Gizmojunk
Antediluvian as Feck
They didn't understand the setting; hence the talking plants, and chess playing scorpion, and the Renewal cult———In town, rather than in the deep wastes.....
They didn't understand the setting; hence the talking plants, and chess playing scorpion, and the Renewal cult———In town, rather than in the deep wastes.....
Fallout 2 is drastically weaker in terms of atmosphere and moment-to-moment writing. There might be higher highs but there's sure as shooting drastically lower lows with that game. Individual dialogue moments are, in many places, first-draft dreck if they're not making pretty pisspoor jokes.
Hot take but there's nothing wrong with the Renewal Cult.They didn't understand the setting; hence the talking plants, and chess playing scorpion, and the Renewal cult———In town, rather than in the deep wastes.
I agree with most of the rest of your post, but HARD disagree hereAnd Richardson is pretty much as well-written as Master is, so I'd say it's a tie.
I agree with most of the rest of your post, but HARD disagree here
He's human, but not terribly interesting to me.Not a fan of Richardson? I found him refreshingly well written. He wasn't grotesquely evil like some Voldemort kind of dude (to a point of being cringy). He actually felt like a human being. Just a very shitty human being.
I agree with most of the rest of your post, but HARD disagree here
No I get that. Just to be clear I don't think he's BADLY written, he serves his purpose well. But the Master is one of the top video game antagonists of all time, in worldbuilding and presentation.Nah I agree with him. It might be in part his voice acting but he absolutely sells the lunatic heart of the Enclave brilliantly. Unlike the Master he's unreasonable which might in your book make him worse written but I'd think it would be a disservice to the madness of the Enclave and their project if he weren't a crazed fanatic wearing the skin of a cool and collected neo-con.
The broad lines, the main plot and the talking heads dialogs asides, most of the average dialogs were written by one guy in a limited time if my memory serves me well. I can't find the source or the name of the guy. It wasn't Tim Cain nor Leonard Boyarsky, although the later helped a bit.FO1 was mostly written in a way that makes you feel like it's been written mostly by one person, because of how similar the writing style is. .
My stance on Richardson is the same as my stance on The Enclave: Fun one off villains.He's human, but not terribly interesting to me.
I differ with a lot of people insofar as I don't think bringing back the Enclave to some extent in the main plot was a fundamentally bad idea in 3. It was essentially a soft reboot, and its in DC. Having the Enclave as part of the main plot in some capacity draws a through line, same for Super Mutants. The problem was there then needed to be some kind of 3rd element, something more substantive than "Daddy & His Magical Doohickey" to set the game apart and be the real driving force. But instead it basically just ended up being about the Enclave... except with zero depth of writing. Really it would have been better (though obviously not good) if Bethesda had rehashed the Enclave as it was in 2, but instead they ended being extremely milque toast bad guys with a crazy computer.My stance on Richardson is the same as my stance on The Enclave: Fun one off villains.
Like, they're not as complex villains as The Master, but that's fine, not every game needs as strong a villain as FO1.
They have absolutely no potential as returning villains though, like Fallout 3 imagines they do, because unlike the Master, they're just the bad guys, and there's only so much you can do with them.
The broad lines, the main plot and the talking heads dialogs asides, most of the average dialogs were written by one guy in a limited time if my memory serves me well. I can't find the source or the name of the guy. It wasn't Tim Cain nor Leonard Boyarsky, although the later helped a bit.
While I'd agree on the coherent narrative (V13->Shady Sands->V15->Junktown->Hub seems a logical progression for the player, Arroyo->Klamath->Den->Redding->Vault City isn't - mostly because of the insane RNG of map encounters that can end many iron man playthroughs while you're on your way to Vault City - you can't do much against 10 raiders with automatic weapons at level 6 with Vic and Sulik stage 1, honestly), the cities themselves can be quite disappointing in FO1.
Shady Sands is just three rather linear quests and some copypasted huts.
Junktown - it's pretty much all about Gizmo's plotline, it kinda feels like this was made early (it was the demo level IIRC) because it's three screens with not much action. There's the bar brawl quest and busting Gizmo (or Killian if you want). You can get Tycho and Dogmeat, bust Doc Morbid's awkward cannibal business, but that's about it IIRC. I'm pretty sure Klamath actually offers a lot more - there's the Torr/Dunton questline, rescuing Smiley, killing the Albino Rat, all of those are quests that are both longer, better conceived and more combat-based (which I like!)) than what Junktown offers.
Long story short - FO1 narrative is better, the actual content (cities, quests) is not.
I think this is a really good point - radiation is basically a left-over mechanic in Fallout 2. I think the only place where it's actually relevant is the Gecko reactor core, unless you can think of something I'm missing. Otherwise its just random events while travelling in the world.I think Sierra Army Depot was done a bit better. I only wish there was a heavily radiated place in FO2 too.