What did Bethesda actually do better than Black Isle?

madmaligor said:
Ok I just stumbled onto a mutant to mutant conversation tonight while sneaking up on a pair of guards. Holy Hilarity Batman! I almost shot beer through my nose.

All of a sudden I found myself stopping to listen to a bunch of side conversations I never knew existed. NPC's that are near each other or walk up to one another have some truly interesting, some informative, some very funny, and some very, how shall I put it, mind numbingly dull, conversations.

Yeah. And if you wait too long, the conversation just starts over from the beginning. Like when the security officer and the Overseer interrogate his daughter.
 
Buxbaum666 said:
Yeah. And if you wait too long, the conversation just starts over from the beginning. Like when the security officer and the Overseer interrogate his daughter.

Thats kinda like criticising the replay of voiced scenes in FO2. Its a gameplay mechanic. I do think there could be more of a check sequence though to help reduce that kinda thing. But all in all there is some great stuff so far and I am looking forward to stumbling on more.
 
I know no sarcasm but hey what the hell:

The one thing FO3 did right was inspire me to dig up my FO1/2 and start playing them again.
 
Nodder said:
Why would someone predisposed to be better at healing/curing large wounds be unable to heal/cure better at small wounds? I guess if you're a doctor, you can mend bones but you can't put on a simple band-aid for a scrape.
First Aid took half the time, and gave half the XP, but was improved by books; Doctor took longer, must be improved with points, but healed crippled limbs and gave twice as much XP as First Aid... and together, the two allowed for 6 generic heals, but only 3 heals for crippled limbs.
 
Tycn said:
The licensed music was nice. Kind of reminded me of what the game should have been like.

i know!!!

the music is so cool. too bad the game is a retarded. all they did better than Black Isle wsa too include new new music at all!!!! the music in Fallouts 1/ 22 was much beter. but the licensed music in 3 is better than the original music in 3?
 
Better? Ha! Where's the item lore? and well just about everything else that made Fallout 1/2 fun?

Maybe the way that they divided the inventory up but just barely.
 
I have something to add.

I like the fact Luck does more than just determine my crit chance. I would have liked to see Luck also add 1-2 points to all skills per point I put into it in Fallout 1/2/Tactics.
 
Gooscar said:
I have something to add.

I like the fact Luck does more than just determine my crit chance. I would have liked to see Luck also add 1-2 points to all skills per point I put into it in Fallout 1/2/Tactics.

luck plays an important role in FO1/2 - most 'rolls' take luck into account
 
I'd say Beth did a splendid job of how the game looks and feels.
First of all, they show the world off a lot better than the old games do, visually (this might also be due to graphics limitations back then), and I truly enjoyed sneaking about the outskirts of DC, afraid to go in due to Super-Mutants.
This added to the atmosphere when you were alone. I spend a lot of the game being low on ammo, stims and with bad weapon repairs. That all really gave me the feeling of being very low on resources, and I believe weapon degradation is very much in check with the world as a whole. Especially with the ocassionally added extra reload time when your weapon acted up was, I believe, a great addition to the game's feel.
I think the radio was a great idea, and I loved the fifties music (again, added to the atmosphere). I just wish they'd made more for Three-Dog to say, 'cause his repeating himself over and over was, to say the least, irritation.
 
I guess the idea of weapon degradation is better, but it was implemented badly. I was always kinda wondering why my pipe rifle could stay with me throughout the whole game and not break.
 
is that a trolling remark?

Anyways, i like the weapon degredation, it got annoying though always repairing power armor. Speaking of which.

What the fuck is up with all the armor not being as bulky?

That's one of things i loved about fallout 1 and 2, how bulky you got with the enclave armor. I mean, its supposed to make you look extremely intimidating. It looks okay in fallout 3, but its not like, shit your pants scary, like its almost more steampunkish then post apoc.
 
Pablosdog said:
That's one of things i loved about fallout 1 and 2, how bulky you got with the enclave armor. I mean, its supposed to make you look extremely intimidating. It looks okay in fallout 3, but its not like, shit
What the fuck is up with all the armor not being as bulky?your pants scary, like its almost more steampunkish then post apoc.

not to mention that there is not a dramatic difference in protection from armors :|
 
To all you who say they shouldn't have combined throwing and traps: They didn't. Explosives only helps on explosive traps, the rest are covered by repair (such as the combat shotgun trap.) What they did was take the portion of traps that applied to setting timers on bombs (really, I need a skill for that???) and added the ability to throw grenades. Grenade throwing IS actually very, very different from knife, shuriken or spear throwing. Before an experienced soldier throws a grenade, he/she can "cook" it by holding on after pulling the pin - thus giving the enemy less time to run away or to throw the grenade away. This is actually what your character does in Fallout 3 - a well-thrown grenade by a highly skilled character will explode the second it hits the ground by an enemy. A poorly-thrown grenade will land and give the enemies time to say "Oh crap" and run away, reducing or eliminating the damage (yep, this really happens in-game). So yeah, I think they did right by creating an "explosives" skill and getting rid of the nonsensical "traps" skill. As far as the Throwing skill, I think it makes sense to get away from that as well. How often have shurikens or throwing knives been used in actual warfare IRL? Very, very rarely. And Shurikens don't really fit with the fallout setting anyway. Thrown spears have been used for ages for hunting (and the Romans used pilons for warfare)), but they weren't all that fun in Fallout 2, and it's pretty unrealistic for your character to be carrying more than a couple.

I think they did a great job determining what skills to keep and what to get rid of (especially compared to the Van Buren decision to combine energy weapons/big guns/small guns - WHAT??). I wish they had allowed advancement over 100, though - that would have been fun. I also wish they had kept Outdoorsmanship and something a bit more similar to the Fallout fast travel system.

I think the biggest thing that they did right, though, was an escape from some of the Fallout 2 silliness - the "let's make the player a pornstar!!!! even though no one owns a television anymore and there are no movie theaters" stuff. Fallout 3 does a great job of showing the 50's culture and the real roots of Fallout.
 
aer said:
Fallout 3 does a great job of showing the 50's culture and the real roots of Fallout.

Sir, you fail...

If there actually -was- any culture in this game instead of being a hollow skeleton-world devoid of any factual information, bar the few terminals that actually have interesting data fragments, then -maybe- your statement could be true.
 
Having finished the game...

Graphics. That's it.

No decent story.
No integrated/expansive lore provided books/papers/holotapes/terminals.
No engaging characters. I didn't feel a connection to them.
Quests were too short, and generally involved killing/fed-ex jobs.
50's feel was there a bit, but they could have done a better job.
 
Did anyone else feel any way disconnected from the character they created at all? I mean, for all the much touted customization that the game (apparently) offers, I found it difficult to create a PC that was unique, or even close to what I had in mind when I set out on the adventure.

I think this was due to the removal of traits, the extremely poor dialogue and lack of response choices, the absolute lack of moral 'grey areas' and in-depth exploration of issues of morality, or some combination of the above.

Also, the lack of ability to join / identify with a wasteland faction that shares the principles (or lack thereof) of your character is disappointing.

Black Isle definitely had the upper hand in these regards, in my opinion. Strange that, in a game where everyone had the same character model, the possibilites for character creation and development were so much more evident.
 
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