IGN Presents the History of Fallout

IGN said:
Their model stuck to the cornerstones of Fallouts 1 and 2: an open world, expansive role-playing freedom, a strong plot with frequent and amusing detours, and a pitch-black sense of humor.


uhhh... corner stone was P&P RPG feel, executed by TB combat and top-down display to make it more "tactical"

IGN said:
producer Ashley Cheng blogged his hatred of Fallout: Brotherhood of Steel during production, indicating this Fallout wouldn't repeat past mistakes.

it was a PC IP ported in a horrible way to consoles to attract the "quick" sales that consoles give you. i blame management at BI/IPLY for chasing the "quick buck" rather than going for the guarenteed returns.

mayhaps its a lesson that bethesda needs to learn... going for the cheap buck can only work for so long. that length being determined by the gullibility of your clients.

IGN said:
Bethesda's take might've been the first non-isometric, fully 3D-rendered Fallout with real-time combat and a strong whiff of first-person shooter, but it felt completely familiar to long-time fans.

in what way? i got none of the P&P RPG feeling when i played it. i got no feelings of strategy/tactics when i played it. i got no feelings of a post apocolyptic wasteland when i played it.

feelings i got was a poor copy of counter-strike with RPG elements, a very cluttered destroyed area with tons of inhabitants. i played with only a few weapons and my tactics involved "point the crosshairs at the guy and click mouse 1" which is just what i do when i play counter-strike. not something i do when i play fallout 1/2

IGN said:
Ron Perlman narrations were back.

ron peralman did not narrate the game. he did the opening sequence, the closing sequence. the game was actually narrated by "three dog".

IGN said:
It was ambitious on a scale matching its namesakes, scaled to seventh generation hardware,

and yet occupied less land area

IGN said:
made by people who truly understood both RPGs and Fallout itself

you mean the same people who in interviews have made large mistakes on details/concepts from fallout 1/2?
 
Hello guys,

Was gone for a day as my new computer had picked up Fake Alert and the virus that comes with it (if I ever get my hands on the SOB who write it), so I am back on my old one for the moment.

IGN said:
made by people who truly understood both RPGs and Fallout itself.

Why do people keep writing that?
Is it some kind of demand Bethesda stated to game journalists before they were allowed to review FO3?

Would the person who wrote that do us a favor and repeatedly run into a wall, head first?
The moment you start to black out you know you have made us happy.
 
Blackfyre said:
even in 97. some games for pc did sell well and some didn't; Fallout 1 & 2 was not a commercial success.
Afterall the fate of its makers reflected it at the end

Britney Spears was more of a commercial success than for example John Lennon. Does that mean Brtiney is a better musician?

Their model stuck to the cornerstones of Fallouts 1 and 2: an open world, expansive role-playing freedom, a strong plot with frequent and amusing detours, and a pitch-black sense of humor.

What game is talking about? Because I would like to play such a game he's describing.
 
One caveat - the first six pages of that article were clearly written by somebody who loved Fallout (or at the very least, did a great job researching what Fallout fans loved). As for the last two pages... well, I've got some friends in the industry,and they get far too excited about whatever's new and shiny. They tend to lack a literary sort of perspective.

Bethesda's take might've been the first non-isometric, fully 3D-rendered Fallout with real-time combat and a strong whiff of first-person shooter, but it felt completely familiar to long-time fans.

That part made me want to cry. It brought back that thin flame of optimism I held, even after reading the reviews, that thin hope that didn't get extinguished until I actually played the game.

Imagine for a second that you're playing a Fallout game. It's a 3rd person shooter perspective, off above the shoulder. The animations are good - your character's feet meet the ground, his appearance matches his attributes, and every so often he'll swat a fly away, or wipe his brow - natural.

You arrive at a ramshackle trade-hub. The people there move about naturally, scripted movements, not simulated. You come across a wrestling arena - a young lad, heavily muscled, wins the contest, and throws his arms up in a hurrah. He's sporting a mohawk and a dischevelled goatee. Spotting a stranger, he comes ove and welcomes you, with a confidant smirk. He knows exactly who he is, what his town is, and is neither apologetic nor ashamed for the state it's in. If you had a low charisma, you'd be dropping a bunch of tech terms that would've ended up offending him - but thankfully you know how to talk to people without talking down to them. You end up having drinks with the kid, and learning of the local tensions in the region...

Later on you and your compatriot, an embittered ex-raider, driven to the trade after his parents died in a barn fire, are sneaking up on a pair of out laws. You pause the game, and direct the two of you towards cover. You unpause and the AI takes over both of you - following your game plan, to the limit inherent within your skill points. You scent a whiff of Fallout: Tactics in this portion - not just a tribute, but a growth out of...

Goddamnit.
 
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