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The Best Upcoming Fallout Mods for Single Players

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Fallout 4 - Pipboy

While the hype for Fallout 76 has reinvigorated interest in Bethesda’s post-apocalyptic franchise, the news has had the unfortunate side effect of eclipsing some of the series’s mod offerings. In fact, a significant amount of new, fan-made single-player Fallout content is currently in development, ushering in a renaissance for New Vegas and Fallout 4. Below, OnlySP has rounded up some of the best single-player campaign mods for the Fallout series, seeing as 76 will be ambivalent to solo play.

Fallout: Miami

A commonality between single-player mods is a focus on uncharted Fallout locations. Developers have cited a myriad of reasons for uncharted content, but these reasons can be condensed down to a lack of narrative conflict with the established canon. However, team behind Fallout: Miami has taken the brave choice to create a mod that continues the adventures of the Sole Survivor from Fallout 4, flying in the face of story mod tradition. Miami brings the series to the south-east of the United States, in the “the geographic area covered is roughly from South Pointe Pier to the famed Fontainbleu Hotel.” The conversion mod focuses on the survival strategies, deadly fauna, and glitzy urbanisation of the Floridian hotspot. Stylised as the “Vacation Wasteland,” this area of the Fallout universe is significantly less radiated, offering rare chances at recreation and a traditional life. More information can be found on the game’s subreddit, in which the developer released the following statement: “The scale of the project is comparable to an official expansion, featuring a main quest, multiple side quests, new items, and a large cast of voiced characters.” Further details can be found in the game’s trailer, which implies the Fontainbleu Hotel will be a focal point in the project’s story:

Fallout: New York

In Fallout lore, New York is considered “gone” following the Great War of 2077. Little more is expanded upon, whether the city is dust or ruins. This mod, developed by Roserosenbergfr, imagines a New York in ruins, complete with iconic buildings such as the National History Museum and an intact metro system (trains notwithstanding). A bunch of fresh screens, along with some gameplay footage, is embedded below. Few details have been released, but this mod is definitely worth keeping an eye on, as the creator is making a concerted effort to reliably translate Manhattan to Fallout:

Cascadia

Cascadia is a bioregion and proposed country that exists within the confines of both Canada and the United States. Stretching between British Columbia and Washington state, the region is known for its forests, lakes, wildlife, and, well, Fallout mods. Cascadia, at its core, is an attempt to reconnect the Fallout series with the natural world, substituting the barren wastelands of previous entries for more robust and populated undergrowth. The mod hopes to create an entirely new single-player story set in Seattle, with the game branching out to the rural surroundings of the Washington capital. Fallout games, along with mods, have mostly steered away from the West Coast, meaning the area offers untapped narrative and art design potential. The mod is set several decades after Fallout 4, and the world of Cascadia intertwines nature and urban areas. Speaking to Kotaku, mod director Dr Weird summed up that the game attempts “to create a world where nature shows subtle signs of having returned to a more natural order.” In gameplay terms, that means more greenery, conifers, mutated fauna, and less empty wasteland. Most of the foliage has been created by the team, with the asset conversions being touched up considerably. A full trailer, embedded below, has now been released, expanding on the mod’s impressive conversion of Seattle’s surroundings:

Liberty Hell

Liberty Hell, named affectionately after the Liberty Bell, is an attempt to re-create Philadelphia in the Fallout universe. The mod boasts four playable characters, each with their own origins, motivations, dialogue, and game start. The developer, Liberty Wastes Beautification Committee, has been working on the project for two years and released a new teaser in April as a visual update on development. Interestingly, the three characters the player does not pick can be found in the world as NPCs and can join the player as companions, giving the mod a classical RPG feel. The mod will be free, with updates available on the game’s ModDB page.

Fallout: New California

Moving into New Vegas mods, New California acts as a prequel to the Courier’s story. New California is amazingly ambitious for a mod, sporting a new story with branching paths, a new playable character, 16,000 lines of voiced dialogue, and 12 different endings. The mod has been in development by project leader Brendan Lee since 2012, originally titled as Fallout: Project Brazil before changing direction. Players assume the role of a new player character, an adopted resident of Vault 18, embarking on a journey through the wastelands of the New California Republic’s Cajon Pass. The mod is listed as a prequel, with the game tying into the events that land New Vegas‘s protagonist in hot water. A fully playable beta, along with a narrative trailer, is now available for the dark take on California:

Fallout: The Frontier

Outside of Fallout 3‘s ‘Operation Anchorage’, the franchise has never flirted with snowy climates. The Frontier is a mod that pits players, as the Courier, to aid a band of NCR deserters against an unidentified military force. The mod threads organically into New Vegas, with the initial quest popping up during the events of the main game. The mod’s trailer shows off some new additions to the franchise, including tanks and other heavy armour, trains, and a Death Star-inspired laserbeam:

The Fallout community has created some good single-player focused content, so if 76 does not appeal to the audience of OnlySP, then perhaps one of these mods will. For more on the best of single-player gaming, from indies to mods to AAA, be sure to follow OnlySP on Facebook, Twitter, and YouTube.

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The Maker of 2019’s Must-Have Interstellar RPG Within the Cosmos Talks Gameplay, Lore, and the Future

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Within the Cosmos

Some indie games look impressive enough to match anything coming out of the AAA studios. Within the Cosmos fits that bill to a tee. Every screenshot from the project shines with ethereal beauty, and the description makes it sound like a marvellous mash-up of Deus Ex, Mass Effect, and Halo

This RPG casts players as a would-be colonist intended to seed human life away from what seems to be an apocalyptic interstellar war.

To find out more about the promising project, OnlySP reached out to developer Francis Debois, who went into great depth about the gameplay, structure, and the processes involved in production across the last five years. 

OnlySP: I wanted to start by asking about the gameplay. In the marketing you’ve mentioned that objectives can be completed through stealth, combat, or diplomacy, which is always a plus for an RPG. Is that multi-path approach available for every mission, and how free-form are the player’s options?

Debois: The missions in the game generally give you multiple ways to affect how the mission unfolds, whether it’s through dialogue or how the player approaches the mission. Also, the options available to you are governed by the type of character you create. If you have a character that’s high in Intelligence, you might be able to hack a control panel that opens a door to a room that you’d otherwise have to fight through to get to, or if your Charisma isn’t high enough, and you try to convince them to leave the area, they might not listen to what you have to say, and they’ll become hostile, or you can simply avoid all of that and find a way to sneak inside!

OnlySP: From what I understand, the RPG levelling mechanics are tied to modules on the character’s suit. Can you tell us more about how this system works and maybe provide examples of some of those modules and upgrades?

Debois: Modules are essentially “perk points” that you can use to upgrade your character. Every time you level up your character, you will get a module you can use to enhance/alter your character. The perks available to you are tied to your attribute points. So, if your Agility is high enough, you can “spend” a module and get the “Light Steps” perk, which makes your footsteps much lighter, therefore harder for the enemies to hear.

OnlySP: The game also has a stat system, which sounds a little like S.P.E.C.I.A.L. from Fallout. Is that an apt comparison? Will players be able to improve and modify those stats through gameplay and, if so, how?

Debois: Yeah, it’s a similar idea to how S.P.E.C.I.A.L. works in Fallout or similar games. When the player starts the game, they will be given a fixed amount of points that they can assign to their attributes. So, if you decide to max out your Constitution and Agility, you’ll have a character who’s agile, sneaky, and strong, but that would come at the cost of not having much Intelligence, Charisma, or Perception. So, you’re really gonna have to think about what attributes you favour, or you could put a roughly equal amount into all of them and have a character that can do a little bit of everything but not a master of everything. It’s up to you. I feel like that system will really create the desire for players to have multiple playthroughs of the game, and still have each playthrough feel like a different experience.

As far as improving and modifying those stats… I’m still trying to get the balance right. There might be one or two instances where you can upgrade them, or get temporary boosts to them, but whether you can improve or modify them beyond that is still being determined.

OnlySP: While upgrading, will players be able to respec their character’s abilities at all or are they locked into the upgrades they use?

Debois: No, they won’t be able to respec. Once you select an upgrade/perk, that’s what you’re locked into.

OnlySP: If I recall correctly, I’ve read somewhere that Within the Cosmos has a linear structure. Does that mean players won’t be able to revisit previous locations? 

Debois: You WILL be able to revisit previous locations. It’s linear in the sense that you can’t visit a new region, or planet that you have no narrative reason to visit yet. For example, the first planet you go to in the game is Alios, the second planet you visit is Berith II. If you’re right in the beginning of the game and you just got to Alios, you won’t be able to just go straight to Berith II until you’ve reached the point in the story where it makes sense to go there, but once you go there, you can go back and forth between those planets as often as you’d like. Also, I used the term “linear” as a way to get the point across that it’s not a huge open sandbox or anything. The game is very story-driven.

OnlySP: Speaking of locations, the game has the character visiting a number of planets. How many planets are there, and how have you differentiated each of them?

Debois: There are three planets in the game. Each one is aesthetically different, with different fauna, different factions, and the architecture of each planet reflects the dominant faction or factions on that planet. Aside from those locations, there are other places you’ll visit for a mission or a series of missions.

OnlySP: Looking at the Steam Greenlight page, there’s mention of vehicles and survival mechanics, but those seem not to have made it to the final version. Can you maybe explain how the development process has resulted in changes from the game you initially set out to make?

Debois: The direction the game was headed when I created the Greenlight page was completely different to what it ended up being! Initially, I intended to make an FPS with survival mechanics, but as the game progressed, and I started writing more of the story, I realised that survival mechanics didn’t really make sense, and it negatively impacted the experience. There were many things that were added and cut out in the end, so vehicles, and the survival mechanics were just two of the many things that simply didn’t end up feeling right as the game really began to take shape. As I wrote more and more, I felt like an RPG would be the best way for players to experience the game and the story.

OnlySP: You’ve mentioned that the game should take between eight and ten hours to complete. Does that factor in all the content available in the game or just the main missions?

Debois: 8-10 hours is a rough estimate of what I would say an “average” playthrough would be. Which is someone who has completed the main story, and did a few side missions. If you decide to do everything possible in the game, it will certainly take longer than that, but if you decide to strictly follow the main story, it will be shorter than that.

OnlySP: As I’ve been following Within the Cosmos, I’ve felt that it looks a bit like Halo and sounds a lot like Deus Ex. It’s got me wondering what you feel as though it’s most similar to and what sort of inspirations have shaped the look, feel, and overall tone?

Debois: Oh, there have been so many inspirations! I love the FPS RPG genre, so Deus Ex was a massive inspiration, as was Fallout: New Vegas. Those are two top tier FPS RPG games that I absolutely love. Space-based games have had an influence as well, such as Halo and Mass Effect. They helped shape the game in one way or another. I’d say the biggest inspiration behind it all has been Star Trek, I think the story and lore will reflect that to some degree.

OnlySP: Within the Cosmos is set against the backdrop of an interstellar war. How much of that background lore will players be privy to as the experience goes on?

Debois: The interstellar war is the reason that the player, and the factions are there in the first place. You will be exposed to the history of the war by reading some of the logs in the game, and through some characters you meet, etc. The war is what ties everything together. As you play through the game, you will see that even though you’ve escaped to this region of space, which is far away from the war itself, you still feel the effects of it. What you decide to do can really influence how the war plays out.

OnlySP: Meanwhile, the main story follows an individual sent to safety to preserve the human race. We’ve seen similar ideas of species protection and propagation in the likes of Fallout and Mass Effect: Andromeda. How is Within the Cosmos distinct from those earlier games?

Debois: Well, I really don’t like to compare Within the Cosmos to other games, but Fallout is more of a sandbox, and Mass Effect is more of a story-driven action RPG. Within the Cosmos falls somewhere in the middle of that.

OnlySP: As I understand it, Within the Cosmos, is entirely self-funded, self-developed, and self-published. Did you ever consider crowdfunding or partnering with a publisher to help get the game across the line sooner? Why or why not?

Debois: Not really, no. Some people suggested that I should try crowdfunding but that was something I was never interested in for Within the Cosmos. This was really a game that I wanted to make myself, so funding it and publishing it myself felt the most natural to me.

OnlySP: I know there’s still a little while before Within the Cosmos launches, but what’s next for debdev?

Debois: Once Within the Cosmos is out, I’m going to listen to the feedback from the community, and just work on updating the game with more content as time goes on. I really want to give this game all the support I can give it. Anything after that, we’ll have to see what happens! I would love to work on some of the other ideas I have, some more RPGs. There are other games that I really want to make, but after dedicating nearly five years of my life to this game, I’m not sure I will have the financial means to be able to do this again! 

OnlySP: Finally, do you have any final comments that you’d like to leave with our readers?

Debois: I’d really like to thank those who have been giving the game compliments, and those who have been providing feedback! It all really means a lot to me, and proves that all the years of hard work that I have inputted into the game, has been all worth it!

Thank you all for reading this, and for having an interest in Within the Cosmos! I really hope you check it out on Steam, wishlist it, and play it when it releases on 1 August!


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