Whats the big deal?

RockOnDude

First time out of the vault
When the game came out I was amazed then I was loaded it up, and was underwhelmed by a confusing character creation screen, most of the stats not even doing anything. When I finally got into the game I was remarkably underwhelemed again by the bad graphics. Then I started playing and couldnt figure out what to do. And then I looked online, and the answer was retarded.

So I ask you, Whats the big deal?

Note: I posted this a few minutes ago and it got sent to the Vats for trolling and and lack of content. This was not my intention. My intention was to hear the opinions of th emembers here as to why I should play the game. Sorry for any fuss.
 
RockOnDude said:
When the game came out I was amazed then I was loaded it up, and was underwhelmed by a confusing character creation screen, most of the stats not even doing anything. When I finally got into the game I was remarkably underwhelemed again by the bad graphics. Then I started playing and couldnt figure out what to do. And then I looked online, and the answer was retarded.

So I ask you, Whats the big deal?
maybe start by reading the manual... that should help.

RockOnDude said:
Note: I posted this a few minutes ago and it got sent to the Vats for trolling and and lack of content. This was not my intention. My intention was to hear the opinions of th emembers here as to why I should play the game. Sorry for any fuss.
so you simply repost it?

haha. right-o.
 
Re-posting this is borderline, but since you added a reason and hence some content, I'll let it be for now.

You can't be forced to like the game.

But we like it because of a lot of different reasons. Foremost is the fact that it's a great roleplaying game: it's one of the few games that give you freedom to act and develop your character as well as showing you the consequences of your choices.

The setting is a very interesting one (a retro-50s style vision of the future, nuked to hell).

The graphical and aural atmosphere is great, and artistically pretty high-quality.

It's one of the few (if not the only) games that features combat, but does not require you to fight, anywhere.

As for your complaints, those are just weird. Almost all statistis do do something in the game. I don't see the 'bad graphics' for 1997(!) at all. And if you can't figure out what to do, read the manual maybe?
 
Also, the writing and general design is excellent.

The combination of individual elements could be described as awesome, seriously.

Which quest line did you find 'retarded'?
 
quietfanatic said:
Also, the writing and general design is excellent.

Stole my post.


The storyline was totally realistic, kind of. I grew to love the Vault Dweller. I took care of him, saving him from deathclaws, and helping him fast talk his way out of sticky situations. No other game can say it did as much for the PA RPG world than Fallout.
 
Pipboy2000 said:
[ I grew to love the Vault Dweller. I took care of him, saving him from deathclaws, and helping him fast talk his way out of sticky situations.

To love him? I was the Vault Dweller. I was the Chosen One. You can really be the player. It lets you to be brave, or cunning, or even evil. And if you don't like the graphics - please, go search a fan page, that has not Fallout written over it, but something like, Oblivion with guns...
 
Every stat affects something, somewhere. Strength, for example, influences the damage you can do with melee weapons, as well as carry weight; Perception affects how accurate you are in shooting, as well as how much you notice things; Endurance affects general 'survivability' (hit points, rad resistance); and so on. There are also "unwritten" effects, such as in dialogs, effects of exploration, NPC reactions, and so on, that the manual doesn't necessarily talk about. It's all in the manual (which is either 1.) the book with the spiral binding 2.) the glossy black and white pamphlet or 3.) the PDF in the "\Fallout\manual" directory on the CD... depending on which version you own). I highly suggest you RTFM as it will clear up 100% of the problems you have about character creation. Mind you, this game was made prior to everything being all about hand-holding the first hour of the game.

As for "bad graphics", those were SOTA in 1997... and truth be told, they have held up quite well for their age. But, RPGs aren't all about pretty graphics, they are about gameplay, the storyline, the choices, the characters... and most importantly, the use of your own imagination in making the game come to life. This game does not spoonfeed you, in the manner most modern games do. It actually expects you to use your brain in a creative manner.

As for not knowing what to do... did you, perchance, skip through the introduction movie? Or, perhaps, check out your Pip-boy, and didn't notice the big piece of paper taped onto it, saying how many days you have left to complete your goal? Mayhaps, did you fail to listen to the Overseer as he explained "you should head east to see if vault 15 has a spare water chip"?

Sometimes, listening and reading are keys to winning. Both in Fallout, and in life. Learn to do so, and you will go far in both.

So, what's the big deal?
* You have freedom of choice- if I'm facing a major foe, I can talk him into submission, I can sneak-attack him, I can betray him, I can go gung-ho and fight him, or any other way I can think of to take him down. You can go through the entire game mowing down everyone and everything, or you can go through it without firing a single shot.
* Your deeds actually mean something- if I help out someone, they'll put in a good word for me with someone else. If I help out a town, it is recognized by the area. If I lay waste to a village, you can be sure I'll be ostracized in the next one.
* Quality of writing- you don't find games with this deep of a storyline that often anymore.
* Unique gameplay- it is a computer emulation of playing a tabletop RPG. Most modern RPGs try to tell a story, and it uses the computer to do so as efficiently as possible. Fallout, however, is as if the story was initially told with figurines, a tabletop map, cardboard buildings, dice, and you played it in real life, from the perspective of looking down at the table... and it then takes *that* experience, and translates it into computer form.
* Moral ambiguity- just because it may seem to be right choice at the time, may or may not mean it really is. It is not "good vs. neutral vs. evil", but rather, "What is good in the eyes of some, is evil in the eyes of others, and vice versa" and "What seems the right choice now, may wind up having wrongly-intended consequences, and vice versa".
* Details- While in the average game, you get plenty of visual details, they are lacking in the other four senses. What Fallout lacks in visual high-definition details, it makes up for with descriptions of sound, smell, taste, and touch.
* Unique NPCs- I can almost guarantee you will never meet another NPC like Harold, and if you're playing FO2, I have to give respects to Bob as well. And even party members have their own unique quirks... Sulik with his "we and I", Ian and his SMGs, Tycho's legacy, Cassidy's heart, and so on.
* Easter eggs- If you're as old as most original Fallout fans (25-35 years old), most of them will bring back fond memories of your youth, or of stories of your parent's era. If not... consider it as exposure to some of the coolest, strangest, and controversial things of ours and their time.
* Music- Most games nowadays come with fully orchestrated soundtracks. Even back then, games were going for that general feel. But Fallout's soundtrack is unique in that it is atmospheric and ambient, as opposed to melodic... and that in of itself sets it wholly apart.
* Classless- I am not limited to "ranged DPS", "melee DPS", "ranged burst damage", "melee burst damage", and "stealth DPS"... but rather, my character's class is limited only by my imagination. If I want to play a politician, so be it. If I want to play a drunken brawler, so be it. If I want to play a whore, so be it. If I want to play a socially-inept drug-addicted psychopathic cultist sniper, so be it. If I want to play a martial artist, so be it. If I want to play a complete idiot or an utter genius... so be it. I can be all those, and many more.

There are a great many more reasons, including the various perks and traits, locations, references to Wasteland, foes, philosophy, secrets, exploration, and so on.

But, mind you, this is not a game where you will be given an arrow and told "you have to go here next". This is not a game that tells you, "go and kill this person next". And this is not a game where you click through a dialogue, and have the answer appear in your face. This *is* a game where *you* decide where to go or not go, and whom to kill or not kill, next.This *is* a game, where *you* have to *read* and *listen to* the dialogue, to find the answer.

This is not a casual gamer's RPG. It is an RPGer's RPG. And that, my friend, is the big deal.
 
Very well said, SPU. You covered most of the bases, imo, but I'd still like to toss my two *cough*ortenorfifteenortwentyfive*cough cents in:

RockOnDude said:

I'd like address your points in order, if I may. First of all, granted, the character creation process can be a bit overwhelming at first if you haven't played the game before or read the manual (a practice which I'd recommend for ANY game, even the Johnny-come-latelies of the console age that are perpetually stuck in Tutorial mode). Fallout is a subtle game with a lot of variables, and each stat and skill CAN come into play in various situations. It makes a lot of sense once you get acquainted with it. A lot of people, like you, were daunted at the beginning, which is why they included three ready-made characters so you could familiarize yourself with the game on the first go. They're reasonably well-crafted, with one provided for each of the "core roles" of stealth/skulduggery, diplomacy, and heavy combat, and by the time you finish your first playthrough, you'll generally know what's what. From the content of your post, I'd recommend you start out with Max Stone, the Juggernaut of Vault 13.

The graphics were cutting edge, at one time, and I think they've held up quite well. I find that something largely absent from most games these days is design aesthetic. In the race for bigger, shinier graphics, a lot of games tend to completely ignore the "feel" they're evoking for the user, relying instead entirely on things like hackneyed cinematic music cues, cheesy jump-at-you-from-the-dark moments, and George-Lucas style visual overload to set the tone. In Fallout, the gritty, hand-drawn visuals lend a lot to the game, really allowing the atmosphere of the 40's and 50's pulp comics whose influence the designers drew so heavily on to shine through. If you play far enough to get to Necropolis or The Glow, take a look around and then try to tell us that the ambient music and the gritty scenery didn't do something for you.

No offense intended, and I can't stress enough how truly and honestly I mean that, but if you're the kind of person that hits a roadblock in gameplay and immediately jumps online to check a strat guide, maybe the Fallout experience isn't for you. It's a game for players of Zork, for players of Escape from Monkey Island, of Myst-- hell, of the original Tomb Raider, though I'm loathe to make the comparison. The gameplay isn't always intuitive. It can stump you. For days, sometimes. They put an entire world there for you to explore, and they allow you to do almost anything that you can imagine provided that your character is skilled enough to pull it off. It's not some loosey-goosey sandbox like Grand Theft Auto, either... they won't generally lead you by the nose (indeed, that's a lot of the fun of it), but there are enough storyline cues that you'll generally find your way if you go with the flow, and in the meantime, you're immersing yourself constantly deeper in one of the richest open-narrative worlds any RPG has ever had to offer. And on top of giving you IN ONE GAME a level of freedom AND a level of depth that compares favorably with anything on offer today, when most games have to make a choice between freedom OR depth and usually fall short either way, Fallout also boasts visible consequences for your actions. Not just new titles and phat lewts for becoming the head of the Fighter's Guild, mind you, but actual consequences, woven into the progression of the game in such a way as to make it personal. You OWN your choices, your regrets and rewards. You come to be tied in intimately with the story, with the game world and your character-- you BECOME your character, to a degree that few other games I've ever played have been able to accomplish. It's more like playing an incredibly complex choose-your-own-adventure book than what today's standards would have us refer to as an "rpg."
 
RockOnDude said:
When the game came out I was amazed then I was loaded it up, and was underwhelmed by a confusing character creation screen, most of the stats not even doing anything. When I finally got into the game I was remarkably underwhelemed again by the bad graphics. Then I started playing and couldnt figure out what to do. And then I looked online, and the answer was retarded.

So I ask you, Whats the big deal?

Note: I posted this a few minutes ago and it got sent to the Vats for trolling and and lack of content. This was not my intention. My intention was to hear the opinions of th emembers here as to why I should play the game. Sorry for any fuss.

Hey, it's your loss, try to learn it and find out yourself or just throw it away..
 
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