Name reasons you thought Fallout 3 was better than New Vegas

To be honest, Metroid Prime is kind of like the New Vegas of the Metroid series. It's pretty similar to the original from a conceptual standpoint, it just unnecessarily became a first person shooter for some reason.
 
There is no shortage of terrible sequels; and mediocre to great spin offs.
Doesn't change the fact those are considered sequels by the developers and not spin-offs. Mario 64 has a completely different design philosophy to Super Mario World. The former focuses on exploring wide areas to collect items and the latter going through a mostly linear path to reach the end goal.

And yet, Mario 64 is still considered a sequel and not a spin-off.

To be honest, Metroid Prime is kind of like the New Vegas of the Metroid series. It's pretty similar to the original from a conceptual standpoint, it just became a first person shooter for some reason.
Still a sequel, no matter how you wanna twist it. Changing the perspective didn't change the main point of Metroid: Exploring a world while being isolated.


I guess Resident Evil 4 and Resident Evil 7 are spin-offs by this logic. Seriously.
 
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But the problem is just the numbers right? If it is, well, lol lol lol
It IS just the numbers; that slot should be earned. Had FO3 been titled Fallout: DC, or FO:Rise Of The Enclave... That would have been fine by me; that would not occupy the #3 spot in the Fallout series, and could be any kind of game they wished—without enmity; just another game using the setting.
 
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It IS just the numbers; that slot should be earned. Had FO3 been titled Fallout: DC, or FO:Rise Of The Enclave... That would have been fine by me; that would not occupy the #3 spot in the Fallout series, and could be any kind of game they wished—without enmity; just another game using the setting.

I'm going to sleep, we'll talk later. But understand, I thought we were talking about NV. Gameplay of NV. I could not care less about Fallout 3 and especially Fallout 4.
And no, they are not the same thing.
 
Well I liked the exploration a bit more. New Vegas did feel a little barren with the exploration but then again the Mojave in real life is like that. This may explain why I have quite a bit of mods that add new places for me to explore.
 
Let's be clear here: I'm only arguing the sequel/spin-off thing because i'm getting the feeling some people here are trying to imply New Vegas is a spin-off of either just the series or just for Fallout 3 and implying that is a FACT. As much some people don't like the game play, and it's fine if you don't like it, trying to twist it and say it's a spin-off because it's not isometric and not turn based, sorry but it doesn't work that way. It is not a spin-off, no matter how you twist it from any angle. It is a sequel.
 
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Let's be clear here: I'm only arguing the sequel/spin-off thing because i'm getting the feeling some people here are trying to imply New Vegas is a spin-off of either just the series or just for Fallout 3 and implying that is a FACT. As much some people don't like the game play, and it's fine if you don't like it, trying to twist it and say it's a spin-off because it's not isometric and not turn based, sorry but it doesn't work that way. It is not a spin-off, no matter how you twist it from any angle. It is a sequel.

The only thing I've said is that I think the change to first person was unnecessary, in both Fallout and Metroid. New Vegas and Prime really didn't deviate much from their predecessors beyond that, though. Of course they're fucking sequels.
 
I consider New Vegas a spin off of FO3 (and not 2)... Mechanically it is FO3 with alterations by Obsidian. It uses the FO3 engine, and includes its assets. It's tempting to say that it is a better FO3... but that's not true. It's a worse FO3—by being a better RPG, and being more in keeping with the atmosphere of the first two Fallout games. It's worse only in the sense that it is not as effective and commercial as FO3 at what FO3 does best (being slick and commercial). It's an offshoot that backtracks away from FO3 just a bit towards the earlier games.

NV's combat is still firmly in line with FO3 + ironsights. I doubt they had a choice in that.
Its skills are apparently all threshold based. This is bad, at least FO3 retained some of the percentiles for conversational use of skills. With NV it's all or nothing, without the middle ground of an unreliable novice beginning to master their skills; or at least... not always be perfect.

All in all, I'd say that NV doesn't further or extend the concept of Bethesda's game (like a sequel would), instead it bends it away from, and closer towards the previous games. That's what spin-offs do; they break away from the original, while keeping certain recognizable aspects.

I do not think that Bethesda particularly wants that. Notice with FO4, that they ignored the roleplaying improvements in NV; (that many had hoped would become lessons, and make it into FO4). FO4 seems inclined to be more shooter than anything else—from what I've seen in videos of it. A shooter with a dash of MineCraft... and vestigial FO3 elements.

One could argue that FO4 itself is practically a spin-off of FO3; it's too stripped down, and adds babysitting (towns) as a primary activity. It is even less of an RPG than FO3. It doesn't even have skills left in it. The PC in FO4 seems little different from the protagonist in D00M3, or Duke Nukem—if they had been offered yes/no questions, and allowed to craft items.

Here is how I see it... mechanically, FO4 is the continuation of a tapering down of Skyrim, >> which was a tapering of FO3 >> which was a tapering of Oblivion, >> which was a tapering of Morrowind. They just keep shaving at it, with every incarnation of their game template. They are all essentially the same game... each one with what they consider the chaff (the RPG systems) further carved off of it.
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I expect this pattern to continue with FO5 or TES 6... until it's just a VR sim with a suggestion instead of a plot.

New Vegas strikes out from the FO3 branch and bends towards the Fallout 1 & 2 roots.
 
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I consider New Vegas a spin off of FO3 (and not 2)... Mechanically it is FO3 with alterations by Obsidian. It uses the FO3 engine, and includes its assets. It's tempting to say that it is a better FO3... but that's not true. It's a worse FO3—by being a better RPG, and being more in keeping with the atmosphere of the first two Fallout games. It's worse only in the sense that it is not as effective and commercial as FO3 at what FO3 does best (being slick and commercial). It's an offshoot that backtracks away from FO3 just a bit towards the earlier games.
I think you can just say NV is a bad Beth's FO3 spin-off because while both used the same engine and shared many assets, NV don't have the same main focus as Beth's FO3 or any other Bethesda games.

Sometimes, shorter is better.
Its skills are apparently all threshold based. This is bad, at least FO3 retained some of the percentiles for conversational use of skills. With NV it's all or nothing, without the middle ground of an unreliable novice beginning to master their skills; or at least... not always be perfect.
But in Beth's FO3 the same speech option is always exists no matter how high is MC's speech skill and more point into speech only change the %, while NV's threshold based do have its problems, it's still more ideal for role playing. Like, a person without any medical training shouldn't be able to say the same thing in the same situation as a trained surgeon, the threshold in NV simply is to define if your character is skillful enough for it or not, not the best way to handle it but still better.

I do agree there should be a middle ground, like certain option can be unlocked after MC have enough point in certain skill but still have chance to fail if MC is not skillful enough.

Come to think of it, isn't that how Fallout 1 & 2 works?
 
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New Vegas happens after Fallout 3. It's called a sequel just for that. It happens after the events of Fallout 3. Just because it goes back to Fallout 1 and 2's comedy, references and factions (and other stuff) that doesn't mean it's a spin-off. By your logic, Fallout 3 would be the spin-off here since it doesn't exactly follow Fallout 1 and 2 unlike NV, the game you saw that is a spin-off because it doesn't follow Fallout 3. But it's a sequel because it happens after those games. You regard 3 as the sequel and NV as the spin-off when 3 doesn't bend to the Fallout 1 and 2 roots and 'further or expand' those games. The whole Enclave vs BoS story in 3 is a linear, stereotypical and boring "Good vs Evil" battle with some other events on the side to hide that (Tranquility Lane, Father's emotional death [Where Autumn should of died too but the story would be ripped apart if logic comes into play.], helping Bryan, etc.) and you EXACTLY know who the Good and the Evil are, they're literally the only factions in Fallout 3. The Enclave in Fallout 3 is pathetic. They call themselves the "Non-muties" in 3 but everyone in it is no better than all the hostile Super Mutants in the game. Fallout 2 on the other hand, yes, they're the evil faction but here's the thing, they actually all have personality. You can't change the minds of the heavily commited men in the Enclave (like Frank Horrigan, who needs to be killed instead) but you can change the lower ranks. In the final battle, you can not only turn some turrets against Frank, but you can also turn other members of the Enclave through dialogue. There's funny and amazing moments with members of Fallout 2's Enclave. Drill Sergeant Dornan is the best example. When you talk to the Enclave Soldier back at the Oil Rig, you can see him not talk too fondly of the President but he still somewhat cares about him. People have doubts in 2. In Fallout 3 they BLINDLY follow the Enclave and you can't talk to any of them except President Eden (The same president that literally blows up Raven Rock from one speech check. Meanwhile Frank, knowing he's defeated, turns on the self-destruct to STOP YOU.) and Colonel Autumn. Seriously?
In Fallout 1 you have The Master (You need to PROVE to him that his plan will fail to convince him to blow up the place), in Fallout 2 you have Frank Motherfucking Horrigan, in Fallout NV you have Legate Lanius, General Oliver or both of them (they are convinced to step back but they'll come back for you, they won't blow their brains out from one speech check.) and in Fallout 3 you have... Colonel Autumn? He's the most stupid excuse for a villain, he's way too easy to kill (even in Very Hard) and he even starts off with the most cheesiest opening line ever ("You again!" I can feel the EDGE).
I went into an anti-Fallout 3 rant, I know, but this shows what a "sequel" Fallout 3 is. I like Fallout 3 but in this context, it fails miserably. If your childhood bully gets more options than the faction that can change the whole Fallout world, then you know you fucked up. NV is a sequel, just like Fallout 3. They both happen after the events of the game before them.
 
Yeah, you're right. Nuclear power was more a desperation thing. I guess it's really the abundance of these cars that kills Fallout's tragic irony. One exploding nuclear concept car in the factory show room would have been perfect in my eyes. Just like how there should have just been a single Fat Man in the game located in place of the nonsensical, useless, and wasteful Experimental MIRV. Unfortunately, since Todd Howard has no concept of progression and/or patience, we get fucking power armored Deathclaw fights 15 minutes into today's Fallout entries.
That is exactly the problem I have with the cars.
If they wanted exploding car husks, they could have made something like the trapped terminals and mailboxes. Cars that were trapped by raiders or some other faction, that can explode if people shoot them, would make more sense and be interesting. Because the player wouldn't know at first glance if the one they are nearby will explode or not.
Like this ones?

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But the problem is just the numbers right? If it is, well, lol lol lol

All of those are not direct sequels, they are all spinoffs or sidequels though. Which is what Gizmojunk said.
As an example, Let's take the Final Fantasy games. The numbered ones are all considered sequels even though all the games have nothing to do with each other.
Then we have Final Fantasy X and Final Fantasy X-2. X-2 follows the story after the events of X, it is what is called a sidequel. Final Fantasy Tactics was a spinoff of Final Fantasy, but then it became it's own series when more FF Tactics games were made, they are still a spinoff series of Final Fantasy.

Fallout BoS, Fallout Tactics, Fallout 3, NV and 4 are all different sidequels of the classics.
 
All of those are not direct sequels, they are all spinoffs or sidequels though.
At least in the case of Prime and Symphony of the Night, they are direct sequels. They continue what was established in the previous games in terms of story and continuity. They are not a one off and a game that branches out to something else. Prime 1 happened after the first game. And yet one is a side scroller and the other a FPS adventure. Symphony of the Night happens after Harmony of Dissonance, which in turn happens after the first Castlevania on the NES.

Yes, these games have an established timeline.

Then we have games like Resident Evil 4 and Resident Evil 7. Are they sidequels, even though they continue what was established in the previous games (4 more than 7 though)? I guess my definition of a sequel is different than others.

Come to think of it, isn't that how Fallout 1 & 2 works?
Yup, Fallout 1 and 2 has skill rolls (same way speech check works in Fallout 3) and also threshold checks (like New Vegas). 2 more of the latter than 1 though. I'd say there's no perfect speech system.

The skill rolls are weird because you can save scum to pass skill rolls (kind of making it worthless to invest) and also weird because your character can literally know what he/she is talking about and still fail. Like a teacher asking what Memory RAM is, you perfectly describe it, but still get wrong, somehow. The threshold check makes your character know what he/she is talking about and always pass. Rewards investment, at least more than the former. But also makes your character infallible and a single skill point can you make go from dumbass at something to genius. Like going from 59 to 60 explosive and now you can pass all level 60 explosive checks.

Both speech systems have their share of problems with immersion breaking.
 
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At least in the case of Prime and Symphony of the Night, they are direct sequels. They continue what was established in the previous games in terms of story and continuity. They are not a one off and a game that branches out to something else. Prime 1 happened after the first game. And yet one is a side scroller and the other a FPS adventure. Symphony of the Night happens after Harmony of Dissonance, which in turn happens after the first Castlevania on the NES.
I think you're confusing direct sequel in games series with sequel in other mediums. They continue the story but are not direct sequels in a series. Just like the example I mentioned, Final Fantasy X and Final Fantasy X-2. Final Fantasy X-2 is a "sequel" of Final Fantasy X, but not a sequel in the Final Fantasy series.
Which is exactly what all Fallout games after 2 are. They continue the story, but in terms of game series, those games are not direct sequels of the original series.

Like I mentioned, Final Fantasy numbered games are all direct sequels in the Final Fantasy game series, but they are all different games, with different characters in different universes. The story, world, locations, gods, way of casting magic, etc are all different from game to game, but they are still sequels in that game series. Final Fantasy X-2 continues the story where Final Fantasy X stopped, and yet, it is not a sequel to the series, it is a sequel of FFX but it's a spin-off of the main Final Fantasy series.

Sequels in game series don't have anything to do with timelines and universes, it has to do with how the game is played, how the game system works, the genre, etc.

Another example, the Command and Conquer Renegade game is happening in the same timeline as the first Command and Conquer game, it is continuing the story, but no one would say it is a sequel to the Command and Conquer series, it is considered a spin-off.

So, sequel in a game series is different from a sequel in a particular game.
 
Spin-offs, reboots, sequels, prequels, squeakquels... these are all just words largely describing the same concept.

From Wikipedia:

A sequel is a literature, film, theatre, television, music or video game that continues the story of, or expands upon, some earlier work. In the common context of a narrative work of fiction, a sequel portrays events set in the same fictional universe as an earlier work, usually chronologically following the events of that work.

From Webster's Dictionary:

the next installment (as of a speech or story); especially : a literary, cinematic, or televised work continuing the course of a story begun in a preceding one

I think everyone might be reading into the semantics a little too much. I highly doubt anyone here actually disagrees that New Vegas plays differently from Fallout 2 or that Super Metroid and Metroid Prime both take place in the same universe.

I like how Risewild came up with a new term, a sidequel, to describe a video game sequel with radically different gameplay.
 
Final Fantasy is not really a good example of that. It is established that each game happens in a separate universe (at least the numbered ones, except 10-2 or 13-2 and Lightning Returns), therefore not direct sequels or just sequels. But if we go by the logic that the genre and how it's played defines a game as a sequel, then i guess 3 is a sequel to 1. Both have a job system, both are turn based, both have four crystals and both have four Warriors of Light. And yet, they happen in separate universes.

Crisis Core is considered a prequel to Final Fantasy 7 and yet, they both play differently.

I don't consider Final Fantasy 2 a sequel, either direct or just normal, to Final Fantasy 1. I consider Final Fantasy 2 just another entry in the series.

Sequels in game series don't have anything to do with timelines and universes, it has to do with how the game is played, how the game system works, the genre, etc.
Gonna completely disagree with that. Continuity, universe and story do also play a role on defining a sequel, either direct or just regular.

I guess my issue is with semantics indeed. Like what does sidequel mean and what it means for New Vegas? Does it mean something that happens on the side? A sequel on its most bare definitive sense? A direct sequel? Kind of lost here.

Maybe i'm just being a dumbass and missing the point here.
 
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Rewards investment, at least more than the former. But also makes your character infallible and a single skill point can you make go from dumbass at something to genius. Like going from 59 to 60 explosive and now you can pass all level 60 explosive checks.

It's kinda immersion breaking at times personally. Like how lvling up and adding 1 point to smithing will suddenly lead to the character learning how to craft armor from another dimension.
I prefer how Kingdom Come handles skills where the character has to learn how to do an ability and train to increase the skill, stuff like Strength and Intelligence could determine the limit of what the character can learn and prevent the character from learning an ability that he/she is too weak or too dumb to learn.
 
I liked the repair mechanic and lack of iron sights in Fallout 3 better than their counterparts in NV. Those are the only things I thought 3 did better than NV.
 
I might be sort of trying to defend a probably broken skill system in terms of logic but I think the "one point difference" doesn't matter. Even in real life, you might almost know a lot about programming for example but that little bit of experience missing from you will cancel out that whole knowledge when its put to use. Like you want to program a guy moving in a game, you've almost got it but at the finish point you literally have no clue. So you keep learning, getting that "experience" until you "level up" and you finally get that one point and know what to do. It also works for other things in life but with a few exceptions.
 
I think you can just say NV is a bad Beth's FO3 spin-off because while both used the same engine and shared many assets, NV don't have the same main focus as Beth's FO3 or any other Bethesda games.

Sometimes, shorter is better.
Sometimes... but it's rare that the short the concise statement gets fully absorbed as expected, and without misunderstandings. Longer form can nip some of this in the bud, by reiteration. So long as you break up the post into paragraphs, it usually poses no problem for it's length.

But in Beth's FO3 the same speech option is always exists no matter how high is MC's speech skill and more point into speech only change the %...
That's the idea—so long as it actually uses those numbers.

I never liked that FO3 labeled the skill & attribute checks. However... If the game is to offer a dialog option—and have it inconsistently fail or succeed, then it should inform the player what determines the outcome.

At first glance, I'd —think— that I would prefer it if the game silently did the checks during conversation... But in practice (depending upon implementation), it would either be that the same statement mysteriously yielded different outcomes for different (unlabeled) skill levels, or that skill checks would create new dialog options that would be guaranteed to fail or succeed, depending on the skill roll that generated them. Neither option seems good to me.

while NV's threshold based do have its problems, it's still more ideal for role playing. Like, a person without any medical training shouldn't be able to say the same thing in the same situation as a trained surgeon, the threshold in NV simply is to define if your character is skillful enough for it or not, not the best way to handle it but still better.
Thresholds (as a rule), produce infallible characters that either always succeed or always fail; with no middle ground. IMO that is decidedly not good for roleplaying. This means that the expert never—ever makes a mistake, regardless of circumstance; and that the novice never—ever has an epiphany or a lucky break from circumstance.

This doesn't imply that the PC can con a surgeon into accepting them as a colleague—with knowledge they don't have. It implies that the knowledge they have was enough in that circumstance.
**That circumstance could even be that the surgeon has a migraine, or that they are distracted, and want to be somewhere else.[/QUOTE]

I do agree there should be a middle ground, like certain option can be unlocked after MC have enough point in certain skill but still have chance to fail if MC is not skillful enough.

Come to think of it, isn't that how Fallout 1 & 2 works?
Not exactly, but weighted percentile skills can sometimes work better with an added penalty system; where certain situations impose a sharper difficulty—while still remaining possible. Like a security door that is resistant against lock picking.

Fallout had skill proficiency maximums above 100%. The way this worked is that certain situations imposed a flat difficulty penalty shaved off of the maximum skill level. For a novice, that might drop their skill to 5%, while for an expert that same penalty might still leave them with a 95% chance of success; or perhaps 85%. (Both could make a mistake and fail, but it is far, far more likely to be the novice.)

** IRRC (but I'm not certain off hand), I do think that Fallout 2 had a fixed threshold for choosing Skynet's brain; that you had to have a certain level of skill to get additional choices.
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By your logic, Fallout 3 would be the spin-off here...
That is my logic; I said so in the post. (...and for the very reasons you cite. ;))

I never use the 'By your logic' tac, because it is so often used as a bludgeon by someone who doesn't understand that logic; and I won't put myself in that situation, and be —that guy.

You regard 3 as the sequel and NV as the spin-off when 3 doesn't bend to the Fallout 1 and 2 roots and 'further or expand' those games.
No I do not; (see above).

NV is a sequel, just like Fallout 3. They both happen after the events of the game before them.
Is the film 'Spy Kids' a sequel, or prequel to the film Machete?
The both feature the same character, and presumably one happens before or after the other.

The Sitcoms have spin-offs; they rarely have sequels. The show Frasier included cast members and characters from Cheers, and took place after Frasier moved to a different city. It clearly takes place after Cheers (because it has guest appearances of Cheers' characters), but it's not a sequel.

The Fallout IP has other games in it; They all take place after the great war, and have common factions... yet they are not sequels.

The aforementioned Dawn of War, and Spacemarine games, are both set in the Warhammer universe. Warhammer has a timeline of events. Would that make any Warhammer game a sequel to any other that was set before it?
—Rhetorical; of course not.

I like NV better than FO3 —as a fallout-ish game, but it had really rough edges. I did not like that just picking up a cigarette off the ground (arguably roleplaying) would set an entire casino hostile, and out for blood.

I did not like the invisible walls... but not in the way you might think. NV had solid banisters. Open areas underneath a railing could catch projectile weapons, and block weapon's fire.
* They did similar with depressions in the ground... You can try to drop a grenade down an ant hole, but the collision model is flush with the ground. I found this out by launching a fireball into the hole—point blank; and it evoked memories of the first time I got a BFG in D00M.

There were holes in the outer map walls... Invisible ones that you could walk through, and never find your way back onto the accessible map.

I am by far, more impressed with Bethesda's modeling (and polish), but it is their engine, and they had a lot of time to polish FO3. I make allowances for that when I view New Vegas.
 
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