Chris Avellone Fallout 2 podcast

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But best title ever!
Depending on whether you thought Fallout 2 was a worthy sequel or an abomination, you might feel more or less inclined to listen to this podcast from the guys at Extrasode, who interviewed Chris Avellone on the development of the Fallout sequel. Chris goes on in great detail on what he thought the team at Black Isle did right and wrong on the title, and has some interesting things to say about companion design and New Reno. Well worth a listen!
 
I freaking hate podcasts.
90 minutes of seating through and listening to hear 5 minutes of info I'm interested in, while I could've read an interview in 10 minutes and find everything I'm interested in.

I there's anyone who's actually listened through all of this, please put an approx. time here when the good stuff begins.
 
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I didn't dislike Fallout 2 but playing it immediately after Fallout 1 was a bit jarring.
 
Wait, what? Does someone out there think that FO2 is an abomination??
It's a good and enjoyable game, but it's was execution was terribly rushed, was inconsistent on so many levels and simply pales in comparison to the original.
 
I freaking hate podcasts.
90 minutes of seating through and listening to hear 5 minutes of info I'm interested in, while I could've read an interview in 10 minutes and find everything I'm interested in.

I like Podcasts, a written interview can be interesting too (if it's well written) but sometimes it's just better to hear it from the horse's mouth.
 
Playing fallout 1 after 2 is like playing a shorter, disneyfied version of fallout 2 with worse inventory management, story, and less interesting and diversified locations and characters.
 
Playing fallout 1 after 2 is like playing a shorter, disneyfied version of fallout 2 with worse inventory management, story, and less interesting and diversified locations and characters.



Aside from inventory management, improved skill system and overall interface, FO2 fails in everything behind the original.
 
It's a valid point, though. If Fallout 1 had been the size of Fallout 2 and had the latter's interface, 2 would far and away be thought of as the inferior game. Not to say that it wouldn't be a classic, but aside from U.I. there were few if any areas where it was measurably better than the first (in terms of quality, not quantity). Party management and the fleshing out of companions as characters. That's about it.
 
I disagree. Better location character and detail, better world cohesion from connections between locations, better writing (on average, boosted by Avellone), better humour.
 
How about some specific examples.

*Everything in Fallout 1 looks the same. Boneyard? Shady Sands? Junktown? Necropolis? The hub? They all look the same. Whereas New reno, vault city, san francisco, ncr, are all distinct locations.

*MCA talks about how some people complained that the different areas in 2 felt disconnected, but that's a good thing as well. It's cool being able to walk into a new city and have a new feel and new types of quests every time.

*The quests in 1 are obvious and boring. Go kill gizmo. Go kill decker. Rescue girl from raiders. Not exactly interesting or creative. MCA talks about how he went a little nutty with the quests you could do in FO2, but thats a good thing. Getting made by a Mafia family, uniting the ghost farm and modoc, and curing jet addiction is better and more interesting than boring rescue the princess fluff.

*Myron baby.

*Speaking of, not only is the UI and whatever better for the NPCS companions, but the companions in 2 are more interesting all around. Tycho Ian and Katja? Ugh. I'd take vic over any of them. At least he had a personality; it was a dumb and sad personality, but at least it was there.

*1 had BOS in a meaningful sense, which is pretty big advantage. But thats about it.

I think the surprising dislike for 2 just shows how silly fan boys are, and how no matter what you did they would never be happy. People have their nostalgia, and when everything doesn't line up exactly with their nostalgia then it is automatically bad.
 
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I disagree. Better location character and detail, better world cohesion from connections between locations, better writing (on average, boosted by Avellone), better humour.

Location character: To a point, yes, and I always really manage to enjoy most of the game up to leaving NCR without rolling my eyes much at all (though it should be noted I usually save Reno for the late game). Good character doesn't necessarily equate to good in context, though, and the character and detail of locations like Arroyo, New Reno, and San Francisco counts against the game as a cohesive whole for me no matter how much I can find to enjoy in those locations.

World cohesion: I think this is more of a thematic preference than an improvement. In F1, society was still a loose-knit scattering of survivors with wagons circled against the wasteland. Info traveled slowly and was as much hearsay as fact, and even for caravaneers, anything much further than a week's trek was off the edge of the map. I think the islands-of-civilization design principle suited that well and helped evoke a proper sense of desolation and distance, as well as lending additional "mystique" (for want of a better word) to world-spanners like the caravans, the CoC, and your esteemed Vault Dweller himself. Fallout 2's cohesion really solidified the sense of a new frontier civilization, a re-awakened humanity radiating outward from a dozen different wombs and beginning to reconnect, and so the world was certainly richer than F1's. I wouldn't necessarily say it was better done.

Writing/Humour: As you say, MCA's influence can't be understated, and Black Isle was a stellar team to begin with. I have to factor that against what they were writing, though, and I've got to disagree on the humour issue so in the end we sort of break even here in my book. F1's writing had its weak spots, but it was mostly great stuff that fit and reinforced the world. F2's writing was phenomenal, but when it's coming from the mouth of a 40's Rip Van Winkle pulp hero, a talking plant, Bruce Lee, or L. Ron Hubbard, I'm less inclined to count that as a point in its favor. Did I laugh more than I did with Fallout 1 the first time I played it? Yeah. Was I also better than half a decade younger than the minimum recommended age? You better believe it. A lot of the humour didn't mature with me though, and it adds more to the nostalgia value than to the game's quality IMO. Even back then, I found stuff like "wish I had a limit break" jarring. P.S.: Every enemy that's uttered a blatantly pop-culture-referencing combat taunt within earshot of my chosen one any time in the last decade has been shot in only the most sensitive parts of their anatomy.

In short, I don't necessarily disagree with you, but most of Fallout 2's (non-engine/UI) improvements are either taste issues rather than qualitative ones or are too well-balanced by rough spots or backsteps in the same departments in order for me to consider them better on the whole. Honestly, I used to feel kind of bad about that, since the F2 team were generally such great, talented people, but listening to the podcast and what MCA has to say about the whole thing, I actually feel more comfortable in that assessment than before.

Edit: After listening to the podcast again, I do want to clarify that the quest design in Fallout 2, as Gnarles Bronson says, does generally show a lot more care, especially where MCA's hand is felt. I wouldn't go nuts and say it was head and shoulders above the first or anything, but it does win out here. At times I feel like some of the quests in 2 get a lot more tedious than the ones in 1, but again, that's a quantity thing: With so many more quests to offer, 2's best is likely to be better and its worst is likely to be worse.
 
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