![]() The quests also serve up hints of what loot you get before you take them on, so once again they grant the player more control as he or she hunts down more and more loot. There are short little story bits, basically just there to tell you that "our dweller is in another vault", but there are some more twisted and interested story beats to be had as well, and even some dialogue options. While not as elaborate as a quest in a full scale Fallout game, these little missions see you assume more direct control over a set of three dwellers (or if one of your characters stumbles upon a small quest in the wasteland they'll have to go solo). And these rooms also give high-level characters something meaningful to do inside the vault itself, rather than them just being out hunting all the time, basically just stopping at the vault to drop off what they've collected.īut while crafting is great the main game changer, arriving with version 1.6 and improved upon with 1.7, are quests. This means that collecting and amassing that collection of loot is much more in the player's hands, something that's very welcome. Crafting involves hunting for junk (by either collecting it when on a quest or in the wastelands), and recipes required for making either weapons or outfits. That has all changed with the inclusion of a quest system as well as crafting. It became a chore and something you did simply to fill that "sticker album" of items and weapons. In fact, we were going to issue one complaint against the PC port and that's how easy it is to forget you have the app running when on a desktop and originally (version 1.6) it didn't go into idle mode, but that has been fixed with the more recent patch and our dwellers are no doubt happy about this.īut how has the game itself changed in the last year? Well, back when we first played it the management part of the game was already brilliant and very addictive, but sending out your dwellers to collect rare loot felt a bit unrewarding. This is especially true when the pressure is on as Deathclaws are swarming your Vault and you're trying to move that all important powerhouse of a dweller to the frontline. As it is now some dwellers are standing right next to each other or in front and behind other dwellers as they work or train making it difficult to pick, drag and drop the correct dweller. ![]() It may be a minor issue, but we feel that in some rooms Bethesda ought to have spaced out the dwellers more. The only user issues we found are the same as in the tablet version, sometimes it is difficult (due to character positioning) to pinpoint your click on the right character with the first try. It boots windowed and the controls (mouse click = touch), zooming with the mousewheel and all of the interface scrolling is very intuitive. As a result we grew tired off it after a few intense months of Overseer fun, but now the game has gotten several chunky updates (most recently to 1.7) and as it released on PC we saw that as the perfect opportunity to return and see what's different.įirst of all, let's consider how this made-for-tablets free-to-play game works on PC. An excellent management game but one that lacked lasting appeal and end game excitement. ![]() Last summer we were completely engulfed in Fallout Shelter.
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