Do you consider this mod more a Fallout game than Fallout 3?

  • Thread starter Thread starter Arin Matthews
  • Start date Start date
Don't worry about the second part. It will be out sometime this year.
 
I don't much like the anime hair either. I might consider making a mod to replace the hair if enough people don't like it.
 
Arin, you know there is an Edit button on posts right? you don't have to post three times in a row, this is not a chatroom.
 
Here is the quest tree i was talking about.
http://static2.nexusmods.com/15/mods/130/images/45138-1-1377190176.jpg

This a 3 parts mods, but only the first installment (the vault) is available. Even if the second is released soon, there is still a third one to wait for.

Beside that, it would change a few graphics in the main game. Nothing gamebreaking, but i prefer finishing the main game as vanilla as possible before reactivating this one.
 
This a 3 parts mods, but only the first installment (the vault) is available. Even if the second is released soon, there is still a third one to wait for.

Actually the original plan was for 3 installments but they changed it to 2.
 
I like the mod a lot, but I very much dislike the Anime hairstyles and the totally incorrect quest markers (It was pointing me in the polar opposite direction of where I was supposed to go), the vague as hell objectives as well as the mazelike map design and bad atmospheric music (They could have really done with using Fo1 and Fo2's music.).
 
Moving on to the subject of Project Brazil, which one? the proof of concept version for Fallout 3? or the later one using Fallout:New Vegas assets? Both were very interesting, but the latter is more developed. I was truly amazed by the slickness of it and the fact that it makes you start the story from the very beginning in experience rather than waltz in with a mega character.

It was really well done and very well thought out in terms of game play, I do hope they continue with development. Shaving it down from 3 parts to 2 has me a bit worried that it may not be completed, but the world space they created for it is really quite large. I think a good mod author could make new quests and content for that map as well as any other.

As for sound design, and voice acting, it is on the top of the heap in my opinion. (I never trusted that guy from the beginning though, I knew he was up tho something)
 
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I've not played it yet; not heard of it before today, but ~totally at face value, this bullet point makes it sure seem like more of a Fallout game.
XXIV. How is this different than Fallout: New Vegas?

We really focused on your S.P.E.C.I.A.L. stats with our own internal Fallout: Project Brazil philosophy, and those 7 stats really show up everywhere, especially in dialogue options. Your skills largely affect things like combat, crafting, healing, but we took the "speech" skill, and made it exclusively a skill that affect things like standing at a podium and delivering a legit speech to an audience, and how high your speech skill is will determine if a small army or group will help you, and how much they're willing to sacrifice.

Your Charisma really affects your ability to keep people talking, Perception lets you spot things that you can talk about, Endurance lets you say something badass that can terrorize or encourage enemies and allies, Intelligence deepens the narrative and opens up certain character backstories, and Luck will unlock secret options to save you from dire situations or totally mess up your day. We count 5 as being average, 10 as being insanely positive, and 1 as being totally negative.

It's possible that characters will still not respond with a reward if you try to charm them, even if you take a 10 in any given SPECIAL stat. Primarily, your stats will open up more possibilities, and some of the possibilities end very poorly for you - that adds a layer of metagaming, where you have to discern if it's a smart move or not based on subtle hints in that conversation. Things like using your Charisma to break up a couple in the prequel will result in one of them being dead in Chapter 1, and now you have to face that companion and rebuild their faith to get them to follow you. Or you can unravel the entire plot with a 10 in perception, and the conspirators will kill you to prevent their secret from getting out.

Overall, F;pb looks a little better in some areas than F:NV, but the only thing we changed was really that metagame, rather than combat, physics, graphics, etc. It's more story and character driven, but still a sandbox. Now the sandbox has... canyons.
 
You really have to play it, it is awesome, or wait until part 2 comes out and try it. I am not sure what the companion limit is, but I had quite a large group (more than 3), the team put quite a lot of effort into developing the characters too, they are quite intriguing and believable ... I would say it is more like a whole new game rather than a game modification.
 
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