It hasn't changed, it's *always* meant that around here.Eternal Dragon said:I didn't double post, unless the meaning of double-posting has changed to "posting two different messages in a row."
So stop doing it.
This is hardly a meaningful discussion board if people neglect to read up either.Eternal Dragon said:This is hardly a meaningful discussion board if everyone just sits around saying "this game is going to suck hard" and patting each other on the back for reinforcing their own opinions.
I find that selecting 'Why?' and then hearing my character speak an elaborate line of dialogue that is not the kind of why I had in mind at all feels pretty artificial. I mean really, do you honestly think that this kind of dialogue is *realistic*?Eternal Dragon said:The conversation just seems to flow much more naturally when you can input your choices almost immediately, rather than waiting for the other person to finish and then spending 15 seconds reading through a few paragraphs of text to figure out which response you want. Not that 15 seconds is a huge amount of time in the grand scheme of things, but it's long enough to disrupt the flow of the conversation. Why on earth would you prefer conversations that feel more artificial?
Horseshit. Fallout had a hybrid of both that worked pretty well, and Fallout's dialogue was generally conversationally written.Eternal Dragon said:n a game, the designers need to decide early on whether to go the text-only or full voice approach; if you're simply recording full voiceovers to accompany text written in a more literary style, then they are not going to mesh well.
Art deco and googie to a smaller extent are very obviously distinct features of Fallout's architecture. Shady Sands has a very basic strucure, because it was built from the ground up after the war. Every other town does have the art deco and googie style.Eternal Dragon said:And what does a 50s style building look like?
The in-game graphics in Fallout 1 and 2 don't really convey distinctly 50s-style buildings. The buildings in the smaller towns look more like Luke Skywalker's home on Tatooine more than anything else (which were actual buildings in Tunisia).
Ehm, yeah, because irradiated water that's been stagnant for 200 years having *beneficial* properties is a sign of thought.Eternal Dragon said:Nobody said that stimpacks and "traditional" ways of healing in Fallout are not in the game. Drinking water will heal you a small amount (which is far better than having to monitor a "thirst meter" such as in Dark Cloud on the PS2), and giving the example of being able to drink from a toilet demonstrates the level of consistency in the world design and the amount of thought that goes into trying to cover everything that a player might try to do in the game.
Say what?
So first you praise them for adding toilet healing as being a sign of paying attention to what players may want to do, and then you say that it doesn't matter when they leave out an option that was pretty big in the original game?Eternal Dragon said:Looking good so far, and seems very much based on the dialogue system in Fallout 1 and 2. The fact that there isn't an entirely separate branch of dialogue options for characters of low Intelligence doesn't bother me in the least. It was good for a cheap laugh in the original games, but certainly wasn't a way I wanted to play the entire game.
Please at least attempt to be somewhat consistent.
If this is so trivial an option, then why is it almost the entire basis of most previews, along with 'Ooh gore' and 'I get to blow up a town llol'?Eternal Dragon said:Don't see the problem with it. So it's a slingshot/catapult/whatever that launches little nuclear grenades. It's probably an amusing but rather inaccurate weapon that may very well damage you or bystanders. I highly doubt it will have a prominent role in the game; it's just a fun and slightly amusing weapon to run around the demo with.
So who said people thought this was a stupid idea?Eternal Dragon said:I honestly like this sort of in-game character creation that doesn't explicitly remind me that I'm playing an RPG. It's more fun if you just answer the questions honestly rather than try to play the system to get the results you want (i.e. the gypsy fortune-telling in Ultima). The previews said that you can skip it or override it if you want and distribute your attribute points and skill points on your own, so I don't see why any reasonable person would object to it being an option. I thought that we liked options, as Fallout fans?
Also, no preview claimed that you can skip it. All we know is that, as in Morrowind and Oblivion, you can redistribute your skills and such after the intro.
Yeesh, you pick some shitty examples.Eternal Dragon said:I think it's a cool idea to have your character's father reflect your choices in character creation. He's a good actor with a voice that players might actually want to listen to and not skip over. I like voice acting in RPGs, as long as it's done well and the writing doesn't suffer. Good examples: Knights of the Old Republic I & II, Jade Empire. Bad examples: Ultima IX.
Good examples: Fallout, Planescape: Torment, Monkey Island games. Bad example: Oblivion.
Note that all of these have mainly hired professional voice actors, as opposed to Hollywood big-name stars.
Let me explain this very simply: having a father and then leaving the vault to go after him forces a motivation on your character (he apparently *wants* to leave the Vault to go after his father, while this isn't the case in Fallout), the father also features prominently throughout the game (hence railroading you to follow him around, again no such thing in either of the first two games). It also forces you to play a 19-year old kid, and gives your character more background you didn't need to know.Eternal Dragon said:I don't see how having your father's disappearance as a plot device to get you out of the vault is really any different than sending you out in search of a water chip or the G.E.C.K. They're just a game-world incentive to get your character on his or her way, and at least this time there is a more personal nature to your quest.
No matter how much you're going to twist it around, this isn't even close to Fallout's much more tactical combat system. You still act in real-time, you cannot make any strategic decisions that you think about other than 'am I going to shoot his head, or his leg?'. In effect, this simply acts as a weird form of real-time with pause, a far cry from Fallout's combat system.Eternal Dragon said:"Twitch-based" gameplay is largely a matter of pacing rather than the simple fact that it takes place in real-time. Your accuracy with ranged weapons is still affected by your weapon skills, and from the previews I see ranged combat very much like the original Deus Ex and the ranged combat in Daggerfall and Morrowind. You make the decision to act in real-time, but your success rate is largely determined by your character's skills.
And seeing as how you still have to make decisions quickly in real-time, and even shoot if you're out of action points, yes this is still reflex based. Deus Ex was also reflex based, and also wasn't a full RPG. The way this is shaping up suggests simply a FPS/RPG hybrid. Which is completely opposite to Fallout's original design.