Released
June 14th 2015 (IOS)
August 13th 2015 (Android)
Price
Free (Microtransactions included)
For the Fallout series, the excitement has never been higher
in 2015; with the announcement of the long awaited Fallout 4, Bethesda Game Studios
brought their fans together in a frenzy of anticipation. To fill in the wait
until November, Bethesda announced the first Fallout title for mobile, Shelter.
It’s a competent game that captures the essence of the franchise very well, but
it doesn’t quite manage to rise above the simplistic traits of recent mobile
games.
In Fallout Shelter, you are the Overseer of a Vault-Tec
fallout shelter and it’s your job to keep your dwellers both happy and healthy;
to do this you’ll need to manage three main resources; power, food and water
which are produced through assigning dwellers to several different jobs in
specific rooms which are built over the course of the game. Over time your
vault will expand and as your dweller count grows more rooms will be unlocked,
including ones which train SPECIAL stats for each dweller. This will call for a
greater amount of bottle caps to afford both new rooms and their respective
upgrades. The ant farm style of the vault is heavily reminiscent of games like
XCOM and FTL and it also utilises the mechanic of combining rooms to yield
larger amounts of resources. You’ll also have to protect your dwellers from
several threats, from simple fires to powerful Deathclaws; these can occur
either randomly or by failing a room rush which is dependent on percentages.
This can be one of the more frustrating aspects of the game as percentages can
be heavily misleading; you may rush a room at 15% only to trigger an incident
that ends up killing off half of your population. The calculation of odds for
rush success could have been better balanced to avoid these irritating moments.
The player is graded on their performance based on overall dweller happiness
with 94% or higher giving the player 140 caps per day. Rounding off the package
is the ability to send your dwellers out into the wasteland to scavenge for
loot and the lunchbox system. The Vault-Tec lunchboxes can give you rare items
and can be attained through completing certain tasks or by paying real money.
It’s satisfying to open these up and savour the fine bits of loot you can
uncover. Equipping dwellers with stronger weapons, special outfits or upping
their SPECIAL stats makes them more likely to survive through incidents and out
in the wasteland and you’ll be moving them around constantly over the course of
the game with a swipe of a finger.
All the ingredients of a great Fallout mobile title are
accounted for, but the game is lacking when it comes to long-term engagement. The
biggest issue I have with Fallout Shelter is that once you’ve reached the
dweller cap of 200, there’s nothing left to do. Some players may be interested
in obtaining all the rare weapons, outfits and special dwellers, but otherwise
you won’t find much to stick around for. Even the deathclaw attacks become
relatively easy with a strong weapon set and well stocked supply of stimpaks.
In terms of design, Fallout Shelter does feel like a missed opportunity in many
ways; there are no specific upgrades that make rooms better or worse than any
other and many of the facets of the vaults in the franchise have been omitted
completely. Where are the cloning labs? The robot repair centres or an overseer’s
office? Why is there no variation in vault locations besides a simple mountain?
It makes the photo option a bit pointless if there’s very little to customise
in the player’s personal vault. If Bethesda really wanted to push the boat out
with Fallout Shelter, they could have given players the freedom to do what they
want with the Vault they created. Other building sims like Jurassic Park
Operation Genesis (It’s fairly old but still awesome!) allowed players to just
break down the security fences and let the dinosaurs go on a rampage; the same
mindset could be applied to Fallout Shelter with Vault-Tec’s sinister
experiments that are a common fixture in the series.
That’s not to say that it’s all bad; the core interface is
very user friendly and accessible despite some issues which I’ll talk about in
a bit and if there’s one thing that I can really praise Fallout Shelter for, it’s
the good attitude it shows towards mobile business practices. When the game
uses timers, it does so in a sensible way when dwellers are training their
SPECIAL stats. There are no virtual currencies locked behind paywalls to speed
up progress and the microtransactions for lunch boxes can be completely ignored
as one lunchbox is dished out per week alongside completing tasks. It doesn’t
halt or disrespect the player by asking them to pay real money, nor does it demand a constant internet connection and that is an
encouraging change from other popular mobile titles.
The Fallout series has been known for its deep and endlessly
replayable role playing mechanics, but for its debut on the mobile platform,
Shelter doesn’t make much of an impact, opting to go down the simplistic route
instead of working towards engaging long term fans of the series. Fallout
Shelter had an opportunity to bring new gameplay mechanics to the common base
management formula, but ultimately there really isn’t that much to it. Most of
the time you’ll just be tapping on the screen to collect resources, check up on
your dwellers and rush rooms. It’s a bit of a wasted opportunity when you have
vault incidents and all you have to do is move a few denizens to the right room
at the right time. It would have been far more engaging to have a series of
small mini-games that tie in with the role-playing the series is known for. For
example, what if a targeting game with VATS
(Vault-Tec-Assisted-Targeting-System) took place in a raider or deathclaw
attack? The game doesn’t really have too much in the way of progression either;
aside from upgrading rooms it doesn’t feel like your vault is really growing or
changing in any way besides statistics which caused a fair bit of disconnect
with me.
The controls could also use a bit of tuning up as well; for
the most part, they’re really simple and accessible, but there will often be
times where you’ll try to tap on a room, only to move deeper your view into the
vault. Or when you attempt to select a dweller to issue a stimpak but instead
you click on a different room; this can be fairly annoying when you’re in the
middle of an incident and are trying to keep your dwellers from dying at the
hands of Deathclaws and Raiders. Fallout Shelter’s mostly shallow mechanics may
succeed at bringing in the casual crowd, but for long term fans of the series
it’s fairly disappointing that Bethesda didn’t go the extra mile, even with app updates adding a new mechanic or two to the game.
While the core gameplay of Fallout Shelter does falter, its
presentation is as effective and engaging as mobile games come. The art style
is really charming to look at, nailing the futuristic fifties setting of the
franchise, the small sprites of Vault dwellers, enemies and the way the
different rooms operate all feature some nice looking animations. There’s also
some rather humorous quips from the game’s writing from the conversations the
dwellers have to the diaries written by any would be wanderers you send to
explore the wastes. A simple arrangement of low-key jazz tunes strikes a light-hearted
tone, while the sounds of the rooms working away add a touch of productivity to
the proceedings. Fallout Shelter may or may not have a few winks and nods to
the upcoming Fallout 4 as well; something which began with the addition of
Piper, a character from the new game’s Boston setting. Even if you aren’t fully
engaged as a player with Fallout Shelter, you’ll definitely appreciate the
effort that went into the visuals and art style.
Fallout Shelter makes a welcome change from other mobile
titles by removing several egregious trends that have held the format back; but
with that said it still comes off as rather basic and bare-bones. It’s enough
to stave the wait for Fallout 4, but it isn’t something that will keep you
engaged forever.
Rating: 6.5/10
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