buffalo bill
Arcane
- Joined
- Dec 8, 2016
- Messages
- 1,008
I don't care if having silly disneyland nonsense made the game somehow more special for 13 year olds in 1998 because they could tell their friends that they recognized the ET or Austin Powers references (for real, yuck)--they made the game worse, especially as a sequel to a great game that took its setting seriously. Fallout 2 is also great in my opinion, but these are not good features of that game.fixedYou just killed Fallout 2 for 13 year olds.fallout 2
1 player gets control of NPCs in combat
2 make combat hard (aiming for eyes is not always best option, better AI, enemies more deadly)
3 cut 90% of jokes and pop culture references
Which is strange, considering tons of us were in that age range when FO2 released and loved the references. It was an innocent time before smartphones and the Google, where getting the references and explaining them to friends made you cool.
And NPC control is an iffy thing. The characters in FO2 have relatively few lines of dialogue, at least compared to the lore dumping that NPCs do these days. A lot of their defining characteristics come from how they act in combat. You all know that Sulik is a fearless warrior, that Cassidy is a hardass gunfighter and that Myron is a cowardly bitch. Even their weapon proficiencies reinforce their characterizations. If you haven't learned by now not to give them burst weapons then I don't know how to help you.
Also, I get that having specific NPCs occupy specific combat roles gives them more unique flavor, and that is a good thing, but that can be accomplished by gating their skill progression from the player (as happens anyway). Also, this argument doesn't really move me much for this specific game: Marcus should be the Big Guns Guy, but giving him any kind of burst weapon (as you point out) is asking for trouble. And Myron being a useless bitch in combat is the reason I suspect just about everyone who plays the game doesn't keep him to the end.