laclongquan
Arcane
Let the next two decades take care of themselves. We only care about this decade.
I know I'm late to this party, but unstretched 960x600 (for 16:10) or 960x540 (16:9 plebs) is gorgeous in these old 640x480 games. Never more than 1440x900, which I only use in IE games.
It doesn't really. It's a fine idea and games should do it more but dynamite in a cave, just as using radio to lure out mutants, are just a few single scripted events. The dynamite is basically pixel hunting, and radio doesn't serve any purpose for the whole game, using it later is like an easter egg, almost close to a joke from Icewind Dale 2 about the dead cat and hoarding quest items.The only thing I'll add is that Fallout is full of non-highlighted ways of interacting with the world. For a weak player like me, a lot of that gets missed, and I think that's going to be especially true for anyone going back and playing the game now for the first time. Rather than doing things like having a popup that says, "I see some boulders here. Maybe there's a way to cause them to collapse? 1. Use strength. 2. Use dynamite." etc., the game expects you to think of this as a viable solution, figure out mechanically how to do it, and then execute.
PST and Fallout combat are very similar in what they accomplish. Both have fantastic animations, flow easily and don't bother player that much, both have some filler and neither requires as much effort as real challenging combat like in JA for example.Planescape had better writing but it was linear and had craptastic combat.
Setting is an integrate part of any game that actually tries to paint you a picture instead of saying "there be monsters, go slay them to claim your XP and loot!". I'd say that in RPGs the setting is more important than the story (or to be more precise, the setting IS the story). It's the foundation that makes everything work and makes you suspend your disbelief.Your problem is that you value form over function. Fuck the setting and atmosphere, I want more intricate quests and locations, and Fallout 2 delivers. It is not just MORE CONTENT. The content is in fact - in terms of structural complexity, not in terms of setting/theme which is subjective - BETTER.
Setting is an integrate part of any game that actually tries to paint you a picture instead of saying "there be monsters, go slay them to claim your XP and loot!". I'd say that in RPGs the setting is more important than the story (or to be more precise, the setting IS the story). It's the foundation that makes everything work and makes you suspend your disbelief.
I could do it in Fallout but not in Fallout 2. The gangsters straight out of 1930s were laughable, the kung-fu city and the yakuza were absolutely fucking retarded, the NCR was illogical and did not fit the setting. As for MORE CONTENT, here is a quote from old post:
Take Den - a two-map town with a lot of stuff to do:
1. Collect money from Fred.
2. Get book from Derek.
3. Lara wants to know what is guarded in the church.
4. Get permission from Metzger for gang war.
5. Find weakness in Tyler's gang guarding the church.
6. Help Lara attack Tyler's gang.
7. Deliver a meal to Smitty for Mom.
8. Free Vic from his debt.
9. Sabotage Becky's still.
10. Get car part for Smitty.
11. Return Anna's locket.
12. Talk to Stacy and ask her to tell you the story about her cat.
I hope we agree that "quests" #1, 2, 4 (the name implies more than the quest delivers; it's a straight "go to NPC A, tell him something, report back" type stuff), 7, 9, 11, and especially 12 are kinda shit. Quests 3, 5, and 6 are basically one quest. So, overall, we have "helping Lara to put Tyler out of business, permanently" (sadly, without the option to side with Tyler) and "freeing Vic in different ways". Without the fluff, without running between NPCs on different maps, you could do Den in about 5-7 min. Exploring, looking for stuff (no matter how silly) to do, running back and forth is 3/4 of Den's "menu for tonight's entertainment".
Right.suspend your disbelief
It looks fine.Do you really think that this is how the game was meant to be played?
When you play with that large of a resolution you're really not experiencing it in it's intended viewport. Fallout 1 specifically hid a lot of tiling behind the fact you could only see so much at once.I've set both the Fallouts and JA2 to 1280x720 resolution, fiddled around with different settings and this is the one that felt the most "right" in terms of not making the world look too boxy, keeping text readable, getting the resolution to 16:9 and making the graphics look sharp.
I have a 24 inch though, if I had a 22, I'm guessing that 960x540 would be a better choice.
In 20 years we will live in Fallout world, mark my words.(...) in 20 years there's a big fat chance forums will have threads like "underwhelmed by Skyrim" and people will barely remember what FO was
Dialogue with the prostitute in The Crash House: "How much to you charge?"
Talked to Vinnie, the leader of the Skulz. Just asked him generic information about his gang. Now when I talk to him, he says: "You got it?" Got WHAT exactly? He never asked me to get anything.
Why can't anybody understand that low res games look like shit on 1080p monitors if played fullscreen.
I dunno, for me Fallout always was kinda meta, there was no investment in the game's story. Sure, I liked some NPCs and factions in FO1 more than others and sided with them, but to really get me invested you have to try harder and tell a non black and white story where it's not that obvious who the baddies are. Fallout storytelling was at the same time great for being very flexible so you could discover the story while exploring the world (not like most games that rely on exposition heavy monologues from NPCs or cutscenes to tell the story) and weak because again you have to save the world from the big bad.Suspending your disbelief is really about letting down your defenses -- the arsenal that is ready to blast apart every weakness in the creation before you -- so that you can enjoy what you enjoy.
But when a game makes that opening bid, and then midway through says, "LOL, this setting is such a fucking joke, isn't it funny to have a deathclaw who talks! Oh, and here's Dan Quayle making a fart joke! Oh man, hi-ya, kung fu action! ROFL!" it's not laughing at the setting, it's laughing at the player who invested himself in the setting.
Problem with the FO2 haters is that you tell them you want more quest density and they interpret that in the worst possible way. "You want boring filler content! You want gangsters with fedoras and scientologists! YOU DECLINER!!"
Setting is an integrate part of any game that actually tries to paint you a picture instead of saying "there be monsters, go slay them to claim your XP and loot!". I'd say that in RPGs the setting is more important than the story (or to be more precise, the setting IS the story). It's the foundation that makes everything work and makes you suspend your disbelief.
I could do it in Fallout but not in Fallout 2. The gangsters straight out of 1930s were laughable, the kung-fu city and the yakuza were absolutely fucking retarded, the NCR was illogical and did not fit the setting. As for MORE CONTENT, here is a quote from old post:
Take Den - a two-map town with a lot of stuff to do:
1. Collect money from Fred.
2. Get book from Derek.
3. Lara wants to know what is guarded in the church.
4. Get permission from Metzger for gang war.
5. Find weakness in Tyler's gang guarding the church.
6. Help Lara attack Tyler's gang.
7. Deliver a meal to Smitty for Mom.
8. Free Vic from his debt.
9. Sabotage Becky's still.
10. Get car part for Smitty.
11. Return Anna's locket.
12. Talk to Stacy and ask her to tell you the story about her cat.
I hope we agree that "quests" #1, 2, 4 (the name implies more than the quest delivers; it's a straight "go to NPC A, tell him something, report back" type stuff), 7, 9, 11, and especially 12 are kinda shit. Quests 3, 5, and 6 are basically one quest. So, overall, we have "helping Lara to put Tyler out of business, permanently" (sadly, without the option to side with Tyler) and "freeing Vic in different ways". Without the fluff, without running between NPCs on different maps, you could do Den in about 5-7 min. Exploring, looking for stuff (no matter how silly) to do, running back and forth is 3/4 of Den's "menu for tonight's entertainment".