Invisible timers ran in my head all the time. On original release, Tiny Tower was my game of choice, and I constantly managed, clicked, and placed small residents into upgraded apartments. Or, in my experience, you don't forget about it. You pop your phone out of your pocket, click the resources you need to collect, and then forget about it for the next little while. On a device with a touch screen, this game is meant to be played a couple minutes at a time. You are constantly making that vault bigger, adding more people (either through recruitment from the outside or through pregnancy), and trying to manage the amount of power, water, and food that you can provide your people.Īll other mechanics in the game, from equipment creation to the intriguing quest system that has your people adventuring outside the vault, are dependent on those core ideas of growth through water, power, and food. The core of the game is that you are a manager of a vault, a vast underground bunker. It looks like an interesting, fun thing where the primary mode of engagement would be waiting for things to happen. Pitched as a mobile and tablet game and leaning into the capabilities of those devices, it looked to me like yet another game in the lineage of Tiny Tower and Farmville. When Todd Howard announced Fallout Shelter onstage at E3 back in 2015, my reaction was muted. Fallout Shelter is a way of negotiating living life after it becomes difficult to do so. That is, after all, what the tags suggest. It is odd to me, though, that Fallout Shelter would be a game that is about simulating and managing survival.
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