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Guest
Guest
I think that the real problem that needs to be addressed in fallout 3 is the lack of immersion into the story in fallout 2 and fallout tactics ( and I realize that tactics wasn't a true fallout)
The "magic" of fallout 1's immersion started with the manual (little notes-to-self, vault dwellers guidebook), this was sorely lacking in tactics. The pip boy comic, the 50's atmosphere all this set the mood even before you started the game. Most everthing at the beginning of fallout 1 only further immersed you into the story, then after you've made an emotional attachment to your character and his plight, the story really gets going. The exception was the random encounters which were so frequent that they took you out of the game they didn't add to the story.
The allure of the larger map in fallout 2 was the promise of more non-linearity, and deeper immersion into the fallout universe, but it ended up not accomplishing this end due to a lack of meaningful interaction in many areas.
I would suggest that fallout 3 go back and maybe surpass the effort in fallout 1 to immerse even before the game with a well-written manual and focus on maintaining the theme and atmosphere of the wasteland, which would mean cutting down on the asinine pop culture references which not only don't provide comic relief, but detract from the wasteland. And to go back to the random encounters I mentioned earlier, I feel they have their place, but they too should be focused and logical, perhaps instead of a pack of wolves vs. a band of beast masters in the middle of the desert ( what are the odds of, out of the miles and miles of desert you wonder upon this battle) an encounter with highwaymen along an established travel route.
The "magic" of fallout 1's immersion started with the manual (little notes-to-self, vault dwellers guidebook), this was sorely lacking in tactics. The pip boy comic, the 50's atmosphere all this set the mood even before you started the game. Most everthing at the beginning of fallout 1 only further immersed you into the story, then after you've made an emotional attachment to your character and his plight, the story really gets going. The exception was the random encounters which were so frequent that they took you out of the game they didn't add to the story.
The allure of the larger map in fallout 2 was the promise of more non-linearity, and deeper immersion into the fallout universe, but it ended up not accomplishing this end due to a lack of meaningful interaction in many areas.
I would suggest that fallout 3 go back and maybe surpass the effort in fallout 1 to immerse even before the game with a well-written manual and focus on maintaining the theme and atmosphere of the wasteland, which would mean cutting down on the asinine pop culture references which not only don't provide comic relief, but detract from the wasteland. And to go back to the random encounters I mentioned earlier, I feel they have their place, but they too should be focused and logical, perhaps instead of a pack of wolves vs. a band of beast masters in the middle of the desert ( what are the odds of, out of the miles and miles of desert you wonder upon this battle) an encounter with highwaymen along an established travel route.