Not to mention that the Nightkin weren't addicted to being invisible. They were addicted to the effects of the Stealthboy. The fact that thing bends light around it means it has to have some sort of fairly power field it generates. If you're constantly exposed to that strong of a field for that long of a time, I'd say you wouldn't feel normal outside of that field. This is probably one of the tamest things in that list to the point where I'm not even sure why it's in there with a list of "craziest things in Fallout". Well, unless you just think they actually are addicted to being invisible and not affected by how the Stealthboy works.Most if not all of those are from Bethesda Fallouts. And people who were criticizing silly things in Fallout 2 hated Bethesda Fallout.
Yeah, but most of us finished Fallout 2 when we were older than eight years old.I didn't mind talking deathclaws. In fact, when I played it for the first time and encountered them, I thought that was completely unexpected and pretty awesome thing. Plus Goris was fun character.
I did too, I was 13. But I still don't mind it. Fallout had ghouls and The Master, so my threshold for seeing bizzare things in Fallout wasn't particularly narrow.Yeah, but most of us finished Fallout 2 when we were older than eight years old.
i recall it was about them having phobia of people looking at them?Not to mention that the Nightkin weren't addicted to being invisible. They were addicted to the effects of the Stealthboy.
Repeated use of Stealthboys caused them developing schizophrenia. I don't think they are addicted to Stealthboys per se, they are just delusional and paranoid, in a state of constant stress because they have a bad case of schizo and no medical help. So it would make sense that escaping into a safespace where no one can see them, feels good for them.i recall it was about them having phobia of people looking at them?Not to mention that the Nightkin weren't addicted to being invisible. They were addicted to the effects of the Stealthboy.
Repeated use of Stealthboys caused them developing schizophrenia. I don't think they are addicted to Stealthboys per se, they are just delusional and paranoid, in a state of constant stress because they have a bad case of schizo and no medical help. So it would make sense that escaping into a safespace where no one can see them, feels good for them.i recall it was about them having phobia of people looking at them?Not to mention that the Nightkin weren't addicted to being invisible. They were addicted to the effects of the Stealthboy.
FEV became to Fallout what the force is to Star Wars.FEV should have been a one-and-done thing for just the first game? Instead, it seems to have evolved itself in to the "explain your bad idea" virus.
It is actually worse, because, different from Star Wars, in every new (Bethesda) entry in the franchise it needs to be explained how the hell this super secret thing produced by the U.S. Government in a specific place has managed to fall in the hands of unrelated pre-war organizations around the country.FEV became to Fallout what the force is to Star Wars.FEV should have been a one-and-done thing for just the first game? Instead, it seems to have evolved itself in to the "explain your bad idea" virus.
Bethesda's treatment of the Fallout franchise is much like how GW treats Warhammer. They don't care about the internal consistency of the setting, they only care about pushing the next big shiny for their fanbase to consoom.It is actually worse, because, different from Star Wars, in every new (Bethesda) entry in the franchise it needs to be explained how the hell this super secret thing produced by the U.S. Government in a specific place has managed to fall in the hands of unrelated pre-war organizations around the country.FEV became to Fallout what the force is to Star Wars.FEV should have been a one-and-done thing for just the first game? Instead, it seems to have evolved itself in to the "explain your bad idea" virus.
This is the power of having a lot more content that isn't barebones and a lot of quality of life features.With the hindsight of years, I'm not sure Fallout 2 was great at all. Remove all the shoulders it stands on (i.e fallout 1's asset, setting, and engine) and it's a pretty shoddy game. Everything it "innovated" on seems to have been a mistake.
It's like if IWD2 ended up more revered than IWD.
Things that will bug you severely if you've played Fallout 2
- There's no "take all" button (argh).
- You can't move more than $999 at a time.
- You can't use Page Up and Page Down in your inventory (aaargh).
- New items go to the bottom of your inventory instead of the top (don't they have playtesters to catch this sort of thing?).
- You can't barter freely with party members.
- You can't tell party members to move out of the way (or anyone else).
- Party members can't change armour.
- Party members can't gain levels.
- There's nothing in the way of combat settings for party members.
- Party members move about a lot while you're trying to use healing skills or Steal on them.
- Did I mention some stuff about party members?
- Your destination on the world map is reset every time you have an encounter.
- The layout of Vault 15 is simply wrong!
- "Rest until morning" only goes to 6.00 even though a lot of people in the game consider 7.00 or 8.00 to be the start of business hours, which is usually what you're waiting for.
- You "take damage" when earning a level (because your current HP level doesn't go up).
- You need a perk to get green outlines around your NPCs in combat (oh yeah, that's worth a perk. How about you need a second level of the perk to get yellow outlines for critters outside your line of sight?).
- Money isn't displayed in dialogue.
- Carry Weight isn't displayed in inventory.
- There's no car, which means there's no trunk (but actually I don't have a problem with that).
- Using explosives from an active item slot doesn't drop the explosive (so why can you do it at all?).
- If you try to use something during combat, like opening a door or searching a corpse, your character will walk slowly up to it even if you have "always run" on.
- There are very few reputations, no special perks, very few ways of improving your character except for perks.
- You can't choose whether to avoid random encounters or not.
- There are time limits (although the most damaging one was removed by the patch).
- There is significantly less humour and what-the-heck playfulness (not all think this is a downside).
- As previously expounded, random skill checks and static skill starting values tend to reduce the difference between character types.
- The game is rather brief if you know where to go and what to do.
- Excessive looting is pointless since there's little to invest in (excessive looting should always be rewarded).
- You'll finish the game well before reaching the highest character levels unless you devote time exclusively to xp hunting.
He's a magician, that's the gag. Like pulling rabbits out of a hat.Mariposa was pretty silly too, with that Super Mutant just somehow spawning critters out of goo even though there would be no reason that FEV could somehow recreate an entire bloody deathclaw or mole rat on command.
6; 5 (+3 for boobies); -2; "holy hell like lol wtf is this thing"
That’s bullshit. The atmosphere was pretty much identical because most of the atmosphere comes from the aesthetics and sound design. The only major difference is the wasteland isn’t new to the player anymore. The dialogue in Fallout 1 is mediocre aside from the normal functional dry stuff. I’m replaying it again and at least half of it is just repeating the same information the player got 2 minutes earlier. It’s dry and functional but it’s not really “good” and certainly not any better than F2. F2 has some cringe but that doesn’t justify such blanket general statements.Mechanically and content wise Fallout 2 is superior. However, in terms of writing and atmosphere it does feel a little lacking.