Walpknut
This ghoul has seen it all
And they are 15 dollars as opposed to 10, for that money I could get a good indie game.
Getting out-done doesn't make something bad. Being bad makes something bad. My speed run for God of War isn't bad because it only took 2nd place at the time I made it. It was still a great run, but it was beaten. Bad DLCs aren't great if mods didn't already exist or never came into existence which did the same thing "but better", they'd still be bad. We don't need an improvement for vital comparison to reach the conclusion that something is lacking, so long as we start with a critical "measurement" from the beginning. =]Makta said:That dlc was only bad due to mods doing the same thing but better.. if people likes to RP.. Or something? That dlc could be ok ish.
EVERY time I start up a new character in Demon's Souls, the game asks me if I want to skip the "Journey to the Nexus", which is essentially a combined tutorial and prelude introducing the character to the plight that will motivate him/her for the rest of the game. (Sound familiar?) I always opt to play it, myself, because I enjoy it, and there's perks to "completing" it (which players weren't meant to be able to do, but rewarded for, if they managed) on top of it's not all that long. If FO3 just gave the option to skip growing up in Vault 101, that would've been swell. Really, what part of your upbringing was important which carried over in the rest of the game? Just your response to Butch's bullying deciding what your starting Karma would be by the time you reached Megaton, but that's all tied to a shitty Karma system, so it doesn't even matter. They could have skipped all those 19 years, and started you with the escape, and it wouldn't have changed ANYTHING. New players would still need to have completed growing up before the option presented itself, and returning players wouldn't have to suffer through the same railroaded sequence of events, and I can't see any drawbacks to that. Oh, some might argue that with less time spent "getting to know your Dad" the story might suffer. But that's less than 5 minutes of "bonding" you'd be missing out on, and regardless, the emotional impact is prerequisite on you having never experienced this before, which as I mentioned this would be mandatory for first-time players, so that argument falls apart immediately. New Vegas had it right in placing the character in a situation that causes them to go through a few steps which determine their character, yet the whole process ends in less than 5 minutes (if you're slow). But even before there was a better game to compare it to, FO3's "immersion" suffered heavily from development mistakes like having to sit through that same old growing up, over and over, without any way to circumvent it (apart from making a save RIGHT before entering the wasteland, so you could essentially "create a new character" every time from that load, thanks to the amnesia-o-matic game prompt).lordhaw said:What did Fallout 3 do right? Various atmospheric moments, such as the whole birth/growing up thing (which does grate on you after a few playthroughs but was neat at the beginning)
Read again. The game starts WITH your escape. That means your "chance" to kill or spare the Overseer isn't skipped.2house2fly said:Well, if you don't kill the overseer then things are a little different when you go back to the vault later in the game.
I didn't even know people who didn't know how to not kill the Overseer existed! It's so pathetically telegraphed by the game, it's sad. Like players who didn't know they could save Butch's mom and leave a lasting good impression on the bastard for the first time in his miserable life. You can kill fuckwit Officer Mack (seriously, I exterminate EVERY member of that Godforsaken family that I come across, if I can help it (barring 1, anyway), they're all such appalling degenerates) who comes storming at you, and then speak with the Overseer and he'll be calm in the face of it all. No killing him necessary. You CAN sneak past, and my persona favorite is to leave the 10mm with Amata so SHE kills Mack, leaving no mess for me to deal with, but it goes without saying, the options are many to spare the bastard. It's really hard to miss...2house2fly said:I don't know how you avoid killing him though, since as far as I remember the only way out of the vault is through him. You can probably sneak past him or something.
SnapSlav said:Unfortunately, those traps come with their own "did wrong" to accompany their "did right" element. As well as the fact that they really don't hurt much at all, what I hate most about them is that YOU CAN'T SET UP ANY OF YOUR OWN!!! That's beyond disappointing to carefully navigate a space that's packed with clever and disguised traps, only to be limited to dropping mines in response. Can I lock a door? No. Can I set a tripwire beside a choke point? No. Can I rig ANYTHING other than a mine? No. I really wish the variety of traps you encountered was matched by the variety of traps you could set. If that was possible, the game would have been LEAGUES more amusement and enjoyable in the face of its flaws, I guarantee you.
woo1108 said:yep traps are just POS in fo3.
but at least it looking funnier than other TES series' traps.
woo1108 said:I didn't metioned Fo1,2 because it's different kind of game but right.