Kikseo said:
But the only thing I see is that you are given the house, or you can destroy the city. If you like the "wandering mercenary" type feel, blow the damn city sky high. The game is a RPG -- you decide how your character acts, its not a matter of "feel" as far as I'm concerned.
Well, I'm late to the party, but welcome to the forums.
Now, it seems to me that you're mistaking two different aspects of the game. Choices and consequences, or open-endedness, can certainly add a lot to the experience, but they don't comprise the whole of the game's feel in face of both the setting and the main storyline. No matter how non-linear a game might be, there's always some storytelling involved which has its own tone, and you will inevitably come across it. In some cases, such as Oblivion, the developers fail to integrate that properly with the gameplay - you're told the world is being invaded and the end is nigh, but you can still take all the time you like to finish the main quest. Here, you have to find your father after being chased away from the only home you've ever known into a desolated and harsh world but still find the time and will to settle down and play house.
thefalloutfan said:
As much as some people don't like it, others do like it, and Beth can't please everyone. In this case, it's good for me that they catered for the people who like this idea.
Sure, good for you, but we're stating that in making this decision they have hurt the very setting and feel that Bethesda claimed time and again was what made a game Fallout and was being kept for their installment. You can argue that it does not, in fact, go against the setting, but how many people like it makes no difference here.
aenemic said:
wouldn't the first thing you would want in a post-nuclear apocalypse be a place to call home? a place near people you trust and have become some sort of friends? especially when you've just been thrown out from the place you've lived in with friends and family for the last 18 years or whatever it is.
Yes, we all crave that warm and fuzzy feeling. And that is exactly why a game such as Fallout should not provide it, instead dragging our sorry asses by the balls through a radioactive dump of a world where life is shitty and pretty much worthless. Think Mad Max - it kicked serious ass until some braindead writer threw a village of kids at the character and turned the movie to post-apocalyptic Goonies. The fact that you grew up your entire life in a vault only makes it worse, in my opinion, since you're supposed to be attached to it, and that's what made Fallout's ending so awesome and impacting.