28.960 --> 0:37:31.520
<v Speaker 1>on a quest to try and rescue your character's son

0:37:31.640 --> 0:37:34.879
<v Speaker 1>who was kidnapped while you were on ice. The most

0:37:35.000 --> 0:37:38.400
<v Speaker 1>recent title in the Fallout series aims to do what

0:37:38.480 --> 0:37:41.320
<v Speaker 1>Interplay wanted to do back in the mid two thousand's,

0:37:41.680 --> 0:37:45.080
<v Speaker 1>sort of. The most recent one is Fallout seventy six,

0:37:45.280 --> 0:37:49.520
<v Speaker 1>and it's an online multiplayer game. In that game, you

0:37:49.600 --> 0:37:53.279
<v Speaker 1>play as someone from a vault that opens up in

0:37:53.360 --> 0:37:56.040
<v Speaker 1>twenty one oh two, so it's just twenty five years

0:37:56.600 --> 0:38:00.640
<v Speaker 1>after the nuclear war happened, and that makes about seventy

0:38:00.680 --> 0:38:04.800
<v Speaker 1>six the earliest game in the chronology of the Fallout

0:38:04.880 --> 0:38:08.000
<v Speaker 1>series if you look at the years that the individual

0:38:08.120 --> 0:38:12.560
<v Speaker 1>games are set in. Bethesda made several choices that fans found,

0:38:12.840 --> 0:38:16.400
<v Speaker 1>let's say, controversial, and one of them is it's an

0:38:16.400 --> 0:38:20.600
<v Speaker 1>online game. You're always playing with other people, and other

0:38:20.640 --> 0:38:23.400
<v Speaker 1>people can be jerks, so there's a lot of concern

0:38:23.440 --> 0:38:27.360
<v Speaker 1>about griefing. Another concern is that Bethesda wanted players to

0:38:27.360 --> 0:38:30.279
<v Speaker 1>control the only humans in the game. So if you

0:38:30.280 --> 0:38:32.960
<v Speaker 1>see a human as you play Fallow seventy, you know

0:38:33.040 --> 0:38:36.400
<v Speaker 1>that's being controlled by another human being. But that limits

0:38:36.400 --> 0:38:39.320
<v Speaker 1>your interactions within the game itself. You can only interact

0:38:39.360 --> 0:38:43.560
<v Speaker 1>really with other players and then the occasional robot, maybe

0:38:43.600 --> 0:38:46.560
<v Speaker 1>a couple of other NBC like characters. But most of

0:38:46.600 --> 0:38:49.799
<v Speaker 1>the time you're if you're hearing anything, it's from a

0:38:49.800 --> 0:38:53.080
<v Speaker 1>prerecorded message that's on a hollow tape that you can play,

0:38:54.000 --> 0:38:58.439
<v Speaker 1>and that seems to be less compelling than having interactions

0:38:58.480 --> 0:39:02.319
<v Speaker 1>with computer controlled characters. Um, you're just you know, listening

0:39:02.360 --> 0:39:06.279
<v Speaker 1>to recording after recording after recording, you'll find bodies of

0:39:06.280 --> 0:39:09.040
<v Speaker 1>other people as you wander around. Some of those bodies

0:39:09.080 --> 0:39:12.840
<v Speaker 1>appear to be fairly fresh, but you won't actually find

0:39:12.840 --> 0:39:16.640
<v Speaker 1>any human characters unless they're played by other players, and

0:39:16.719 --> 0:39:20.080
<v Speaker 1>the drop and interaction is a sore spot for some people.

0:39:20.360 --> 0:39:23.839
<v Speaker 1>The game also features a camp building mechanic that lets

0:39:23.880 --> 0:39:27.200
<v Speaker 1>the player establish a base of operations, which is similar

0:39:27.239 --> 0:39:30.319
<v Speaker 1>to a base building mechanic that Bethesda introduced for Fall

0:39:30.440 --> 0:39:34.080
<v Speaker 1>Up four. Some players really love that aspect of the game.

0:39:34.360 --> 0:39:38.160
<v Speaker 1>Other players really hate it. They find it tedious and frustrating,

0:39:38.239 --> 0:39:41.640
<v Speaker 1>and to be fair, the tools for building out these

0:39:41.680 --> 0:39:46.120
<v Speaker 1>are not necessarily the most intuitive or user friendly. Follow

0:39:46.160 --> 0:39:49.359
<v Speaker 1>Up seventy six is set in the Virginia region, and

0:39:49.400 --> 0:39:52.400
<v Speaker 1>it includes several nods to local folklore, such as the

0:39:52.480 --> 0:39:56.440
<v Speaker 1>Mothman legend. That game has received mixed reviews, lots of

0:39:56.440 --> 0:39:59.479
<v Speaker 1>people complaining about the lack of a cohesive story. There's

0:39:59.520 --> 0:40:05.080
<v Speaker 1>some complaints about feeling like there's a huge space with

0:40:05.200 --> 0:40:08.760
<v Speaker 1>not a lot to do there, that that there doesn't

0:40:08.760 --> 0:40:12.920
<v Speaker 1>seem to be enough of a sense of purpose in

0:40:12.960 --> 0:40:17.920
<v Speaker 1>the game, and that ultimately it can be a very

0:40:17.960 --> 0:40:23.719
<v Speaker 1>frustrating or unfulfilling experience for people. I've only played a

0:40:23.760 --> 0:40:27.080
<v Speaker 1>little bit of it, but I can definitely see where

0:40:27.080 --> 0:40:29.440
<v Speaker 1>the criticisms are coming from. It is a very different

0:40:29.440 --> 0:40:34.279
<v Speaker 1>game than say, Fallout four, and uh, I don't hate it,

0:40:35.120 --> 0:40:38.919
<v Speaker 1>but I certainly don't find it as compelling an experience

0:40:39.120 --> 0:40:41.920
<v Speaker 1>as the single player games were, where you had a

0:40:42.000 --> 0:40:46.239
<v Speaker 1>much more focused storyline and world building effort there that

0:40:47.000 --> 0:40:51.759
<v Speaker 1>made it easier to inhabit the world and follow Out

0:40:51.760 --> 0:40:55.160
<v Speaker 1>seventy six. Everything is instanced, which means you can run

0:40:55.200 --> 0:40:57.360
<v Speaker 1>into the same things over and over and over again.

0:40:58.000 --> 0:41:01.560
<v Speaker 1>Um and a lot off your experience depends upon other

0:41:01.600 --> 0:41:03.239
<v Speaker 1>people who are in the game, so it is a

0:41:03.320 --> 0:41:07.640
<v Speaker 1>very different experience. That's the Fallout history up until today.

0:41:08.320 --> 0:41:11.160
<v Speaker 1>To get into the lore would take you could do

0:41:11.200 --> 0:41:13.520
<v Speaker 1>a whole podcast, like you could dedicate a podcast to

0:41:13.640 --> 0:41:16.919
<v Speaker 1>fall Out lore, because there's so much that's been left

0:41:16.960 --> 0:41:22.600
<v Speaker 1>in all those different games, and it gets incredibly detailed,

0:41:22.640 --> 0:41:24.560
<v Speaker 1>and then you know, you don't have to dedicate entire

0:41:24.600 --> 0:41:28.880
<v Speaker 1>episodes too inconsistencies and contradictions that have happened within the

0:41:28.920 --> 0:41:31.960
<v Speaker 1>course of these games coming out. I am not going

0:41:32.000 --> 0:41:34.520
<v Speaker 1>to do that. That is too much work for me.

0:41:34.880 --> 0:41:38.080
<v Speaker 1>But I wanted to dedicate an episode to a franchise

0:41:38.120 --> 0:41:41.640
<v Speaker 1>that I really enjoy, even though it is not always

0:41:42.719 --> 0:41:47.120
<v Speaker 1>met with the same critical reception throughout every entry in

0:41:47.120 --> 0:41:49.880
<v Speaker 1>the series, but it is one worth checking out if

0:41:49.920 --> 0:41:53.560
<v Speaker 1>you're a gamer to to see if maybe that kind

0:41:53.560 --> 0:41:56.520
<v Speaker 1>of genre appeals to you. It definitely has a very

0:41:56.800 --> 0:41:59.920
<v Speaker 1>you hate to say, very unique. It definitely has a

0:42:00.080 --> 0:42:06.080
<v Speaker 1>unique aesthetic and perspective. I don't think that it always

0:42:06.239 --> 0:42:12.799
<v Speaker 1>handles the balance between comedy and drama really well, but

0:42:12.800 --> 0:42:15.640
<v Speaker 1>it's still really compelling. And that's it for this episode.

0:42:15.640 --> 0:42:18.760
<v Speaker 1>If you have any suggestions for future topics of tech stuff,

0:42:19.040 --> 0:42:23.280
<v Speaker 1>whether it's a technology, a company, person in tech, maybe

0:42:23.280 --> 0:42:26.319
<v Speaker 1>it's just a general tech topic you think it would

0:42:26.360 --> 0:42:28.920
<v Speaker 1>be interesting to hear more about, send me an email

0:42:29.000 --> 0:42:31.799
<v Speaker 1>let me know what you're thinking. Our address is tech

0:42:31.880 --> 0:42:35.080
<v Speaker 1>Stuff at how stuff works dot com, or head on

0:42:35.160 --> 0:42:38.919
<v Speaker 1>over to our website that's tech Stuff Podcast dot com.

0:42:39.080 --> 0:42:40.920
<v Speaker 1>That's where you're gonna find other ways to get in

0:42:40.960 --> 0:42:42.920
<v Speaker 1>touch with me, like through Facebook and Twitter and that

0:42:43.000 --> 0:42:45.920
<v Speaker 1>kind of thing. Also, don't forget we have our merchandise

0:42:45.960 --> 0:42:48.920
<v Speaker 1>stores over at t public dot com slash tech Stuff.

0:42:49.280 --> 0:42:52.880
<v Speaker 1>Go check out the different designs we have there for

0:42:52.920 --> 0:42:56.560
<v Speaker 1>all sorts of stuff, tope bags, t shirts, stickers, everything

0:42:56.600 --> 0:42:59.520
<v Speaker 1>you could imagine a logo going on. You can get

0:42:59.520 --> 0:43:01.840
<v Speaker 1>a simple tech stuff logo. You can get a code

0:43:01.920 --> 0:43:05.440
<v Speaker 1>like a girl at a Lovelace T shirt that's my favorite.

0:43:06.280 --> 0:43:08.360
<v Speaker 1>There's all sorts of stuff over there, and every purchase

0:43:08.400 --> 0:43:10.480
<v Speaker 1>you make goes to help the show. We greatly appreciate it,

0:43:10.760 --> 0:43:14.120
<v Speaker 1>and don't forget. We're also nominated for an I Heart

0:43:14.320 --> 0:43:18.880
<v Speaker 1>Radio Podcast Award. We're in the Science and Technology category.

0:43:19.000 --> 0:43:22.440
<v Speaker 1>If you go to the I Heart Radio Podcast Awards website,

0:43:22.800 --> 0:43:25.200
<v Speaker 1>you can vote up to five times a day. You

0:43:25.200 --> 0:43:28.200
<v Speaker 1>can even dedicate all five of those votes to text

0:43:28.200 --> 0:43:32.719
<v Speaker 1>stuff if you so choose, So so choose. All right,

0:43:32.800 --> 0:43:36.000
<v Speaker 1>that's it for me. I'll talk to you again really

0:43:36.080 --> 0:43:43.840
<v Speaker 1>soon for more on this and thousands of other topics.

0:43:44.080 --> 0:43:55.319
<v Speaker 1>Is it how stuff works dot com