A genuine, worthy sequel

I found it to be quite fleshed out. A handful of terminals and notes scattered about plus the obvious occurences I experienced I could easily imagine what was going on.

Did you not find all the medical journals? The terminal data entries? Did you honestly take a step back and objectively try to experience it without just waiting for it to suck?

Then again I don't need to be overwhelmed with data to understand what is going on. I'd consider that hand-holding. Sometimes you just have to piece things together yourself, and in an environment such as that it's a fun thing to do.
 
Pope Viper said:
I'd also like to know how the folks in 106 reproduced, I guess they weren't so crazy as to forgot how to deliver babes.

Okay, that's true, since the experiment began just 10 days after the Vault closed 200 years ago. You could easily fanwank that, rather than vaultdwellers (since the usual Vault population is conspicuously missing), the crazy people you find in the Vault are raiders/scavengers who simply became made because of the lingering gas (which affects you too). That doesn't make much sense though, since they're all wearing Vault 106 suits and are IDed as "insane survivors." It's certainly a plot hole. I should read the logs there and see if they explain why/how there are survivors.

It's a great section, though, especially the messed up hallucinations. The "conversation" you have with a computer reminded me of talking to your TV as a Malkavian in VtM:Bloodlines.

And there was at least one female survivor, wasn't there, Roflcore?
 
I found two notes and I searched the place for about three times. So if there is anything else, please spoile it away. But try to focus on whats really in vault 106 written, and not your imagination. Imagination is fun, needing it to make Fallout 3 not totally empty is not.
 
Roflcore said:
I Imagination is fun, needing it to make Fallout 3 not totally empty is not.

Seriously?

You try to have a discussion and this is what it comes down to.

I'll be done with this thread. I probably should have known better to try and be anything but negative towards the game. Was fun for a bit though.
 
betamonkey said:
I found it to be quite fleshed out. A handful of terminals and notes scattered about plus the obvious occurences I experienced I could easily imagine what was going on.
2 terminals no notes unless those notes were somehow hidden in all of the empty containers.
Not a handful of terminals and notes scattered about.
I'll say this again: 2 terminals.

Unless you're talking about the bit where you're insane and talking to yourself through 'computers'.

betamonkey said:
Did you not find all the medical journals? The terminal data entries? Did you honestly take a step back and objectively try to experience it without just waiting for it to suck?
Yes, obviously I just came into it wanting it to suck.
Never mind the fact that I just mentioned that the first thing I thought when I discovered a vault for the first time was 'awesome', which sadly changed to disappointment.

betamonkey said:
Then again I don't need to be overwhelmed with data to understand what is going on.
Hey nice little veiled insult there, pal.

This has nothing to do with understanding what was going on. What was going on was obvious very quickly. The problem here is that it isn't fleshed out.

Bethesda took a concept that could've been great, and then failed to do anything substantial with it. The vault is nothing but an empty, hollowed-out dungeon crawl.

Yet again, compare to the Sierra Army Depot and The Glow to see how you create such a rewarding experience properly. You layer the information, rewarding the player carefully for the progress they make throughout the facility with additional detail and information that adds to the story of the place.

Instead, Bethesda just threw the main story on a terminal you encounter within a minute of opening the place and neglect to expand on it in any way in the following half-hour of killing crazed vault dwellers, vault dwellers that additionally make no sense given the context of the place (ie everyone went crazy just after activation of the vault, which was some 200 years beforehand).
betamonkey said:
I'd consider that hand-holding. Sometimes you just have to piece things together yourself, and in an environment such as that it's a fun thing to do.
Piece things together? Are you kidding me? Oh no, it was oh so rewarding to piece together that the vault was filled with hallucinogenic gases. Really, that was such a difficult puzzle that it didn't take me just all of one minute to see that.
 
Damn, Sanders was smarter then me, it took me almost two minutes to figure what was going on. I even thought maybe the Gas-Story is just a trick to cover the real story up, because surely there has to be more then two notes. Silly me, had forgotten who wrote the dialogue. :lol:
 
betamonkey said:
There are a lot of things that don't show up as quests at all that may have in the originals. I don't think a wiki entry is the be all end all judge of content, especially when one game is only a week old and most people haven't done nearly all there is to do.

And if you wanted to be ticky-tacky you could break down a ton of Fallout 3's quests into seperate quests.. but does the number really matter?

It's all opinion what you think about the locations in Fallout 3, but if you go in thinking it has to be a quest or it sucks then you are missing the point.

Ok, well take the Sierra Army Depot for example. There was only one quest associated with this place, and that was only to get inside. Even to do that quest you had to look around and use problem solving, thus putting two and two together to use the ordinance and blow up the doors. That's where the quest ends. Once inside you are free to delve as deeply as you wish, and there are no quests involved. If you care to explore a bit you can find a detailed history of what happened there. Once again, though, you had to be pretty adept at problem solving to get anywhere at all. This is a place that took me several playthroughs with different characters to figure out. And not only are you exploratory efforts rewarded with decent loot and expositional material on every floor, but at the lowest level you can solve yet again another puzzle to get a robotic NPC which varies in quality depending on your science skill, which actually meant something in that game other than simply being a deciding factor in which level of difficulty "mastermind" you can play. After I finally figured this place out, I still had to start a completely new science oriented character to finally unlock the cybernetic brain.

Also, it seems that the developers of Fallout 2 actually had a thoughtful notion of history and depth when they decided why the place was there, what its purpose was etc.

Here is the Wiki page for SAD in case you don't believe me http://fallout.wikia.com/wiki/Sierra_Army_Depot

Now, in Fallout 3, I am running on 80 hours of play time, I rushed to level 20 just so I could get the explorer perk and check everything out, yet I still have yet to find any place that is nearly as satisfying in any way as SAD or The Glow. Exploring Fallout 3's many dungeons takes zero puzzle solving and rewards you with very little. Sure you get some computer logs which are appreciated. That doesn't change the fact that none of the places in Fallout 3 seem to have any depth of history. Not to mention the fact that the loot rewards just suck. The only worthwhile things I've found are the prototype medic armor and the T51b armor, both of which are placed in easily accessible locations.

My point here is that Fallout had rewarding places that you often couldn't see in their entirety on one playthrough, depending on your character. Fallout 3 has office buildings with a couple of turrets, traps or monsters strewn about. There is nothing to stop one character from doing 100% of everything in the game in one playthrough, including actions that depend on or modify karma.

I will say this once again... I am not just trying to be negative or stubborn. Sure the locations in Fallout 3 are fun to explore in their own ways. All I'm saying is that the stakes are just not as high, so it seems that everything has soporific challenges with soporific gains. Kind of like sightseeing rather than plunging into the depths of a mysterious and dangerous place.

As for actual quests, I will admit that much of the time you have to do the same types of actions in both games. It's the story and outcomes behind those actions that disappoint me in Fallout 3.

Seriously?

You try to have a discussion and this is what it comes down to.

I'll be done with this thread. I probably should have known better to try and be anything but negative towards the game. Was fun for a bit though.

K. Bye.
 
Bloody William said:
A genuine, worthy sequel

What? Who's passing the crack pipe around here?

Bethesda says: "Let's make Fallout 3 gang! We will take oblivion and change the game, like mod it or something, and add super mutants, the brotherhood of steel, the enclave, ghouls, bottlecaps, dogmeat and uuh, harold"!

I'm surprised they didn't add Ian, the glow and shady sands to top it off.

My point is; that bethesda just kind of seemed to take all the "cool stuff" from the previous fallout titles, cram it into a relatively tiny world, and write up some "reasonable" reason as to why the entire fallout universe decided to head on to DC.

The game is good and fun, but it doesn't deserve to be called fallout *3* IMO, as the game just seems like a poor attempt to tie it up to the originals too much, and fails because of it.

I was really expecting something new in fallout 3, and not simply rehash from the previous titles.

It's a damned good oblivion mod though!
 
err.. it's quite a long rant you know....
Rapid messaging is grounds for ban on many boards
 
Not at all worthy. It's a complete rip-off and Bethslop should be ashamed of the way that they have bastardized a classic.
 
carnex said:
err.. it's quite a long rant you know....
Rapid messaging is grounds for ban on many boards

I'm not sure what you mean by rapid messaging, but one thing we don't allow here is threads that contain just a link and "Hey, check this out". I'll just merge this with a previous thread on the subject.
 
Bloody William said:
Fallout 3 is a drastic departure in gameplay mechanics. I won't deny that. It's also a buggy game with stability issues. I won't deny that either. However, in terms of tone, design, and general gameplay it is a Fallout game through and through.

Environment art, cars and robots maybe. Rest? Not so much.

What do you think of when you think of Fallout?

A retrofuturistic 50s-inspired P&P RPGplay-emulating cRPG that has changed me in 1996 with the demo and kept hooked for the past 12 years. Choices. Thick atmosphere with extreme attention to detail. A very concious art direction. An unique, gray storyline.


I think of the SPECIAL system, the Vault Experiment, the feeling of being a lone chump fresh out of the Vault/village and trying to make sense of why everything you know just fucked up and why there's so much resting on your shoulders. I think of ghouls and supermutants and the Brotherhood and scavengers and raiders and dozens of tiny, hilarious little in-game jokes where any trope or story is fair game. I think of walking through ruins and scavenging whatever you can find. I think of choices, and seeing a half dozen possible ways to solve a problem from diplomacy to gunshots. I think of a wasteland full of things both vital to your quest and completely irrelevant, but still entertaining and sometimes useful. I think of an open-ended, paced plot where you can screw around and do whatever you want (granted, with the time limit of the first half of Fallout), but then you go after the main quest and see a major plot development that both changes and greatly increases the responsibility you have, moving from saving your family to saving the entire Wasteland. And all of those aspects, Fallout 3 carries in spades.

Superficially, yes. Until you start analyzing it and it turns out it's just a pretty paintjob on a wrecked Corvega.

Story-wise, this is a Fallout game.

So those glaring plotholes are non-existent and just my hallucination?

Yes, it's different from Fallout and Fallout 2, but Fallout 2 was different from Fallout, and the differences between the three Fallouts are far, far less than the differences between any of those games and FOT/BoS.

...what? Fallout: Tactics at least tried to come up with an original story with a Fallout-esque flavour, while Fo3 copies the basics of the Fo2 storyline, trying to fit the Enclave in.

It's on the east coast now, and the difference between the Capital Wasteland and the west coast both justify and explain the differences in certain aspects of the game.

Even if they are incompatible with common sense, like National Guard outposts (tent and truck with loot) untouched by scavengers after two centuries? No tangible agriculture of any kind? Lack of any meanignful connections between settlements AFTER TWO HUNDRED YEARS?

You're just out of your little paradise, looking for your father in a quest that turns into something much bigger.

Which is poorly thought out and damn linear. Not to mention that there's absolutely no reason for me finding poppa. No connection, unlike in Fallout 1 where you really felt the importance of your quest.


In that time, several towns and hot spots offer you plenty of other stuff to do, not railroading you in any way to stick with the main plot. You can negotiate peace between costumed lunatics, hunt zombies, recover ancient pre-war artifacts, help people with researching whatever crazy crap they're researching, encourage junkies' drug addictions, investigate other Vaults and the crazy things the Vault Experiment had planned for them, and more.

Because sidequests excuse lazy and boring main quest design and implementation.

The BoS is different in attitude, but that's because (and this is explained clearly) it's a liberal splinter group that headed east and decided to stay and actually help the survivors, not just hoard tech.

Now ponder this: how about Bethesda comes up with something original, not reuse a faction whose presence on the East Coast doesn't make much sense?

If you want the classic BoS, they're still out west, and can be seen in the Outcasts, who are far more traditional BoS soldiers than the ones at the Citadel.

And?

Supermutants are different, and they're supposed to be. This is explained in-game that, yes, supermutants were made in the same was as the west coast supermutants, but there are reasons that they're different. It makes more sense than the same supermutants as Fallout and Fallout 2, and results in a far better, more Fallout-y game than if they were completely missing.

Except their backstory doesn't make much sense. It's principle is lifted from FO:BOS, and we all know how shoddy that game is. It's just lazy design, an excuse to include cool elements from Fallout.

Really, is it that hard to come up with something original?

The humor and storytelling is still there, and frankly in far better condition than in Bethsoft's other work.

How about you compare it to games it's supposedly a sequel to?

This stuff is leaps and bounds above most of the things in the Elder Scrolls games. The main quest is about as solid as the previous main quests (not amazingly so, but good enough to play through),

I nearly spilt MD on my keyboard reading this bullshit.

The main quest is uninspired and badly implemented. Don't even compare it to the main quest in Fallout 1, which was well done, well executed and far more expansive. Not to mention, it had actual confrontations with great writing, rather than the brief chats with Eden and Autumn.

the NPCs,

Most of which are uninteresting and unable to create any emotion in the player. Except for hatred.

settings and different quests bring a great humor that ranges from the chuckle worthy to the ridiculously dark,

Humour in Fo3 is about as subtle as Jackass' stunts. It has a few moments, but unlike Fallout 1, they are diamonds hidden in a dung pile.

and anywhere from Rivet City to Megaton to the Citadel, you're looking at the same sort of environ seen in Fallout and Fallout 2,

Except those environs don't make any sense, unlike those in Fallout. 200 years have passed and we still have working, pristine computers in power stations and buildings? A city build around a nuclear bomb when a better location is in a burned out city five minutes away?

Granted, downtown DC is magnificent, if you can ignore such stupid elemets as stocked Nuka-Cola machines and Eat-O-Trons after two centuries.

It's internally inconsistent.

settlements and hazards that developed by people looking for ways to survive in any way they can after the war. There's just as much out there to find, and some of it is as bleak as you would find in any Fallout game.

How does "some" equal "just like Fallout"?

[spoiler:051136c181]Tenpenny Tower, anyone? Do "the right thing" and negotiate a peace between the residents and the ghouls, and the ghouls eventually slaughter everyone. Tranqulity Lane is a mad German genius's (the same genius who created the G.E.C.K.) attempt to stay alive and entertained after the way, through virtual reality and the deranged torture of the few survivors still alive from pre-war. Andale is home to cannibal murderer "nuclear families." Minefield and other ruins have abandoned houses with skeletons in some of the most stark, dark tableaus you'll see in a video game.[/spoiler:051136c181]

Let me ask again, how about you think about how these settlements fit the Fallout style? Or even common sense at all.

Obviously both the first and second games were built around the SPECIAL system, which was expressed through a turn-based hex grid for combat and movement. Sure, I remember and even enjoyed the turn-based combat. When you got skills up to a decent point it was very satisfying (assuming the combat area wasn't populated with mobs and NPCs so each turn took like five minutes). Yes, Bethsoft changed that, but between the implementation of the SPECIAL system and the clever use of VATS to make combat far more deliberate and less real-time than the Elder Scrolls games, they've come up with something entirely new that works surprisingly well. No, it's not turn-based, but it still has me considering position of myself and enemies, number of AP I have, and the range/capacity of my gun far more deliberately than if it was simply an FPS. You can run into a fight and gun everyone down, but it'll take longer, you'll waste ten times as many bullets, and you'll take a lot more damage. Or you can use some Fallout turn-based-ish strategy and pick your shots, take down some targets and then protect yourself/hide/use cover while your AP recharges to finish up the fight. It's not the same thing, but it works well and it doesn't interfere with the flow of the game. If anything, it's faster while keeping much of the same elements, down to the "Vrrrrrt" sound of VATS, the same sound as the little combat button in Fallout and Fallout 2.

So the sound clip makes the game automatically Fallout? Wow, I'm convinced now.

I don't know what Fallout is to you. Maybe it's the turn-based combat, in which case there are plenty of other, indie games that are more worthy of being called Fallout sequels. But if you're looking for a really good RPG that keeps the Fallout spirit and humor, that looks and feels like Fallout, that sticks reasonably close to canon (better than FOT and BoS at the very least), and that's full of great things you'll only see in the Wasteland, then Fallout 3 is a true and worthy sequel in the series.

So we're supposed to lower our standards and ignore the core elements of Fallout design? Ignore explicitly bad design and cover our ears singing "LALALALALA THIS IS FALLOUT"? Not gonna happen.

As for the gameplay differences, look at the difference between Final Fantasy XII and the other, semi-turn-based (real-time but discrete and menu-based) Final Fantasies (not counting 11, which is an MMO). Look at the difference between the Super Mario Bros. games and Mario 64. Look at the difference between the early Castlevania games and Symphony of the Night (regarded by many, including myself, to be the best Castlevania game and one of the best games of all time, period). You can turn gameplay mechanics on their ears and still have a really, really good sequel that satisfyingly continues the series.

Here's a hint: Fallout is not a part of those series.
 
betamonkey said:
I mean, really. Talking Deathclaws? How is that not any more out of place than a well explained (in game no less) division of BoS soliders?

You mean besides the fact that the changes in the BoS contradict the occurrences of Tactics which happened earlier in the timeline? There should have been a much greater presence of BoS in the area with a Midwest base to leap from, and any schism that took place would have resulted in a small splinter group that was constantly on the move and extremely secretive to avoid retaliation from the main body out west. It would have been much more interesting had there been a war going on between the BoS newcomers and the Enclave when you came out of the vault and tried to jumpstart Project:Purity. Not to mention that the Super Mutants were entirely too bloody stupid for the recon missions that Bethesda had them performing to set up for an expansion/FO4.

As for the Talking Deathclaws, that was entirely within the plot and moreover wasn't really central to the major plotline whereas the BoS is supposed to be a major organization. It was also borne out in Tactics as canon that you had saved them.
 
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