Fallout 1-2, areas which are tedious or overly long.

ThatZenoGuy

Residential Zealous Evolved Nano Organism
What areas in particular do you think are too tedious for their own good, and why do you think this is?

Trying to think of Fallout 1 and 2, and comparing the Radscorpion caves in 1 (easy, quick, not tedious, especially with Ian), to the rat caves in Gecko, which are quite tedious, and honestly just frustrating...
 
Combat scenarios in Fallout 2 directed and designed poorly overall. The only exception being the last battle at Oil Rig, but that's just IMO, while else is a fact.
 
Combat scenarios in Fallout 2 directed and designed poorly overall. The only exception being the last battle at Oil Rig, but that's just IMO, while else is a fact.

Afraid I never fought on the oil rig, I disguised myself as an enclave and brought no one with me. ;(


Fallout 2 has a lot

Temple of Trials, for pete's sake

Never really was bothered with Temple of Trials.

Technically you can blitz through it within a couple minutes tops.

I guess for new people, it can take a lot of time.

But it IS the tutorial...
 
Can't think of much in F1 but F2 got a few locations.

Temple of trial, mostly due to me playing on hardest so i have to attack and run for a long long time.
Trapper town Klamath, Yay more rats..
Toxic caves untill you get down to the base.
Pretty much everything around Modoc. Modoc is one of the worst areas in any Fallout game TBH. To empty and badly done IMO.
 
Fo1
- I didn't find Shady Sands, Junktown and Adytum that interesting.
- Vault 15 is just rats.
- There isn't that much interactions or intriguing content if you infiltrate Mariposa, in comparison with the Cathedral.

Fo2
- Clearing the rats in Klamath. This is the real Temple of trials.
- Clearing the Wannamingos in Redding. Always the same enemies ad nauseam.
- Vault 13 is exposition heavy, but you can't really do much there, beside the main quest.
- Not much to do at the Ghost Farm, Vault 15 and the small village near Vault City (RP), beside their main quest.
- At the opposite, there is many things to do at Umbra Tribe and the Abbey (RP locations), but they lack a main quest, contrary to other locations.
- San Francisco is not totally awfull, but comes as very underwhelming after you've done Vault City, New Reno and Shady Sands. (and Shady Sands on itself is a bit underwhelming after Vault City and New Reno)
- The cave with holes and traps, leading to the outpost for Bishop's mercenaries, is just annoying and offer no reward.

Overall, the locations in which you spawn right into an enemy with big guns. I think about the 1st level of Mariposa in Fo1, the last level of Toxic Caves in Fo2, or all those entrance turrets in the oil rig. So many reload from the previous map + loading the location, because one of your companions or yourself got blowned or bursted to death, while entering the map.
 
Afraid I never fought on the oil rig, I disguised myself as an enclave and brought no one with me. ;(




Never really was bothered with Temple of Trials.

Technically you can blitz through it within a couple minutes tops.

I guess for new people, it can take a lot of time.

But it IS the tutorial...
I've played fallout 2 about 4 times, so i'm not really new to it. But it is totally tedious.

first of all, no tutorial was needed in fallout and i don't see why we would need one in its sequel.
Secondly and most importantly, as a tutorial it is really poor. Here is what you learn in it:

Melee or unarmed combat excluding targeted shots, because for some reason critical hits don't work on the first day of the game.
If you tagged guns, not only do you learn nothing about combat but also you have to go through the chore of doing this:

hitting the enemy( missing ), walking back a few steps, enemy waits a turn, enemy comes to you, hitting( missing), hitting again because you think " fuck it" and missing again, getting hit twice etc etc
If anything this teaches you that combat in fallout 2 sucks ( i remember thinking that for a while ) which is really not true, it's so much fun.

Traps which is probably the least important skill, as there are about 4 places in the game where it helps without being a necessity for anything ever

Lockpicking ( which works even if your skill is ridiculously low and thus doesn't teach you how it works, i remember trying on locks in klamath, failing and not trying again thinking my skill is too low when i first played the game) and blowing up a door ( this is probably somewhat useful as one might have missed it but again not important enough)

The fact that there ways to avoid combat with humans, mainly speech but also pickpocket, though you'll have to find that one out by yourself so it's not really part of the tutorial either.



And if you haven't tagged melee or unarmed this takes longer than you make it sound




Fallout 1 on the other hand gave you items based on your skills and threw you out in the wastes, having the system exceptionally explained to you naturally in the first 3 locations that you'll meet ( vault 13 for combat, shady sands for a bunch of things like dialogue and barter and vault 15 fora bit more complicated things like use rope.



edit: beyond all that, it's not even a good introduction to the game thematically. It makes little to no sense plotwise -i guess in that it introduces the player to things being wacky and illogical- and it doesn't feel aesthetically close to any particular part of fallout or fallout 2. It's a cool unique design though so it's not too bad.
 
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You can convince Cameron to not fight or steal the keys from him. Also, the trial can also introduce you to poison, healing items (stimpacks should have appeared later), first aid and your first few levels. Anyway, i don't mind it that much. It is much much shorter than cleaning the Klamath rats or the Redding wannamingos.
 
You don't have to attack the ants or Cameron, I guess it also teaches you to run from fights. ;P
 
Too many to count with Fallout 2. I still prefer it over the original, but only because of the greatly expanded role-playing elements. Combat for the first 5-6 hours of the game is a complete chore, and there's a lot of situations where you're better off just running.

Temple of Trials is irritating because it punishes you for choosing to make the kind of character I did. That's the problem if you play the game blindly like I did, you're saddled with melee weapons from the start, whereas the original game gave you a choice. It took me quite some time to find a weapon I could actually use. It's easily one of the most poorly designed tutorial levels ever.

The area on the tanker where you have to save the guy's girlfriend stands out as being tedious. I came across the aforementioned Rat Cave early in my playthrough, took one look at it and said "nope" and went back to it later after I finished the game. I did the same thing with the Wanamingo Mine. I can't imagine actually trying to finish the quests associated with those areas the first time I came across them.
 
As others mentioned already, Fo2 has a truckton of tedious combat locations. Stuff like the Redding mines, the Frisco Tanker, etc. but that's the price for the game being so big, I guess.
Fo1 is much smaller and more compact and I don't feel like there is any combat scenario where I think "damn, why isn't this over yet???".

Shows once again how much better Fo1 is. :>
 
Fallout 1:
- Vault 15. Blast tons of rats just to hear: "Welp, I guess the chip isn't here, too bad". Extra boredom points if you forget the rope. It does have some nice early game loot though.

Fallout 2:
- Temple of Trials if not playing a kung fu-character. Hit and run, hit and run, hit and run, hit and run...
- Klamath rat caves. More rats...
- Modoc. Just a boring place overall.

Fallout 3:
- The entire game.

Fallout NV:
- Goodsprings. Tutorial areas are usually boring, but GS is mostly skippable so it's not that bad.
 
Fallout 1:
- Vault 15. Blast tons of rats just to hear: "Welp, I guess the chip isn't here, too bad". Extra boredom points if you forget the rope. It does have some nice early game loot though.

Fallout 2:
- Temple of Trials if not playing a kung fu-character. Hit and run, hit and run, hit and run, hit and run...
- Klamath rat caves. More rats...
- Modoc. Just a boring place overall.

Fallout 3:
- The entire game.

Fallout NV:
- Goodsprings. Tutorial areas are usually boring, but GS is mostly skippable so it's not that bad.

There is a rope down in Vault 15 unless i'm mistaking.
 
There is, but not on the first level. You need a rope to get to the second elevation, there you'll find another rope for the third elevation.

It's worth visiting Vault 15 just becaus of the items (easy 10mm smg, hunting rifle and leather jacket) and the XP. Especially with Ian in the party the location is an ok-ish slog (at least it is rewarding). Meanwhile, what do you gain from grinding through the combat dungeons in Fo2? Usually not much for how long they feel. Especially Redding- it's the biggest pain, imo. Should have reduced all mobs by half to make it ok.
 
Yeah, even Vault 15 isn't that bad IMO, not too many enemies, you get Ian to help, and you start with a 10mm pistol anyway.

Its usually my go-to to convince Ian to follow, buy or steal a rope, get the 10mm SMG/Hunting rifle, then demolish the radscorpions.
 
With games this small, what ever "overly long" means is next to negligable (the quality of design itself being another story) since it usually means just a couple of extra minutes.
 
The absolute worst, overly long encounter/place were for me:

Fo1:
- Adytum battle, Blades vs Regulators. Fuck me if it takes long, those were like 20 minutes and with max speed on. For a battle that is certain to win, albeit Jon always dies and there's the danger of losing Smitty or the PA upgrade guy.
- Necropolis. A pain in the ass to move around.

I think that fo1 has some shitty encounters, but with the player power curve becomes a wall at a point you just pwn anything at around The Hub and Boneyard :p
So if you do things like murdering a town, places with a lot of mobs, it's just fodder of one hit kills.

Fo2:
- Most if not all Wanamingo fights, of course.
- Sierra Depot if you fuck up and don't reload for some reason.
- The rat dungeons.
 
With games this small, what ever "overly long" means is next to negligable (the quality of design itself being another story) since it usually means just a couple of extra minutes.

Calling Fallout 2 'small' isn't very correct, it has more hours in it than most games nowadays.

Fallout 1 is certainly the smaller game, but to do everything still takes quite some time.
 
Calling Fallout 2 'small' isn't very correct, it has more hours in it than most games nowadays.

Fallout 1 is certainly the smaller game, but to do everything still takes quite some time.

Yeah, in a way. I guess what I'm trying to say is that F2 is around 15-20 hour game unless you knowingly take your sweet time with it. It has a lot of little content clusters which, relative to the games size, are pretty minuscule to be called exactly "overlong". For example, the dreaded Temple if Trials is often cited as too long, but you can finish it in around two minutes; and even if you tackle all the enemies and traps, it's less that ten minutes. A lot of newer and/or less multifaceted games of the same length tend to feel a lot heavier.
 
Yeah, in a way. I guess what I'm trying to say is that F2 is around 15-20 hour game unless you knowingly take your sweet time with it. It has a lot of little content clusters which, relative to the games size, are pretty minuscule to be called exactly "overlong". For example, the dreaded Temple if Trials is often cited as too long, but you can finish it in around two minutes; and even if you tackle all the enemies and traps, it's less that ten minutes. A lot of newer and/or less multifaceted games of the same length tend to feel a lot heavier.

The turnbased nature means that no matter how strong you are, a rat takes as long to kill as a deathclaw, which is why even if you have good gear, the Rat Caves, and the Redding mines take AGES (easily close to 30m, or upwards of an hour)...
 
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