Because new rooms are built instantly and there’s an emphasis on collecting better equipment, players feel like they’re doing more than they are. What separates Fallout: Shelter from similar time-lapsing mobile games is the illusion of agency. ![]() ![]() You send people out into the wasteland and you wait. You put dwellers into the right room and you wait. The majority of Fallout: Shelter is built upon waiting. Rather than providing a consistent curve of player interaction, Fallout: Shelter suffers from peaks and valleys. Although this game does a lot right, it also takes a few missteps. The art direction has a lot of charm, the gameplay is smooth and can be picked up in a few minutes, and it feels great to do whatever is necessary to earn a lunchbox. ![]() If you follow The Rad-Lands on Twitter, you might know I’ve been playing a lot of Fallout: Shelter recently.
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