So you want safe spaces now or not? I'm always getting confused here on codex. Especially when it comes to politics and all that alt right fags who watch youtube dramaqueens bitch about sarkeesian/the liberal oppressives and hold dramatic speeches of the importance of free speech are losing their shit like babies with diarrhea as soon as they are opposed to an opinion that doesnt fit theirs.
Same here. Yes the Fallout3 fanboy stands out of the masses and his opinion is objectively wrong. But are you really afraid that his appearance here will change the codex consensus on the game? Are you so triggered by a sheep led astray? I see opportunity here to change his mind.
Doktor Best, you actually look like an adult. The interesting part is dungeons/vaults being superior. Don't get this at all. As I see it, there were practically no interesting dungeons and design was uninspiring (unless you go into DLC). The only interesting sort of dungeon I'd say where Western Vegas Ruins as they were inhabited by interesting enemies and it's the only place in the game that uses Z axis for gameplay reasons. Many dungeons are 1 room cave or something Meanwhile Fallout 3 dungeons are big and varied, environmental storytelling is much more evident there compared to New Vegas where the place is either explicitly part of the quest or just a cave. The most disappointing thing about FNV was they came up with a single good vault idea (democracy one) while even FO3 had couple of good ones (Visions, Gary, Artists).
Well, i digress. One of the very first dungeons in NV (the rocket base) is better than every dungeon i ever experienced in Fallout 3. Why? Because it told an intriguing story, with a well written story arch, giving the player the ability to have impact on its outcome. That dungeon alone is better constructed than the whole Fallout 3 mainplot. Now lets go on to all the vaults you find dull for some reason. They also told their little stories in a way far more advanced than Fallout 3. Remember Vault 11 for example? The videoclip in the end? When did you experience something like this in Fallout 3? As for the vertical leveldesign, there is a reason for that, its because the gamebryo engine and its AI is absolutely shit when it comes to those kinda situations. Did you watch the video posted earlier, the part when he clears the enclave base and all those soldiers just stand there to be put down without resistance because the AI couldnt handle the player being below them? Thats why there is less "verticality". I would say that on a visual level i'd agree when it comes to the open world, i missed a bit the verticality of the skyscrapers in ruins that gave Fallout 3 that additional layer of perspective. But its not like Bethesda did anything meaningful with it. There are like 2 or 3 high buildings in Fallout 3 you can climb. The rest is just background.
As for non-linear fashion - it's not a good thing on its own. Fallout 4 did that, would you call it a great game? And all those structured quests routinely highlighted negative effects of this complexity: numerour quests do not work properly and can't anticipate what player character would do. But yeah, in general FNV quests are better. Balance is completely broken unless you mean enemies are not as beefy as they become in the end of FO3, in other regards it's less balanced and more abusable. Karma system is broken in FNV too.
What? Fallout 4 was nowhere near the complexity of New Vegas, how can you possibly make an argument this false? And Fallout 4 is bugged as shit because Bethesda is lazy (because success was imminent anyways). You can play New Vegas in various ways without encountering many severe bugs. And no, its a good thing on its own. Its the most important good thing an rpg has to offer, its the meat of the fucking genre. Its literally the steak you get when you order a steak. Balance is better, even fanboys agree to that. Beefy enemies? The video already established that the difficulty curve in Fallout 3 is utter shit and explained very well why that is so.
See, FNV is a better game, but now you're praising the things that were actually broken in FNV and not in FO3. Same goes for reactivity: if you perceive it as something else than getting a line of dialog confirming that game noticed your action, FO3 had just as much reactivity, if not more, only it wasn't put in a context of realistic setting. FO3 allowed you to lose biggest quest hub with numerous merchants and unique loot and you don't call it reactivity? FNV does similar thing with tutorial town but the landscape itself does not change and you aren't supposed to visit this town anymore anyway. FO3 has actual living world so you can see factions interact - and yeah, even Tunnel Snakes are infinitely dumb but they are better faction than any Morrowind infokiosk questgivers are, cause they're actually involved in the world and may end up in any different situations.
EDIT: The point it you exagerrate the difference. Gameplay in FNV is no better. Story is. So FNV is as good as Fallout 3 + good book, if you're able to ignore cheesy stuff. But if you've played FO2 then you probably can ignore cheesy stuff, because FO2 was worse about it.
Ah come on. What impact did blowing up shitty nuketown have to the game? I mean actual meaningful impact? It was a shitty quest hub and as already stated the only quest worth playing can be played either way. Its windowdressing choice and consequence, because nuke town is the tutorial town of the game (and sadly also the biggest one), but you will never go back there for story progression, neither does it play any role whatsoever in the plot. So how the fuck is its fate important in any way?
In New Vegas you have way more reactivity than "a line of dialogue", thats just a silly argument that tells me you didnt play New Vegas at all or you played it mindlessly like playing a Bethesda game. Faction system alone or bennys fate has a hundred times more impact on the story than fucking nuketown.
Fallout 2 also had cheesy stuff, yes, but the writing itself was much much more consistent and thematized much deeper sociological, philosophical and political themes than the vomit of a 13 years old who was drunk for the first time that is called Fallout 3 writing.
Fallout 2 was critizised for the cheesy pop culture references, but they were only an addition that some people found distracting. Fallout 3 writing is 100% consisting of those references or of references to the game series that were done in a way that made clear the fucking writers didnt fucking understand a fucking single thing about Fallout. Fucking GECK was an actual functioning machine in Fallout 3! That is so absolutely stunningly fucking stupid that it doesnt need any further explanation why the writing of Fallout 3 is an abomination from hell that must be ignored or ridicouled at all costs.