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Fallout 2
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=== Exploration and combat === In ''Fallout 2'', the player explores the game world from a [[Axonometric projection#Three types|trimetric perspective]] and interacts with [[Non-player character|non-player characters]] (NPCs). Characters vary in their amount of dialogue; some say short messages, while others speak at length. Certain characters are illustrated with [[3D model|3D models]], known as "talking heads", during conversations. The player can barter with other characters by trading unwanted valuables or by using gold coins produced by one of the game's major factions as currency. The game has fourteen companions that the player can recruit for exploration and combat and can be configured via a menu to determine their inventory as well as their preferred weapons, armor, and combat style, except for dog characters. Unlike the previous game, it is possible to continue playing after beating the main storyline, and the player has thirteen in-game years to explore the world before the game automatically ends due to engine limits. A new mechanic is [[Reputation|reputations]], which dictates how the game's various factions and settlements view the player character. Having positive reputation with an entity will usually result in rewards from leaders of the community, as well as opening up new questlines or ways to complete certain quests that might not have been available otherwise. Negative reputation will result in many of the community's members shunning the player and refusing to work with them and may even cause them to turn hostile on sight. There are two main [[Quest (video games)|quests]] where completion is required, although the first one can be mostly skipped. The main quests have no time limit unlike the first game, but the player's reputation in their hometown will slowly decrease the longer they take to complete the first quest. Some characters give the player side quests; if the player solves them, they receive experience points and occasionally a reward in the form of money and/or goods. The player can utilize the [[Pip-Boy|PIP-Boy 2000]], a portable [[wearable computer]] that tracks these quests. Many quests feature multiple solutions; they can often be completed through diplomacy, combat, or stealth, and some allow solutions that are unconventional or contrary to the original task. Based on how they completed quests, the player can earn or lose [[karma]], which determine how others treat them. The player's actions dictate what future story or gameplay opportunities are available and the ending. Combat is [[Turn-based|turn based]] and uses an [[Action point (video gaming)|action-point]] system, the number of action points that are available depending on certain perks and the player's allocation in the agility statistic. During each turn, multiple actions may be performed by the player until they run out of action points. Different actions such as attacking, moving, reloading, interacting with objects mid-combat, and accessing the inventory consume different amounts of points. The player can rapidly switch between two equipped weapons, and may acquire a diverse range of weapons, many of which can target specific areas of enemies. Melee ([[Hand-to-hand combat|hand-to-hand]]) weapons typically have two attacks: swing or thrust. If the player has equipped no weapon, they can punch or kick. When a player uses up all of their action points, they end their turn and enemies start theirs. If the player survives, they have their action points restored. Injuries and poisons can reduce the number of action points semi-permanently until the player heals themselves with [[Power-up|stimpaks]], [[Medical bag|doctor's bags]], from an actual doctor, or by resting for a substantial period of time. Organized crime, prostitution, and slavery are major elements of the setting.
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