On January 9, 1997,
In the USA, California.
James entered his room and turned on his computer by pressing the button on the computer.
The Windows logo in the startup appeared and loaded before the computer fully booted up.
James then pressed the eject button of the CD slot, and the CD slot ejected. James put the CD of a video game, "Fallout."
Excitedly rubbing his hands together, James installed the video game on his computer.
"I'll finally be able to play a PC game..." James muttered. He had just bought his first-ever PC video game from "GameStop."
Many of his friends were already playing video games, and they expressed their positive experiences, especially when they talked about playing with people online as a noble experience.
James also aspired to join the PC gaming community and engage in online play with others, using his allowance to purchase a video game called "Fallout" – a newly released title recommended by his friends.
For some reason, James sensed that his friends might only be interested in him buying the latest KiShin video game so they could borrow the "Fallout" CD and install it on their own PCs.
Nevertheless, James shrugged off any concerns, as he was genuinely curious about playing the most recent release from the self-proclaimed "number 1" video game company in the world – eager to explore what KiShin's PC games had to offer.
James then ejected the CD slot once more, removing the video game CD, as the game was already installed.
He opened the video game, and the "Fallout" animation intro began.
Against the black background, white text "Fallout" appeared, accompanied by the music soundtrack.
The scene transitioned to black and white with sound effects, replicating the old 1930s television effects.
A simple cartoon animation depicted a character watering plants, swiftly changing to the cartoon person waving in the foreground before the vault closed, revealing the number "13" in front.
The black and white scene shifted to newsreel footage, labeled "Galaxy News," featuring a soldier shooting another person in the back of the head. The soldier, covered in a mask and suit, appeared to notice the camera focusing on him and waved back.
Zooming out, it revealed the scenes were playing on an old television. James read the text on the television, "Buy War Bonds."
Despite noticing differences in the USA flag within the game compared to the real one, James observed that the game referenced the actual USA.
Government propaganda continued playing on the old television until the music soundtrack seemed to malfunction, repeating, "Maybe— Maybe— Maybe-" before slowly fading into the background.
The screen turned black, and a man's voice resonated.
"War. War never changes."
Upon hearing these four words and witnessing the accompanying image, James was instantly immersed in the video game's narrative.
Images unfolded successively as the narrator delved into a chilling montage of historical wars, illustrating his point. James saw depictions of ancient Roman soldiers, Spanish conquistadors, and Nazi stormtroopers, all motivated by the pursuit of power, resources, and dominance.
The narrative then shifted to the 21st century, where war escalated to unprecedented destructiveness. The narrator described a world devastated by nuclear blasts, the struggle for depleting resources such as oil and uranium, and the development of increasingly terrifying weapons.
The narrator underscores the irony of war—advanced technology employed for destruction, soldiers sacrificed for futile causes, and an unending cycle of violence that leaves the world in ruins.
He delves into the concept of "victories Pyrrhic in nature," accentuating the hollow triumphs and devastating costs of war.
The narration seamlessly transitions to the Fallout context. James listens to the story of the "Great War" that nearly obliterated humanity and the Vaults, the last bastions of civilization clinging to survival beneath the irradiated earth. There are "whispers of a new civilization," hinting at the potential for rebuilding and renewal. The narrator concludes on a poignant note, stating that "from the ashes of nuclear devastation, a new society dares to walk in the wasteland's dust."
Following the animation intro, the video game menu appeared, and James selected the "New Game" option. He chose a character, and James found the themes of green text and systematic fonts impressive. The design of the game menu gave a sci-fi vibe, which suited the game's genre.
As the narration smoothly transitioned to the Fallout context, James learned about the "Great War" that nearly obliterated humanity and the Vaults, the last bastions of civilization clinging to survival beneath the irradiated earth. He then discovered the ability to modify his character's status, even though it was constrained by points and featured positive and negative signs for each stat.
Despite being new to PC gaming, James wasn't ignorant of video games in general. As a TSX Fusion console gamer, he was familiar with RPG settings, as RPG games were also popular in the world of video game consoles.
Following that, a 3D animation featuring an elderly man within the player's vision presented the in-game character with a mission to acquire a chip.
The video game officially commenced, and the camera positioned high up, allowing James to control his in-game character using a mouse cursor.
In the initial stages of the game, James observed the capability to pick up items and equip them.
As James played the game and explored the surroundings, he gradually encountered mutated creatures.
Navigating the cave of Vault 13, James battled mutated creatures before successfully stepping out of the harsh wasteland. Continuing to play, his in-game character ventured into a new map called "Shady Sands."
Time passed, and it had only been half an hour since James started playing the game, yet he was already deeply engrossed.
As James gained levels and invested in skills like lockpicking or speech, he felt his character evolve. Successfully picking a locked door or negotiating his way out of a challenging situation felt empowering, turning him into a resourceful survivor.
This is what James enjoyed about video games. They truly transported him from reality into the immersive world of the game. Now, he felt as though he was the in-game character, navigating the world on a mission to find a chip.
However, this was just a fleeting escape for James.
The immersion in the game offered a thrilling yet bittersweet departure from everyday life. James craved the excitement and adventure, yet beneath it lingered a subtle yearning for the stability and familiarity of reality.