Breaking 9 Best Quests In Fallout History
Fallout doesn't really have a Bloody Baron. Which is to say, it's not a series defined by its quests. The steadfast dynasty of post-apocalyptic RPGs is more about places than people. Locations over loquaciousness. Its best stories are typically buried under five feet of rubble, and dug out with archeological care through terminals and holotapes.
Nonetheless, over almost three decades of irradiated exploration, some standout missions have emerged. Most are potent displays of the genre's potential for reactivity—tales which allow for creative approaches, and multiple outcomes you'd never uncover without a spot of wiki-diving. Others are memorable simply because they're odd: creepy, daft or moving, written in a distinct tone that stands out against the green-grey backdrop of wasteland America.
Either way, they stick in the head like a Bing Crosby number played on a tinny radio. So, if the release of Fallout Season 2 has got you in the mood for some wasteland wandering, let's ac-cent-tchu-ate the positive and highlight the finest quests Fallout has to offer.
In a series where you carry your choices on your shoulders, there's freedom to be found in slipping out of your jumpsuit and becoming someone else for a bit. In this case, the Silver Shroud: fictional star of a comically earnest radio serial.
With a ghoul in a porkpie hat as your Lucius Fox, you get to run around dispensing vigilante justice: speaking in a silly voice, carrying a silver submachine gun, and leaving calling cards on the corpses of your enemies. Of course, things get out of hand and the criminal underworld strikes back. But it all ends with the finest-ever use of VATS: putting down a villain right before he plants a bullet in Kent Connolly's head. "Death has come for you, evildoer. And I am its Shroud."
The stakes are high. The town of Modoc is ready to murder a community of cave farmers, which it blames for the disappearance of a local named Karl. The farmers claim Karl ran off, in a direction vaguely to the north-west.
You're given a month to prove the man's still alive. That's only just enough time to hike across the desert to the Den, dig up Karl from a drink-induced stupor, and return to Modoc with his testimony. The desperation is palpable, as is the relief when war is averted. Unless it isn't. Of course, it all goes a lot faster if you're rolling across the dunes in a Chrysalis Highwayman, the series' only functional car.
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Source: PC Gamer