Fallout: The Traveler



"War... War Never Changes..."

-The Narrator

Fallout: The Traveler, also known as Fallout The Traveler: The Ultimate Post Nuclear Role Playing Game, is a post-apocalyptic action role-playing game developed by Hawke Gaming Industries, Obisidian Entertainment, Bethesda Singapore and miHoYo and published by Bethesda-Cognosphere. The game is set within a post-apocalyptic, open world environment that encompasses a scaled region consisting of the ruins of the West Coast and much of the countryside to the north and east of it, and is set in the year 2300. Players take control of an character, given the nickname "The Traveler", is assigned to find and track down the killers who ambushed the Caravan after awakened at the small town known as the Villa, forcing them to venture out into the wasteland to find them. The gameplay of the game is based off the later games of the series while retaining feel and the roleplaying of Obsidian's New Vegas installment including the Outer Worlds and Genshin Impact to create a flexible and intense survival experience.

Intro
"There is much to be skeptible about this wasteland. So it no longer suprises me to learn how many people don't even believe in anything... What's the point?

''For many of us, the road for us is very difficult one, far more than the legends. But the path for us is always there to follow. No matter how many times they fall. We're all grew in periods of peace and darkness... Of course... in the world filled with misery and uncertainty... It is great comfort to know that.''

''You are the Traveler, hired by the Crimson Caravan company, to embark on a merchant trading to the Halcyon. What seem to be simple trading stop has taken the turn for the worse..."''

-Narrator

Gameplay
The gameplay of Fallout: The Traveler is based off the action-oriented real-time gameplay of Fallout 3, Fallout 4 and Fallout 76 with even more focus on the role-playing style similar to a more refined, complex and in-depth form of Fallout New Vegas and The Outer Worlds 's gameplay and the item and equipment progression of Fallout 1 and Fallout 2 including elements from miHoYo's Genshin Impact. The player takes on the role of the Traveler, a member of a Caravan group tracking down the killers who ambushed their caravan after waking up at the Villa. Returning features include a camera that can switch between a first-person and third-person perspective, fast-travelling between locations (reworked), a layered armour system, the V.A.T.S targeting system, travelling companions, and a crafting system which implements nearly every lootable object in the game. Features that are also debut to the franchise such as Flaws, mix and match apparel and more.

Unlike Fallout 3, Fallout: New Vegas, Fallout 4 and Fallout 76 where's wrist-mounted Pip-Boys is used for much of the menu in-game. The Traveler uses a new type of Pip-Boy known as Paimon Pip, a handheld version of the Vault-Tec Pip Boy series developed by Halcyon Technologies that allows the player to access a menu with statistics, an encylopedia of companions that unlocked, maps, data, and items. Players can also find game cartridges, which can be played on the Paimon Pip.

Fallout: The Traveler's massive world, 16x much bigger than Fallout 76 that lead to towns and cities being so and realistically far apart, the player can take an alternate form of travel, such as on horse/creature back, or in a caravan “taxi”, or military vehicle (though the last one depends on your affiliation with factions).

Character creation and stats
"Main article: Fallout: The Traveler/Traveler"The protagonist of the game is governed by the Fallout franchise's staple S.P.E.C.I.A.L (an acronym for "Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck") system. The player begins Fallout: The Traveler at the awakening of their playable character at the Villa with returning Doc Mitchell telling about you, customizing their appearance, gender, race (either Human or Ghoul), ethnicity (Human), and name, choose their S.P.E.C.I.A.L stats and Traits and then to decide their skills and profession before the player exists out of the Villa, whatever you pick will affect where and how you start your game. For example, if there are twenty different professions, the game will start in twenty different ways, and the gameplay will somewhat reflect on that. With each start, you will be introduced to new people; some will be your friend, others complete strangers, and others potential enemies. Like in the other games of the series, character development is divided into four categories: attributes, skills, traits, and perks. The S.P.E.C.I.A.L stats of Strength, Perception, Endurance, charisma, intelligence, agility and luck are the seven basic attributes of every character in the game. continually add bonuses to skills. This is done automatically, i.e. if the S.P.E.C.I.A.L stats change, the bonuses are instantly adjusted. Many coded events within the game require that the player has a certain level of a particular S.P.E.C.I.A.L stat before accessing it. Unlike in other games in the franchise, S.P.E.C.I.A.L stats are capped at 25 rather than 10. There are many different Skills in the game, ranging in value from 0 to 25. The starting values for Level 1 skills are determined by the player's seven basic attributes, and most initially fall within the range of 0 to 50%. Every time the player gains a level, skill points are awarded, which can be used to improve the character's skills. The player is also required to "tag" three skills upon character creation, which will improve at twice the normal rate and receive a bonus at the start and also gives you specialized gear based on your tag skills. Skills are divided into multiple categories: combat, diplomancy, defense, stealth, utility, leadership and passive. Books and comic books, although scarce in the early game, can be found throughout the game world and permanently improve a specific skill when read. Skills can also be improved by undergoing specific training programs under the tutelage of certain NPCs, finding collectibles such as toys and video games, or by finding and watching in-game films.

Returning from The Outer Worlds is the basic skill unlocks, which can acquired when the said skill hits the threshold:


 * 20: Novice
 * 40: Competent
 * 60: Adept
 * 80: Expert
 * 100: Master
 * 150: Virtuoso
 * 250: Legend

Traits are special character qualities that can have significant effects on gameplay. At character creation, the player will be required to choose up to three traits. Traits carry benefits coupled with detrimental effects - for example, the trait "Small Frame" improves Agility, but negatively affects maximum carrying capacity. Once a trait is chosen, it is impossible to change, requiring players to observe the effects Traits have and pick the ones that best suit their playstyle. When the player earns enough experience points to gain a new level, they can gain or upgrade a Perk. Similar to in Fallout 4 and 76, Perks are tied to S.P.E.C.I.A.L stats, and the higher a S.P.E.C.I.A.L stat is, the more abilities can be unlocked. Unlike in those games, however, gaining or upgrading Perks is also affected by the character's Skills. Perks grant special effects, most of which are not obtainable through normal means, such as increasing the amount the player heals when using medicine or the amount of damage they can survive. Unlike traits, perks are purely beneficial. Every five levels (or seven if the player has the "Gifted" trait or is playing on the harder difficulties or Sawyer Mode), the player also gains a "Shock to the System", which allows them to permanently increase a single S.P.E.C.I.A.L trait by one point. S.P.E.C.I.A.L stats can also be permanently improved this way by collecting rare and hard-to-find bobbleheads scattered around the game world.

The game also includes the Flaws system, a system coming from Obsidian's The Outer Worlds.

The game also tracks the moral quality of the player character's actions using the returning Karma statistic, as well as a series of reputations. Karma points are awarded for doing good deeds and are subtracted for doing evil deeds. The player character will also receive one of a number of Reputations in each of the different settlements across the wasteland, which act similar to Traits - a player's standing with a faction or settlement can change depending on how they interact with them and what decisions they make. Actions vary in the level of karma change they cause - for example, theft of minor items, such as a bottle, produces less negative karma than murder. Karma can have tangible effects to the player, beyond acting as flavour for the game's events, in that it can affect the ending the player gets, alter quests and dialogue with NPCs, or give off unique reactions from other characters.

Mailing
If the Traveler is not in the immediate area to receive news by a soldier or a civilian, they will actually mail the news to the Traveler, requesting for you to come to them immediately, but only if they have met you before and only if your reputation has grown beyond certain points. This mailing system will also deliver newspapers from major communities such as the Halcyon Times, the Mojave Express, Genshin Daily and NCR News.

Power Armor
Main Article: Fallout: The Traveler/Power Armor

The Power Armor makes a return from Fallout 4. Power armor is a multi-component armor unit, comprised of a base frame, with assorted armor pieces mounted on it. For power armor to function it requires a fusion core as a source of power, which drains over time and actions that consume AP will increase the rate of depletion. Once the fusion core is drained the user will still be able to slowly walk in the armor but will be over-encumbered and unable to use V.A.T.S. or hold breath when aiming with scopes.

Companions can only wear power armor if said Companion has training.

Unlike in Fallout 4 where it was no longer requires training, Fallout: The Traveler returns back the Power Armor training perk, making it requires training once again

Reputation
Main Article: Fallout: The Traveler/Reputation

The player's relationships with the game's factions are distinct, so any two groups or settlements may view the player in contrasting ways, depending on the player's conduct. Reputation also affects how a faction will react to the player - a good reputation will make completing some quests easier, provide discounts with the faction or settlement's vendors, and cause faction members to offer gifts, while a bad reputation may lead to the faction refusing to help the player, attacking them on sight, and even sending assassins to gun them down.

Sawyer Mode
Similar to Fallout New Vegas' hardcore mode and Fallout 4’s survival mode combined together with the popular JSawyer Ultimate mod for New Vegas and the SawyerBatty mod for Tales of Two Wastelands. Sawyer mode gives you the ultimate experience of the post-nuclear role playing game by making it much more challenging (and more rewarding in turn) and adding features exclusive to this mode. This option is not recommended for a first playthrough of the game.

Immersion Mode
There are two modes visible on the start menu. One brings you into the story, where you begin as the Traveler waking up at the Villa before your journey really begins. Immersion skips the main story and allows you play as either the Companion that you acquired in the main story or start from a greater number of positions as opposed to the few ones in Story Mode. In Immersion, there is no main story or campaign, but several stories/campaigns that really add depth to the game. For Immersion, there is the optional permadeath mode, in which once your character die, it’s game over. Two variants of this permadeath is possible: The first one deletes all saves made with that character after you die, and the second allows you to start as a completely new character, skills and levels reset. You can choose to find the loot from your former character or start anew.

Technical

 * The game runs now on the all new HoYoFALL engine rather than Bethesda's Creation Engine.
 * Most QoL improvements from Fallout 4 carried over.

Interface

 * The HUD is a combination of Fallout 4, 76 and Genshin Impact HUD with more style to Fallout 3, New Vegas and the popular DarnUI mod HUDs.

Gameplay

 * Workshop mode and by extend C.A.M.P. is all but removed in Fallout The Traveler.
 * XP and Level Progression is more like in New Vegas and the Outer Worlds than Fallout 4
 * Level cap is no longer exist
 * Ammo variants, reloading parts, and weapon mods can be found all over the game world unlike in New Vegas where it was only from traders and merchants.
 * Item conditions returns from Fallout 76.
 * Most vendors now only buy items related to what they sell (for example doctors will only buy medical supplies).
 * The gunplay is now overhauled, thanks to popularity of weapon animation mods.
 * Bobbleheads are now perk-based, derived from Tale of Two Wastelands
 * Photomode returns in the more refined way.

Companions
Main Article: Fallout: The Traveler/Companions

Returning from the previous games, now combined with elements from the popular Fallout New Vegas mod JIP Companions Command and Control and the Character system from Genshin Impact although cut down. Companions played a much bigger role in Fallout The Traveler. They can be found all over the wasteland and depending on the reputation on the faction you are, your profession given at the start, all has Paimon Pip entry, equipable with a specific Weapon, skills that are skilled at, and belong to both Wanderlusters (independents) and Faction aligned. On normal gameplay, they're all essential, so they cannot die unless if playing on Sawyer Mode or Immersion Mode.

Enemies
"Main article: Fallout: The Traveler/Human enemies""Main article: Fallout: The Traveler/Creatures""Main article: Fallout: The Traveler/Robots and Computers"

Items
"Main article: Fallout: The Traveler/Weapons and Ammo""Main article: Fallout: The Traveler/Food, Drink and Ingredients""Main article: Fallout: The Traveler/Medicine and Drugs""Main article: Fallout: The Traveler/Clothing and Armour""Main article: Fallout: The Traveler/Tools and Upgrades""Main article: Fallout: The Traveler/Key and Miscellaneous Items"

Storyline
"Main article: Fallout: The Traveler/Storyline""Main article: Fallout: The Traveler/Major Characters""Main article: Fallout: The Traveler/Factions"

DLC
Hawke and Sawyer confirms that it will feature over twelve Story expansions and 10 smaller DLC that can alter the base game's world.

Development
Fallout: The Traveler is firstly discussed when 4 users, one of which is Roy Batty, lead producer of Tale of Two Wastelands posted at thread on the Hawke Gaming Industries Forum (on the Off-Topic gaming sub-forum precisely) expressing their thoughts on how much dissapointed of the with the current disastrous state of Fallout 76, a game developed by Bethesda Game Studios and said company was busy working on The Elder Scrolls VI. As the topic grows, Jason Hawke stumble on the forum thread and offer them a job for a 'Secret Project' that they develop for sometime and they agree.

Meanwhile, miHoYo are collaborating with Obsidian Entertainment and a new branch of Bethesda founded in Singapore working on their first triple A project after the success of miHoYo's Genshin Impact until Joshua Sawyer, the head director behind Fallout: New Vegas stumbled the same Hawke Gaming Industries forum thread about the state of Fallout 76. Which they also agreed to join to work on and subsequently combined together.

Hawke Gaming Industries, Obsidian Entertainment, miHoYo and Bethesda Singapore announced that they begin to work on the next entry in the Fallout series called Fallout: The Traveler. The game, according to Sawyer, Fallout: The Traveler will be the 'true sequel' for Fallout: New Vegas.

Unlike previous that uses the Creation engine, Fallout: The Traveler will use the all new game engine known HoYoFALL

It is later confirmed that Hawke Gaming Industries will hire the veteran modders to adopt various various popular mods for Fallout: New Vegas and Fallout 4 to The Traveler

Trivia

 * Disclaimer: This is NOT a Isekai'd Fallout Game. All things from the Genshin Impact and The Outer Worlds such as characters, factions and lore will be drastically changed in tailor the setting of the Fallout universe.
 * The opening intro music will be The End of The World by Skeeter Davis, a song that was previously featured in Fallout 4.
 * This is the first Fallout game to be developed by Obsidian Entertainment (after New Vegas) and to be collaborated with Hawke Gaming Industries and miHoYo.
 * It will not have any monetization that Genshin Impact and Fallout 76 (includes the Creation Club) has.
 * It is the first Fallout entry where you can play as a Ghoul.
 * It will have stuff from other Post-Apocalyptic games and works like Metro, Wasteland and others, also changed in tailor of the setting of the Fallout universe.
 * The characters featured in the cover art for Fallout: The Traveler are Preston Garvey, Zhongli, Craig Boone, Eula, Veronica Santangelo, Nilou, X6-88, Aratakki Itto and Strong in behind is the Traveler, donning in the Elite Riot Armor.
 * Jason Hawke said that it will include various characters, items and creatures coming from popular mods from Fallout: New Vegas and Fallout 4 with retcons.
 * Sawyer also confirmed that elements from Van Buren, Black Isle's cancelled Fallout 3 will be featured in Fallout: The Traveler.