On its surface Fallout 2 looks like nothing special: Seems like yet another one of those typical RPGs from around the millennium. Which means isometric view, small characters running around, giving each other a bad time with their weapons, a health bar somewhere… hmm… but not in a cheesy ‘epic’ fantasy world? No, actually this takes place in the exact opposite: A violent apocalyptic setting. That's already setting it somewhat apart from the rest. But its real strength only becomes apparent by taking a closer look: The one thing in which Fallout 2 really excels is its high degree of freedom, hence its potential to create your very own story with your very own character that comes bundled with this. In so doing the role playing isn't simply restricted to choosing what kind of damage you want to deal, but for once you can fulfil almost any tasks in your very own way. Thus Fallout 2 is one of the few games which comes as close as it gets to a decent implementation of pen&paper role playing on a computer, as best as it’s possible without some fellow human players. The brilliant game world, created with great love for detail, ensures the icing on the cake.
Mutiny of the Things for sure made me curious of what's inside, as it hardly provides any hint of what it will be. Things can, by definition, not be alive or even stage a mutiny. The intro, styled as a newspaper interview, tells me of our hero (Jack Flash) who plans to use his so-called Succ-O-Matic to literally suck the life out of these animated things again.
Though let's start from the beginning. A certain Prof. Dr. Eng. E. Eddison – also going by Evil Eddie – a mad scientist, has put life into everyday utilities when experimenting with energy generators: shoes, false teeth, pressing iron, pencils, snowmen, but also pumpkins, carrots, sunflowers and much more. All these things now want to found their independent city in the middle of this beautiful country. On a government mission, it is now Jack Flash's task to contain this out of control horde and destroy the energy generator in each level, which they need to survive. If everything else fails, he can also dissolve aggressive things into a cloud of ones. You may ask, why do they dissolve into ones? I assume this is an allusion to the digital origin of the objects, a kind of rematerialisation into zeros and ones. They went for a child-like motif. So there could be no blood or explosions. Which is why we get ones. In general, the graphical presentation is rather playful, almost cute and should appeal to kids. A couple of simple music tracks accompanying the entertaining jumping and running do the rest. However, each track is fairly short and therefore the melody will dig its way even into ears trained by screaming children until you won't be able to get rid of it anymore. Unfortunately, there is no way to individually control music and sound effects so that you will finally have no other option than to disable sound completely.
Unlike most computer game conversions of well-known novels, The Hitchhiker's Guide To The Galaxy had actually been made in close collaboration with the original author, Douglas Adams. The game sold well, so a sequel would have been the logical choice – and surprise, Adams had apparently enjoyed the experience and wanted to jump into the next collaborative project with Infocom. Though instead of The Restaurant at the End of the Universe (which ended in development hell and finally died with Infocom), his mind was set on an original creation.