Robert Kurvitz, the game director of
Disco Elysium, announced the admiration of the 1997 construction first Fallout game during a publication. Kurvitz, who states that Fallout shows the worlds of other post-apocaliptic games “like an amusement park”, praised the atmosphere and story expression of the game. The Kurvitz, who said Fallout presented a depicting a dark and deep humanity, expressed that other constructions can not reach this level.
Link between
Disco Elysium and Fallout
Robert Kurvitz expressed his admiration of Fallout’s narration structure, taking into account the opening scenes of the game. At the beginning of Fallout, a skeleton with Vault dressed in a cave stated that the player explained a lot about the story. Kurvitz said that these details create the dark atmosphere of the game, and the Fallout offers “a feeling of no Bibleism if it comes to the Bible”.
Home The Kurvitz, which states that Fallout works in depth of human’s prosperity, unlike other post-apocaliptic games, described this style as “mood capsule”. In addition, Fallout 2’s social economy and trade have discussed more, so Karl Marx’s favorite could be the second game.
Home Kurvitz, Fallout, Disco Elysium stated that the impact on story-oriented games would not be emitted. Kurvitz, who explains the narrative art with a metaphor, expressed that the actual value of art lies in a bond between people. Fallout stressed that players together in this context are a strong work.
Home Fallout’s impact on players and gaming world for 10 years is still felt. The praised words of Kurvitz once again, where the game has an important place. Fallout still continues to create a standard for how to design post-apocaliptic worlds. Disco Elysium’s creative team inspires such classics, shows how meticulous and deep their approach to storytelling. Fallout continues to be one of the mihenk stones of the game world both in the past and today.