How to describe Fallout? Who is worthy enough to describe it? Fallout is like a matrix, you must learn it by yourself. Some say Fallout is a magnificent Mark Morgan soundtrack,I bow to him but is not enough. Some say it is great reactivity, I say they overstate it. Soma may point to a wonderful character creations system, but it's still is not satisfying enough answer and having more cynical mood ,through still admiring it ,I may start talking about it's flaws. Combat system? Oh a glorious critical hit sound! But it's still no IT. Game fitting visuals? Still just a part. Great writing? You are close, but not close enough.A feel? Maybe yes, maybe not. A love poured by a great man, desperate to make a game, he wanted to make? So close, but that's not everything. More than a sum of it's parts? Always true you smartass, but not true enough. I think.... I think that what we are dealing with is a superior world building. Masterclass world building, in fact. Think of any Fallout city. You can describe it well economically and even somehow politically and socially. How many times you were feed with those informations? How many times were they forced down you throat? Never? I think so. Game never forces it's narrative. (ok, with an exception of a counter...). It's arises naturally. Every quest somehow expands it without forcing anything. Think of a missing caravan quest. It has just one solution. Piece of shit then? No because it has something else. It blends with the games world. It's lore touches many things on many levels, expands them and overlaps with other game's stories. Random quest which explains (together with a far away skill check) an origin story of a main antagonist. But it does not spoon fed it! By the virtue of being told by not omniscient, subjective and subjective according to his own personality, character, story gets life. We also have a look into a city economical lore, because quest is not forced onto a game world, it's a logical outcome out of it. Of it and of every involved npcs decision. It's a sandbox game, but everything feels as it may as well be a part of a main quest. In a good way. Why there are so many caravan companies? Because narrative must feel real. Why the Vault 15 dead end? Harsh reality. Why nagging people with your water chip issue? Because thrown in the given scenario you would nag them yourself, wouldn't you? Exploding Master without meeting him is not a choice ,it is a world building, the same way as an empty Glow is. It's a world building because sometimes people do things not knowing what they are doing. But there is one last thing. Why Audytum feels worse than other parts of the game? The idea is net and needed in that world, reactivity is in there, all is in there, it seems, but still it is only very good, not excellent like the rest of the game. Maybe it's because you not feel a Cathedral looming over it as it should? Maybe there is a departure from a world logic, which breaks the magic? Maybe I am wrong, but question should nevertheless be answered, because whoever posses a solution to the Audytum issue, he or she may hold a key of ascending rpgs to the greatness. In the end anybody who understands Fallout will not became a mere mutant but a nightkin.