Snipe.
Vault Dweller said:
Oh. Err...is that the same thing? That seems to show redundant persuasion (or is it intimidate that's blue?) checks. While it's kind of silly and pointless if they both lead to the same outcome, I was more criticizing the fact that dialogue checks related to different skills did the same things. I just think it's lazy design, that's all. And it really shows through in light of real alternatives like the science method in Trouble on the Homefront, another excellent quest. I mean, they did a great science alternative or two there that played very differently from the other options available, but when dealing with President Eden in the big climatic showdown, science, speech, and everything else feels exactly the same and has pretty much exactly the same outcome.
It wasn't a sandbox game. For a story-driven, dialogue-heavy game like BG fetch quests are a sin. For a sandbox game they are not.
This....is interesting. Can you say "another wall of text at the end of the post"?
Still, I dare say that FO3 quests were much, much deeper and better than BG or Mass Effect quests.
Some of them, yes. Many of them, however, were your typical Mass Effect (only two real choices) quest, and a handful were straight out of the Baldur's Gate 1 playbook.
My first. I didn't plan it. I simply had a trackload of points (more points that I knew what to do with), and when I opportunities presented themselves, I bumped up the relevant skills.
Alright, I can buy that, especially with Fallout 2's goofy game design in many areas.
For example, I had 40 points in Doctor when I accessed the medical computer and it said that I didn't find anything useful but in such a manner that it was clear that I could have found something useful. So increased the skill until I hit it. It was even easier to figure out what you need to get the synthetic brain.
That's a pretty impressive first run getting into Vault 8 and the Sierra Army Depot. Maybe I'm just really clumsy in RPGs though. I pissed Lynnette off and blew my chance at citizenship, screwed up with Bishop's man in Vault City, and became a made man with the Salvatore family, nixing any chance of getting in with the Wrights.
I can believe it though. Fallout 2 had too many experience resources.
My point was that there weren't a lot of skills to spend points on in FO2, so you either keep increasing gun skills way past the point it stops making sense, or sit on a pile of points and look for something interesting to do with them.
Yeah, Fallout 2 really needed a level cap or a little less of an experience tidal wave for combat characters.
Assuming that's possible, it requires exploring everything and getting every bobblehead and skill book, which are all over the place.
Sort of. With max intelligence, educated taken ASAP, and some wise perk/skill selection it wouldn't be that hard to max most of the skills. Especially if a player took the perk that doubles skill book rewards, seeing as skill books are everywhere. You probably wouldn't even need the bobbleheads to max the skills. The stats would probably require them though. This a pretty pointless piece of info though.
If someone is willing to spend 100 hours (unless you know exactly where to go and is able to get there) to max all skills, who cares?
My point was just that Fallout 3's character system, even when not pushed, becomes too much of a jack of all trades thing. I felt that was bad, and criticized it. Just like Morrowind/Oblivion gravitate way too much to the fighter/mage/thief characters being way too good, and way too easy for any character to fall into, Fallout 3 kind of makes it so every character can be a smooth-talking Rambo with a penchant for repairing, hacking, and lockpicking. Kind of kills the idea of replay value if all characters feel very similar, and tend to make most Bethesda games an affair where you explore as much as you please with one character and then drop the game forever.
Daggerfall combated this with it's unique trait system that could make characters radically different. It's something Bethesda would be wise to pick back up if they're going to keep making the same style of games.
It kinda comes with that whole sandbox - do whatever you want for as long as you want - thing.
Yeah, but it's one element where the RPG side clashes greatly with the sandbox side, wouldn't you agree?
I didn't say that. However, I couldn't help but notice that you didn't mention that Fallout 2 had a truckload of flaws in your reviews and that many things you weren't happy with in FO3 were also present in FO2.
This wasn't a Fallout 2 review though. I could go on and on about some of the boneheaded design decisions in Fallout 2, but I had plenty to discuss with just Fallout 3. And I still don't see how that makes Fallout 3 any less flawed, in that it shares flaws with the previous installment. Maybe I should have sounded a little harsher on Fallout 2 in the intro?
Unlike Fallout perks? Kama Sutra master? Empathy? Gambler? Fortune Finder?
I don't know, when Awareness was usually the top pick early on, a lot of the low level perks seemed less useless in comparison. A perk with a few dialogue options (kama sutra master) when compared to something that let perceptive characters see HP totals is a little less useless seeming than a skill perk compared to Gifted V2 (Intense Training) or Black Widow/Lady Killer.
Anyway, radiation and Rad-Aways weren't a problem in the first two games either. There was no reason to take the Rad Resistance perk.
I know. It's just that when Todd Howard and crew made a big fuss about survival elements and how radiation would matter, and it didn't really matter it sems like a huge missed opportunity.
It wasn't that restrictive. There were a handful of perks that required character planning and high stats.
There were a few perks in Fallout that, depending on what you chose at the beginning, you might never be able to get. No perk, save the gender dependent ones are really out of reach in Fallout 3. Is that a good thing? I tend to lean on the side of no.
In other words, you are too focused on the beginning of the game and unable to see beyond that.
Not really. The dumbness cuts through all parts of the game. Early on with Megaton, Three Dog, the Family, the supervillians, and Dr. Lesko. Mid-game with the Brotherhood (though the part about the Pit was kind of a cool backstory, I will admit), Lamplight, the stunning failure to live up to potential in many of the locations, replicant freedom activists, nuka cola museum, and such. And the ending with Raven Rock, the Enclave, and Project Purity is some of the most sloppy writing I've seen in a game. So many holes....
Sure, there is some decent writing, and a few snippets of generally good writing, but it's buried in bad stuff. It just seems like they had a potluck writing session around the offices.
Btw, that "assuming I checked the store and wasn't distracted" line was lulzy. An adventurer who doesn't check all stores? Riiight.
I don't know. I walked in the clinic to cure an addiction and picked up two quests, Reilly's Rangers and The Replicated Man. One was supposedly urgent, so I went to do that, and I didn't come back to Underworld until much later to pick up You Gotta Shoot Em In The Head. I mean, I guess it's probably silly of me to expect Bethesda to actually put a real time limit on a quest, but I was really trying that open mind thing....
Anyway, there is a difference between "I've never bought any schematics because I was more than happy with my existing arsenal" and "schematics weapons are shit! Shit, I tells ya!".
And there's also a difference between "Schematic weapons were useless in comparison" with a little backup of why I found them to be and "Schematic weapons are shit". A chinese pistol or pool cue is shit; schematic weapons, not so much. I'll admit my language may have been a bit harsh, but I still can't see them as anything but marginally useful, save the shishkebab, which is the top melee weapon apparently.
Kinda no. You were reviewing the game. You weren't supposed to breathe through it, missing shit and replacing it with false assumptions.
Errr....by "breezing through" I meant I was encountering no opposition; no difficulty. I did go at a rather brisk clip later on, but that was because I was getting bored by the dungeons.
Your job, when you decided to write that review was explaining little Timmy what the game was like and helping him form an accurate opinion of the game and decide whether the game is for him.
Uhhhh, no. The reason I wrote this was because I didn't get why everyone and their brother, including you, seemed to like this game a lot. I didn't like it that much, so I decided to organize my impressions and write them up. I figured it might fit on the Codex, and sent it in to be checked up on and maybe posted.
How would you rate your effort?
Honestly, not anywhere near herculean, but not a total hack job. Somewhere a little above average maybe?
I know I'm giving you a hard time, but that's because you could have done so much fucking better. I expected more from your review.
Whatever you say. Maybe had I more of an opportunity to do some of the debating we're doing here beforehand to flesh out and check my impressions I could have. Maybe had a been less of a bonehead and made a few slight errors, whether factual or lingual. Guess I'm kinda a dialectical guy.
Better style, better flow
That's one of those things that either comes or only kind of comes when writing. The faucet was a little clogged I suppose.
Errr, I think I had this one decently down. I mean, I was arguing it wasn't a good RPG or Fallout sequel, and that it wasn't a very good game by the fact that a majority of gameplay lie in doing something the developers don't do well.
The arguments seemed solid, just whether or not they are in the proper context is the debate right? The whole judge as a sandbox versus judge as an RPG versus judge as Fallout we have going on, no?
more open mindedness and less bias.
I did go in with an open mind, but asking me to leave the game with one defeats the point of a review, doesn't it? Aren't I supposed to argue and exposit why or why I didn't find the game good/bad/indifferent?
Really? I've played the game for 40+ hours. Not a lot for a sandbox game
Really? That's a lot to me for one playthrough of any game that doesn't have SirTech on the box. I go very quickly through games though. Not rushing, per se, just cutting a lot of small elements that add up out, like not looking through containers that won't have anything useful.
I'm just saying, with full information from the Wiki or such, all but the absolute best weapons become useless.
No. You should have realized (when you have found the schematics) that you could have found them earlier
I guess. But wouldn't I realize that with just about anything then? I mean, to get either of the two schematics I would have had to either fight through two floors of mutants and a floor of tough robots, or if I could fight through to Underworld, it wouldn't have been much of a leap to off a few Feral Ghouls for Lincoln's Repeater, would it?
It still seems like the railway rifle is only useful in a certain game position assuming a few coincidental events.
and that someone who's doing the main quest definitely will.
How? Stealing Independence and the Underworld location aren't connected in any way.
Wait for it.
Agree with pretty much everything, but I don't think the combat was mediocre. It was good, in my opinion.
I guess. It's was good in small doses (which it was delivered in), but quickly became boring seeing as it didn't have much depth compared to other turn-based tactical combat systems. It needed a lot more stuff to do, like "power"/"aimed" attacks with more AP, or quick attacks with less a la Jagged Alliance, and maybe some more disabling stuff besides hitting and shooting, like flashbangs, smoke grenades, or maybe nets. Basically, if it did what AoD was doing (last time I checked), it would have been a lot better.
That's the sandbox. That's what Daggerfall, a top 10 Codex RPG, was all about. Killing and looting. That's what Morrowind, a game on many Codex admins' top 10 list, was about. That's what the Gothic series was about. Exploring to find more stuff to kill and loot.
It looks like you simply aren't a fan of the sub-genre.
Well....no....the problem isn't that I don't like killing and looting, it's that killing and looting is done very badly in Fallout 3, just like it was done badly in Morrowind and Oblivion. Oblivion didn't have anything else to offer, so it was a wash, and Morrowind could be broken so much that killing became either unnecessary or merely 1 click, allowing you to explore the other goodies it had, like the lore, characters, quests, and story. Fallout 3 doesn't have that much else besides the looting and killing, and it can't be skipped like Morrowind to let me have fun with the rest of it.
And what of other sandboxes outside of the Bethesda style, like the Ultimas, with a huge focus on world interactivity and detail? Did they need killing and looting as their bread and butter?
I think it's fair to say that this question has been answered quite a few times already.
Really? That good? I should give it a try.
I'm talking about the first one, as I haven't yet touched the second. It's good, like a wartime GTA with the really cool ability to buy stuff and get it airdropped in. Vehicles are fun to drive around in and shoot stuff, and missions are well done. Coming up with your own solutions is fun too. Maybe utilize a sneaky approach to an assassination by taking a helicopter up to a hill to snipe a target, or if you don't mind factions being pissed at you and paying money to cover up collateral damage, call down an airstrike on his location. It's a console game though, and has a lot of their annoyances. There's definitely flaws too, like your merc being able to take goofy amounts of damage, suicidal North Korean AI, wonky physics, and an easily broken faction system.
It's pretty cheap now, being a previous generation console game. Though the console issue may be a problem for you. I assume you might not have one.
Never claimed that it wasn't. I made a guess. If you say that I'm wrong, I'll say that I guessed wrong and that it's just a coincidence.
Fair enough.
If I have to guess a bit more, I'd say that you were certain that Fallout 3 would be a shitty game because everything pointed to it and the setting looked really fucked up. Then you saw that people whose opinion you couldn't ignore are seemingly enjoying it and definitely not hating it. That confused you. You tried to understand, you asked questions, but you just couldn't accept the answers. Then you played the game, but you looked for proofs that you were right and the game was bad, thus ignoring or dismissing most good things about the game.
Not exactly. I had negative expectations. Saw some people liking it, wondered why, and asked. Got an opportunity to play it,and took it, while trying my best to enjoy it. Ultimately, a lot of the flaws built up, and it left a negative impression at the end.
It's teh intarnets. Anyway, I meant no offense. If you think I crossed some line, I apologize. Honestly. I hope that you won't stay away from our forums in the future. I do like your posts.
It just opens a pandora's box that seems to make everyone eventually suffer some ill effects. Don't worry though. I can easily take it, I just don't want to have to start digging through post histories and all that. I'm lazy....
Now back to...
See....this confuses me a bit. See, according to you, Fallout 3 is a sandbox game. Let's assume I accept that. Now I start thinking, and I realize BG and Fallout 3 are markedly similar to one another in terms of some higher level design decisions. I mean, both are RPGs with a small, linear main quest with a few points of non-linearity woven in. Both get the meat of the gameplay from hack and loot exploration. Both have a majority of the areas unlocked, with some additional areas unlocked via quests. Both games end upon completion of the main quest, and both sort of nudge the player into putting it off until they've done everything they want to do.
The focus on storyline thing would make sense, except that BG1 and Fallout 3 seem to have an equal amount of focus on their respective main stories, and more focus on creating a lot of stuff to adventure around in. Since I liked, Alex's definition of sandboxing so much, I'm going to pull some of his ideas out into this to maybe help me clarify my confusion.
Alex said:
It feels like the player is in a normal town (as far as a fantasy medieval town can be normal) with normal people in it. While the game has a story that the player needs to follow (in an exact order, by the way), there is a lot to explore in the towns, talking to the people and finding what they are like, what they want.
In fallout, the people and their stories seem much more centered on the storyline. While the player is given a lot of choice in who to speak and what to do in the quests, the actions that the player can take in deciding any one quest and what he finds exploring each town is much more driven by the narrative. Even subquests inside a town are frequently tied to the narrative of the town, like shady sands, where most quests show how the small community has trouble surviving.
This really seems to kind of parallel your ideas on how sandboxing and story-driven are different, and it explains it well. It makes me understand why certain games are "sandbox" and others aren't. I can see why BG2, despite a huge focus on exploration, isn't a sandbox, because most of the locales are deeply intertwined with a narrative. Like the Windspear Hills is all about the Firkraag quest, the Temple Ruins all about the Shade quest, and so on. His Fallout examples make a lot of sense here too. All the quests in the Boneyard revolve around the gangs and not really on just checking in on individuals in a world.
But Baldur's Gate 1 seems to go starkly against this. Side quests aren't tied to area narratives, they're just kind of there. It's the player interacting with people and things that just so happen to be there. I go into a building in the city for shits and giggles, and I could stumble upon hostile magical constructs that seem very out of place. If I choose to fight this hard battle, and explore enough, I find a mage who demands to know what I'm doing here. I can potentially get a job, some information, or kill the mage. Or maybe I go thieving, break into a house, and find other thieves there; thieves who aren't happy to see me. Plenty of stuff like this that is completely unrelated to anything story-wise and begs to be explored is strewn throughout Baldur's Gate 1. Whether or not it's good is a matter for another 10-page megathread, but is this not the definition of good sandboxing? Stuff to explore, lots of it, and a focus on it?
It's this intangibility of what exactly sandbox is that seems to make me a little wary of comparing Fallout 3 to only "sandbox" games because it might not tell very much and it could mean a lot of different things to different people. What is not sandbox to you, could be sandbox to others. Or perhaps sandbox is not a genre or sub-genre, with demands of it's own, but a design element, like "choices and consequences". Maybe sandbox elements are in just about every RPG, but some choose to be heavier on them than others just like some choose to go heavier on choices and consequences. Seems kind o reasonable to me, and a decent enough reason to maybe consider not partitioning a few games off as their own genre without a real solid basis.