Vault Dweller said:
Compared to what, my good sir? Gothic? The Witcher?
I'll get back to this. Suffice to say, I don't limit myself to "sandbox" games when critiquing. But again, I'll get that later because it's a doozy.
How exactly does being able to do things in different ways and get different outcomes add "very little"? Care to explain?
But you don't get to do things in different ways, nor get different outcomes in many cases with Fallout 3. Take the Raven Rock example, same outcome and gameplay no matter which skills you use. A science guy feels the same as a speech guy who feels the same as anyone else.
- Side quests range from standard RPG stuff to very good.
Yes, but more stuff falls on the bad side.
- The character system isn't bad and hardly broken. A lot of useful skills.
Jack of all trades syndrome takes over too heavily. It's too easy to be good at everything you need to be. SPECIAL is gutted and matters very little. Most perks are useless and the ones that aren't are kind of broken.
- The writing ranges from really bad to really good.
I'd say it ranges more from absolute shit to decent. Where is this, "really good"? Yeah, sure, there were some decent journal entries in the Vaults or strewn about. The problem is, these aren't that hard to write and the writing besides those usually never goes above passable.
- The atmosphere is inconsistent but pretty damn good overall (kinda like New Reno being inconsistent as fuck but excellent from the role-playing point of view)
What? Seriously the words "good" and "atmosphere" together in the context of Fallout 3 shouldn't happen. It's crap and beyond inconsistent.
-This is a wasteland where resources are scarce and any sort of technology from the old world is a treasure to be cherished. Now excuse me while I get a drink from the vending machine, then check a mailbox for some grenades and drugs, and go kill one of the many wandering pre-war robots in this wasteland.
-The wasteland is harsh and there are few survivors. Towns are small settlements of maybe a few families because places aren't safe and there are few resources. But excuse me while I go kill about 400 mutants and 200 raiders. Gee I wonder how these guys survive....it's like they were just there for me to kill them.
-Remember, it's a harsh unforgiving wasteland. Now I'll go help that guy with his election, that guy with his museum, that girl collect soda, those people fight for replicant rights, this girl seduce a priest, and some wacko work on a book. It's like they don't have anything better to do....like you know, fight for survival or be productive?
Point is, the post-apocalyptic atmosphere is almost, but not quite, as shot up as it was by Fallout 2. Half the game tries to be serious and the other half is "lol funneh!". That doesn't quite build a good atmosphere.
- The characters are shallow but acceptable for a sandbox game
And there you go again with that. I'm getting to it.
- Exploration is pretty good. Dungeon crawling is to be expected. Daggerfall?
Yes dungeons are expected. But that doesn't mean they all have to be shit. Bethesda's dungeons are terrible, yet they seem to be under the impression they are wonderful and thus shower the player in them...even when they don't want them (i.e. Raven Rock).
- Combat is mediocre but playable
For simplicities sake, I won't argue that the combat is below mediocre. But I will say that a mediocre combat system that is overused quickly turns sour. And Fallout 3 most certainly overuses it. Plus, what kind of good game has the player engaged mostly in an activity that is only "mediocre"? Seems like games should have people doing what they do best the most, eh? Like Torment with dialogue, and Ninja Gaiden with combat.
It's awfully subjective, that's for sure.
Well I guess some people have to enjoy tons of boring combat in copy-pasted dungeons with the occasional decent quest or dialogue options.
Sounds like creative backpedaling, to be honest.
More like trying to wrap up discussion on something pretty trivial in the big picture when it comes to the review.
If you were collecting junk, you'd be able to build a few early (around time you reach the radio station) and repair them into a decent one.
Assuming of course, I had a schematic. Thing is, the only railway rifle schematic I found was the reward for "Stealing Independence", and I didn't do that quest until a bit later.
What would you say to a review criticizing Fallout 2 for having tons of useless guns and armor when it's easy to get power armor and gauss weapons in the beginning?
Yeah....with previous knowledge of the game.
Why use anything other than the Chinese Assault Rifle at all?
And that's kind of a problem with Fallout 3's combat. It should push you to have to use different things. Like in Fallout 1, fighting higher level opponents with only small guns skill can be rather iffy. It helps to have big guns or energy weapons against hardier opposition, like the Brotherhood, super mutants, robots, deathclaws, and the Master. Course Fallout 2 wrecked this with the P90 and gauss weaponry...but that doesn't excuse Fallout 3.
Except for the sandbox sub-genre being around and well defined for more than 15 years.
You sure? Seems like sandbox is just a buzzword that showed up around when GTA3 came out.
Okay, here comes the hard to argue part. Why I think comparing Fallout 3 to just "sandbox games" is silly. Let's look at your definition.
A sandbox. A huge area without a "real" goal or with a goal you can easily ignore. A game where you can play for days doing "nothing". The focus is on living (just being there and doing whatever you like) in the gameworld and exploring it.
Alrighty then. While it would be pretty easy to mislabel this as virtua-LARPing, that would be a real dickhead move. So let me get this straight....a sandbox game is...
-Not largely goal oriented
-Focus on renewable gameplay/emergent gameplay
-Being free to do what you want, when you want.
Alright. I might be able to buy it. For example, it explains why Mercenaries is a sandbox shooter, but Halo isn't. The fact that I can fight with whoever I want, whenever I want, for as long as I want, wherever I want, and with just about whatever I want is what makes Mercenaries so sandboxy. Add the fact that gameplay renews itself as enemies and locations respawn and you can call down whatever kind of support you want cements this, especially when compared to Halo's tightly scripted levels that once you're done shooting everything, are pretty much over. It makes sense here. The sandbox nature is mutually exclusive from a tightly scripted shooter like Halo, Half-Life, or Call of Duty. But they both are still valid design decisions, with their own strengths and weaknesses, and it makes sense to not critique one two heavily based on the properties of the other (of course both should be critiqued equally on certain shooter fundamentals...but I'm getting off topic).
RPGs however, are a different beast. Looking at your definition, don't most RPGs sort of fulfill that? I mean, most games don't really have a time limit, so you are free to do as you wish and put off the main goal. You can do the "*nothing*" very easily by doing some side-stuff, like exploring around, fighting stuff, talking to people, or even virtua-LARPing. Same thing with "living" in the world. I mean, the only thing that really seems to separate sandbox RPGs from normal ones in your definition is the focus on it. But what does that really mean? I can't help but feel that there's not much that is "unique" to the sandbox subgenre of RPGs. It just seems like they are watered down other RPGs; you certainly get more, but it's all of a lower quality.
I guess I just don't get what makes it so that any RPG can't just tack on sandbox elements. I mean, Arcanum did, and it was able to stand with the best of them. It had a big open, world with very little limitations. You could ignore the main quest as easily as you could in Fallout 3 or Oblivion. You could wander around questing and finding stuff as in Morrowind/Fallout/Oblivion. And it still was able to have good writing, great quests, an awesome character system, and one of the best settings I've seen. Kind of the same thing with Fallout 2, and Baldur's Gate. I mean, the only thing separating these two from Bethesda sandboxes is that you can't walk through a bunch of empty monster-infested space in real time.
And plus, diving in dungeons, killing stuff, and looting are not very fun renewable open-ended gameplay elements, but that's all games like Oblivion and Fallout 3 bring in terms of sandboxing. Compare to Mercenaries well designed emergent skirmishes, or GTA's massive world interactivity and choices and it pales in comparison.
Again, I don't critique a good dungeon-crawler (like Wizardry) for not having Torment level dialogue because that isn't what it aims to do and it provides me with fun, challenging combat and lots of it. I don't critique Torment for not having amazing combat because that wasn't its goal and I'm in dialogue that is amazing 90% of the play time instead of combat. What does a sandbox game bring, that makes all the flaws they seem to bring worth ignoring? I don't really see what it is, and thus I don't get why I should spare it from a lot of criticism. I'm not asking it to be great at everything, but I am asking it to do something well and make that the focus of the game...which it doesn't.
elander_ said:
Not only mechanically better, but in terms of writing and overall. You have a very optimistic idea of what an average game is considering all crpgs that have been made. Having c&c to the extent of Fallout 3 is more an exception than the norm and it's writing is not that bad in comparison to most mainstream crpgs. For the mainstream player Fallout 3 is a good game.
This was a Codex review, we aren't the mainstream.
And to be honest, I'm not a huge fan of the "It's better than the average quality...so it's good" argument. If you accept that, it makes for some goofy situations. Take for instance this idea. Most movies made in the world are terrible Bollywood/direct to video/Uwe Boll/Creature Double Feature/Sci Fi Channel/Ed Wood/porn/etc. stuff. Most people wouldn't have a problem accepting Hollywood movies are better than these, so that would put something like Norbit, the new Death Race, or Sex and the City in the top 50, maybe even top 40 percent as far as movies go. Does that mean they are good movies, worth my time and money? No way in hell.
Same thing with games. I prefer higher standards; life's too short to waste time with crap.
Of course, to be fair, Fallout 3 does have some top caliber quest design, it's just that it is too finite, buried in mediocre to bad quests, and absolutely drenched in the rest of the game....which is terrible combat-filled dungeons and awful writing.
Beans00 said:
The review writer is emo and should slit his wrists and bleed out. negative shit and half of it is wrong as the dweller pointed out.
I'll take this as evidence I was chillingly spot on.