Yeij
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he/they
mostly use this site for logging but i enjoy babbling from time to time. my tongue is the flail of god.
reviews are usually written immediately after i complete a game and with 0 sleep lol. i also do the occasional video review
im analytical whenever i feel like it.
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anyways one of the better non-fromsoft souls-likes. its cute and whimsical, aggro crab understand how to bang out a game.
honestly would be a "perfect" game for me if there was only one gun in the entire game. that shit's too op!!! I mean, it's a gun, so it makes sense lol but having two in one party is such a freebie.
granted, combat is obtusely brutal. "You miss. You miss. Raider hit you for 300 fuck-ass damage. FEEL THE PAIN. The scar looks kinda neat though!" if youre specialized less for combat, each encounter feels more like a roll of the dice. especially in the later game, when otherworldly horrors become common foes. it's a gambling addict's wet dream; trying over and over to finally hit it big and win a lootable corpse. not that it's wholly unfair, but at times you will be one shotted. it's unavoidable. lady luck fucking HATES you. but with the right equipment, maybe some companions, and perseverance, you can topple the mightiest of giants. "You hit for 12 damage. You miss. Raider critically misses and shoots themselves in the face for 800 damage!" the cartoonish violence is a dopamine farm. watching a raider liquefy into a puddle or a deathclaw get its head ripped clean off, you want to conquer more and more of this insufferable wasteland.
but nobody plays fallout 1 for the action. nobody, in their right mind, plays fallout for the action. i guess fallout 4 and 76 are the outliers, theyre more of a sandbox than anything. fallout 1 is a good story, one that i struggle to even explain to anybody. the writing is fantastic with funny as hell dialogue, amazing world building, and evil as fuck villains. throw in some sympathetic characters and investigative quests, and youve got a decent summation of a fallout game. yet, what i found most interesting about this games story wasnt the writing, but rather the gameplay that surrounded it. you constantly make treks and inquiries to secure the future of vault 13. what the main quest boils down to is just living through the world like any other survivor. you arent given priority or special treatment, youre a nobody to everybody you meet outside the vault. youve gotta muster up the courage to get any progress done. along the way, you get tidbits of dilemmas and philosophy. adytum's fascistic regulators, the hub's hellish economy, junktown's feud, necropolis' occupation by mutants, the followers of the apocalypse's existence, so much shit that just begs you to ponder. humanity is diverse in beliefs and cruelty. thats really what makes fallout, as a series, so interesting. it's not the world-building or rpg elements (which are really good), but more so the exploration of different beliefs and violence that humans are so good at conjuring. to see the extremes of every side of humanity, to quell or partake in them in a post-apocalypse, makes it so enticing. really that is just fiction in general, but fallouts american setting and premise hone in on real-world parallels, compelling me more to join on its experiment.
while being able to directly interact with the different philosophies, politics, and levels of violence found across the game, fallout 1 has a sort of disconnect to it. from what i remember with new vegas, you are very linked into whichever factions you support and whatnot. yet in this game, you can help all sorts of groups, commit terrible crimes for mob bosses, and yet you can move on. you're a middle man, a contract worker, helping with a very specific task but not a designated member of a group. while being able to join the brotherhood, youre free to leave and, basically, do whatever you want all because youre an outsider. fallout 1s dilemmas and quests feel more like windows into all sorts of walks of life than commitments. this isn't terrible, i just found it very interesting. this isnt also true to every decision. some acts will lock you into a position a group may hate you for, but most of the time you are a passerby. it feels like a road trip in a sense. you explore a dead america and experience its new frail life, allowing you to believe whatever you want to and feel however you want to. pretty much every conversation with a talking head npc and quest npc has the option to provoke violence! fuck getting to know people, i want blood. all the more to show how much of a jack-of-all-trades mediator you are. true to only you and your vault and nothing else. youre paid to do a job, and you leave because you have more pressing matters like saving the world.
and its all for not. a futile endeavor where youre gloriously praised and thanked. youve accumulated powerful equipment and skills, but you never could return to your old life. a fatalistic ending to shatter your pride and fill in the cracks with a bleak despair. ultimately, it was the impact you had on peoples lives, not the grand goals that vault 13's overseer bestowed upon you, that had any significance. seeing how your actions shaped the land, whether you brought prosperity or ruin, the stops you made on the way mattered more than the destination. revel in the fruits of good deeds, or wallow in crippling societal collapse.
you deserve rest. youre a hero to some and a cretin to others. but you must leave. never come back.
i love this game, cant you tell by the rambling?