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Consider why more people bought Fallout than Jagged Alliance 2.What are you trying to say exactly?
The quote is about Turn Based tactics, not overland strategy...
Consider why more people bought Fallout than Jagged Alliance 2.What are you trying to say exactly?
Tell us the reason/s, Roguey.
Was the boxart not attractive? Was the game too complex? Critics too dumb? Marketing not there? I haven't looked into it, tbh. Not really my forte.
The quote is just providing proof that it didn't do well financially. The strategic combat didn't do it any favors with the RPG crowd. Most RPGs only offer the illusion of strategic gameplay because most people can't stand the idea of being unable to progress because they made a series of less-than-optimal decisions over time that added up. JA2 takes that and adds even more to it.The quote is about Turn Based tactics, not overland strategy...
This, and most cRPGs also offer the illusion of character building even for storyfag purposes. What do we have at the end? WTF?Most RPGs only offer the illusion of strategic gameplay because most people can't stand the idea of being unable to progress because they made a series of less-than-optimal decisions over time that added up. JA2 takes that and adds even more to it.
Its not tho.Don't think it's not arguable: you will only make a fool of yourself.
So what are you saying, you didnt like it because it didnt offer you an illusion, but the real thing instead?Tell us the reason/s, Roguey.
Was the boxart not attractive? Was the game too complex? Critics too dumb? Marketing not there? I haven't looked into it, tbh. Not really my forte.
Those all could be contributing factors, but overall, Fallout was a more appealing concept to more people than Jagged Alliance.
The quote is just providing proof that it didn't do well financially. The strategic combat didn't do it any favors with the RPG crowd. Most RPGs only offer the illusion of strategic gameplay because most people can't stand the idea of being unable to progress because they made a series of less-than-optimal decisions over time that added up. JA2 takes that and adds even more to it.The quote is about Turn Based tactics, not overland strategy...
Real strategic RPG elements are fine with me, I objected to the part where you have to train militias to keep the places you clear out from being taken over again.So what are you saying, you didnt like it because it didnt offer you an illusion, but the real thing instead?
It is... But its subservient to the strategic and tactical element. Your personal tactics and strategy decide more than your stats. In FO your stats decide more than in JA plain and simple. Lilura should not attempt to disprove this.
Real strategic RPG elements are fine with me, I objected to the part where you have to train militias to keep the places you clear out from being taken over again.So what are you saying, you didnt like it because it didnt offer you an illusion, but the real thing instead?
seriously argue
mondblutThinking about this some more, I would say that simply by having a squad at your disposal it makes JA2 less of an RPG and this may be true for all squad based Rpgs. They are always more strategy or tactical games. BG, even ToEE. Possibly because in a way you always have access to all the other skills, which goes against the whole RPG thing. If you controlled only one guy in JA2... But you would need one helluva AI for that.
Next stop is Fallout 2 though - a game I never finished.So anyway, today at 03.40 am I finished this playthrough of Fallout and I can finally add it to my Stupid Highly Irrelevant Evaluation Table, or S.H.I.E.T. I also decided it needs a small celebration here, on the Codex. For a while, I was contemplating necroing the oldest Fallout thread I could find, but then I remembered I already posted about it in this one.
I'm not going to write a review, because I couldn't possibly add anything new to the discussion. Instead I'll illustrate why Fallout went straight to the top of my RPG list, by providing short descriptive ratings of some of the core systems and features:
Combat: very good for a solo TB system, multiple modifiers and Aimed Shot function are its strongest points.
Character Progression: a model system. A perfect balance between complexity & accessibility . Most skills, perks & traits are useful during gameplay.
Controls & UI: Great character sheet and keyboard shortcuts, bad inventory.
Itemisation: hand placed gear means you won't be finding 20 knives in the final location. Good.
World Quality: solid depth of interaction with the environment & NPCs. Great atmosphere & characterisation of the setting. Fantastic.
AI: along with bugs, probably the biggest weakness of the game.
Choices & Consequences: it hardly gets better than this. Deep, meaningful and plentiful. You feel a part of a dynamic world.
Plot: solid, considering its open-endedness.
Graphics: the industry was capable of much better graphics at the time, but for a complex RPG it was quite enough.
Music: without the music setting the atmosphere and tension, there would be no Fallout.
Sound: very good sound effects that give your actions a doze of believability.
Personal Slant: as for the answer to the OP question: I only rate games, I played relatively recently, so that nostalgia is not a significant factor in my evaluation. And amongst such RPGs, yes, Fallout is currently the best.
Fallout Tactics (is it worth my time? Can someone please describe what it actually is?)
Yeah, no.tl;dr: fuck you, F2>>>NV.
New vegas has faction mechanics, better quests and quest design in general, stronger writing and a much tighter narrative. It may lose in moment to moment gameplay, but it has actual exploration and a more interesting itemization. Better level design, etc.
Yeah, the engine is bad, but NV is better where it counts.
I'm replaying Fallout 1 right now for the 1st time in 20 or so years. I'm genuinely surprised at just how much I'm enjoying it. It's a more satisfying experience than any RPG I've played recently.
I'm not using FixIt, so the inventory is definitely a pain, but it's not that big of a deal. I just enjoy looking and listening this beautiful thing.
I hate time limits. I hate them so much, that I usually avoid games that have them. FO1 is great despite the time limit, not because of it.
Infinitron dev tag?I played through Fallout (Original - GOG) last week with the water chip timer in tact. Embarrassingly, I had only played Fallout 2 up to this point.
I've seen many complaints about the water chip timer but I liked it a lot. I noticed that it was possible to extend the timer in The Hub but I easily found a water chip in time. If I were in charge I'd actually push the time-based elements of the game further rather than remove any. It was awesome/surprising seeing events transpire in certain locations as the months went by, caravan quests that occurred on specific dates, and even surgical procedures that consumed large amounts of in-game time. Too many RPGs feel like the world is constantly waiting for me rather than moving on its own accord.
I've been obsessing over it since. The atmosphere of Necropolis - incredible. Perfect aesthetic both visually and in the ambient soundtrack. Nothing in the game felt pushed over the top; Every piece fit. The top-down perspective (cavalier) obviously still the best way to experience this type of game.
I feel privileged to have worked with a few of the original developers over the years; Talented, modest, great people.
Infinitron dev tag?I played through Fallout (Original - GOG) last week with the water chip timer in tact. Embarrassingly, I had only played Fallout 2 up to this point.
I've seen many complaints about the water chip timer but I liked it a lot. I noticed that it was possible to extend the timer in The Hub but I easily found a water chip in time. If I were in charge I'd actually push the time-based elements of the game further rather than remove any. It was awesome/surprising seeing events transpire in certain locations as the months went by, caravan quests that occurred on specific dates, and even surgical procedures that consumed large amounts of in-game time. Too many RPGs feel like the world is constantly waiting for me rather than moving on its own accord.
I've been obsessing over it since. The atmosphere of Necropolis - incredible. Perfect aesthetic both visually and in the ambient soundtrack. Nothing in the game felt pushed over the top; Every piece fit. The top-down perspective (cavalier) obviously still the best way to experience this type of game.
I feel privileged to have worked with a few of the original developers over the years; Talented, modest, great people.
i've got somewhere a zip with all the essential mods with sfall if you want mate
I've seen many complaints about the water chip timer but I liked it a lot. I noticed that it was possible to extend the timer in The Hub but I easily found a water chip in time. If I were in charge I'd actually push the time-based elements of the game further rather than remove any. It was awesome/surprising seeing events transpire in certain locations as the months went by, caravan quests that occurred on specific dates, and even surgical procedures that consumed large amounts of in-game time. Too many RPGs feel like the world is constantly waiting for me rather than moving on its own accord.