Perception Fallout 4 SPECIAL video

Discussion in 'NMA News and Information' started by Kilus, Sep 16, 2015.

  1. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    Yeah, like the thousands of "ISO/Turnbased mod that will Fix Fallout 3".

    Let us be honest, it will require to much work. More than the guys that actually enjoy the old styles of games are willing to throw in to such a project. Not that I am saying it is impossible, but if you think about it, why should someone spend no clue months of work in to a game that he doesn't even like to begin with? People adore Killaps mods for example, but he made those for a game that he already saw as a nice game and just added his flavor to it. I don't see the same really going for Fallout 4.

    Some tried it with Skyrim and regardless how much I respect their effort I have to say that from the mods which tried to give Skyrims skills system more depth they all have a few serious flaws or simply could quite not deliver on the expectation. So I would not hold my breath with Fallout 4.
     
  2. GarouxBloodline

    GarouxBloodline Warmaiden of the Wastes

    41
    Mar 2, 2013
    1) I made a slight error in vault mention, which I corrected right around the time you replied to me. Get over it. Latching onto an excuse to denounce anything I say, is exactly that - narcissistic.

    2) I am not saying that the retcons do not exist - you are putting words into my mouth. What I am saying, is that the retcons do not detract from the evidence of vault experiments and their results seen since the 1st game. Observable information, such as each of the raider tribes that were a result of V15, being from a different ethnicity. Or when clicking on the V12 door for information, exploring the abandoned vault, and seeing the vault dwellers as ghouls in Necropolis.
     
  3. Hassknecht

    Hassknecht For hate's sake. Staff Member Admin Orderite Board Cop oTO

    Aug 16, 2010
    Again, nothing in Fallout 1 suggests that those vaults were anything but genuine fallout shelters. The idea that the vaults were social experiments was developed in the early stages of Fallout 2's development.
    The fact that the vaults in Fallout 1 are experiments is a retcon. If Fallout 2 hadn't been made (or had been made differently) the vaults would not be experiments, they would just be shelters.

    /edit: Continuing to get ninja'd.
    I'm not sure if you properly understand what "retcon" really means. Fallout 1 had raiders. Nothing about them suggests that they are the result of some ethnical mismatch in Vault 15. That was added in Fallout 2. In Fallout 1 the Khans are just raiders. Nothing about Vault 12's door in Fallout 1 suggests that its faulty mechanism was intentional and planned. It's just a faulty mechanism, nothing more. The intention was added in Fallout 2, after the fact.
    If you never played Fallout 2, nothing in Fallout 1 would tell you that the vaults are social experiments. Nothing. Because the vault experiment is a RETroactive change in CONtinuity made in Fallout 2.
     
    Last edited: Sep 17, 2015
  4. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    Garoux, I get what those two guys are trying to explain here and really I am not the smartest guy around here. So please, don't be so obtuse.
     
  5. Walpknut

    Walpknut This ghoul has seen it all

    Dec 30, 2010
    Nothing really implied they were experiments at all. All the "evidence" is mostly digging up for justification and embracing the new retcon information. Also you just changed your line of argument, your initial premise was "proving me wrong about the Vault experiment not existing in FO1", did you read back on the wiki and realized I was right? They weren't experiments in FO1, they became so in FO2 and the details of the experiment weren't explained until the Fallout Bibles did it.
     
  6. GarouxBloodline

    GarouxBloodline Warmaiden of the Wastes

    41
    Mar 2, 2013
    Here are a couple of questions:

    1) Why did Vault 12 not have an Overseer office?

    2) Why was Vault 15 the only vault, then and now, to throw together such a huge culture and ethnicity clash? The schism is confirmed in-game, and the various tribes are of a different ethnicity than the others.

    I do agree that the retcons exist. That cannot be disputed - but the experiments did exist, and the results of said experiment can be observed in-game without the need of Fallout Bible explanations.
     
  7. GarouxBloodline

    GarouxBloodline Warmaiden of the Wastes

    41
    Mar 2, 2013
    I never argued, at all, that the retcons/elaborations did not happen. My argument, is that even with the Fallout Bibles, the experiments are still seen and suggested towards in-game. You could argue that these in-game observations are coincidence after coincidence, but at that point, you are giving Interplay as little credit as you give Bethesda. In the end, the retcons/elaborations that the Fallout Bibles imposed, do not detract from previously established lore/canon. Retcons do not even inherently mean changes so drastic that the facts change entirely - all the retcons did, was elaborate upon what was happening, since so little was explained in the games.
     
  8. Hassknecht

    Hassknecht For hate's sake. Staff Member Admin Orderite Board Cop oTO

    Aug 16, 2010
    1) I don't know. It's not explained in-game. Vault 15 also doesn't have an overseer's office in Fallout 2, maybe it's just inconsistency by the designers? Maybe Vault 12 and 15 were lot smaller than Vault 13 and 8 and didn't need a dedicated Overseer (remember that the graphical representation of Fallout is limited and should not be taken as all there is to the world).

    2) There no mention of any ethnical clash or even any connection between Shady Sands, Vault 15 and the raiders that I know of. Where in Fallout 1 is it mentioned?


    /edit: Look at it this way: When making Fallout 1, nobody thought of the vaults as experiments. That idea came later. So how could there possibly be any mention or suggestion that those vaults are experiments in Fallout 1?
    Lemme make it clear: There was no intention by the developers, when making Fallout 1, to suggest any experimental nature of the vaults. Unless Tim Cain is a time traveller, or had the idea of the experiments before Fallout 2 but simply never mentioned it to anyone and did nothing with it but add some very minor hints (basically nothing but the lack of Overseer's office in Vault 12).
     
    Last edited: Sep 17, 2015
  9. GarouxBloodline

    GarouxBloodline Warmaiden of the Wastes

    41
    Mar 2, 2013
    I will have to delve back into the game when I get the chance - but when speaking to a couple of the residents of Shady Sands, their history is mentioned, which includes the schism, where they got their G.E.C.K. from, and where the raiders came from. That is how Shady Sands was even founded - through the use of V15's G.E.C.K.
     
  10. Hassknecht

    Hassknecht For hate's sake. Staff Member Admin Orderite Board Cop oTO

    Aug 16, 2010
    There was no mention of the GECK in Fallout 1 either, that a McGuffin made entirely for Fallout 2. I think you're confusing Fallout 1 and 2 a little here.
     
  11. GarouxBloodline

    GarouxBloodline Warmaiden of the Wastes

    41
    Mar 2, 2013
    You know what? I believe that you are right. I am sitting here and thinking about it, and collecting my thoughts, I seem to recall that while the Shady Sands/G.E.C.K. relation was confirmed by a guy living in Shady Sands, that this was during the events of Fallout 2.
     
  12. Hassknecht

    Hassknecht For hate's sake. Staff Member Admin Orderite Board Cop oTO

    Aug 16, 2010
    Yes, Mikey Frazier in NCR tells you about it.
     
  13. Zumbs

    Zumbs Lurking Swamp Thing

    63
    Oct 11, 2008
    If lack of skills is the largest problem with Fallout 4, I will count myself lucky, and applaud the impressive improvement in writing and world building of the dev team at Bethesda.

    Adding skills back is likely to be quite a lot of work. Starting with the basic design and balancing, continuing with the actual additions. Depending on how perks and attributes have been implemented, it could possibly be implemented in GECK and scripting or require script extender support and a lot of manual changes.
     
  14. Zerginfestor

    Zerginfestor dear god, the scrapping

    405
    Apr 18, 2015
    -Watches vid-........did he just...took the magazine out of a weapon and the guy pulls the trigger with nothing coming out?...haven't the writers heard of "one in the chamber"? Pretty sure his head would have a nice hole if he attempted this.
     
  15. MercenarySnake

    MercenarySnake Kept you waiting huh?

    Aug 22, 2015
    Yeah I'm sure if they practice with weapons(like me :P) they'd realize you have to chamber a round before firing, how the hell does that raider not know about firearm basics? Amateurs.
     
  16. TheChosen1

    TheChosen1 Moving Target

    Nov 8, 2012
    The animation really reminds me of turn-based combat from the originals though.
     
    Last edited: Sep 17, 2015
  17. Stanislao Moulinsky

    Stanislao Moulinsky Vault Fossil

    Jul 16, 2009
    Regarding the Vaults experiments the Fallout Wiki has this to say:

    "The vault experiment was an idea created by Tim Cain during the initial stages of Fallout 2 development."

    So...yeah. And it was obvious anyway, there was absolutely nothing in FO1 that hinted at soemthing else behind the vaults.
     
  18. Mettle

    Mettle Still Mildly Glowing

    296
    Nov 9, 2007
    [CHA 8]It's an open bolt, clearly.
     
  19. Zerginfestor

    Zerginfestor dear god, the scrapping

    405
    Apr 18, 2015
    I'd actually laugh my ass off if the Vault boy did the entire action with a smug look on his face, only to get bullet hole right between the eyes, with the narrator going. "Easy there, sport, REMEMBER! 'There's always one in the chamber!~'"
     
    • [Like] [Like] x 1
  20. MercenarySnake

    MercenarySnake Kept you waiting huh?

    Aug 22, 2015
    That would be satisfying and LOGICAL. They should of hired someone like you for the video.