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Fallout Underwhelmed by Fallout :(

FeelTheRads

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Why the fuck does it matter what other Sci Fi movies/games did?

Yeah, what does it matter what the game is based on or how the first game even was? Let's throw everything in it for... no reason other that because lol.

Newfags gonna newfag.

Tell me, is there something to what you would say "no" to in Fallout? If yes, why? Or everything just goes?
 

Darkzone

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@VD
My numbers were better than expected, as it is written in The Vault: Karl(NCR){his is NCR, capitol of the New California Republic. Population 3000 and growing. No slavery, no gambling, no drugs. President is Mrs. Tandi, my boss is Sheriff Dumont. That answer your questions?}.

It's from the "NCR history holodisk" in Fallout 2.
http://fallout.wikia.com/wiki/NCR_history_holodisk
I have read it. This is quite a large area, so it might fit. Overall then the cities would contribute to around 1%-2% of the whole population.
 

Vault Dweller

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Sure he is, when conforming to your views...
Actually, I didn't entirely agree with him but he puts a lot of thoughts into his posts which makes them enjoyable.

Explain to the masses how is W2 is a true successor to Fallout games...
I don't recall claiming that. Care to refresh my memory?

Explain what the fuck did that line about F2 borrowing a page from bethesda mean.

No, right? I didnt think so.
It was a joke but to a point. Bethesda did a bunch of theme parks in Fallout 3. From my Fallout 3 review:

"Instead of a consistent and logical world, we get "cool shit". What's cool shit, you ask? An excellent question. Cool shit is whatever stuff random Bethesda designers thought would be cool. To be honest, Fallout 2 was also sporadically guilty of this syndrome, but Fallout 3 takes it to a thoroughly different level."
 

hiver

Guest
Your take doesnt have anything to do with whats true about the game. It is your own take on it.

was that the 50s setting was employed because the core books in the post-apocalyptic genre came out of that duck-and-cover era (e.g., Earth Abides (1949), Alas, Babylon (1959), A Canticle for Leibowitz (1960)). In other words, the era was fitted to the genre, rather than being the central point. (I suppose they could've used the 1980s as an alternative jumping off point, relying on the MADD/Reagan era, The Road Warrior, and The Postman . . . .)
And who said that the setting alone was the point?

Are you people capable of replying to anything without using fallacies?

I SAID that those few elements you mentioned are perfectly fine in a setting based on 50s pulp sci fi alternate history that Fallouts are. Especially when we consider that representation of those elements was not meant to be realistic.


Fallout isn't a pastiche of all the pulp elements of the 1950s;
Who said they were? Me? Is that just more fitting to strawman in because it seems like it supports your argument?


it's a pastiche of the post-apocalyptic genre married to 1950s retro-futurism.
Yes? how about cRPG and PnP genre? That doesnt count?

Nothing about New Reno or San Francisco fits with either of those characteristics.
They seemed post apocalyptic enough to me.


Again, I'm not concerned with whether they are "real" or not. After all, they could've dressed in Kabuki costumes or sombreros and bandilleros or Roman armor -- the question isn't what the internal excuse is, it's whether there is a thematic reason to pick that costume for them.
Yes, that what i was saying. Someone decided that 50s retro pulp allowed for a few small instances of a few NPCs being dressed up in weird ways. Thematically they probably "thought" that people would wnat to make it seem like "good ol days" and so dressed up the part.


"The whole setting is zany!" is not a very persuasive argument
EXCELLENT! THEN STOP MAKING IT!


-- why fedoras rather than sombreros, then? Why not cockscombs and wizard hats?
Because wizard hats are not 50s retro sci fi pulp thematic at all, maybe?

If a random d20 can yield the same level of decisions, you're not developing a theme, you're shoe-horning "wouldn't it be fun" ideas into a theme.

My main point which you strawmaned onto above was that those few examples are small and practically inconsequential additions over the CORE GAMEPLAY of the the game, which is completely in line with what first game was made of.
Its just that there is always some FOOLS who go blind and cannot see 95% of the game because theyve run into a few smaller examples of stuff they dont like.


Tried to play, but couldn't. The truth is, I don't have the time, patience, character to play real RPGs any more.
What real RPGs? And ofcourse, there is an easy solution for that. Just buy the latest bioware schlock and enjoy it.

All I can do is live in the past and you won't even let me do that in peace. :(
No, thats what you are doing to me.

I feel like you're arguing just to argue.
Thats because you are telepathic.

The main antagonist is named after the hero of In the Line of Fire.
Never heard of it.

The leaders of the villainous faction are characterized by Clinton and Quayle jokes. Quayle jokes?! As a kid who grew up in DC in the 80s, I appreciated them, but that would basically be like The Master dancing the Macarena in the final encounter.
Not US citizen so all that never mattered to me at al. plus, you say you liked it and then you go for argument from absurdity.

Yes, master dancing macarena is exactly the same counter example. Of course.


How is that not post apocalyptic material? It could be better of course but... wtf are you talking about?


The Scientologists have a two-map area with custom map art and multiple quests.
very small areas and small subquests.

The kung fu triads are an even more elaborate area.
What?

But main quest line areas and central characters are goofy in FO2.
Notice how you here go into talking about it all as if its a MAJORITY of main quest line - which is a fallacy, again.

You only need the chinese clan or hubologist to get fuel to the tanker, ITS A SIDE QUEST.

Whats really important about san fran is that the Brotherhood is there - which is the MAIN QUEST LINE.


Agreed. Fallout 2's setting fits much more with Wasteland.
No it doesnt. Becauee 95% or more of the game is core Fallout original gameplay and style, with only a few additions that were there because obviously the game was meant to be larger and bigger then the first one.


Anyway, I liked Fallout 2 a lot. Like Infinitron,
Infinitron is a mass market shill whose leading his own small idiotic anti-fallout campaign for years now. Because in his logic "people like it too much and it isnt a perfect gaem" - which of course nobody ever claimed in a raterded manner he does.


I just don't think it matches up to Fallout.
As a personal reaction thats completely fine. You played F1 first, it set some expectations in you for a sequel, but these small additional elements in the sequel ruined that expectation for you.
I played F2 first so my encounter with Fallout as a game and setting are based on that.

The real truth is that there was two Fallout games. And they were both great. Both had smaller pieces of content that was not that good and numerous smaller details that could have been better.
Dont even get me started on the master and the finale of the first game, or some of its locations and design decisions.


It feels like an indie game and also a "first game" where a lifetime of repressed ideas came bubbling up, each one thoroughly loved but not critically assessed.
Nothing about F2 takes anything away from the first game.

FO2 was designed with much more thought to how to work the "game" parts of it, but the lore lacks vision, love, or care.
because it had 5% of content that you didnt like... yeah right.

i wouldnt be so sure about that.
 
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hiver

Guest
Actually, I didn't entirely agree with him but he puts a lot of thoughts into his posts which makes them enjoyable.
Of course. I can see that.

I don't recall claiming that. Care to refresh my memory?
You are correct, you never directly claimed that in a way i said. Unfortunately i had to go an check that horrific article to make sure...

It’s a Philip K. Dick-esque version of post-apocalypse
What has Philip K Dick ever done to you to insult him so? Did you ever read any of his books or just blurbs about them?

instigator of what is probably an RPG renaissance.
:shivers:

Renaissance of schlock content, false reactivity, linear gameplay, fake forced "choices" that dont change or affect anything else, etc, etc,
(btw, have you ever tried to play it again and actually explore those "other paths" and "non linearity" or did it all stay on that single superficial playthrough? did you ever reach california even?)

but, yes it seemed to me like youre saying its a successor to Fallout games because of that ending rant about being the instigator and renaissance and whatnot of a whole rpg genre- and to me Fallout games are true RPG games and representatives of the genre.
My bad.


It was a joke but to a point. Bethesda did a bunch of theme parks in Fallout 3.
It was a fallacy and blatant lie meant to smear an original Fallout game into something connected in any way with shit bethesda produced much later on. Oh and btw, who bragged in a polygon interview with having been responsible that bethesda bought the Ip, and so prevented Troika from getting it?


From my Facepalm 3 review:

"Instead of a consistent and logical world, we get "cool shit". What's cool shit, you ask? An excellent question. Cool shit is whatever stuff random Bethesda designers thought would be cool. To be honest, Fallout 2 was also sporadically guilty of this syndrome, but Fallout 3 takes it to a thoroughly different level."
-corrected-
As you very well know, directly comparing an original Fallout with shit from bethesda as if they are related or "same" in any way possible can only be cleansed in a jousting duel. Let me know when youre ready.
 

Sykar

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Yeah, what does it matter what the game is based on or how the first game even was? Let's throw everything in it for... no reason other that because lol.

Newfags gonna newfag.

Tell me, is there something to what you would say "no" to in Fallout? If yes, why? Or everything just goes?

Tell me, is there something you could not nitpick about FO?
 

hiver

Guest
I'd really like someone to point me out to some 50s sci-fi where the themes are gangsters and chinamen doing chinamen things.
So, you people who think these are just perfect in Fallout, because hey they knew about them in the 50s and obviously in Fallout you can just throw in everything people knew in the 50s, tell me, what do you think about real-life weapons in Fallout? Perfect fit, amirite? I'm still wondering why they were missing in the first place!
The point is that fedora wearing gansters are largely from 20s to 40s of 20th century, so the society in Fallout would have such things as a part of its past.

The point is that a few small additions to the game do not make whole of the game something else, or bad.

Yet the same few examples are constantly pushed as if they just devalue the whole game into something - not Fallout.


who the fuck thought it was a good idea to release hiver
Dont worry, i have no intention of staying long.

Youll get back to splurging stupid shit without any logic, sense or reason soon enough.
 

Vault Dweller

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What has Philip K Dick ever done to you to insult him so? Did you ever read any of his books or just blurbs about them?
Read most of his books. Quick example:

http://en.wikipedia.org/wiki/The_Days_of_Perky_Pat
In this story, survivors of a global thermonuclear war live in isolated enclaves in California, surviving off what they can scrounge from the wastes and supplies delivered from Mars. The older generation spend their leisure time playing with the eponymous doll in an escapist role-playing game that recalls life before the apocalypse — a way of life that is being quickly forgotten. At the story's climax, a couple from one isolated outpost of humanity play a game against dwellers of another outpost (who play the game with a doll similar to Perky Pat dubbed "Connie Companion") in deadly earnest. The survivors' shared enthusiasm for the Perky Pat doll and the creation of her accessories from vital supplies is a sort of mass delusion that prevents meaningful re-building of the shattered society. In stark contrast, the children of the survivors show absolutely no interest in the delusion and have begun adapting to their new life.
Such a community would be a perfect fit for WL2. In fact, you'd think it was written for it. Quite a few of his many post-apoc stories explore weird "what if" scenarios instead of more realistic ones.

:shivers:

Renaissance of schlock content, false reactivity, linear gameplay, fake forced "choices" that dont change or affect anything else, etc, etc
First, he did start it and I'm pretty sure that his success influenced many developers (like Obsidian, for example) to give it a try. Second, the game IS non-linear, does have a LOT of reactivity (maybe it's not the kind you like but it's there) and choices. We can argue if the game is good overall, the same way we argue about Fallout 2 qualities but it's a different story.

(btw, have you ever tried to play it again and actually explore those "other paths" and "non linearity" or did it all stay on that single superficial playthrough? did you ever reach california even?)
Yes to both questions. I'm pretty sure the review includes references and screens from California.

but, yes it seemed to me like youre saying its a successor to Fallout games because of that ending rant about being the instigator and renaissance and whatnot of a whole rpg genre- and to me Fallout games are true RPG games and representatives of the genre.
Well, I didn't. Glad we sorted it out.

It was a fallacy and blatant lie meant to smear an original Fallout game into something connected in any way with shit bethesda produced much later on.
Both games (FO2 and FO3) feature a very similar approach to the setting - let's throw in all the cool shit we can think off.

- yakuza with samurai swords
- gansters with tommy guns running casinos
- aliens
- ghost
- talking rat
- talking deathclaws
- a villain who looks like a giant robot and wants to kill everyone for the lulz
- scientologists with celebrities
- kung-fu town, complete with the Dragon vs Lo Pan showdown
- shaman contacting you through dreams cutscenes

Plus all the inconsistencies and illogical shit like NCR.

Now, clearly, if you don't give a fuck about the setting, if the setting is just some background decoration and you're willing to accept anything, you will like the game a lot. If the setting is important to you and shit that doesn't belong rubs you the wrong way, you will like it a lot less.
 

laclongquan

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My bad. Reread MRY's post and figure it need reply.
A discussion of whether or not such-and-such element of FO2 or FO1 is "logical" or "plausible" based on real-world standards is the wrong question. Both games are full of magic and pulp science. The issue is that in FO1, for the most part (not counting Easter eggs and a few small exceptions), these elements are thematic and consistent with the specific pulp genre the game is trying to evoke. With FO2, I'm less concerned with whether we can gin up a just-so story for why NCR has grown so fast or how Reno supports its economy. Instead, the question is, how do Prohibition-era gangsters in a pseudo-Las Vegas, gauss technology in NCR, Scientologists, kung-fu, time travel, etc. enhance the core themes and develop the mood of a post-apocalyptic setting.

By stuffing the setting with big, thriving cities and the kind of parasites that a big, thriving society has (Scientology, a pornography industry, etc.), it undermines the sense of marginal, frontier, risk-of-oblivion feel that is critical to the genre. Aspects of San Francisco feel more like cyberpunk than post-apocalyptic. Etc.

You've got the right analysis but you've got the wrong conclusion.

Fallout 1 is thematic about a destructive environment post apocalypse, Everything just been destroyed a few years before and people really struggle to make ends meet, to survive. I will admit that I dont like this subgenre of PA much. Never like the hand to mouth subsistent struggle for survival.

Fallout 2 belong to the subgenre of rebuilding the world after apocalypse, which is a different type and much more to my liking. The world been destroyed long enough that people can start crawling back up. Villages pop up one after another, old villages expand into town, old towns into cities etc... it's not just survival anymore (though there's still that) but the struggle to prosper.

They are both of Post Apocalypse genre, but the settings, the developments, are different. The emotions they aim to raise in readers/players also are different.
 

Infinitron

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Fallout 1 takes place 84 years after the war.

I like to think that during Fallout 1, there might still be one or two very old men somewhere in the world that were alive before it. (Well, men who aren't ghouls or Mr. House.)

But's it not that short a time.
 

Sykar

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Fallout 1 takes place 84 years after the war.

I like to think that during Fallout 1, there might still be one or two very old men somewhere in the world that were alive before it. (Well, men who aren't ghouls or Mr. House.)

But's it not that short a time.

FO 2 takes place about 150 years after the great war. Considering that quite some technology actually survived alongside computers and books containing the necessary knowledge to use, maintain and maybe even build it I do not see it as unfeasible as to how civilization starts to grow back 150 years after the war and due to isolation do turn out to be so drastically different in various ways.
 

hiver

Guest
good, i like my shitslurping to go on without interruptions
Of course you do. Have i ever said anything to the contrary?

Read most of his books. Quick example:

http://en.wikipedia.org/wiki/The_Days_of_Perky_Pat

Such a community would be a perfect fit for WL2. In fact, you'd think it was written for it. Quite a few of his many post-apoc stories explore weird "what if" scenarios instead of more realistic ones.

Such a community would be a good fit for w2 or any post-apoclaytic game, if it was done with any kind of intent to actually have some quality content in it.
But w2 doesnt have anything even resembling such a scenario and such deeper meaning to any of its locations or quests and stories which are all cheap soap opera schlock garbage.
Therefore you made an example that is completely non applicable and an insult to Philip K Dick.

First, he did start it and I'm pretty sure that his success influenced many developers (like Obsidian, for example) to give it a try.
He did start the whole kickstart the cRPG thing, but w2 is the last example of what anyone should follow.

Second, the game IS non-linear,
Non linear in a way where you simply refuse to do one or two locations and dont play them at all?
Do any of the choices you make create anything different in the following content?


does have a LOT of reactivity (maybe it's not the kind you like but it's there) and choices.
If reactivity is fake and based on one trick pony schlock content, and if choices dont make much difference in anything then faceplam 3 (or any biowarian shit) is about as valuable as w2.

We can argue if the game is good overall, the same way we argue about Fallout 2 qualities but it's a different story.
Is it? matters of quality are different stories now?

Both games (FO2 and FO3) feature a very similar approach to the setting
If you said W2 then i would agree. Any insult i could think off as a reply to this would be very deserved and applicable but ... maybe its such a disgrace by itself that no further bashing is needed.

- additionally, that is apparently the answer you give when asked about previous statement where you claim that Fallout 2 took advice on design from Bethesda.

Time line... common sense... logic... reason....



- let's throw in all the cool shit we can think off.
Barely 5% of the game in FO2. If that. 95% of the setting in Facepalm 3.... or is it 100%?

- yakuza with samurai swords
few random encounters. A katana is a weapon as any other. US is full of them, btw, cheap or a bit better replicas as they are.

- gansters with tommy guns running casinos
no, just a few of lower thugs that dress up like that. Neither Mordinos nor Bishops were just gangsters with tommy guns. And the other two families were nowhere close. Nor was their purpose to be "gangsters with tommy guns".

mutated experimental biological weapons.

a very small sub-sub quest.

- talking rat
mutant.

- talking deathclaws
mutants.

- a villain who looks like a giant robot and wants to kill everyone for the lulz
No, he wants to purify the wasteland from all the mutants and so rebuild pre-war civiliaztion.
An insane villain who is a half robot half flesh mess who wants to kill everyone or make huge green HULK looking mutants out of them. Kills himself immediately when you tell him his muties cannot reproduce and present him with some "evidence" you picked up who knows where.

- scientologists with celebrities
- kung-fu town, complete with the Dragon vs Lo Pan showdown
small subquest. irrelevant. there is no kung-fu in the game except that generalistic name being used.

- shaman contacting you through dreams cutscenes
Tolerable in the overall context.


Anyway, as i keep repeating, nothing more then 5% of the whole content.
And if you can get so influenced by those small and mostly irrelevant additions that the 95% of the game stops being relevant to you then you are not worthy of actual discussion about objective merits of the game.


Plus all the inconsistencies and illogical shit like NCR.
not inconsistent but misrepresented.

Now, clearly, if you don't give a fuck about the setting,
Thats clear only to you. And is nothing more then a strawman argument.

if the setting is just some background decoration
Strawman.

and you're willing to accept anything,
Strawman.

you will like the game a lot.
No shit...? the ultimate result based on three strawman arguments.... fantastic logic.

If the setting is important to you and shit that doesn't belong rubs you the wrong way, you will like it a lot less.
You may like it a lot less but thats not an actual proof that the game is less of Fallout game.
 
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Infinitron

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Another thing I'd like to say is that the comparison between Fallout 2 and Fallout 3 strikes me as odd. Fallout 3 is not a "theme park" in the same way that Fallout 2 is. Fallout 2 has weird, theme parkey locations. They're weird from the ground up. In contrast, Fallout 3 for the most part has basically normal locations that happen to have weird shit in them.

Canterbury Commons is a normal settlement, except that it happens to be frequented by dueling wannabe superheroes. Arefu is a normal settlement, except that it happens to be haunted by wannabe vampires. Megaton is a normal settlement, except that there happens to be a bomb in the center of it.

(Tenpenny Tower is one of the few Fallout 3 locations that is truly bizarre in the Fallout 2 sense. Interestingly, it's also the site of one of the game's more memorable quests.)

You flatter Bethesda too much by implying that they have the balls and imagination to make something like Fallout 2.
 

t

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Another thing I'd like to say is that the comparison between Fallout 2 and Fallout 3 strikes me as odd. Fallout 3 is not a "theme park" in the same way that Fallout 2 is. Fallout 2 has weird, theme parkey locations. They're weird from the ground up. In contrast, Fallout 3 for the most part has basically normal locations that happen to have weird shit in them.

Canterbury Commons is a normal settlement, except that it happens to be frequented by dueling wannabe superheroes. Arefu is a normal settlement, except that it happens to be haunted by wannabe vampires. Megaton is a normal settlement, except that there happens to be a bomb in the center of it.

(Tenpenny Tower is one of the few Fallout 3 locations that is truly bizarre in the Fallout 2 sense. Interestingly, it's also the site of one of the game's more memorable quests.)

You flatter Bethesda too much by implying that they have the balls and imagination to make something like Fallout 2.
Child town, whatever-the-shit it was called with it's virtual reality? But fuck if I know, I have just some vague memories from Driackin's LP.

Edit: aaand ninja'd
 

Infinitron

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The weird thing about Little Lamplight and Big Town is how much work went into them. There are lots of interlocking quests in FO3 that center on Big Town - different kids that you can rescue from different places and escort there. Then they can participate in the quest where you defend Big Town from the super mutants.
 

Infinitron

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Rivet City is probably one of the least offensive locations in FO3. Long-term, as you play the game, it's the only settlement that holds up as an organic-feeling part of the setting (along with the Brotherhood of Steel Citadel, which can also be counted as a settlement).

I like how the Rivet City security guards help the Brotherhood with escorting the water shipments in Broken Steel.
 

Rake

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- yakuza with samurai swords
- gansters with tommy guns running casinos
- aliens
- ghost
- talking rat
- talking deathclaws
- a villain who looks like a giant robot and wants to kill everyone for the lulz
- scientologists with celebrities
- kung-fu town, complete with the Dragon vs Lo Pan showdown
- shaman contacting you through dreams cutscenes
http://www.rpgcodex.net/forums/index.php?threads/underwhelmed-by-fallout.96549/page-7#post-3699308
While my relationship with the setting is different from yours since i played F2 before i played F1, i thing it is wrong to say that Fallout 1 takes itself more seriously than Fallout 2. Personaly i didn't found F1 all that different in tone than 2, at least not to the extent to make F2 a totaly different experience and a betrayal to the setting.
And keep in mind that i'm a total storyfag who adores Fallout for it's atmosphere,writing,setting and way less for it's reactivity, skill use etc. And the wacky tone was part of the Fallout setting from the start.

Now, i agree that Fallout 1 had a more concise world, the wacky elements were somewhat more subdued, less in your face (but they were there, that they were less of them is a result of the game having much less content in general, it has less good content as well), and had a more tight theme, plus better atmosphere (not that Fallout 2 locations hadn't, but they were all over the place as far as tone and quality are concerned)

One the other hand Fallout 1's locations were barerbone contentwise, the quest design and reactivity left much to be desired compaired to the second game, plus the writing in F2 was better than F1.

I can fully understand why someone can prefer the first game, but the opinion that the first game is infinently superior to the second as far as quality content is conserned or that the only reason for someone to prefer the second game are the gameplay changes is wrong.
 
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Fallout 1 is a curious little game.

It was very interesting to discover that being taken prisoner in Necropolis and escorted to Lou wasn't the end of the game the walkthroughs made it sound to be, but a legitimate path you can explore. I was captured as a level 5 melee character with 53 HPs, and I found at least 3 (marginally) different ways to leave that place without relying on (hopeless) combat or reloads, some of them quite tricky as they relied on guards changing shifts. You don't find that level of reactivity even in most of today's games.



Excellent post, but this was the one thing that completely sold me on the game on my first playthrough. Awesome design.
 

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Shadorwun: Hong Kong Divinity: Original Sin 2
Another thing I'd like to say is that the comparison between Fallout 2 and Fallout 3 strikes me as odd. Fallout 3 is not a "theme park" in the same way that Fallout 2 is. Fallout 2 has weird, theme parkey locations. They're weird from the ground up. In contrast, Fallout 3 for the most part has basically normal locations that happen to have weird shit in them.
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You flatter Bethesda too much by implying that they have the balls and imagination to make something like Fallout 2.

Agreed.

There's also that in Fallout 2 the percieved "themeparkiness" actually builds into something in the grand scheme of things, something that gives an incentive to visit them again and try out some different things in subsequent playthroughs. In Fallout 3 the locations outside the mainquest (most of the game that is) - and within it too - most usually exist in their own respective vacuum bubbles where once you're done with them once, you're most likely done with them for good. The world structure being similiar to those civil war re-eanctments, or medieval fairs where the employees dress up and act their parts for the visitors and make sure they are never out of beverages.
 

hiver

Guest
The strongest and most potent point of the "reactivity" of the Fallout games was not that it was "perfect".
It was that they both clearly showed the way where the cRPG design should go. They both were huge THIS WAY TO INCLINE!!! sign posts.

Both with what was best about them and about smaller mistakes they did.



There's also that in Fallout 2 the percieved "themeparkiness" actually builds into something in the grand scheme of things, something that gives an incentive to visit them again and try out some different things in subsequent playthroughs. In Fallout 3 the locations outside the mainquest (most of the game that is) - and within it too - most usually exist in their own respective vacuum bubbles where once you're done with them once, you're most likely done with them for good. The world structure being similiar to those civil war re-eanctments, or medieval fairs where the employees dress up and act their parts for the visitors and make sure they are never out of beverages.

And thats exactly what W2 is doing.
 

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