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It Wandered In From the Wastes
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warsaw said:M-26-7 said:I don't think it was explored enought though.
What part of the game could you not apply this to?
Asploding heads.
warsaw said:M-26-7 said:I don't think it was explored enought though.
What part of the game could you not apply this to?
Think about it ... how would have people considered Falout 2 and compared it to Fallout 1 ifsomeone would have allowed them a small short view to the ... Future ... fuuture ... *small rustling noice* [note the "XY is unconcious ...]Ashmo said:To be fair, if they only took Fallout 2 as a reference, they merely did what Fallout 2 did with the franchise, just on a different order of magnitude.
Anybody remember how much whining there was about Fallout 2 being a travesty because of New Reno and all the other random theme parks and one-liner in-jokes? By comparison to Fallout 3 now, Fallout 2 was the shining epitome of cohesion.
M-26-7 said:Actually I kind of like this. It shows the mallibility of human beings.
I don't think it was explored enought though.
Ixyroth said:I had to check rationality at the door before I played this game. When you look back on it, did any of it make any sense? I can't find any - the main plot, NPCs' motivations, the jarring improbability of the characters' circumstances and how they were living (the vaults, Lamplight, Megaton and Tenpenny in particular). Too many mismatched pieces just thrown together for effect rather than creating a cohesive, believable world where the laws of physics apply.
Fallout 3 may have problems but Tenpenny Tower is a quest that pretty much stands above most other quests offered in other RPGs these days. Especially some of the consequences.
yes, the karma system is stupid and should have been scrapped, but TT is a fine sidequest IMO.
I agreed once again, I liked his movie game the most. Everything In Past-tense!!!I just gave Fable a try, after reading an article here that linked to the Edge awards, where Fable II won game of the year. I don't know why I did, because I knew it was made by Peter Molyneux, and I've been dabbling with his games since Syndicate (early 1990s). All of his games suffer from the same problem. Too much qewtie-pie, not enough depth. His games would be FANTASTIC if he actually went the distance and fleshed out his ideas, but he never does. It takes about 5 minutes to get tired of a particular cute feature, for me. That means in a Peter Molyniex game I've seen all the cute features, and gotten tired of them, in ~5 hours. What am I supposed to do then, when that is all that there is to the game? Play the rest of it, even though there's nothing left for me to see and there's nothing else under the hood? Why do people keep giving this guy awards? I don't get it. Or maybe I do. Check out this Fable II fansite:
"It can be argued that the first person perspective etc is an improvement but really that is more a matter of preference in my opinion.
But the game mechanics regarding character building have taken a HUGE step back.
Ausir said:Well, Roy seems very eager to murder the residents of Tenpenny Tower. I wouldn't say that it's not an informed decision, it's just that the rest of the game makes you accustomed to the fact that you're not being lied to. And the inhabitants of Tenpenny Towers tell you repeatedly that letting in ghouls would be dangerous - it just turns out that they are at least partially right.
The root of the problem here is that the reader, or player, should never be lied to by an author, and shouldn't have to become accustomed to being lied to either. And if the author decides to do it anyway- it's still going to be a damned tough(one could argue almost impossible) sell. If this happens, the rest of the story, and the author, lose all credibility. All snide remarks about Bethesda and Howard aside, it's why lying to the reader/player is always a no-no.
Yes, and this is why that part of the quest is basically the best example of Fallout-worthy writing in that game.Ausir said:Well, Roy seems very eager to murder the residents of Tenpenny Tower. I wouldn't say that it's not an informed decision, it's just that the rest of the game makes you accustomed to the fact that you're not being lied to. And the inhabitants of Tenpenny Towers tell you repeatedly that letting in ghouls would be dangerous - it just turns out that they are at least partially right.
To me, this shows that violence is an option of last resort for Roy.
you find that Tenpenny is automatically killed. It's taken out of the player's hands completely. The least they could have done was to give you the opportunity of negotiating, participating in, or stopping the murder in some way whilst playing out those events in game time.
The root of the problem here is that the reader, or player, should never be lied to by an author
I must have been enjoying Fallout 2 so much I was oblivious to any such hullabaloo (OMG, was I a Black Isle/Fallout fanboi like the Oblivion/Bethesda crowd?!). I honestly only became aware of it years later, which makes me feel so awkward and junk.Ashmo said:Anybody remember how much whining there was about Fallout 2 being a travesty because of New Reno and all the other random theme parks and one-liner in-jokes?
Slaughter Manslaught said:Problem 1: The quest and Moira's dialogue pretty much tell you that IF you disarm that bomb, the Cult will come pissed at you with Torches and Pitchfork, which is both a risk and a interesting outcome. Problem is, that never happens at all. They don't even care that you are messing with the bomb to rig/disarm it. Not even a "please stop messing with our holy artifact." If they don't get pissed, why Moira didn't disarm the bomb? It seems she had the skills to do it.
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Iozeph said:It's the quest designer kicking you in the balls after making your decision and saying "Ha! Ha! Fooled you!".
Iozeph said:The root of the problem here is that the reader, or player, should never be lied to by an author, and shouldn't have to become accustomed to being lied to either.