Anyone who grew up in the ruins of the old world, surrounded by bandits and collecting bottles for the coveted Snickers bar, knows that Fallout is permissiveness and gray despair, where white morality is threadbare and black villainy is worn out. The global modification Fallout: Sonora, despite the Mexican flavor advertised in the opening cinematic, is dark and gloomy, and only the blackest humor evokes a smile. You immediately feel at home.
Project director Alexander Poshelyuzhin, having eaten more than one iguana during debates about the nature of the wasteland, approached the creation of the world of Sonora with great caution, keeping his imagination in check and trying not to contradict the original canon in any way. The action is set east of the first Fallout map, in the lands once called "Arizona," a desert and sparsely populated area before that became mainstream.
It's hard to believe the talking heads aren't lifted from the Black Isle archives.
We're entrusted with the control of a peasant (or peasant woman) from a small Luddite settlement called "Villa." Something terrible has happened: evil bandits have driven the entire working population away to an unknown destination, and the protagonist's grandmother imposes upon him the sacred duty of freeing his fellow tribesmen from slavery. But first, he must descend into the basement, kill rats, and retrieve ancestral relics: a blue jumpsuit and a Pip-Boy.
That's where the similarities with Fallout 2 end. Following the trail of a slave caravan, the player stumbles upon a dying scavenger town, recognizable as Junktown. Here, too, there's a fat capitalist exploiter, but he's not up against a sympathetic mayor, but a working class with gangster tendencies, and neither side is desirable. And we're free to send everyone to a certain address, break down a door, hack a computer, steal what we need—the series' inherent freedom of action remains intact. Moreover, most conflicts can be resolved bloodlessly, through ingenuity or stealth.
If you don't invest in the right skills, you'll be cleaning up after brahmins.
Active skills and items have become increasingly important; you often have to resort to using a shovel, a tongue-loosening bottle of something alcoholic, or a Stimpak to heal broken bones. Repairing has become more important than ever, which is perhaps why the required skill can be reduced to zero with spare parts. However, these spare parts still need to be found or purchased. Lockpicks now work on a similar principle—they are now single-use items.
But the biggest controversy has been the fact that all shotguns and rifles are now considered "big guns," while those big, scary guns are practically nonexistent. Sonora's arsenal is generally quite meager, mostly consisting of rusty revolvers and claw hammers—such is the reality of a poor state. The accumulation of property proceeds very slowly; the player will receive a vehicle and power armor only at the very end, and the latter, in the best traditions of the series, will still require some effort!
World map in FALLOUT: SONORA
Source: www.nim.ru, fallout-sonora.fandom.com


