Compare Fallout 2: A Post Nuclear Role Playing Game prices across 50+ stores and find the best deal. Developed by Black Isle Studios. Published by Bethesda Softworks. Released on 8/19/2009. Available on PC. Genres: RPG. Metacritic score: 86/100.

The CRPG that taught a generation what choices actually cost: 30-plus hours of reactive wasteland storytelling where your reputation, build, and moral compass all bite back.

I keep coming back to Fallout 2 the same way I keep coming back to Disco Elysium: not because it is comfortable, but because it respects your intelligence and punishes your mistakes with the cold indifference of a nuclear wasteland. You play the Chosen One, tribal grandchild of the original vault dweller, sent out into post-apocalyptic California with a spear, a Pip-Boy 2000, and a quest to find a G.E.C.K. before your village starves. That premise sounds tidy. The game is anything but. The S.P.E.C.I.A.L. system, with its seven core attributes, 18 tagged skills, and over 100 perks earned every three levels, gives you genuine build identity before you ever load a save. A high-Intelligence run unlocks entirely different dialogue branches, letting you talk your way past encounters that a dumb brute would have to shoot through. A Speech-and-Barter build plays almost like a different game from a Sniper or Unarmed brawler. The trait system adds real texture: pick Jinxed and every character on screen, including your own companions, starts fumbling critical attacks at random, which is either hilarious or catastrophic depending on your tolerance for chaos. Turn-based combat runs on an action-point economy tied to your Agility stat, meaning that build decisions made at character creation echo in every firefight through the end credits. Targeted shots to the eyes, groin, or legs can swing a losing encounter, and the expanded weapon roster, from Avenger miniguns to Gauss rifles to pulse weapons, means no single combat style dominates the late game. What separates Fallout 2 from its own sequels, though, is the reputation system. Every settlement tracks your standing individually, from Vilified to Idolized, and that standing shapes what quests open, which companions will travel with you, and whether the locals pull their guns the moment you walk in. Burn your reputation in Klamath and Sulik will refuse to join you. Get branded a Childkiller and wanted posters go up across the map. The world does not forget what you did, and that reactivity still holds up against modern CRPGs better than most people expect. The main quest runs roughly 30 hours, nearly double the first game, and side content layers on top of that with quests ranging from genuinely clever to forgettable fetch errands. The Vault City arc, the New Reno crime families, the slow reveal of the Enclave's agenda: when the writing is on, it is sharp, satirical, and willing to go places Bethesda's later entries never dared. But this review would be dishonest if it glossed over the friction. Companion AI is notoriously stubborn: party members will block corridors, fire into your back, and wander off-screen during random encounters. The inventory screen is awkward even by late-1990s standards, requiring constant scrolling through a narrow display. Pop culture references, everything from Monty Python gags to Hitchhiker's Guide nods, land unevenly and have aged into either charming relics or groan-worthy distractions depending on your mood. First-time players coming from Fallout 4 or New Vegas should install the official patch and consider the fan-maintained Restoration Project mod before starting, because the launch state of the game had serious bugs that the Steam version largely addresses but does not fully erase. The pathfinding AI is still inconsistent, and careless builds hit a wall around hour 15 that punishes anyone who did not read the character-creation tooltips twice. For patient CRPG fans who care about choices that carry weight, build variety that holds past hour 40, and a world that reacts to your reputation rather than just your main quest progress, Fallout 2 remains one of the clearest arguments that the genre peaked before the genre got popular. It is not kind to newcomers, and it is not trying to be. Monika, Scout Team

Fallout 2: A Post Nuclear Role Playing Game
RPG

Fallout 2: A Post Nuclear Role Playing Game

Aug 19, 2009Black Isle StudiosBethesda Softworks
GamerScout Says

The CRPG that taught a generation what choices actually cost: 30-plus hours of reactive wasteland storytelling where your reputation, build, and moral compass all bite back.

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About Fallout 2: A Post Nuclear Role Playing Game

I keep coming back to Fallout 2 the same way I keep coming back to Disco Elysium: not because it is comfortable, but because it respects your intelligence and punishes your mistakes with the cold indifference of a nuclear wasteland. You play the Chosen One, tribal grandchild of the original vault dweller, sent out into post-apocalyptic California with a spear, a Pip-Boy 2000, and a quest to find a G.E.C.K. before your village starves. That premise sounds tidy. The game is anything but. The S.P.E.C.I.A.L. system, with its seven core attributes, 18 tagged skills, and over 100 perks earned every three levels, gives you genuine build identity before you ever load a save. A high-Intelligence run unlocks entirely different dialogue branches, letting you talk your way past encounters that a dumb brute would have to shoot through. A Speech-and-Barter build plays almost like a different game from a Sniper or Unarmed brawler. The trait system adds real texture: pick Jinxed and every character on screen, including your own companions, starts fumbling critical attacks at random, which is either hilarious or catastrophic depending on your tolerance for chaos. Turn-based combat runs on an action-point economy tied to your Agility stat, meaning that build decisions made at character creation echo in every firefight through the end credits. Targeted shots to the eyes, groin, or legs can swing a losing encounter, and the expanded weapon roster, from Avenger miniguns to Gauss rifles to pulse weapons, means no single combat style dominates the late game. What separates Fallout 2 from its own sequels, though, is the reputation system. Every settlement tracks your standing individually, from Vilified to Idolized, and that standing shapes what quests open, which companions will travel with you, and whether the locals pull their guns the moment you walk in. Burn your reputation in Klamath and Sulik will refuse to join you. Get branded a Childkiller and wanted posters go up across the map. The world does not forget what you did, and that reactivity still holds up against modern CRPGs better than most people expect. The main quest runs roughly 30 hours, nearly double the first game, and side content layers on top of that with quests ranging from genuinely clever to forgettable fetch errands. The Vault City arc, the New Reno crime families, the slow reveal of the Enclave's agenda: when the writing is on, it is sharp, satirical, and willing to go places Bethesda's later entries never dared. But this review would be dishonest if it glossed over the friction. Companion AI is notoriously stubborn: party members will block corridors, fire into your back, and wander off-screen during random encounters. The inventory screen is awkward even by late-1990s standards, requiring constant scrolling through a narrow display. Pop culture references, everything from Monty Python gags to Hitchhiker's Guide nods, land unevenly and have aged into either charming relics or groan-worthy distractions depending on your mood. First-time players coming from Fallout 4 or New Vegas should install the official patch and consider the fan-maintained Restoration Project mod before starting, because the launch state of the game had serious bugs that the Steam version largely addresses but does not fully erase. The pathfinding AI is still inconsistent, and careless builds hit a wall around hour 15 that punishes anyone who did not read the character-creation tooltips twice. For patient CRPG fans who care about choices that carry weight, build variety that holds past hour 40, and a world that reacts to your reputation rather than just your main quest progress, Fallout 2 remains one of the clearest arguments that the genre peaked before the genre got popular. It is not kind to newcomers, and it is not trying to be. Monika, Scout Team

Tags

Single-playerSteam CloudFamily SharingSPECIAL SystemReputation MechanicsIsometric CRPGTurn-Based CombatBuild VarietyReactive WorldOld-School DifficultyCompanion System

System Requirements

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Reviews & Ratings

Metacritic
86
Steam
94%(17,172)

Game Info

Developer
Black Isle Studios
Publisher
Bethesda Softworks
Release Date
Aug 19, 2009
Age Rating
PEGI 15

Game Modes

singleplayer

Languages

Subtitles (3)
EnglishFrenchGerman

Features

cloud-saves

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