Holy Jesus the board has gone down hill.
I fucking hate you all, I must say. You've destroyed this place, and I've helped. But fuck, are you all so goddamn tired you cant even form a decent argument anymore about this fucking game?
Anyway, here's my gripes:
Character Creation- Interesting way of doing it. BUT, it's annoying. And it kills replay value because it takes so goddamn long to do it. Honestly, what happens in this beginning that's so good?
Is it somewhat interesting? Yes, but it's also alot of pointless exposition that could be done better. Also, I think some themes in the vault are rather overdone (50's leather jacket gangs anyone? I mean my old man was a member of the Jesters and they used to rumble every weekend with the Satans, but c'mon. A little much I guess...). Things like that just smack you in the face with a bunch of 'what the hell is this crap'. But I digress. In the end, everything you went through in Vault 101 was pretty much a dumbass trial anyway, because you can change and revise your character as soon as you have the opportunity to leave the place. It makes everything you go through even more pointless.
Vault 101 Design- Hmm, I spoke about the annoyance of the Leather Jacket Gang feel. Let me see, what next? Oh yes. Vaults were supposed to be sealed environments. Some werent, but this one was supposed to be sealed. So how the hell are radioactive roaches (radroaches) friggin getting into the goddamn place? I know, roaches are everywhere, but still. What the Hell? Even if there was a colony of roaches that were inside the friggin place for that time since the vault door was sealed, it would still be a normal colony of roaches. Why? They would be unaffected by the background radiation because if they were, then everyone else would be. You'd be seeing cancer victims and mutation everywhere if the damn vault was open to the elements at all. Overall, things seem cramped, which is fine actually. One thing that bugs me is the level of obvious violence in the vault. It hardly seems like a safe place in any sense of the word. Guards gun down any transgressors with impunity, etc, etc. You would think they'd be using stunners and nonlethal means, etc, as the vault's most precious resource is it's inhabitants after all. They must be, as people make a big enough friggin deal about you becoming ten years old. Yet at the same time people are gunned down left and right when the shit hits the fan (pardon my use of the local vernacular).
One thing that does seem to bug me a little bit about the vault? It seems maze-like, almost corridory or dungeoney (for lack of better terminology) which makes no sense. Places like these would be made with ease of use and simplicity in mind, nothing more or less really. Sure, there would be enhanced doodads and tallywidgets everywhere, but the place wouldn't have the feel of the bush maze from the friggin shining to it.
Mr. Handy- Where to begin with this sub idea? Well, lets see. It has a personality, first and foremost. Now I know that this is the future, yadda yadda yadda, but the damn thing should not have a fully complete (or near complete) Artificial Intelligence that can respond to others with snarky comments. Hell, in the other fallouts, the only AI you had in the game were friggin supercomputers in bunkers that were goddamn enormous. Different game, I know I know. Still, not that great I think personally.
Anyway, the big question about this: when you return some time later, will anything have changed? Will anything you've done have made a single difference to the vault that you can recognize in game?
Dialogue- It's just damn annoying in some ways. There's nothing very meaningful. Alot of it is pointless and kind of annoying (Tunnel Rats RULE! for example). I think it could be much better, but the fact that there are moron indicators in there (as in most games unfortunately). Overall, it's uninspiring and somewhat drab really. There's really nothing that tells me it's great (so far, I'll remain openminded, but what nothing really. Arcanum trumps all!).
Gameplay-
Combat- Mostly twitch based. I've gotta say, Vats is pretty damn bad and yet it's an interesting concept at the same time. Really, I think it makes things too easy. Combat outside of VATS is pure twitch. Skills seem not to come into play at all really, and outside of VATS, neither to stats. From what I've observed it's at times easier to kill a person up close outside of Vats when your low skilled in weapon types. Overall, a rather poor implementation of stats and skills in combat. Kind of annoying. Luck plays a part in combat, but how the calculations are done I've no idea.
Lockpicking- Needing a base skill before you can even attempt to unlock a lock is friggin bullshit. What's the point of a luck stat then? Obviously, you can't friggin unlock it, but you can give it the old college try. WHo knows, maybe you'll get
lucky. Imagine that. Haven't bothered using it yet.
Sneaking- Interesting way of putting it in. Crouching, letting you know when you're hidden, when they can see you, etc. Not horrible. Overall, I am still left to wonder what it relies on more, your skill in stealth overall or rather your location on the level? Now, it makes a difference in many a game (Vampire, Fallout, Arcanum, etc) but at the same time, those were more skill based than anything. I've yet to see how it is played out either way.
Bartering- Seems confusing so far. I've yet to really take a good look at it and go into more detail with it overall. At the same time, I must once again reiterate that the simplest is the best. The original fallout's was simple and very well refined. Based on your bartering skill, you put something on the table and they gave you a value for it, etc. I was able to grasp that with incredible ease. Let's assume I'm a fucking moron (for argument's sake here :D ) Now, which am I going to get easier? The original fallout's. It made use of pictures, and was easily interpreted. And hell, it even TOLD me what items were worth, etc. FO3's seem,s confusing and rather hastily constructed unfortunately. Also, am I the only one that wonder why the hell every single item has some sort of value to it? Why are traders paying good caps for something like cups when ammo, meds, etc are much better commodities?
Charsima, Speech, and Appearance- Designing your character's facial appearance seems kind of 'no point to this at all' because it's your charisma that effects how people see your (appearance wise supposedly) and how they react to your speech, etc.
Hence, my previous retardo'd thread: Sameheads in Fallout (
http://rpgcodex.net/phpBB/viewtopic.php?t=27411)
Design of Craterville (aka Megaton)- Well, let's start off with the walls from the outside: looks to be steel, possibly from various buildings, etc, welded together (how, I dunno) and laid on top of the natural earthen walls from the crater (or not, cant really tell with all the bloom). The place looks like it has gates, and at the gate, a greeter straight from the bowels of disney's own hell, the robot that calls ya 'pardner' and shoots lasers at you when angry. This alone is stupid as all hell. The sherrif: Well, he's black. Thats ok I guess. He wears a cowboy hat. Thats kinda dumb I guess. Dialogue isn't really that great though. Already you know what this is or that, and you know what the bomb is. Does he ever voice concern about the bomb being active before you bring it up and offer to disarm it? Not that I've noticed. Somewhat cardbordish to me as they don't seem to have any dialogue on their own, etc. My bud tells me they're not cardboard cutouts, but at this point I've given up arguing with him on the matter. Next from the town- Ghouls. How does your character even know what they are, having gown up in the safety of the vault. Instead of asking who the ugly guy is, he asks specifically 'who is the ghoul?' This is stupid and could have even been properly done but due to laziness (or ineptitude) Beth didn't bother trying to correct it. Oh, and in the bar is a hooker, a guy with an Irish accent who doesn't explain how he got it (unlike Loxley from FO1 who admits it's forced and even shows it when he gets angry cause he starts talking normally). Well, lets see what else? Oh yeah, the guy in the pre-war suit. He's just not a clone of Agent Smith from the fucking matrix now is he. Dumb, dumb and more dumb. It's just poorly done. He's obviously sinister really. Nothing more I would think is to him. Another 'oooo, I'm a bad guy and I revel in it!' The chick that deals stuff- The general store chick is OK looking (kinda looks like the chick from the vault I think) but I'd still pee in her butt. Her voice is annoying as hell and waaay too happy and up beat really I'd think. Unrealistic? How the hell should I know, I've never lived through the apocalypse. Any good? Not really. It's more annoying than anything, and just like real world women that talk like that I've got the urge to give her the goon hand and make passionate rape to her face. Another thing that bugs me: Water is precious in the wasteland. Finding water that's not radiated is even more difficult. Why then does nobody give a shit about pipes leaking out the town's lifeblood all over the place? This type of thing they wouldn't entrust to a stranger to fix. Rather, they'd make it numero uno on their to do list so shit doesn't start dying.
Caps- In the original fallout, this was cash. It was legal tender. Why? It was BACKED, as explained in dialogue, by the Water Merchants (and others, but most importantly them). It makes no sense as to why bottle caps are even backed in FO3, on the OTHER SIDE OF THE COUNTRY where the tendrils of the water merchants have not yet laid claim. Seems like a nonsense reason to include something from the original for no other reason than to say "look it's Fallout" to the community.
So far? It reminds me more of Deus Ex invisible war than of Fallout (my friend agrees with me too). That's not a good thing. It should feel like it's own game (which it's supposed to be) not something else. Is it possible for a game to feel different from another that's been watered down, etc? Sure I would think. It just means that they didn't try and put enough of an effort into it.
I wont score the game because score are purposely misleading about the inherit value in any game. But still, I must say, it is a lacking experience so far.