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Game News NMA clears up FO3 storyline confusion

kumquatq3

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Nov 30, 2003
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187
Azael said:
I don't care if it's unoriginal or not, after all the starting point of the first game was pretty much as unoriginal as it gets "go fetch the one artifact that can save our people". The problem is that it doesn't seem plausible in the context of the setting.

There is a whole lot of "robots taking over" pulp from the 50' s and such. Not really the same thing (by no means am I suggesting thats the vb story), but its close to the whole prison with robots thing.
 

kumquatq3

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Nov 30, 2003
Messages
187
Azael said:
True, but the robots in the Fallout universe never seemed particulary bright (if you don't count Tactics, which I don't).

Yes, I think the robots are more or less Mr.Handies built for capturing people. I don't think they were these massive and intelligent war-bots or something. They are just controlled by a super computer, which depending how they handled it, could fit in to many pulp comic books from back in the day. Just my two cents.

EDIT: I don't think the robots were actually mr.handy bots with weapons, just using that for an example
 

Shinan

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I don't think the robots sound too bright in this one, if you look at it this way:

We have the ordinary character, he's nothing special, perhaps he's wandering around somewhere when all of a sudden some mindless robots show up and feel like imprisoning him.
Inside the prison is in bad shape, it hasn't been fixed for some time. It shouldn't be that hard to escape. Just when the character is about to do this the place gets attacked and the people attacking frees everyone (they were probably after something, nothing to do with the character.)
The character is now free to roam around a bit, back to his usual business. When suddenly the prisonrobots come searching for him again and put him back into the prison. They have obviosuly been pre-programmed to do this and do this without any kind of mind at all since the prison is still in ruins after attack and you are free to walk out again and the robots will suddenly find out that you are no longer in your designated cell and will run their search program once more to find you and put you in something that might essentially be a square drawn on the ground.
 
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Before we go blasting what would have been Fallout 3, let's remember to look back at Fallout 1 and 2's story "in a nutshell."

Fallout 1: Go get the Water Chip. OK thanks, but oh shit there are mutants with a death virus. Stop them.

Fallout 2: Go get the GECK. OK thanks, but oh shit we're already dead/enslaved thanks to the remnants of the U.S. government out on some oil rig with a death virus. Stop them.

--POINT BEING--

Lots of games sound utterly retarded when you try to sum them up.
 

kumquatq3

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Nov 30, 2003
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undead dolphin hacker said:
Lots of games sound utterly retarded when you try to sum them up.


True, but what we heard just sums up the start of the game. Point taken tho.
 

Saint_Proverbius

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undead dolphin hacker said:
Before we go blasting what would have been Fallout 3, let's remember to look back at Fallout 1 and 2's story "in a nutshell."

Fallout 1: Go get the Water Chip. OK thanks, but oh shit there are mutants with a death virus. Stop them.

Fallout 2: Go get the GECK. OK thanks, but oh shit we're already dead/enslaved thanks to the remnants of the U.S. government out on some oil rig with a death virus. Stop them.

--POINT BEING--

Lots of games sound utterly retarded when you try to sum them up.

Fallout 2's story was retarded though, but it was altered by BIS from the original story which was more about the Enclave fucking over the people in California in order to get enough supplies to leave the planet. That's pretty much why the game takes a sudden left turn at the end with the FEV DEATH BOMB stuff.

Fallout's was much better in that you saw the tip of the iceberg in many locations in the game, like the Hub caravan raids, the Children of the Cathedral, the Necropolis, etc. The little things you discover made sense.
 

Grifman

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Oct 7, 2003
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131
Ausir said:
But I'm talking of those big, badass robots with miniguns and rocket launchers. Glow had only brainbots and floating eye bots.

Actually, you're mistaken. Both The Glow and Toxic Caves had at least one mech like heavy robot with rocket launchers.

Grifman
 

Human Shield

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Fallout 1 was about saving your Vault. What is a Vault? Well it is a nice group of xenophobic, sheltered wimps that fear the outside. How must you save the Vault? You have to leave it (big deal), and explore the vastly unknown outside world.

It wasn't "save your people", it was "Oh my God, we are fucked, you have to go out into the filth, please god find the item........ Slam, Lock".

FO2 was "our village is dieing, go on chosen and be the chosen one" (god, I would like someone be remake FO2 in the same style as the first and follow cannon more closely).

The first game had a good piece of post-apoc ethics and culture. It had bite to it, it was mature (and not the MA rating kind). You were a hero but a hero to a bunch of wimps that the rest of the world envies.

Robot capture isn't a terrible opening but it doesn't give any feeling. It is presenting the player with a problem instead of a touching atmosphere and setting.

Grifman said:
Actually, you're mistaken. Both The Glow and Toxic Caves had at least one mech like heavy robot with rocket launchers.

Grifman

Toxic Caves: yes
The Glow: no

Heavy mech was a FO2 character, if I am not mistaken.
 

Rosh

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Oct 22, 2002
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Grifman said:
Actually, you're mistaken. Both The Glow and Toxic Caves had at least one mech like heavy robot with rocket launchers.

Grifman

"Out of My Ass" Grifman strikes again.
 

Major_Blackhart

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Besides, with me the beginning of FO had a much better feeling to it. I like to put myself in the main character's perspective: This was the first time I was seeing the sun, and breathing air that didn't have a metallic taste to it. There is a strong sense of awe, wonder, fear, and freedom. The reason was because it was totally unknown. We had no idea if there were any survivors, or anything at all out there. Try to imagine it: The first time you actually feel the warmth from the sun. Incredible.
 

Sol Invictus

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Fallout's opening was truly incredible, I concur. I had no idea what to expect in the outside world so the significance of discovery was tenfold compared to most other RPGs. It was presented in such a way that the player was virtually ignorant of what was to come, and it isn't as if the manual provided much help in that facet of the game, either - as it was written like a survival guide would have beenin a pre-war setting for a sheltered lot of vault dwellers, wholly ignorant of the world.

Most games, just as TV series, do tend to ruin the whole 'discovery' aspect by revealing far too much way too early.

To cite an example, I mention Baldur's Gate. One of the reasons why the opening to Baldur's Gate feels a lot more intrepid compared to its sequel as you don't really know what to expect out in the world, living a sheltered life in Candlekeep all this while. The sequel on the other hand gives off a very blaise 'been there, done that' vibe that doesn't give the player much enthusiasm to discover things.
 

Saint_Proverbius

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Grifman said:
Ausir said:
But I'm talking of those big, badass robots with miniguns and rocket launchers. Glow had only brainbots and floating eye bots.

Actually, you're mistaken. Both The Glow and Toxic Caves had at least one mech like heavy robot with rocket launchers.

I don't remember a Can of Whup Ass in The Glow. Brainbots and Floating Eyes were all I remember in it. I'm pretty damned sure those debuted in Fallout 2.
 

Otaku_Hanzo

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Saint_Proverbius said:
Grifman said:
Ausir said:
But I'm talking of those big, badass robots with miniguns and rocket launchers. Glow had only brainbots and floating eye bots.

Actually, you're mistaken. Both The Glow and Toxic Caves had at least one mech like heavy robot with rocket launchers.

I don't remember a Can of Whup Ass in The Glow. Brainbots and Floating Eyes were all I remember in it. I'm pretty damned sure those debuted in Fallout 2.

Yeah. And the one in the Toxic Caves was not accessible until much later in the game when you get the electronic lockpick to open the door leading down to the old vault, IIRC. Can you imagine if that thing had been in the Toxic Caves proper? :shock:
 

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