Separate names with a comma.
Discussion in 'General Fallout Discussion' started by 2273nate, Aug 3, 2017.
The dog in the tribe gets eaten if you take too long.
Hah, nice detail. Never noticed it, but I never went back to Arroyo before I had the GECK, anyway.
IIRC Fallout 1 had towns start to be destroyed by the mutants, so its similar to that.
Amazing though, that a fucking 90's game does more detail than a 2017 '10 out of 10' game.
I thought only Necropolis gets destroyed (and you can't really stop that in vanilla), the rest was cut out.
Damn, the Old Bloods have no idea of what's happening in a game they've played ~20 years ago?!
Anyway, maybe we should start make a comprehensive list of what's in the vanilla games, what's intended and then cut, and what's restored by Fixt/RP, and what's purely modder's addition to the games.
I haven't actually tried returning to Arroyo to see what happens there if I take too long and only have heard of it, but I have definitely tried returning to Vault 13 and experiencing the rebellion and water theft.
Mmmm, well, I've only really played the fixt mod/RP patches...So those are basically my 'vanilla' experience. XD
Hey now, I'm pretty sure it's only been 7 years since my last Fallout 2 playthrough.
(I prefer replaying Fallout 1)
My first playthrough was cut short by the timer as a kid. I just jumped straight to Fallout 2 to try it out since I had both.
I prefer replaying Fallout 1.5 :'( I don't know, man. The better mechanics of Fallout 2 married with the scope and focus of Fallout 1? It's hot shit, man.
Yeah, but the a hole overseer is not my mother lol I could care less if he dies.
Then don't get the water chip and see what happens.
Yeah, to sort of spoiler it - the thing with the water chip is that it is
not really the story. You can quickly get an extension, first of all, as in 100 more days (I think) to finish the water deal - then go ahead and finish the water deal and THEN
the time-limit will disappear (except for the hard coded 13 year limit, but you're unlikely to wander about for 13 years anyway) and THEN
the actual story of FO1 begins, one that you - by then - might have caught tidbits and teasers of. Now you will want to armor up, level up, gun up, and so forth...
Find the Brotherhood of Steel
So, one of the really annoying things about Fallout 1 is that you can't say "fuck the main quest, what's over there" but instead the game assumes your character actually gives a fuck about what happens to his/her friends and family who presumably exist somewhere in the vault that we can't actually access. By default (IIRC) the Steam and GOG versions of the game include the patch that gets rid of the second time limit after you've gotten the water chip, meaning that's the time to do all the main quests.
Also, massive spoiler:
You get to side with the villain and kill or mutate all of the dwellers of Vault 13 if you don't like them.
I don't want to berate you, but that smells like preference to Bethesda's game design philosophy. I'd take Fallout 1's narrative hook of making you one of the Vault 13's dweller who, even though wasn't shown having families and relatives in the vault, they were meant to care for their fellow dwellers so they HAVE to find that Water Chip, reinforced by the time-limit, over forced Father-Son relationship in Fallout 3&4.
It's preference to the Bethesda genre, but I was thinking more of New Vegas when I wrote that. That game has a lot of the Bethesda philosophy in it.
I don't see it that way. Bethesda introduces you into their game with some sort of urgency, like you have to deal with Dragons problem in Skyrim or find Shaun in Fallout 4 ASAP, yet they also dangling shiny things in front of your face which distract you from their initial hook. Meanwhile, New Vegas gave you some clue about this guy who shot you and you would consider whatever it is you were delivering might be some important item, yet along the intended way to the Strip you got to meet these people in the Wasteland, including the NCR and the Legion, and on the Strip you might consider that Benny and the Chip might not be that important for you after all, so there's really no sense of urgency at all.
Fallout 1's narrative hook is that it's still relatively early in the timeline, being closer to the time of Great War, so resources like food and water is absolutely important. Despite being the first game in the series, I'd say it's THE best implementation of time-limit in the series, if not among ALL videogames. Coupled with smaller but solid scope, it allows much better focus for the game.
Besides, having finished the game multiple times, do you think there's anything important in the game you wanted badly, of which the time-limit hinders you from getting it earlier? I'm thinking power armor, but if it's your first time just following the direction actually works better to get the feel of the game.
Well it's not just him. Going back to the Vault in F1 and speaking to NPCs there shows that people are amicable to you & give a damn about you. It's not hard to assume that your PC cares for them too. Alternatively, keeping the Vault alive ensures you have a secure home with plenty of amenities and saving people is just a side goal in keeping your best home secure.
Ergo, it's not implausible to assume that you'd want to save it to ensure that those people live or you want to keep your home functional.
Even if there's no actual pressure, I hate feeling pressured, which is why I just don't like time limits in general. Fallout 1 handles it alright, but I prefer to go at my own pace. That said, the game is pretty generous with the time limit.
Unless your character was evil and just wanted to get away from the vault and let them all die so he could go off and do his own thing.
But then you wouldn't have a secure and well-supplied sanctuary to hide in once the bounty hunters start gunning for the player character and the people of the Wasteland become aware of who you are (since no one in the Wasteland, except for the folks of Vault City, knew where Vault 13 was).
Sure, you lose it in the end once you're kicked out but until then, I can argue you're saving the Vault for your own benefit if you are playing an evil character.