Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

For those who played Fallout 2 before playing Fallout

A poll only for those who played Fallout 2 before playing Fallout. Which of the two do you like more

  • Fallout

    Votes: 2 66.7%
  • Fallout 2

    Votes: 1 33.3%
  • I played Fallout first, I prefer Fallout 2

    Votes: 0 0.0%
  • I <3 Fallout 3

    Votes: 0 0.0%

  • Total voters
    3

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
3,591
Location
Argentina
Vault Dweller said:
A magic suitcase that makes green cities out of nothing. It comes with seeds, fertilizer, and a generator. You put the seeds in the hard wasteland soil, add the fertilizer, turn on the generator, wait 80 years and voila! A brand new city with laser gates, green parks, big ass guns, and one citizen Lynette will jump out of the ground when you're not looking. 'Tis the magic of Christmas and a philosophical undertone hinting that no matter what happens people will rebuild and restore, because you can break our cities, but you can't break our will!
The game says you only have to add water :lol: . It doesn't really matter; it's supposed to make things nice again and expend itself in the process. Whether it enables grass to grow, birds to sing or bees to make honey is completely irrelevant.

Excessive bureaucracy. In a post-apocalyptic "we nuked everything just be to sure" world. Yeah, this makes sense.
Yeah, like in Vaults, you know? "Vaults" as in "isolated from the rest of the nuked world"? This is too easy.

Then you don't understand, but only pretend that you do.
I said they were theme parks. You said they weren't, and that they only had themes and represented token PA locations.

I kept saying they were theme parks for that very same reason and because they had no relation to each other. It's not like it's a discussion that can be carried over.

Are "something was supposed to happen" and "anything goes!" the same things in your book?
80 years, 100 years, 120 years...it doesn't matter. And VC, NCR, NR, Redding, Broken Hills, San Francisco, et al are far from "anything goes!".

And I won't bother explaining Dungeon Siege's social commentary that life is an endless struggle.
What? Decadence was a theme in FO2, Dungeon Siege's repetitive gameplay has nothing to do with its story.

Yeah. Save face by admitting design flaws. Happens all the time. Is it really that hard to accept what Avellone said without trying to weasel your way out, which is amusing and clear to everyone?
[...]
Politics. :roll:
Yes, Tim Cain genuinely likes what Bethesda did to Fallout 3, even though he said he didn't want Fallout 2 to happen and called PS:T a JRPG.

MCA never stated what he said as a fact, he merely considered it. The only thing wrong with New Reno were the fedora hats and tommy guns, but since the whole game makes allusions to movies and pulp-fiction this is passable. I mean the slot machines were still there, and so was the gymnasium. Is it so hard to swallow?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,035
1eyedking said:
Vault Dweller said:
A magic suitcase that makes green cities out of nothing. It comes with seeds, fertilizer, and a generator. You put the seeds in the hard wasteland soil, add the fertilizer, turn on the generator, wait 80 years and voila! A brand new city with laser gates, green parks, big ass guns, and one citizen Lynette will jump out of the ground when you're not looking. 'Tis the magic of Christmas and a philosophical undertone hinting that no matter what happens people will rebuild and restore, because you can break our cities, but you can't break our will!
The game says you only have to add water :lol: . It doesn't really matter; it's supposed to make things nice again and expend itself in the process. Whether it enables grass to grow, birds to sing or bees to make honey is completely irrelevant.
It's kinda relevant since the game claims that a magical town has jumped out of the suitcase.

When I started playing the game and heard about the GECK, I thought that it's something that would allow you to build a hydroponic farm or something similar. When I arrived to the Vault City, I thought what the fuck is this thing? Where did it come from? All that from a fucking garden kit?

Excessive bureaucracy. In a post-apocalyptic "we nuked everything just be to sure" world. Yeah, this makes sense.
Yeah, like in Vaults, you know? "Vaults" as in "isolated from the rest of the nuked world"? This is too easy.
Do you not understand what bureaucracy is and what the prerequisites are? Bureaucracy, especially excessive bureaucracy, will never appear in a post-apocalyptic world because the governments aren't too bloated and don't require an army of civil servants and don't have complex legal and organizational systems.

Then you don't understand, but only pretend that you do.
I said they were theme parks. You said they weren't, and that they only had themes and represented token PA locations.

I kept saying they were theme parks for that very same reason and because they had no relation to each other. It's not like it's a discussion that can be carried over.
A post-apocalyptic world doesn't have to have connections. In fact, isolated settlements make a lot of sense because the world is huge and empty. Themes also make sense because the first settlements would revolve around specific themes determined by the founders and locations. Containers make excellent building/living quarters materials. Farmers will stick with farming and small settlements. Military bases would turn into organizations similar to BoS (but with different goals). Criminals and bikers would become raiders, etc. Themes are good because they show different ways to adapt and survive, which is what Tim Cain wanted to show in Fallout - the ethics of a PA world.

A setting becomes a theme park when themes don't fit the setting. The Fallout setting is sci-fi retro-future and the events take place shortly after the war (and not say 500 years after the fall). 80 years after is still not long enough for the themes Fallout 2 offered. Not to mention all that yakuza, kung-fu, celebrities, scientologists, talking animals (I know you like them, but...), ghosts, mobsters, tribals horrible mix.

Are "something was supposed to happen" and "anything goes!" the same things in your book?
80 years, 100 years, 120 years...it doesn't matter.
I see. I'm arguing with a fanboy. Splendid.

And VC, NCR, NR, Redding, Broken Hills, San Francisco, et al are far from "anything goes!".
Yeah, because magical towns, villages turning into republics, and a city with two warring kung-fu fighting groups in the former US make a lot of sense.

And I won't bother explaining Dungeon Siege's social commentary that life is an endless struggle.
What? Decadence was a theme in FO2...
Because you said so?

Yeah. Save face by admitting design flaws. Happens all the time. Is it really that hard to accept what Avellone said without trying to weasel your way out, which is amusing and clear to everyone?
[...]
Politics. :roll:
Yes, Tim Cain genuinely likes what Bethesda did to Fallout 3, even though he said he didn't want Fallout 2 to happen and called PS:T a JRPG.
Because saying "yeah, my design was immature and didn't really fit well into the setting" is exactly the same as stating politely that some other game isn't bad. Do you not realize how ridiculous your arguments are at this point?

MCA never stated what he said as a fact, he merely considered it. The only thing wrong with New Reno were the fedora hats and tommy guns... Is it so hard to swallow?
Let's read it again:


Chris Avellone: Does New Reno fit in the setting? No, probably not. It's too sexually over the top, too much profanity, and the look and attitude of some of the characters is too modern-day to complement the feel of the Fallout world (the Mordino family, the fedora hats, the porn studio, the tommy guns, shivs). In that respect, I would consider it an immature design, and while I had fun with it, I don't think it was the best rendition of a section of the Fallout world.
 

punchz

Novice
Joined
Jul 18, 2009
Messages
21
While I guess, overall, I had more fun with Fallout 2 (Could very well be because I've played it first), Fallout 1 seems to take it's own universe more seriously while Fallout 2 sometimes comes off as a parody of itself - Thus FO1 delivers a "more pure RPG experience" and FO2 is a little heavier on the comic relief. IMO.


I suck at English.


Good day.
 

hiver

Guest
It was not a magical suitcase.
It was a suitcase full of nano-assemblers who needed water to activate.

Played Fallout 2 first and liked it more.
 

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
3,591
Location
Argentina
Vault Dweller said:
It's kinda relevant since the game claims that a magical town has jumped out of the suitcase.

When I started playing the game and heard about the GECK, I thought that it's something that would allow you to build a hydroponic farm or something similar. When I arrived to the Vault City, I thought what the fuck is this thing? Where did it come from? All that from a fucking garden kit?
It's not relevant. In fact, it's as relevant as asking the precise physiology of FEV mutations to bone structure, muscle development and brain atrophy.

Do you not understand what bureaucracy is and what the prerequisites are? Bureaucracy, especially excessive bureaucracy, will never appear in a post-apocalyptic world because the governments aren't too bloated and don't require an army of civil servants and don't have complex legal and organizational systems.
Vaults do. They predate the world after the apocalypse. They never had to rebuild anything, they carried legal systems from before times. As far as I know they held councils, arrested criminals, and had record sheets of everyone at the Vault. As I said, they're an isolated case. I'm just repeating myself here.

By your same logic the Brotherhood of Steel from FO1 wouldn't require the complex organizational systems it had because everything has gone to shit.

A post-apocalyptic world doesn't have to have connections. In fact, isolated settlements make a lot of sense because the world is huge and empty. Themes also make sense because the first settlements would revolve around specific themes determined by the founders and locations. Containers make excellent building/living quarters materials. Farmers will stick with farming and small settlements. Military bases would turn into organizations similar to BoS (but with different goals). Criminals and bikers would become raiders, etc. Themes are good because they show different ways to adapt and survive, which is what Tim Cain wanted to show in Fallout - the ethics of a PA world.

A setting becomes a theme park when themes don't fit the setting. The Fallout setting is sci-fi retro-future and the events take place shortly after the war (and not say 500 years after the fall). 80 years after is still not long enough for the themes Fallout 2 offered. Not to mention all that yakuza, kung-fu, celebrities, scientologists, talking animals (I know you like them, but...), ghosts, mobsters, tribals horrible mix.
Here we go again. Those you mentioned are nothing but obvious comical hyperboles and references to pop culture and play a minimal role in the game.

Yakuza only appear outside New Reno. They're a random encounter
Kung-fu is but one quest in a sea of cool branching missions.
Scientologists are forgettable.
I've already explained the talking animals part.
I see nothing wrong with mobsters. Except for the fedora hats and tommy guns, can't forget those.
Tribals are almost never mentioned again once you exit Arroyo.

The only thing I see severely out of place is the Ghost quest because that's fantasy territory.
I see. I'm arguing with a fanboy. Splendid.
When I read "80 years passed" I think in "a hefty amount of time passed and stuff happened". Go tell humanity 80 years ago that they would suffer yet another World War, invent computers, go to the moon, drop nuclear bombs, etc.; a lot of shit can go down in 80 years. And before you go into the foreseeable "Oh but that's different they didn't go through a nuclear apocalypse", let me tell you that part of the fun of a post-apocalyptic setting is that knowledge and technology still survive. Finally please remember the people from Shady Sands are actually descendants from Vault 15.

Yeah, because magical towns, villages turning into republics, and a city with two warring kung-fu fighting groups in the former US make a lot of sense.
Whatever, I've explained myself above, and in posts before. It's also kind of sad that the kung-fu battles and scientologists were the only thing that caught your attention in SF. They played a great part in the game, obviously.

Because you said so?
Jesus Christ the game cries it out loud. The Den, slaves, drugs, alcoholism, greed, genocide, bigotry, racism.

Because saying "yeah, my design was immature and didn't really fit well into the setting" is exactly the same as stating politely that some other game isn't bad. Do you not realize how ridiculous your arguments are at this point?
[...]
Let's read it again:

Chris Avellone: Does New Reno fit in the setting? No, probably not. It's too sexually over the top, too much profanity, and the look and attitude of some of the characters is too modern-day to complement the feel of the Fallout world (the Mordino family, the fedora hats, the porn studio, the tommy guns, shivs). In that respect,I would consider it an immature design, and while I had fun with it, I don't think it was the best rendition of a section of the Fallout world.

Let's play the "understand everything literally" game you enjoy playing so much, VD: probably...I would consider...not the best...a section.

Those words don't make him sound awfully sure of himself.

I'm growing tired of responding to these tireless, pictographic, big-font "lulz-enhanced" charades. Do your monkey victory dance if you will, but I wont respond with the same vehemence as before.
 

Deadeye Dragoon

Scholar
Joined
Jul 16, 2009
Messages
105
Mackerel said:
I always have to start at the beginning of the series, it just doesn't feel right otherwise. I'm actually more interested in that than this pointless and boring debate: Why, those people who played FO2 first, did you do so?

Because my computer didn't have a CD-drive for many years and both games were out before I had one with it. When I was finally about to get a new computer with one I checked out gaming mags, saw an ad for FO2 and it looked exactly like the kind of RPG I'd love. I knew FO1 had also come out but just went ahead and played the game that I was excited about first. Then played FO1.

Both are pretty damn equal in terms of awesomeness imo, with FO2 a tad better. All this fanboyistic hypocritical defense of obvious flaws in either game while ignoring those in one's Chosen Game are sadly amusing, considering both games are superior than 90% of the shit today.

I also enjoyed Fallout: Tactics for what it was btw. I don't worship game settings or carry a Fallout Bible with me, I just like good games that fit their genre.
 

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
3,591
Location
Argentina
Deadeye Dragoon said:
Both are pretty damn equal in terms of awesomeness imo, with FO2 a tad better. All this fanboyistic hypocritical defense of obvious flaws in either game while ignoring those in one's Chosen Game are sadly amusing, considering both games are superior than 90% of the shit today.
Except some never said the other game was flawed, and even then it's a completely understandable position.

Just because of the shit that's out nowadays doesn't mean we shouldn't defend what we believe to be better, or lower our standards for that matter.
 

Barrow_Bug

Cipher
Joined
Mar 11, 2008
Messages
1,832
Location
Australia
Did I already say that I preferred FO2 because it was a little more fun? Remember when games used to be fun guys? Y'know, before you guys wanted Mona Fucking Lisa with every title you torrented.
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
It's not wanting "Mona Fucking Lisa" for me... I just want to be able to maintain Willing Suspension of Disbelief. Fallout 1 does a much better job at allowing you to maintain that, IMO. And not being able to maintain WSoD can seriously impact how much fun the game is to play, I think. Just like it can spoil a movie (see Indiana Jones: Temple of Doom for a good example).

And the Master was just a way more interesting and less annoying villain than the dumbass caricature that is the Enclave. I don't see how that can really be argued, but obviously people seem to really want to.

Qwinn
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Maybe if you repeat it another four, five times it'll become true.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,956
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Sorry for skipping two pages without reading them ;)

Vault Dweller said:
I mean, I get your point, but I still don't think that players should be punished in a "BAM! you lose! ha!" way for their long-term mistakes.

Any sort of punishment, yeah, sure, but not "Sorry, you just wasted days playing. Start again.". In a roguelike, this is okay, but not in a RPG like Fallout.
Why? I assume you've played older games. Games where you could easily die if you don't bring enough food/water with you or because your boots fell apart during your travels, you didn't have spare boots, and caught a cold (true story).

Sure, I played those. And I liked those mechanics. But what you described there are short-term or mid-term mistakes that are punished. You can just reload and get those boots.
In Fallout, when you already played days or weeks (not literally, but, you know, like 3 hours a day) exploring and fighting, just because you had fun with that, then it is possible to reach a point where reloading doesn't fix it.
There are all kinds of games where long-term mistakes can result in a game over and its okay. Europa Universalis, Dwarf Fortress, Hearts Of Iron... you get the idea.
But not in my Fallout *rant*
 

bhlaab

Erudite
Joined
Nov 19, 2008
Messages
1,787
Well I didn't think it would come to this but I am officially bored with arguing about Fallout
 

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
3,591
Location
Argentina
Qwinn said:
It's not wanting "Mona Fucking Lisa" for me... I just want to be able to maintain Willing Suspension of Disbelief. Fallout 1 does a much better job at allowing you to maintain that, IMO. And not being able to maintain WSoD can seriously impact how much fun the game is to play, I think. Just like it can spoil a movie (see Indiana Jones: Temple of Doom for a good example).
Oh, so you hate a game that breaks your immersion? When it's part of a game's theme, this is completely acceptable: FO2's humor makes fun of said "Willing Suspension of Disbelief" by throwing everything cliché you would expect out of such a setting. Think comics, pulp fiction, B movies. Everything is exaggerated, but contrary to most opinions everything is handled with finesse. Why, you ask? Because the designers managed to explain everything within the game's terms, made a believable political agenda for each party, raised some important aforementioned issues, and provided the wasteland with a sound economical system. FO2 is about civilization happening again, and everything good and bad that comes with it.

And the Master was just a way more interesting and less annoying villain than the dumbass caricature that is the Enclave. I don't see how that can really be argued.
Elaborate.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Elaborate.

Just how many times does someone needs to elaborate it for you? It was explained dozens of times during this topic, but you refuse to accept any argument. What is the point then?
 

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
3,591
Location
Argentina
FeelTheRads said:
Just how many times does someone needs to elaborate it for you? It was explained dozens of times during this topic, but you refuse to accept any argument. What is the point then?
So far I've read: Master wants mutant race to dominate Earth because humanity is flawed. Enclave is dumb because it's dumb.
 

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
3,591
Location
Argentina
FeelTheRads said:
Well, then you must have a reading impairment. Har har.
Actually do a search and you'll find nothing but what I've just said. Bring on the quotes, my man.
 

Gnidrologist

CONDUCTOR
Joined
Aug 30, 2005
Messages
20,857
Location
is cold
It's very easy, 1eyedking.

Master wants everyboy to be a mutant because that's better for humanity thus those who disagree must be eliminated.
Enclave wants everyboy to be a non-mutant because that's better for humanity thus those who disagree must be eliminated.

How did an obvious superiority in deepness of Master's character flew over your head, man? I rest my case.
 

Barrow_Bug

Cipher
Joined
Mar 11, 2008
Messages
1,832
Location
Australia
I think anyone who creates threads about FO1 or FO2 should be auto-banned because of the BANAL, SHIT and BORING walls of text that are generated every time. The funniest thing? NO ONE CARES.

True story, Bro.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom