Microsoft has bought Zenimax/Bethesda

Fallout 3 and 4 are bad.
Fallout New Vegas and 2 are good.
Fallout 1 is the best.

Go home now.

Fallout Tactics fans
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There is an idea about charisma rework from reddit, like being factored for speech check to requirement to being allowed to interact a faction npcs. It goes like this
Affinity system sounds a lot like Arcanum's Reaction Modifier mechanic tied to Beauty stat. The way it works is exactly the same, e.g if you have high BE and NPCs views you favorably, the more likely they'll converse and share information with you. Albeit Reaction Modifier isn't affected by BE alone, alignment and race also plays a role.
Also, CHA being factored into speech dialogue check is exactly what Age of Decadence did, though not all checks are modified by it. Pretty straightforward way to improve the stat, but yeah it's no-brainer.

I think the Las Vegas location was worth sacrificing some slightly more boring walking on re-plays. Granted, I think the game could've done with a few more dungeons - heck, there were more "dungeons" in Fo2 then there were in New Vegas, and New Vegas is a far larger game. But ultimately writing and quests are the most important part, and if you have to sacrifice a few mindless locales to shoot up? Eh, it's a fair trade.
FO2 is actually the larger game, since as TheGM already said, the game took place in the entire south west region of the post-apocalyptic US, while New Vegas takes place in a centralized location of Mojave landscape.

Still, for what its worth New Vegas's 'dungeons' are far more memorable to me than anything I came upon in FO3, with the exception of maybe the Pitt. Vault 34 and Vault 22 is as strong as The Glow, and even Camp Guardian caves made quite an impression, although that's because the Lakelurkers spooked the shit out of me.

There was one game I played, Kingdom Come Deliverance that took place in an open world but the fast travel was more akin to auto travel and had random things happen to you when you used it. like being attacked by bandits.
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God, I love that in KC: D. Overworld map travels where traveling from point A to B by way of this 'fast-travel' mechanic would consume time and has a chance to randomly encounter something on the way should done by more open-world games. Sad that Ghost of Tsushima didn't take note from that.
 
Haven't given it a fair playthrough, yet.

I love it. It has its flaws and is incomplete but then again what Fallout game apart from 1 isn't missing lots of content. Many parts of its plot and world was re-used in later games, particularly Broken Steel. The RPG elements are stripped out but then I'd argue any game where you can click all the dialogue options when talking and have only yes or no(but I can accept later) when someone gives a quest is not really an RPG. Worth a shot, can't say you'll love it or hate it.
 
Pool of Radiance [circa 1988] had an explorable world map—if you beat the game. There are both static and random encounters on the map IRRC.

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I remembered trying to get into Tactics, but for some reason can't. Even though I remembered playing Commando games and the likes for hours without ever getting bored... Or perhaps that's where I was wrong? Should I bruteforce turn-based mode, instead of trying to play it like Commando?
 
I only ever use the turn based mode.
*enter combat to storm room and eliminate raiders delta force style*
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*Raiders all shoot me on my turn*
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OH YOU DIRTY MOTHAFUCKERS!


And that children, is the story of how I never played Fallout Tactics again.
 
That is a feature, not a bug. ;)

*That even happens in Pool of Radiance.

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The turn based mode for Tactics is IMO the best version of the combat system found in the entire IP.
 
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In the [main menu] options menu.

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*Gee... Now why couldn't InXile put this in WL3?
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FO2 is actually the larger game, since as TheGM already said, the game took place in the entire south west region of the post-apocalyptic US, while New Vegas takes place in a centralized location of Mojave landscape.
I guess it'd be very difficult to compare since theyre so fundamentally different, but I still reckon New Vegas is larger. Obviously the theoretical size of Fo2 takes place over a larger area, which does help to stick in dungeons without losing suspension of disbelief, but in terms of the actual area simulated, actual locations, I'd think Fo2 is smaller. And obviously, New Vegas has more quests, NPCs, etc etc.

Still, for what its worth New Vegas's 'dungeons' are far more memorable to me than anything I came upon in FO3, with the exception of maybe the Pitt. Vault 34 and Vault 22 is as strong as The Glow, and even Camp Guardian caves made quite an impression, although that's because the Lakelurkers spooked the shit out of me.
Vault 22 and 34 are both great dungeons, true, though they're not nearly as rewarding to visit materially as the Glow - not even close in the case of 22, which has almost no great loot I can remember. But thats moreso to blame on the different economies of FNV than 1/2, so again it is hard to do apples-to-apples.
 
Still, for what its worth New Vegas's 'dungeons' are far more memorable to me than anything I came upon in FO3, with the exception of maybe the Pitt. Vault 34 and Vault 22 is as strong as The Glow, and even Camp Guardian caves made quite an impression, although that's because the Lakelurkers spooked the shit out of me.
Vault 11 and Repconn Headquarters are also pretty cool dungeons. I honestly don't need for the dungeon to have great rewards on the loot side if the dungeon is well designed, memorable, and it has a pretty cool backstory.

The funny thing is that Bethesda dungeons usually have shit rewards, with only the occasional dungeon having an unique weapon (and a large chunk of unique weapons are tied to quests or specific enemies that are not in dungeons). So they have copy and pasted design, they are completely forgettable, and a lot of the time they don't even have good loot because of terrible loot scaling (open the treasure chest at the end and getting like 50 bucks and a shitty piece of armor). Why people give any praise to these dungeons is beyond me.
 
Vault 11 and Repconn Headquarters are also pretty cool dungeons. I honestly don't need for the dungeon to have great rewards on the loot side if the dungeon is well designed, memorable, and it has a pretty cool backstory.

The funny thing is that Bethesda dungeons usually have shit rewards, with only the occasional dungeon having an unique weapon (and a large chunk of unique weapons are tied to quests or specific enemies that are not in dungeons). So they have copy and pasted design, they are completely forgettable, and a lot of the time they don't even have good loot because of terrible loot scaling (open the treasure chest at the end and getting like 50 bucks and a shitty piece of armor). Why people give any praise to these dungeons is beyond me.

Because of the terminals and notes and skeletons.
 
"Oh god oh shit I'm literally being ripped apart by deathclaws, I only have 12 bullets left but instead I'm going to use this device to record my final moments. Tell Sarah she was always a bitch."
 
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