Yes I am and yes you are.
The reasonings you've been posting at least for me are seem too petty, to the point of being personal preference in gamedesign but I find, while better than in F1 but still limited companions (fixed in 1.5 Res), SPECIAL underutilisation (fixed in Nevada) and poor south end of the game, this I find too crippling for a game that names itself Fallout.
Let's be honest, even with all the improvements New Vegas's shooting mechanics were far too shitty even for a shooter, so don't make me laugh saying it's any better than Fallout 1&2's turn-based combat mechanics for a role-playing game.
And once again, dice roll for lockpicking/hacking/stealing/sneaking/random encounters >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> shitty minigames and hiking simulator for me.
Fallout 1 and 2 are both unfortunate products of being the first game in the series and a sequel rushed under unfortunate working condition with bad management and lack of communication respectively. Limited companions and SPECIAL underutilization are the results of that, but that doesn't mean we have to dismiss the engine completely, hence why 1.5 and Nevada are the testament to how amazing the engine is to make a cRPG.
Or would you prefer a Fallout game being made with shitty Gamebryo engine that needs at least 10 mods to work properly?
And don't lie to yourself, you know 1,5 Res and Nevada are better not because it's the same engine but because these games are better than 2 and stand better against New Vegas than 2. In the mean time, they're not 2, they're it's own work.
On the contrary, you're the one who's lying here. How the fuck can you say shit like, "you know 1,5 Res and Nevada are better
not because it's the same engine but because these games are better than 2 and stand better against New Vegas than 2"?
This is the description for Fallout of Nevada as seen
here
Fallout Nevada is not just a clone of the original, its not a assembly of ideas or mods, it is not an expansion of the original story. It is a full conversion mod that borrows the original game engine. 90% of all content, scripts, dialog, characters and locations are build from the ground up for this project. You will see a completely new story, more than 100 quests, a new world map, 12 big locations, 12 new special encounters and much much more.
So, 90% of all content, scripts, dialogue, characters, and locations were all build from the ground up, while presumably 10% is the borrowed
original game engine.
The description for Fallout 1.5: Resurrection as seen from ModDB page:
A new old school Fallout game - that's Fallout 1.5: Resurrection, a mod for Fallout 2. The player’s character wakes up, heavily wounded in a dark cave, not knowing how they got there, or who they are. Starting from scratch the player has to search for their forgotten past, with a mysterious talisman as the only clue.
"for Fallout 2".
These TC mods will not be possible IF not for Fallout 2's engine. Do you think the devs could make them with just about any other engine? Can they achieve all they've done with the Infinity Engine, for instance? Or AoD's engine? Underrail's engine? FUCKING Gamebryo?
The freeform interactivity where players can manually apply items towards objects and NPCs by way of point-n-clicking is, in my words, literally THE best cRPG mechanic to date, and no RPG that I know of even tried to replicate that mechanic. It's the single gameplay mechanic that made 1.5 and Nevada even possible.
And if the engine doesn't matter, why is Nevada's dev even try developing Fallout Sonora in fucking Fallout 2's engine again, huh? Why don't he go make the TC mod using Gamebryo to make a TC mod for New Vegas? Or even make his own engine like Styg does Underrail? Or use AoD's template since modding it is possible now?