Fallout 1.5: Resurrection

Discussion in 'Fallout General Modding' started by JaW, Nov 23, 2011.

  1. naossano

    naossano Sonny, I Watched the Vault Bein' Built!

    Oct 19, 2006
    Part of the issue is not aknowledging the player agenda. There are times in an RPG (those who take the player agenda into account, and not have an arbitrary player-character agenda imposed upon you), in which you have no option to go through a certain path, but that doesn't prevent the game to take into account that the player can have a different agenda.

    For instance, you HAVE to go through the Temple of Trials. But yet, the game doesn't assume that you do want to do it. It doesn'T use your character mouth to say things that are the opposite of your intention. It takes into account the fact that you might want to cheat your way into the trial by convincing Klint to let you go (for whatever excuse). It takes into account the fact that you might want to kill Klint (the guy tells you that it requires two people to move away the thing that block the path to the village). It takes into account the fact that you might not be a coward or a monster, but still consider that thing silly. Ultimately, you still do the Temple of Trials thing, but the game acknowledge your agenda by taking into account the fact that you might have different intent.

    Here, the game assumes i have an intent that i don't have, which break the immersion, by dissociating my intent, with some arbitrary intend of the player character. When Lystra sees me talks with Benicio, it makes sense that she would be pissed off and that i find myself unable to convince her that my intends are different, but it would make sense that i would have the option to try, instead of having a maniac evil laugh of a AAA diabolical moron.

    Once again, it doesn't mean the rest of the game is bad. I am just explaining some of the reason that questline missed the mark for me. If you are happy with how it turned out, it is your right. Doesn't mean my reaction has no basis.
     
  2. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    Perhaps you've skipped some dialogue lines.

    1. Everything starts with Terrak, who gave you the permission to enter the Imperial City in order to meet Elisa and help her track down Anonymous.
    2. Benicio popped out of nowhere after talking to Terrak, offering a job from Anonymous. This is a scripted event following your chat with Terrak.
    3. Now, after talking to both Terrak and Benicio, is up to you whom you'll be working for. The game doesn't force you to work for anybody at this moment, you can also talk to both Elisa and Benicio without accepting any job.

    Why would you start working for Benicio before visiting Elisa? Terrak told you he's a security officer and he explicitly sends you to his superior in order to find out what's going on and help her. Player's agenda has nothing to do with this, you've simply decided to ignore Terrak's instructions and game allows you to do so.
     
  3. naossano

    naossano Sonny, I Watched the Vault Bein' Built!

    Oct 19, 2006
    I am kind of hexausted to explain and have little time. See what you want.
     
  4. Muttie

    Muttie First time out of the vault

    Oct 9, 2017
    @naossano Interesting review: http://nma-fallout.com/threads/guid...enture-with-original-fallout-gameplay.212036/
    This was not my impression at first, but thinking about it it's an accurate assessment.

    All “good” choices usually mean to defend the helpless and the weak. Either as they are powerless or too meek. While characters of power and capability usually have a second agenda or a moral blind spot that makes them questionable.

    I didn't realize that before, but the mod really is: defend the helpless or dealing with a lot of grey.

    The only exception I can think of is to convince Imperial City to open up to the world. That's a powerful faction that can turn to good.
    And perhaps Lystra who is a strong and capable character, just a little naive maybe. Like an unspoiled (or should that be spoiled?) citizen growing up in a protected society. Aka: moral is a luxury. In fact, Lystra is often the only one who gets upset about the world.

    But there are no characters like Rebecca in the Den. A strong character surviving on its own without being corrupted. In Resurrection it probably would be Rebecca asking you to destroy the distillery of the Hole and not the other way around. Creating the dilemma between good leadership (Rebecca) and moral (fair competition).

    It's basically following the idea that “power corrupts” and absolute power corrupts absolutely. And you can't take something without taking it from others, and there is no gain of power without hurting someone sometime somewhere. Like the choice between the red pill (action, change and violence) and the blue pill (passiveness, peace and death).

    We may not see eye to eye on the Anonymous quest, and I would still rather compare it to the “Murder Carlson in the NCR quest” with Bishop being Terrak/Elisa and Benicio being Westin. But that disagreement is in part also a product of the mod's faction feature which in the end comes down to a matter of taste (i.e. you can dislike it as options narrow down after the point of no return, but it's fine in itself once accepted as such).

    I would say most complaints about Resurrection seem to made about the faction system as the warnings for the point of no return are too easily missed. The second most, that the player can't rest, and last, that the fights are too tough.

    However, all three points need getting used to, and are manageable, once figured out.

    One element in which the mod excels, however, is its solid design. I think that point can't be underestimated. It's very stable, hardly crashes, causes little problems and its mechanics and quests are very intuitive. In fact, the mod feels better than everything else I've played so far. It's not as buggy as Fallout traditionally is, it's not as clunky as FO2 with its shifty mechanics (EDIT: I meant erratic, i.e. struggling with the controls/input), patchwork and recycling of dialogue to get somewhere. Nor is it as confusing as Fallout often is (for example Nevada is running over with game-play questions, Resurrection has almost none.)
    So the fundamental design of Resurrection is quite outstanding and needs more praise.

    I also liked the creative writing. Characters like Trevor and George (Rat Hole) or Father Malcolm and Charly (Lost Town) were quite memorable. The English isn't always as polished, but that doesn't take away from the creativity behind it. I also liked the attention to detail. For example, the grave-robber does carry a shovel, or a smoking character does have cigarettes or a lighter on him. Which is not a big deal, but shows the care that went into this mod. And it shows.

    Anyway, it's a good review that made me realize an aspect I haven't before.
     
    Last edited: Oct 28, 2018
    • [Rad] [Rad] x 3
  5. naossano

    naossano Sonny, I Watched the Vault Bein' Built!

    Oct 19, 2006
    There are a couple of characters that are both strong enough to handle themselves and not outright evil. But those character represent like 1% of the cast and are involved in 0,1% of the quests. Most of the time, you are speaking with monsters who lack empathy, or morons that you know will be doomed. It can be interesting when making choices, but it can be suffocating as well, when you spend so much time talking to people and see so few signs of humanity in them.

    Many of the *evil* factions of the classics had a softer side. Enclave wanted to rebuild their country. Vault City considered themselves a separate nation and didn't want to get *corrupted* by the outside world. Darion wanted to repair his shame for leaving his friends to die and was treating the squatters alright. The wright protected their own. Bishop wanted a more functionnal government (that he could take advantage of) than the chaos of Reno. The Master wanted to make the wars disapear. In 1.5 the softer sides, if they exist, are much more downplayed, and the meaner side overplayed more often than not.

    I might do a bigger review later on. The short review on the guide to fan-made adventures is more to give an idea of what the mod is about, so people can choose which mods they intend to play.

    I am planning to replay the big three anyway, before or after i am done with the guide.
     
  6. Sagez

    Sagez First time out of the vault

    Oct 29, 2013
    To me faction system is something that may encourage the player to play again, same thing with the morally ''not that bad'' and ''bad'' choices. It's really fun to play as a murderer that teams up with Gabriel (Gabriel will demand regular payment from you for his assistance - great!). I agree with @Muttie that Resurrection is stable and intuitive, whereas Nevada can give you a headache sometimes (but there are plenty of people that say they got through it without a walkthrough).

    Other things worth nothing: Resurrection has probably best companions (*a floater* companion for stupid character) in history of isometric Fallouts (they can level up even to level 6! they added that in last post-premiere patch), good new weapons and their upgrades (though anti-material rifle could be better), challenging fights that may require taking as many drugs as possible (great addition - I was using Psycho and Buffout very often).

    As far as I know they only added one perk - Brutish Hulk from Tactics; but as far as I know Nevada also added only one new perk...

    After Nevada got released I was close to being sure that Nevada is better (new art, gameplay tweaks, stunning, fresh content), but as time goes by I'm more convinced that Resurrection is a slighly better mod overall even if it doesn't look so. It feels more complete, closer to the originals while when I was playing Nevada I always felt that this is a Russian made ''hardcore'' mod. I didn't even finish Nevada, that obligatory end boss fight made me quit.

    @naossano I'd love to read your longer reviews of all three.

    This track could be in Fallout 1&2. I liked Progema in Fallout 1.5 more than I liked Area 51 in Nevada.

     
    • [Rad] [Rad] x 2
  7. Muttie

    Muttie First time out of the vault

    Oct 9, 2017
    And strategies, as I found :).
    When working for the raiders, the caravan raid seems almost unwinnable. However, the trick is not to fight. If you run immediately north north-west and get enough distance that the ghouls lose their focus on you. You can hang out and watch the „buffed“ up raiders take out the ghouls. After that you only have to mob up the remaining caravan guards and done. I did this about 10 times by now, sometimes with nothing but a Leather Jacket and on lvl 4. It was very rare that the ghouls one-shoot me. However, you will have to tank one or two shoots.
    And similar to this I found a „trick“ for almost every fight in the game. Sometimes it only means to get the local gear first. Other times it's using a strategy.
    And if all fails, Psycho is always an option.

    Another very interesting addition to Resurrection is Leader (also from Fallout Tactics, I believe), which needs CH 6. It gives companions +1 AP, which makes a notable difference for Gabriel and Lystra (i.e. it upgrades them to two single shots per turn). Keri only profits if having her go Melee (3 attacks).

    Here is a list of all new perks: http://www.resurrection.cz/forum/viewtopic.php?f=12&t=812
     
    • [Rad] [Rad] x 1
  8. gustarballs1983

    gustarballs1983 -Level 99 in Fallout Fixt-

    Oct 28, 2009
    i think besides "Brutish Hulk" and "Leader" perks "Hide of Scars" is also what Resurrection borrowed from Fo:Tactics this last one might be unnoticed since it's a deathclaw only perk in Fo:Tactics.
     
  9. Muttie

    Muttie First time out of the vault

    Oct 9, 2017
    And more it seems!

    http://fallout.wikia.com/wiki/Fallout_Tactics_perks

    In that list appears Brutish Hulk (also Deathclaw only), Die Hard, Divine Favor, Hide of Scars, Leader and Loner. (Some specifics like requirement and effect appear adjusted though).

    And Tech Wizard (Ghoul only): http://fallout.wikia.com/wiki/Tech_Wizard (also FT, it just doesn't appear in the list above)

    Only Heavenly Gift and Miraculous Healing (could be cancerous growth, though) seem from a different source or new.
     
  10. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    The game gets better with each playthrough, folks tend to be pissed off far less after third run. Since 1.5 is rounded down to 1 here, being much closer to first Fallout in terms of general tone and scope than to F2, it takes some time to get used to it.

    Also fun fact: pre-release mod builds were designed for true Fallout vets, with much harder and more unforgiving fights. End game ghouls ripped me a new one on my first try! Many fights have been nerfed after 1.0 though.
     
    • [Rad] [Rad] x 2
  11. naossano

    naossano Sonny, I Watched the Vault Bein' Built!

    Oct 19, 2006
    Damn. I found the ghoul fight already impossible.
    I had to cheat my way out by opening combat, moving a few hexes, then opening again as soon as it closes, because i didn't raise sneak and didn't want enemies to detect and engage me. And i still lost Lystra on the groud level.

    About the companion system. It is indeed great that you can open up new dialogs with them way after you recruited them. They took notes from New Vegas that would have definitively improved Fo1-Fo2.