Why is Fallout Tactics so underrated/Disliked?

A hahaha no.

It Has two endings and neither mattered. Also broken steel renders the game with no ending. Meanwhile 1/2 have endings for each town and new Vegas took it a step further and gave the companions their own endings.

See new Vegas and it's 186 unique endings.
I get what you're trying to say, and I agree with you on Fallout NV, but I'm not sure you've actually played Fallout 3? Fallout 3 couldn't focus on the towns because the game continues after the last mission, so it wouldn't really make sense, plus most of the things you do to the towns affect them straight away, i.e blowing up megaton, influencing the republic of Dave etc... Plus Fallout 1 had only 2 main endings (Killing the master, turning over the vault to the lieutenant), Fallout 2 had 1 (blow up the enclave oil rig). Fallout 3 had 2 (Activate the purifier, Turn over the codes for purifier).
 
Fallout 3 couldn't focus on the towns because the game continues after the last mission,
#1 it could have
#2 it doesn't
You seem to have only played the GOT edition which includes the broken steel DLC which adds an after game in a very bad attempt to fix the horrible ending. 2 had multiple endings and continued after the credits.

you do to the towns affect them straight away

And what became of each town as a result of your choice? What became of Harold? He's the most important thing in the capital wasteland.

I think you have a fundemental misunderstanding of how, now just how a fallout game is meant to end, but how endings work in general.
 
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#1 it could have
#2 it doesn't
You seem to have only played the GOT edition which includes the broken steel DLC which adds an after game in a very bad attempt to fix the horrible ending. 2 had multiple endings and continued after the credits.
I've played it before broken steel, and I thought it was better before the DLC. I'm going to stop now because I really don't want to be the defender of Fallout 3 :)
 
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I've played it before broken steel, and I thought it was better before the DLC. I'm going to stop now because I really don't want to be the defender of Fallout 3 :)
:lmao:
Me neither man. I still have soft spot for it because nostalgia but you can't defend something with no positive qualities. :salute:
 
Not that I looked extensively, but I thought it was kinda weird that nobody made a mod that adds a proper slideshow ending to Fo3. Can't imagine it would be expensive to produce from the developer side of things. It's just static pictures and some narration, and yet--it adds so much. Seeing Fo4s one size fits all ending was what settled my mind about the game. I thought, even Fo3 didn't do that...
 
Not that I looked extensively, but I thought it was kinda weird that nobody made a mod that adds a proper slideshow ending to Fo3. Can't imagine it would be expensive to produce from the developer side of things. It's just static pictures and some narration, and yet--it adds so much. Seeing Fo4s one size fits all ending was what settled my mind about the game. I thought, even Fo3 didn't do that...
Suppose the narrating could never be as good as Ron Pearlmans, thats why :/
 
Suppose the narrating could never be as good as Ron Pearlmans, thats why :/
I'm sure you can find someone who can do a good impression. Post an advert on reddit about it. I guess it hasn't been done because fallout 3 story and world just aren't interesting enough that people wanted to see what became of it...
 
I'm sure you can find someone who can do a good impression. Post an advert on reddit about it. I guess it hasn't been done because fallout 3 story and world just aren't interesting enough that people wanted to see what became of it...
What about broken steel then? It wouldn't make sense for the outcomes of all the towns to appear, and then go back to the game and see them exactly the way they were before. It's a good idea but it wouldn't work :(
 
What about broken steel then? It wouldn't make sense for the outcomes of all the towns to appear, and then go back to the game and see them exactly the way they were before. It's a good idea but it wouldn't work :(
Yeah it would. The point of the slides to see what happens years maybe decades after you end the game as a result of your choices. For example Harold's seeds aren't estimated to fix the wasteland for 25 years but that's an estimation from an npc who is an unreliable source. We have no slides and of it won't take effect immediately. BTW the game already makes 0 sense on any level so it's fine
 
What about broken steel then? It wouldn't make sense for the outcomes of all the towns to appear, and then go back to the game and see them exactly the way they were before. It's a good idea but it wouldn't work :(
It could work well if the endings narrate the distant future of the settlements. For example, it could tell something more generic like "Megaton prospered for decades due to the safety of it's walls and a steady supply of Aqua Pura, until the aged atomic bomb finally had enough and one night detonated leaving only a radioactive crater." (If the player didn't deactivate the bomb). Or "Megaton prospered for decades due to the safety of it's walls and a steady supply of Aqua Pura. It became so populous that it overgrown it's own walls and people started to settle the nearby Springvale." (if the bomb was deactivated).

For example, Bethesda allows us to contaminate the water supply with FEV that will kill everyone who drinks the water, but the only effects on the actual game is that the water beggars automatically die and our character dies after drinking 3 bottles of water. Nothing changes at all after the "end" and that didn't stop Bethesda from doing it, slides about the future of settlements would work much better than FEV infected water >_>.
 
Yeah it would. The point of the slides to see what happens years maybe decades after you end the game as a result of your choices. For example Harold's seeds aren't estimated to fix the wasteland for 25 years but that's an estimation from an npc who is an unreliable source. We have no slides and of it won't take effect immediately. BTW the game already makes 0 sense on any level so it's fine

It could work well if the endings narrate the distant future of the settlements. For example, it could tell something more generic like "Megaton prospered for decades due to the safety of it's walls and a steady supply of Aqua Pura, until the aged atomic bomb finally had enough and one night detonated leaving only a radioactive crater." (If the player didn't deactivate the bomb). Or "Megaton prospered for decades due to the safety of it's walls and a steady supply of Aqua Pura. It became so populous that it overgrown it's own walls and people started to settle the nearby Springvale." (if the bomb was deactivated).

For example, Bethesda allows us to contaminate the water supply with FEV that will kill everyone who drinks the water, but the only effects on the actual game is that the water beggars automatically die and our character dies after drinking 3 bottles of water. Nothing changes at all after the "end" and that didn't stop Bethesda from doing it, slides about the future of settlements would work much better than FEV infected water >_>.

Ok what if I save megaton, then a slide comes up saying about all the stuff that happens to megaton in the future, that it's really successful and what not. Then I wake up, go back to megaton and kill everyone? It wouldn't make sense.
 
Ok what if I save megaton, then a slide comes up saying about all the stuff that happens to megaton in the future, that it's really successful and what not. Then I wake up, go back to megaton and kill everyone? It wouldn't make sense.
Then obviously the post game wouldn't be canon to your playthrough. This isn't hard.
 
The idea of continuing a game after its' end is something I could never understand. What's there to look/play for if you've got the ending and the ending slides? Even Fallout 2 confuses me with this feature.
 
Fallout new vegas was supposed to let you play after the ending, but honestly I don't think you lose anything without it. Unless, you immediately see, some of the effects of your actions, which they wanted to do.

Shitout 4 and 3 have got no excuse. Those games have no endings, nothing changed etc. But let us stop derailing this thread.

To me, tactics was like a prototype to Van Buren, without proper RPG. It is okay, Iike robot designs though.

Ps: is there some autocorrect? I can't write S-H-I-T-O-U-T 3 or 4
 
Then obviously the post game wouldn't be canon to your playthrough. This isn't hard.
Well I suppose you're right there, kind of like Fallout 2 then. I think we both agree the game should end at the end :lol: Anyway if you think you can make the mod go for it, I've got a great microphone, but not a particularly great narrating voice for something like this, and I'm pretty good in Photoshop. The problem is that we would need someone with knowledge on coding in the G.E.C.K dev kit. We would need to place markers at certain points in the game, so we can determine what slide is to play.
 
Well I suppose you're right there, kind of like Fallout 2 then. I think we both agree the game should end at the end :lol: Anyway if you think you can make the mod go for it, I've got a great microphone, but not a particularly great narrating voice for something like this, and I'm pretty good in Photoshop. The problem is that we would need someone with knowledge on coding in the G.E.C.K dev kit. We would need to place markers at certain points in the game, so we can determine what slide is to play.
Oh... if I'm perfectly honest I don't care enough about fo3 to do that. Although I'd like to do something similar for NV where you can give the securitron army to whoever and see what happens.
 
More endings yes, though that isn't to say more consequences for your actions. I suppose if you prefer some kind of expository monologue to tell you what happened after, that's fine, I do, but that's one part of the story (that most stories don't have). The quest rewards are barely even a part of the story. The Replicated Man isn't about some plasma rifle and a perk. Big Trouble in Big Town isn't about some measly experience, maybe some supplies if you want, or a luck raising billiard ball. That's just silly.

Saving Megaton means making sure a conspiracy to detonate its namesake doesn't kill everyone. It starts out as your idea because you think it's dangerous, but the Sheriff is quite clear that he would want it done. He offers to pay you, not set you up with a house. That part is a surprise, and just the reward. Destroying Megaton is about Burke and Tenpenny. Tenpenny will pay to get things done on a lark, like letting you convince his residents to let ghouls in despite being a bigot himself. Burke is a strange fellow who tries to tempt you with money and a disturbing take on the town. Which is his own, not Tenpenny's, showing that he has his own motivations. Say, tricking a rich and indifferent man into paying him into doing what he already wants to do. Which comes across as a darkly classist thing, that ties into the whole Tenpenny power thing...as you might have noticed.

Don't get me wrong, some of the writing is bad or a bit too goofy for some (as is Fo2 for that matter), but it's not the 1-dimensional picture you're suggesting.

The word i used was subtle. Insted of having some in your face save of destroy that city with no ingame reason, there are some smaller choices that don't seem to have much consequences, but occasionnal bring subtle change in the world or in your own adventure. The Megaton case is one of the worst offender of a choice that is supposed to be a game changing thing, but ultimately ammount to nothing. It has no consequence for the player or for the gameplay, and there is no given reasons about why it should be saved/destroyed. You do it for the evultz, just because you can.
 
As many others have echoed earlier in this thread, Tactics was a gear change. It was more like Red Alert than it was an RPG.
Nothing wrong with FO:T, and I like it okay, but I consider it more like a Fallout spin-off (much like Fo3 and Fo4 were).
 
The word i used was subtle. Insted of having some in your face save of destroy that city with no ingame reason, there are some smaller choices that don't seem to have much consequences, but occasionnal bring subtle change in the world or in your own adventure.

Small choices with surprising and subtle changes to the world and your adventure, okay...for example?

The Megaton case is one of the worst offender of a choice that is supposed to be a game changing thing, but ultimately ammount to nothing. It has no consequence for the player or for the gameplay, and there is no given reasons about why it should be saved/destroyed. You do it for the evultz, just because you can.

I'm not sure where you get the impression that it was supposed to be game changing, but one option has Megaton destroyed, removing that entire settlement from your playthrough. Only one character survives, it affects other questlines, and though karma can always be changed it does instantly make you evil enough that the Regulators will start trying to kill you. I think it affects the traveling merchants too, but I only did it once and I never had a reason to check back repeatedly to see if they kept coming. One less place to find them makes a difference as well. Also Liam Neeson gets angry at you. As I already said you are given reasons to both save and destroy Megaton.

Burke
"You mean besides doing the world a favor by removing this pestilent scab of a town? Why, you'd be rewarded most handsomely! My employer is a very generous man. If it's bottle caps and luxury you're seeking. You shall have it!"
"Absolutely not! The place, the people, they're one and the same! Sacrifices for a nobler future. I assure you, they are worth ten times as much in death, as they are in life."
"I represent certain... interests. And those interests view this town, this "Megaton," as a blight on a burgeoning urban landscape."
"If this settlement were to... go away. Why, who would really care? Certainly not you, or I..."
"Megaton is obsolete. The last vestige of a cobbled, desperate past. It needs to... go away. And you are going to see that it does."

He also says stuff that might be more focused on ghouls, but at the very least informs us of his philosophy. I'm not saying it's the most brilliant writing in the world. You want to tell me it's shallow. Yeah, pretty much, but you're coming across as just plain unfamiliar with the game.
 
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