Fallout Tactics: Brotherhood of Steel Reviewed by Nick Edmunds Being a lone scourge of the radioactive wasteland in the style of a post nuclear apocalypse Robin Hood just cranked my dial. So there I am, along with many other mutants, excitedly awaiting the release of Fallout 3, when Interplay go and release Fallout Tactics. Now, I'm a bit wary of games with a squad base, for while they are quite trendy at the moment, they tend to lack the quests and character interaction that I crave from an adventure. Putting aside my prejudices I gamely decided to give it a try until the real McCoy arrives. Set amongst the ruined cities and desert wastelands of a desolate Middle America, as seen in Fallout 1 and Fallout 2, the action takes place between the events of the previous two games. Our character is a new recruit in the Brotherhood of Steel and is quickly promoted to squad leader. A squad contains up to six members who can be drawn from the BoS ranks. Most of the wasteland social groups are represented within the Brotherhood including Ghouls, Super Mutants and Deathclaws. Each character has their own individual skills and traits, which need to be weighed up when creating a team. The squad can be further modified by selectively adjusting character statistics as they gain experience and by returning to a BoS base between missions to trade squad members and equipment. Unlike the previous Fallout games, which provided only limited control over the NPCs who tagged along, FT provides direct control of each character in the squad. As such FT combines an RTS with an RPG, in an attempt to give us a squad-based, tactical combat game with character development and a mission-based storyline. Unsurprisingly FT has inherited many of the elements seen in the previous Fallout games, e.g. the third person, isometric engine and the character statistic and inventory system. Many familiar character types make an appearance alongside several new allies and enemies, and as ever it's packed with humorous popular culture references. The weapons list includes a chakram and a dak tar (if you have to ask you don't need to know) and contains items varying from a sink plunger to a nuclear warhead. Along with this incredible inventory, a range of military vehicles suited to different situations are also available to the squad. These vehicles are great for transporting masses of looted equipment home for trading, seriously reduce time spent travelling to and from missions and enable you to engage in combat while on the move. Like your squad, these vehicles are subject to damage and can be repaired by a character with the relevant skills and equipment. There is, however, an annoying quirk to these vehicles. Obstacles impede their passage in an apparently arbitrary fashion, e.g. while it's possible to repeatedly run your tank over a giant scorpion the size of a Ford Cortina the same tank balks in the face of small shrubs and empty cardboard boxes. As ever it's worth bearing in mind that the inhabitants of the wasteland have a very frontier attitude, thus FT contains some adult themes and issues, like drugs, prostitution and swearing and has the potential for serious gibbage. While there is the option to limit these features, Fallout Tactics is definitely not a game aimed at a young audience or the faint of heart. The plot plays out over the course of the single-player game guided by the mission briefings. Information gathered during missions and portrayed by the cut scenes in between manage to hide the linearness of the story by giving the impression that the plot was unfolding rather than following a course of events. In all there are 20 single-player missions along with any number of random encounters out in the wasteland. Each mission has a variety of ways in which it can be completed: from stealthy hit and run to total blitzkrieg depending on your state of mind. The strategy you adopt also depends on, and affects how, you mould your squad. Movement during combat uses an action point based system while the game engine uses true line of sight to drive the AI. This system combines with the characters ability to stand, crouch, or lie prone allowing them to hide behind objects and increase their cover. Each of these stances has its benefits and drawbacks, e.g. prone stance combines well with the Sneak skill, but prevents use of heavy weapons. Gaming enjoyment diminished toward the later levels as my squad had almost become too powerful, which meant I became more blas‚ about my attack strategy rather than the careful and cautious planning of earlier levels necessitated by a puny squad with limited ammo and equipment. As it was, I ended up with the infantry equivalent of a tank rush, which has always been the bane of this style of game. Six heavily armoured characters with Gatling cannons make formidable opponents, as they were practically tanks themselves by this point. Unfortunately my initial foreboding was right for once, as FT didn't have the character interaction or plot altering decisions that featured so prominently in the previous games. However, the universe may be the same but that's where the similarities end and so FT managed quite well without these features. In fact I was pleasantly surprised for while FT wasn't quite what I was hoping for it was nonetheless thoroughly enjoyable. So that's a big radioactive thumbs up and a firm recommendation from myself. If you dig the Fallout universe and RTS then Fallout Tactics is right up your desolate boulevard. - o -