thefalloutfan
Where'd That 6th Toe Come From?
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I liked this review better, it's a bit balanced in his points.
betamonkey said:Maybe I missed these secret endings in my dozen+ plays of Fallout 1/2 but I really don't remember much more than the one ending for each
Brother None said:betamonkey said:Maybe I missed these secret endings in my dozen+ plays of Fallout 1/2 but I really don't remember much more than the one ending for each
I wasn't talking about endings, I was talking about the plot. Hell, I specifically said I wasn't talking about the endings.
betamonkey said:And when does the plot change?
But who had ever beaten the game in such a short time without knowing exactly where to go and therefore what story elements were involved? It was great because it made the game and its story into a puzzle that you could solve by gathering the pieces and putting them together in any order and way you choose. You could even omit some.betamonkey said:How do you grasp a story in 8 minutes? And why would you play an RPG with the express purpose of skipping it?
betamonkey said:I guess I just don't consider being able to skip the entire game as a 'feature'.
betamonkey said:It's impossible to convey that in a few lines of text.
see what you are saying, I guess I just don't consider being able to skip the entire game as a 'feature'. Yeah, I know that you can finish FO3 in 80 minutes, but you can finish FO1/2 in 8.
Except you aren't approaching the plot. You are completely skipping it because you already know it.Brother None said:betamonkey said:I guess I just don't consider being able to skip the entire game as a 'feature'.
Being able to skip the game isn't a feature. Being able to chose freely how you approach the plot is.
Fallout 1 will tell a different story to anyone who plays it, exactly because none of the plot outside of the 3 nodes is really obligatory.
Sure, lots of people will run into the same points because relatively the game is not that big, but the beauty of it is Fallout 1/2 does not tell you a story, you tell yourself the story in playing. That's why the reviewer highlights this as a strong point; it really is one of the most important elements.
Longterm consequences don't mean much when the IP holders decide what is canon. You could get the worst endings possible in FO1 and find that it was totally different in FO2. Personally I capped Tandi's ass myself every time, but she was always there 80 years later.And from what I've seen Bethesda did recreate a lot of it when it comes to how much you can influence towns and individuals, and in how side-quests are structured. They may lack a bit in long-term consequences but that's a separate matter.
I don't know of any way I could convey the Fallout 3 mainplot that would make it sound good.
Ausir said:see what you are saying, I guess I just don't consider being able to skip the entire game as a 'feature'. Yeah, I know that you can finish FO3 in 80 minutes, but you can finish FO1/2 in 8.
You can finish FO1/2 that quickly only if you already have extensive knowledge of the game. It's pretty much impossible on your first (or even first several) playthrough.
betamonkey said:The first time someone plays it they will find the water chip then kill the master and kick over the vats.
betamonkey said:Uh what stories did you tell yourself the first time you played Fallout? I absorbed the story presented, as I suspect so did everyone else.
betamonkey said:Longterm consequences
betamonkey said:Well, thats just because you are convinced you hate it.
And you'd be deliberately skipping it, because you know it. If all you want to do is blow up the vats and give the Master a nuclear bitchslap, you have the ability.betamonkey said:Except you aren't approaching the plot. You are completely skipping it because you already know it.
A story is not the ending, and a journey is not the destination.In what way? The first time someone plays it they will find the water chip then kill the master and kick over the vats. Their little choices in Junktown and the like will get them a pretty picture and some words. I see how that is no different than what we have with this title. Your little choices in Megaton will get you a pretty picture and some words. In the end you are going to *FO3 plot here*.
It's presented based on what you do. You choose what happens and in what order. It's quite different than being fed a story the same way each time.Uh what stories did you tell yourself the first time you played Fallout? I absorbed the story presented, as I suspect so did everyone else. People will do the same with this game, good or bad.
The way you play the game doesn't have to be the way the canon says it was. What Fallout 2 made canon doesn't dictate how you were supposed to play Fallout. I don't suppose you played an evil bastard in Fallout, only to find out that in Fallout 2 the Vault Dweller was supposed to be an okay guy and suddenly all the fun you had being a dick and ruining lives is negated because, gosh darn it, that's not how it happened!Longterm consequences don't mean much when the IP holders decide what is canon. You could get the worst endings possible in FO1 and find that it was totally different in FO2. Personally I capped Tandi's ass myself every time, but she was always there 80 years later.
The benefit is that you have the freedom to approach the game and the story in any way you please.I just don't feel that this adds anything positive to the game except the potential for a speedrun hosted on youtube.
Are you really arguing that it's a flaw that you're not forced to play the game a certain way?Which is exactly my point. The player isn't going to think 'omg i can't skip all this stuff why!!!!' when playing the game, so holding that as some horrible game design over Bethesda's head isn't really justified. Most people don't play a game to skip it all and most of them will never need to see the difference. If anything, I would say this is a flaw in Fallout 1/2's design, not in Fallout 3's. You'll notice none of their (meaning BIS/Troika/etc.) other titles do this.
Leon said:Are you really arguing that it's a flaw that you're not forced to play the game a certain way?
betamonkey said:It's akin to skipping to the last chapter of a book. Which of course is totally possible, but would you advocate that's a good way for someone to read it?
betamonkey said:Devs don't spend years creating a game world so someone can come along and just run through it in a couple of hours, beat it and say 'well that sucks!'.
The difference is that you don't "accidentally" skip to the end of a book and read it. Besides that, yes there is the remote possibility that someone could play Fallout for the first time and just so happen to wander into the Mariposa base and blow up the vats, then high-tail it to the cathedral and smash some atoms. That kind of terrible risk is just something the developers chose to take. The fools.betamonkey said:It's akin to skipping to the last chapter of a book. Which of course is totally possible, but would you advocate that's a good way for someone to read it?
Is that in Fallout 3 (don't remember that in Fallout 2) or are you just making an example?Seymour the spore plant said:[spoiler:b882f929f8]The whole Harold/Bob becoming a mutated tree, cleansing the soil and getting a bunch of followers, for an instance. How stupid must something get before it doesn't belong in the setting anymore?[/spoiler:b882f929f8]
Fast travel is arguably find in ARPGs since the focus of the game is on action but when the game claims to have a different focus (Oblivion, Fallout 3) that you start running into problems. The three day forgiveness is for any actions you committed which means that after three days, the only thing they care about (negatively) is your karma with the likely exception of quest negative actions (blowing up Megaton type stuff). That's an unforgivable system in any game.Gentlemen said:Can't defend fast travel (You either hate it or like it), but the 3 day forgiveness thing keeps getting overblown. It's not like they just accept you back to society without any repercussions. Bethesda would have to be really stupid to not have put in NPC reactions such as dialogue and a strong dislike of your character.
I'm pretty sure that was planned for Van Buren.UncannyGarlic said:Is that in Fallout 3 (don't remember that in Fallout 2) or are you just making an example?Seymour the spore plant said:[spoiler:4f38b920c7]The whole Harold/Bob becoming a mutated tree, cleansing the soil and getting a bunch of followers, for an instance. How stupid must something get before it doesn't belong in the setting anymore?[/spoiler:4f38b920c7]
Leon said:I'm pretty sure that was planned for Van Buren.UncannyGarlic said:Is that in Fallout 3 (don't remember that in Fallout 2) or are you just making an example?Seymour the spore plant said:[spoiler:c5425cde1b]The whole Harold/Bob becoming a mutated tree, cleansing the soil and getting a bunch of followers, for an instance. How stupid must something get before it doesn't belong in the setting anymore?[/spoiler:c5425cde1b]
I'm pretty sure that was planned for Van Buren.
[spoiler:db0ae58891]
In Van Buren, Bob (the branch) had become ill, effecting Harold, who found a cure and then ended up in the Nursery, a pre-war seed/genetic information preservation center [/spoiler:db0ae58891]