Edward_R_Murrow
Arcane
Vault Dweller said:That was often the case in Bloodlines. You were given a bunch of different options in one dialogue and it didn't really matter which skill you used. Don't recall this particular aspect being criticized and studied under a microscope.
Did we play the same Bloodlines? That almost never happened, mostly because both intimidate and seduction were niche skills compared to the might of domination and persuasion. Sure, it happened in some instances, let getting the explosives back fromthe gangbangers, but more often than not, that didn't happen. Even the first real dialogue had the option of taking the guy's money,having him give you his watch, or luring him to the alley for a snack. And there were many instances were persuasion could do things domination couldn't, and vice versa.
Bad? Or standard RPG fare?
Both? I mean, yeah, standard "go here, kill stuff, fetch this" quests are by most means the norm in most role-playing games. Shouldn't stop us from criticizing them though. Developers have the ability to at the very least add a bit more depth. I don't remember many people using this to defend Baldur's Gate 1 and it's awful fetch quests, and if someone did, the response was other games have done better already and raised the bar.
I've never been a fan of double standards either.
Most single character games, including Fallout, have this syndrome. In Fallout 2 I had all 3 gun skills above 125, Science 125 for the robo brain, Doctor 75 for the implants, plus decent Lockpicks, Steal, and Repair. I was lvl 22-24 (i.e. not 30+)
First off, I'm going to assume that the playthrough in which you had those skills was not your first, and you probably planned it out to have a bit of a "power-gamey" experience. Compared to Fallout 3, where just about anyone receives enough skill points to max a few skills early on, and someone who isn't even powergaming can max most of the useful skills by the end.
And second, that's pretty much as broken as Fallout 2 gets. Fallout 3 already has people who have figured out how to max all the stats and skills without hacks. That's beyond broken.
Plus, why is a mistake or flaw in an older game not still subject to criticism?
Unlike Gifted?
Trait? And in Fallout 2 it made for a very bumpy beginning with the extra hit all your skills took. It still was pretty overpowered though, I won't argue that.
Perks aren't useless because they increase very useful skills. They aren't interesting, but that's a different matter.
No....many of them are "useless" because the benefit they provide is worth so much less than other perks. Take for instance any of the radiation related perks. Rads are such a non-issue, because radiation poisoning deals so little "damage" and rad away is abundant, that you'd be silly to waste a perk. Add in the joke perks like Mysterious Stranger and it makes things worse.
Ultimately though, the perks can really be taken by just about anybody. Instead of being additional ways to differentiate and build your character like in the originals, now they're just a buffet anyone can grab anything from. They needed a lot more restrictions on a lot of perks, a la the originals.
http://rpgcodex.net/phpBB/viewtopic.php?p=627374#627374
Still not seeing it. And even if that was absolutely stupendous, it's still outweighed by all the idiocy, namely Moira, Burke, "Steel be with you", "I can't believe they're not druids from Tamriel!", vampires, supervillians, and more heaps of Bethesda "Wouldn't it be freaking cool if..." stuff.
I think you're confusing "believable world" with "atmospheric locations".
The two sort of go hand in hand. If the game or world is "breaking it's own rules" as much as Fallout 3 combined with an inconsistent tone and general thoughtlessness from the designers, it's kind of hard to establish any kind of atmosphere.
As for locations, I know you won't like this answer, but honestly,the individual locations really aren't very atmospheric for the most part. Some of them are, like Fort Constantine, the Museum of Technology, and Andale. The rest of them are usually hack-festivals with a little backstory. Take the Dunwich Building. That seems to be a big hit among those who liked Fallout 3. I wasn't feeling the atmosphere. Heck, I thought it was way too forced with the Lovecraft reference and it amounted to another dark place filled with Feral Ghouls which got old after 5+ places like that I had visited beforehand.
I mean, part of this problem is that the lack of overall atmosphere bleeds into the locations. Take for instance Baldur's Gate versus Icewind Dale. Icewind Dale's orc caves and the Vale of Shadows are much less developed than Baldur's Gate's dungeons, like the Nashkel mines, but are infinitely more atmospheric because the game overall has a clear tone, takes itself seriously, and isn't breaking verisimilitude for the sake of fun, awesome, or cool. It's hard to be afraid of "the barking demons coming out of the walls" when you have a companion talking about kicking butt with his hamster and other assorted goofiness.
Some people liked Wiz 8.
Them's fightin' words.
You can buy one in the Underworld.
-Assuming of course I went to the Underworld early on.
-Assuming I checked the shops and wasn't distracted by one of the two (perhaps three) quests that were there.
-Assuming I thought 500-1000 caps on a schematic was worth it when I already had the knowledge that money of that quantity could let me buy enough beat up combat shotguns, chinese assault rifles, magnums, and combat armors at Flak and Shrapnel's in Rivet City to repair my arsenal up nicely.
-And assuming I hadn't gone through the back-rooms of the Museum of History before entering Underworld proper and found Lincoln's Repeater, which almost certainly obsoletes the Railway Rifle (and most other weapons for that matter), and had been content with my arsenal's strength.
You could have also looked it up in the wiki.
So I'm at fault for not powergaming to the max and constantly checking the internet to maximize my potential...when I've emphatically stated I was breezing through the game already? Kinda silly, no?
And this would totally defeat your argument for the Railway Rifle as well. With full knowledge, going and getting weapons like Old Painless, Lincoln's Repeater, The Kneecapper, The Terrible Shotgun, A-23's Plasma Rifle, Firelance, Alien Blaster and Blackhawk could happen as soon as you got the Railway Rife, if not sooner. With full knowledge, then a powergamer will seek out the absolute best weapons as early as possible, weapons that destroy the railway rifle.
I don't think you really wanted to open this can of worms.
As it stands, you said that something is shit because you missed an opportunity to acquire it much earlier.
Uhhh, and that's a problem with my argument how? Because my playthrough wasn't aligned perfectly to get the railway rifle at the right time and in the right place? Just because I happened to not stumble upon one of the three (according to the Wiki) schematics before finding a ton of weapons that I found much more useful than the railway rifle means that I'm flat out wrong? Are my impressions somehow worth less than yours or anyone else who happened to get the railway rifle early on?
Not necessarily. Can happen by accident, since all locations are open.
Touche.
The .223 pistol? Fallout 3 does push to use different weapons (ammo, poor condition, AP cost, etc)
Minor gripes incoming.
I mean you never really have to step out of one weapon type, and you never seem disadvantaged for it. Fleshy creatures are easily killed by my small guns, and so are robots and power-armored enclave. Again, barring Fallout 2's P90 and gauss weaponry, that wouldn't happen. There were advantages and disadvantages to each combat skill. It seems like Bethesda kind of "balanced" the weapon skills, but not in a good way.
Unless you're melee specialized though, because the repair system really bones them over. Have fun repairing your incredibly quickly degenerating super sledge or ripper with the 5 others in the wasteland. Why you can't use some of the fission batteries,motion servos, and such to repair stuff like that and power armor just seems sloppy.
Minor gripes over.
Pretty sure. And unlike "next-generation", it's not a buzzword. It's a name for a specific sub-genre that's been around for a long time. Don't like "sandbox", pick another name. It won't change anything.
Okay. I just don't remember anyone calling Ultima 7 a sandbox, Daggerfall a sandbox, or Baldur's Gate a sandbox. I'll take you word for it though.
My sentiments exactly.
I walked into that one....
Same with sandbox games. While they have all the RPG elements, the focus is exploring every inch of huge worlds and doing whatever you want, which doesn't mean "which side quest I should do next?"
Say what? Isn't that the main driving focus behind Gothic, Morrowind, Oblivion, and Fallout 3? Wandering around finding interesting stuff to do? That's what I do; I try to find the most fun stuff, which isn't diving into monotonous dungeon after dungeon, especially in a game that didn't put much effort into designing good ones. Because without quests,there's only either killing and looting, which becomes boring in the aforementioned games quickly, or exploring an un-reactive and fairly non-interactive world...a hiking simulator as some called Morrowind.
I think we can agree that in both Fallout games quests & dialogues represented at least 75% of gameplay. In Fallout 3 this aspect is reduced to 15-25%. The rest is exploring, looting, and killing.
And this is where my problem is with Fallout 3, as a game. You'd agree Fallout's strong points were it's writing, quests, and dialogue, right? And it did them well, right? So by making them the focus of the game, it was a good game. You were doing the good stuff most of the time. You'd probably also agree that Fallout's combat was pretty mediocre. The developers realized that, and didn't make it a focus (or the other way around) and played to their strengths.
That's where I don't get Fallout 3. I think you'd agree that the strongest Fallout 3 was at were during the good side-quests (Replicated Man, Shoot Em In the Head, Vault 101 Part 2). That was what Fallout 3 did well. The thing is, that wasn't the majority of the game. The majority of it, was, as you said,"exploring, looting, and killing". And I don't think they did this so well. Most exploration is about finding more stuff to kill. Killing stuff isn't fun because enemy design (mechanically, not aesthetically....I admit I like the look of a lot of the things...including the radcrabs) is boring,weapon design is mediocre, and dungeons are very poorly designed. If the focus of the game, and the part you'll be spending the most time on is boring/mediocre/bad, doesn't it follow that the game isn't going to be good short of miraculous content elsewhere?
Didn't you just say:
Throw in pretty much endless exploration and you've got it.
I don't have a problem throwing Fallout 3 in a sandbox genre, but I don't get why I can't critique it's individual elements with games outside the narrow scope of the genre as you define it. Any game can have good writing, a consistent setting, balanced gameplay, any action game can have good combat, and any RPG can make good dungeons. These are areas Fallout 3 hinges on, and fails to deliver, and I don't feel like shouting "but it's a sandbox game" absolves it from these mistakes.
To go back to my Mercenaries example, it's fun to get into fights because shooting is solid, vehicular combat is outstanding with a wide range of military machines at your fingertips, and airstrikes are a blast, and open up tons of new gameplay avenues. The fundamentals are good. It's good quality sand in the box to play with.
Whereas Fallout 3 isn't very fun to do the basics. Locations are often copy-paste, fighting is stiff and bland, and looting isn't so fun with the flood of loot Bethesda unleashes upon you. It's like a lot of gravel being mixed into the sandbox. It's no fun to play with.
I think that Edward's mind was made up a long time ago. This post, for example, made before Edward had a chance to play the game, mirrors his review. I'm not as good at "inferring" as Dark Underlord, so I'll let you draw your own conclusions.
You know, assuming people's thoughts and playing mind reader based on internet posts is pretty shaky business. For the record, it was a serious of probing questions, which I later clarified in this post. I just wanted some clarification. Plus, playing Internet Detective is a really underhanded kind of arguing tactic; and one that might just come to bite you back. I sure turn it against you, but I can't say the same for the other guy's arguing against you. I'm sure they'll have a field day digging up old posts out of context. Might want to close this door quick. Just a word of friendly advice.
Not that I wouldn't mind this becoming the most commented on article on the Codex...can you say e-penis++ and petty dickwad+++++?
Plus, it's pretty poor logic. Skepticism before playing and a result of not enjoying the game doesn't imply that my skepticism overrode my objectivity. I mean, that's what ESFers say about NMA. "They were negative and would never let themselves like it even if it was good." You also assume I'm not rational and would let my bias against Bethesda take me over. Though if that was the case, would I be calling some of heir quest design "brilliant" and up there with the best of them?