Fallout 76 announced!

You see that is the same problem; That is not VATS after all those changes. That is akin to changing Checkers into Backgammon; where it's not just cosmetically changed, but the whole purpose is replaced with something else.

Ok, well then under that definition they can get rid of VATS. Just keep the part where it pauses the game, lets you target body parts, and makes those cool sounds. That shit is satisfying as hell and essentially all I care about.

If anyone thought that "Country Road" from the teaser is the most recent song of all the games, that's actually wrong; "In The Shadow of The Valley" from NV is from a whoppingly later 1998. And that's if you don't count Slipknot in BOS, which I... don't.

:eek: Whaaaat!?

Apparently Let's Ride Into the Sunset and Lone Star are as well, and all written purely to be licensed for films and games. That's a pretty shocking revelation given that Let's Ride is literally my favourite song in the game.

Everything I know is a lie.

So since this is a fully functioning vault, we will have a GECK?

Day one DLC.
 
Wow, TIL.

Apparently Let's Ride Into the Sunset and Lone Star are as well, and all written purely to be licensed for films and games. That's a pretty shocking revelation given that Let's Ride is literally my favourite song in the game.
I'm ashamed to admit that i don't know the names of a bunch of songs from the radio of New Vegas, but damn, the radio of New Vegas kicks ass.

Welp, time to correct my transgression and memorize their names.
 
Ok, well then under that definition they can get rid of VATS. Just keep the part where it pauses the game, lets you target body parts, and makes those cool sounds. That shit is satisfying as hell and essentially all I care about.
I'm perfectly fine with that—so long as the opponents get the same option to shoot back; spending their own APs on aimed shots & melee strikes.
 
VATS suffers from the same issue many other parts of Bethesda's fallout games suffer from; it's just a stand alone module that isn't really integrated to the rest of the game.

Imagine that, instead of it's f3 and f4 iterations, it's effects were tied more closely to the player's stats so str/end determined the damage reduction; agi determined the bullet time ratio and so on; and the whole thing was presented in a more Upgrade (the movie) kind of way.

Then it could have been further worked into the gameplay mechanics (skills) and world building by making the initial variant you start with being a basic civilian grade software running on a low end hardware; with opportunities to upgrade these component and as the game goes on and even letting the players with high skills tweak their setup one step further via overclocking, fiddling with software profiles and using electronic sights and other parts on your weapon(s)

This would also allow the game designers give similar abilities to boss characters so they had unique "special moves" like ability to evade a large chunk of AOE damage, fanning revolvers and so on.




Instead, all we got was a crutch that was needed to deal with bugs and other similar enemies that were incredibly tedious to deal with due to clunky shooting mechanics.
 
VATS suffers from the same issue many other parts of Bethesda's fallout games suffer from; it's just a stand alone module that isn't really integrated to the rest of the game.

Yeah, honestly I never really made that connection until now, but you are spot on. Fallout 3 played it relatively safe as far as sticking to classic Fallout and Elder Scrolls mechanics goes, so things like VATS and the house building mechanic went pretty unnoticed as optional distractions.

Fast forward to Fallout 4, when the trend continues and Bethesda's kitchen sink 'please everyone' philosphy is really on display. A tacked-on settlement building system gets HUGE amounts of development resources devoted to it. Including fucking paid DLC of all things. They prioritize combat mechanics and a crafting system at the obvious detriment of the game's writing and use of statistics.

Bethesda Game Studios has a real identity and attention span problem that may work in the short term, but will not serve them well in the long run. When you trade a devoted, loyal fanbase for a fickle, unpredictable casual audience, it's essentially throwing whatever sustainability and staying power you once had out the window. Nintendo tried that shit with the Wii, and you saw how even an industry titan with the deepest pockets imaginable struggled for years to come in winning back its original audience after the iPhone instantly stole its new customer base. Zenimax is making a bonehead move right now out of pure greed.

Imagine that, instead of it's f3 and f4 iterations, it's effects were tied more closely to the player's stats so str/end determined the damage reduction; agi determined the bullet time ratio and so on; and the whole thing was presented in a more Upgrade (the movie) kind of way.

Then it could have been further worked into the gameplay mechanics (skills) and world building by making the initial variant you start with being a basic civilian grade software running on a low end hardware; with opportunities to upgrade these component and as the game goes on and even letting the players with high skills tweak their setup one step further via overclocking, fiddling with software profiles and using electronic sights and other parts on your weapon(s)

This would also allow the game designers give similar abilities to boss characters so they had unique "special moves" like ability to evade a large chunk of AOE damage, fanning revolvers and so on.

Fuck dude, this could be a whole game by itself.
 
Fallout 3 played it relatively safe as far as sticking to classic Fallout and Elder Scrolls mechanics goes, so things like VATS and the house building mechanic went pretty unnoticed as optional distractions.
I'd say they played it safe by not sticking to classic Fallout gameplay.

FO3 omitted most (if not all) of Fallout's game mechanics. What we got in nearly every instance, was new mechanics with the old labels... Kind of like the new Honey stores are selling now; made of maltitol syrup.
yuck.gif
 
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I'd say they played it safe by not sticking to classic Fallout gameplay.

FO3 omitted most (if not all) of Fallout's game mechanics. What we got in nearly every instance, was new mechanics with the old labels... Kind of like the new Honey stores are selling now; made of maltitol syrup.
yuck.gif

That's basically what I meant. There's a lot of Elder Scrolls. On the Fallout side I was mostly referring to character creation and the progression system, which is largely intact. Other statistics like Karma are also present. I'm not saying they were necessarily utilized properly, but they were there. Certainly in more of a capacity than the company's next entry into the series...
 
TerminallyChill; mate, there are thousand missed opportunities like this scattered all around.

Let's take a closer look at the Pip-Boy and hacking forex;

Instead of how things are currently handled, (intact terminals and so on) change it around so that almost computers are actually broken and with a few exceptions in logical locations, all the rest unpowered.

Simultaneously, change the player's pip-boy to a "sanitation engineer" or a maintenance worker variant, with additional diag. routines and connection ports and so on.

Every time you try to hack something, you get an animation where the PC physically connects his/her pipboy to the terminal in question (or in more complex hacks, actually opens up the case and connects via bypasses onto the board itself*) and usually supplies power to power up the computer in the first place.
Then the PC uses a random one of X (say six or seven) "exploits" to reach the operating screen.
Later on, when your skill gets high enough (or you find and load additional dev. software or find and read manuals of the specific computer in question) you simply get a short sequence like this;

This also allows the PC to assassinate and/or booby trap turrets and whatnot to his/her advantage, a la system shock 1/2


This way, you can still place computers around for player to interact while avoiding the "how the ef is this still intact. and has power?" and similar issues.


*Later on, you can also increase the size alongside the complexity and programming snarls, requiring the player to have "tech" skills alongside "science" ones as well as physical ingredients like spare parts, external power sources and actual "manuals" to constrain and control the progression without being as blatant as FO3/4 is.
 
@cronicler Personally I'd rather see 99.9% of a game's development resources go towards a focused goal, (in Fallout's case interactive quests that change based on character statistics,) but I mean hey, if you're going to include minigames, at least do them fucking right.
 
this is interesting



Remaster confirmed?


Hey folks, we here at Bethesda just wanted to provide you with a better alternative to modding. Starting today, all add-ons for Fallout 3 and New Vegas must go through our official Creation Club. There will be a $5 surcharge applied to all uploads and downloads, that way we can pay for our servers so you can have the best modding experience possible. Thanks, and remember that war never changes.
 
TChill;
Bethesda's issue isn't a lack of focus but a lack of middle tier content creation team that takes the standalone pieces and modifies them so that the fit and finish is actually smooth and the pieces actually create something bigger.


I'm not sure why this particular example sticks with me but, in the first set piece town of F4 (Power Armour, Deathclaw etc.) there is a ruined apothecary shop / drugstore.
When you look at it with a designer's eye, you can literally see that after the town set pieces were set up, they literally slapped on some "interactable" doors around and linked a relatively similar sounding location from their "random location bin".
If you pay attention, you will notice that all such filler locations are windowless generic spaces that are 1 to 5 rooms big.
I wouldn't be surprised if they were probably churned out by the same three interns during F3's creation and Bethesda has been using the same bin ever since.
 
Fallout: Iso RPG with a remarkable story and setting
Fallout 2: Bigger and better Fallout
Fallout 3: Overdue transition to a clumsy and awkward 3D shooter w/okay RPG elements
Fallout NV: Improved storyline and RPG elements from previous title, but identical otherwise
Fallout 4: Improved combat and mechanics with mostly no RPG elements followed by lackluster writing
Fallout 76: Leaves all remaining RPG elements along with post-apocalyptic setting in favor for a general co-op survival game
Seeing FO76's debut was depressing. Since C&C and Metal Gear, it's painful to watch a series fall this hard from the heavens. RIP.

Remaster confirmed?
Don't want to buy again a slightly better version of a game that I've played countless of times, especially from Beth, but have to admit that Obsidian got shafted working with thier engine. If there's a game that deserves it, FO:NV would be it.
 
Dunno how they would do a Remaster like that. Skyrim Special Edition got a full new Steam entry because it had a new engine and a new executable. For Fallout 3 it just seems to be a DLC?
How and why would they even port the old games in the first place? I think it's Creation Club.
 
me neither, but you can bet your ass that I REALLY want to win this version for free, because I have the Goty version of both games. They did it to Skyrim, and they can do it again.......I hope :monocle:
Heh, I recently bought the GOTY version of Fallout 3 on Steam in the hopes that it would allow me to set the game to English and be done with the GFWL bullshit, but nope, it was the same as my physical copy. So, refund.
 
Fallout: Iso
Yep.
Fallout 2: Bigger and better Fallout
Ehhhhh... no. 2 is decidedly inferior to one on account of going full retard way too often.
Fallout 3: Overdue transition to a clumsy and awkward 3D shooter w/okay RPG elements
Everything about fallout 3 was horrible except the transition to 3d. I felt 3 did a decent enough job of pulling the core mechanics of the original over to 3d. I'd say it's transition to 3d was clumsy if only because they didn't know what they wanted to keep or how to implement it.
Fallout NV: Improved storyline and RPG elements
Well that's just underselling it. It has by far the best shooting mechanics in the series as well as literally 90% of the series' most memorable characters. It has the most choice and consequence of any fallout game and the most endings.
Fallout 4: Improved combat and mechanics with mostly no RPG elements followed by lackluster writing
Improved combat? Ehhhhh no. The animations feel better and have more weight to them but beyond that combat in fallout 4 is just gross. Early on enemies take several head shots to put down and it gets worse the more you play. Also legendary enemies just make combat even more of a chore. Removing damage threshold and damage resistance along with ammo types makes jt a definite downgrade mechanically. And the writing was a bit more than lackluster. It's debatabley worse than 3's.
Fallout 76: Leaves all remaining RPG elements along with post-apocalyptic setting in favor for a general co-op survival game
Seeing FO76's debut was depressing. Since C&C and Metal Gear, it's painful to watch a series fall this hard from the heavens. RIP.
This franchise has already died three times over but holy shit. The only way we can get any further than Fallout now is it becomes a racing series.
 
I couldn't even play (unmodded) Fo3 for longer than 20 minutes the last time I tried it. Was always crashing on a loadscreen or when entering Megaton or whatever. It's a broken game.
 
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