Just got Fallout collection on steam, anything I should know.

Jan 23, 2010
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Noelveiga said:
Lithuanian Hitman said:
Obviously I'm supposed to act like the better man here, by acting patient towards the impatient. But honestly? I'd rather eat barbed wire and shit wolverines.
Well, at least you understand the irony of your position.

Look, I already said I like both of the early Fallout games, but this thing you're doing is elitism for the sake of elitism. You're assuming games in the good old days were better just because you have fond memories of them. Fallout holds up pretty well, and Fallout 3 would be an ill-conceived game even without the prequels, but most of the games people idolize because they played them at the right time are actually... well, pretty bad.

All of this accessibility and ease of use is not a bad thing, and kids who didn't want to read and only wanted instant gratification already existed back then, they just didn't play videogames because they took too much work. That doesn't mean games were better or that they made you better and "kids these days" are a worse kind of kids.
Oh, but that's where you're wrong. These kids are the exact reason why games keep going backwards. Soon enough a kid is going to complain that playing games is boring and the developers will respond by making a game that plays itself but still looks cool. That's how things are going right now, and I don't like it at all.

And also, I'm well aware that I'm the one mostly at fault here. Read between the lines, friend.
 

Axolotl

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Noelveiga said:
There isn't much of an argument I can make beyond this. I honestly don't believe games have gone backwards at all. If somebody had told me I could have something like Uncharted 2 or Mass Effect when I was playing Fallout I would have requested to be put in an induced coma just to skip straight to that. Of course, other than time travel or setting up complex experiments, I don't know how we could determine which one of us is right about that.
As somebody who first played Fallout at around the same time as I first played Mass Effect I'd like to say I found Fallout to be the superior game.
 
Jan 23, 2010
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Noelveiga said:
Lithuanian Hitman said:
Oh, but that's where you're wrong. These kids are the exact reason why games keep going backwards. Soon enough a kid is going to complain that playing games is boring and the developers will respond by making a game that plays itself but still looks cool. That's how things are going right now, and I don't like it at all.
But we already had that. It was called Dragon's Lair and we used to think it was actually good.
Dragon's Lair was good? That's certainly up for a debate, but I'm not going to take part in it. It had good animation and was therefore pretty to look at but I only actually ended up playing it two times before giving up. I actually remember this really well because I went and put all my quarters into the Metal Slug machine instead and found absolute Nirvana.

There isn't much of an argument I can make beyond this. I honestly don't believe games have gone backwards at all. If somebody had told me I could have something like Uncharted 2 or Mass Effect when I was playing Fallout I would have requested to be put in an induced coma just to skip straight to that. Of course, other than time travel or setting up complex experiments, I don't know how we could determine which one of us is right about that.
I don't think either of us have to be right.

The main thing that I'll never accept is graphics or hand-holding as a form of improvement, but that's just me. I don't appreciate games that don't allow for certain things just because the game is the one deciding what you do and pulling all the strings, role-playing games of today are especially guilty of this, often so railroaded to the point that I often see little reason to play them. Say I'm solving a murder mystery, I pick up the last clue and then in my face a journal entry about who did it and where I can find him and that I must kill him and there's the red dot on my quest compass. I don't like it all. That's not improvement, it's just cheaper than putting quarters in all year.
 

gellert1984

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Play a girl, the first couple of times I tried fallouts I played a male char and got killed by rats, fed up I created a female char and didnt die till I hurt my first supermutant, its why I tend to play female chars in games when I get the choice.
 
Jan 23, 2010
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gellert1984 said:
Play a girl, the first couple of times I tried fallouts I played a male char and got killed by rats, fed up I created a female char and didnt die till I hurt my first supermutant, its why I tend to play female chars in games when I get the choice.
Yes, female characters are usually better at diplomacy.
 

The Austin

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Shanecooper said:
Axolotl said:
Shanecooper said:
Oh, also, you wont have a radio, so sadly, no Three Dog.
The lack of Three Dog is a bad thing how exactly?

Oh and the other posters raise a good point if you have ADD or a crippling fear of reading then Fallout isn't for you. If on the other hand you're capable of reading a light novel then it's one of the best RPGs of all time.
I liked Three Dog. besides, it was either listen to him, enclave radio or silence.

TTTTTTTTHHHHHHHHHHRRRRRRRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEE DDDDDDDDDOOOOOOOOOOOOOOGGGGGGGGGGGG!!!!!
 
Jan 23, 2010
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Noelveiga said:
Wait, Dragon's Lair came out way before Metal Slug. About ten years before, in fact. And I can assure you the first time I saw Dragon's Lair in the eighties it absolutely blew my mind. Then, yes, there was criticism, but that, as you say, doesn't belong here. It was just one example.
I'm very young. Still, I grew up with an arcade. Truthfully I played the NES version first though. And it was horrible. Oh so horrible.

First, hand holding is one thing, and we could debate what measure of it is better (I don't think hand holding all the way is a good thing, either), but teaching players how to play, which is a different thing, is something good and it has only improved with time.
I feel that games today push tutorials about absolutely everything into our faces. I might be in the minority here (possibly regarding everything) but I don't think the game itself should teach you how to play. I shudder every time a character in the game tells me to press a button on my control pad. What happened to manuals? Oh right, reading.

You look at something like PixelJunk Shooter, which only has a couple of sentences for a tutorial but still eases you into the mechanics flawlessly, and you compare it to first NES Zelda and you can easily see how obscure and unfriendly older games were.
A matter of opinion. I did pretty well in Zelda just by reading the manual and paying attention to what the characters in the game said to me. I don't even think the hints were cryptic. Usually you also got together, like a whole group of friends or you grabbed a brother or sister or your dog's dentist or whatever and you worked things out, so you didn't need much help from the game itself.

It's important to not confuse those two things. RPGs do not necessarily force you to do more linear stuff these days just because there is more time, people and money to plan for more possibilities the player could choose. What happened in old RPGs is that you wouldn't know what you were supposed to do. There was usually just one correct answer to move on, but you had often no way to know what it was. As a result, when you stumbled upon it there was this moment of realization ("Oh, so THAT is what I was supposed to do") that was what designers of the time used to lure you into believing you had chosen to do something when in fact it was the only thing you could have done.
I disagree heavily and wishes to know what games you've been playing. If you compare the first two Fallout games to the third one, you'll see the choices drastically disappear into a "do or don't" wheras in the older games you actually had more than one or two choices or your choice opened for other choices and they didn't always lead to the same conclusion. Some of these choices were just minor nuances but they still added bits and pieces that felt like they were worthwhile to me as a player.

Today RPGs make you go through a dialogue tree that sets up the mandatory scene. What this does is make you feel like the sequence was scripted, so many devs take the brute force approach of trying to provide as many possible solutions as they can. I agree that the old timey formula was clever, but I don't think it was optimal. Looking for better ways to make players think they are in control, though, is a good objective for the future.
I realize this isn't the Codex and that I must play by Escapist rules, so let me just say that I strongly disagree with everything you just wrote and that it isn't a good objective at all to treat players like idiots, even though I actually think developers are getting shoddier and shoddier at it.
 

Axolotl

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Noelveiga said:
I don't know what you mean by that first sentence, but feel free to disagree with me as vehemently as you want.
If he's from RPG Codex, then you really don't want him to do that.
 

Garfunkel00

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Noelveiga said:
I don't think immersing players equals treating them like idiots, though. Older games always kept you aware that you were playing a game. Current games care more about keeping you inside the situation than to make you try several things until something works. I think that's good.
If only it was that but since the gaming industry turned into a Hollywood-rivalling trillion dollar business, the only target for nearly every game company is the profit line and to hell with everything else. MW2 is a great example - its mind boggling how Infinity Ward & Activision managed to dumb and shorten the game from MW1 but somehow they did it. It's 4 hours of completely mindless rollercoaster, designed to get mouthbreathers hooked since it's the cool thing and to part with their money.

Now compare Mass Effect 2 to its predecessor. In every aspect it has been "streamlined", "tightened", made more "action-y" and playing it is an "emotionally engaging, cinematic experience". All of that is just basic PR bullshit meaning that since even a horribly mauled inventory was too much for the masses, so we removed it. Instead you get more edgy and cool NPC's to fuck. Yippee.

F3 was laughably easy. ME was laughably easy. DA:O was laughably easy. Oblivion was laughably easy. I finished MW2 in 4 hours. MW1 took 6 hours.

So sure, it started with immersion but for years now, immersion has been codeword for meaning that the game is targeted to the lowest common denominator, the unwashed masses who think redding is hard!1! so the only way they are happy with their purchase is that it holds their hand from beginning to the end. And when you finished the original Pool of Radiance when you were 12, having quest-compass lead you exactly where the quest item is and back to the quest-giver, while the few cannibals on the way are killed by couple of whacks from the trusty baseball, doesn't really give me any satisfaction at all.

And seeing 99% of game reviewers fellating the AAA-companies and showering their games with totally unwarranted praise, because they are either 16-year old interns who don't know any better or completely retarded 36-year olds who should know better but don't give a shit anymore because "hey, this shit is what most of our idiotic readers want anyway" AND seeing how most of the game industry keeps the pedal to the medal, accelerating the downward spiral...

Yeah, doesn't really fill me with any hope.
 

Nomanslander

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Axolotl said:
ramik81 said:
Anyways, what's a good beginners spec?
Small guns definitely, especially for the second game. Steal is also very broken (if you save). And a high Int, or at least don't go with less than 5 or the dialog becomes difficult.
Actually the third game as well, I was pretty much blowing through raiders and enclave with that perk in the third game without a hitch.

Right now I'm playing FO1 and I've finished going through vault 15 and gotten as far as Junktown, and small weapons once again like FO3 seems the way to go...let's just see how the difficulty ramps up...=P

On an interesting side note, FO1 ambient music reminds me of Logan's Run...0o
 

CmdrGoob

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hURR dURR dERP said:
Fallout 1 and 2 (and Tactics) require a bit more patience than Fallout 3, which is why most of the kids today don't like them. They're turn-based and combat is far more strategic than F3's shooter fest.
I've seen this said several times, but I have no idea what the justification for it is. What is more strategic in FO1/2 original combat? The tacticsI ended up using in the original fallouts is basically use corners for cover, kite melee enemies and shoot everything in the head/eyes which is the same as what I did in FO3. In fact, I found FO3 combat more strategic because the more flexible skill system meant it was easier to also include stealth and mines into the gameplay to make ambushes. The only thing less strategic is the insta-use medkits in FO3, and once you get a mod that makes administering them take real time it's fixed.

What exactly is this supposed extra strategy in the original Fallouts?

It seems to me like people instantly associate turn based combat with strategy without ever actually analyzing whether there is any more strategy in the things you do compared to real-time.
 

CmdrGoob

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WW said:
SimuLord said:
The first two are insanely difficult, especially if you're not used to older PC RPG genre conventions. Wasn't really until Morrowind that the WRPG as we now know it really started to become what it is.

Expect a lot of thinking like a tabletop gamer, just with the computer as DM and throwing the dice. It's frustrating, but eminently satisfying.
Hahahahahahahahaha, oh God.
Altorin said:
they're really fucking hard, and really fucking slow.

you also have to read a lot, which I don't care for most of the times in games.
Hahahahahahahahaha, oh God.
Jekken6 said:
Fallout 1 and 2 have tediously boring turn based combat, and, to quote Yahtzee (because it is relevant) 'The stats are like managing an excel spreadsheet'.

Great story, atmosphere and music, but if you're doing a direct comparison, Fallout 3 is the overall better game, IMO.
Hahahahahahahahaha, oh God.
Altorin said:
Jekken6 said:
Fallout 1 and 2 have tediously boring turn based combat, and, to quote Yahtzee (because it is relevant) 'The stats are like managing an excel spreadsheet'.

Great story, atmosphere and music, but if you're doing a direct comparison, Fallout 3 is the overall better game, IMO.
a badly labelled and badly managed spreadsheet.

and really it's nothing like a spreadsheet, I used to work with excel spreadsheets for a living, and inputting 10,000 phone numbers is funner then trying to deal with either of the first 2 fallout games.

Far fewer Radscorpians.
Hahahahahahahahaha, oh God.
CmdrGoob said:
The combat is excruciatingly dull and the start of each game is incredibly boring. I've never managed to get very far in either of them without losing interest, even though I've loved many classic RPGs.

Set expectations to low.
Hahahahahahahahaha, oh God.
number2301 said:
I tried FO1 a while back before I got FO3, but I just couldn't get on with the turn based combat. There's nothing more frustrating than shooting at a rat 2 paces away and missing every time. Maybe I'll give it another go.
Hahahahahahahahaha, oh God.

You people are just too awesome.
Oh, excellent argument. What a decisive rebuttal!


No wait, why did you bother posting?
 

CmdrGoob

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The Man Who Does Drugs said:
Noelveiga said:
Lithuanian Hitman said:
All I'm saying is that there's a reason why most Fallout-fans are unfriendly. You can't get around that. This very thread happen to be a very good example.
Of what? Of people disagreeing with you?

I mean, I like Fallout 1 and 2 and I hate 3, but I'm fine with people who don't like Fallout 1 and 2 not buying Fallout 1 and 2, and even with them saying so publicly. I sure go into every Fallout 3 thread to point out how much worse it is than its prequels and I don't expect "hostility" or unfriendly responses in return.
My brain looked at this thread and decided that the best course of action was to leave this foul place as soon as possible before suicide becomes vital for the sake of intellectual survival. I'm doing my best to keep it from bleeding out through my nose as I write this.

I can live with people disagreeing with me. No problem. That's part of life. My problem lies with stupidity and ignorance, of which there is way too much of here on the Escapist and I've lurked here longer than you've been a registered poster. This thread, and all just like it, offends me greatly because to me it truly represents the absolute worst of todays "gaming generation". Reading is boring. Battles shouldn't take too long. Why is that guy talking? Why isn't that guy exploding? Do we have to walk? Why can't we teleport? Impatience. I hate that shit.

Obviously I'm supposed to act like the better man here, by acting patient towards the impatient. But honestly? I'd rather eat barbed wire and shit wolverines.
I often see this from Fallout1/2 fans: elitist hostility intended to avoid discussion.

Hey, can you bend your planet sized Fallout fan intellect to explain why supposedly well written games have such agonisingly unoriginal and unfunny out-of-gameworld-character monty python references and scientology references?

Can you explain the roleplaying game merits of the start of Fallout 1 - a brief cinematic telling you to get the McGuffin errr waterchip before you find yourself unceremoniously dumped into a dull corridor full of hostile rats. That's a score of zero on interaction, establishing your character and other characters through interaction, establishing a reason to care about saving the vault and a score of a dozen on hostile rats killed. Wow, great RPG writing there. And the start of Fallout 2 is even worse!

Can you explain exactly what the extra strategy in Fallout1/2's turn based combat is? I mean once you get a good gun and good skills it just falls apart into 'click eyeshot' and even before then kiting and using cover is no more strategic doing in turns than doing it first person, so what's the extra strategy?

There's a good start.
 

Garfunkel00

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ME and DA:O have difficulty levels, and played at their hardest they rival Fallout 1 and 2 or Baldur's Gate.
Claiming that ME/DA rival F1/F2/BG in challenge isn't really claiming that much since those games are not really challenging games either. In all of those 3 games the challenge mainly comes from wandering, unprepared, into a hostile zone.

The difficulty in ME1/2 comes from the patience of not exploiting either AI stupidity or the cover system. The challenge in DA comes from having enough patience to chip away the stupidly humongous mountains of HP that monsters have. Or the greasy collision-detection, which allows enemies to slide through your tanks to whack your back-row fighters. Large part of it is the problem of the actual combat systems, which are abysmally bad. ME1/2 are basically just uninspired shooters, while DA is offline MMORPG. If you are good at shooters, you are good in ME. If you know the mechanics in WoW, you are golden in DA.

they also look insanely good, are fully voiced and rendered in 3d HD
Really bad excuse for lacking content. 80% of content in DA is meaningless filler combat. Much of the lore is hidden inside the Codex just as it is in ME. It does get referenced in-game but not nearly enough for you to actually be required to read it. Voice-acting is a bane of the industry as Shamus Young has demonstrated and while ME face-animation finally rivals Bloodlines from 2005, DA is not a "insanely good" looking game at any measure, considering its an AAA title from one of the big boys. Still, even if we acknowledge your argument, it doesn't help combating the general lack of challenge that these games have when compared to their predecessors.

Yeah, let's talk about Pool of Radiance. It was a RPG in name only, in that it amounted to a reskinned roguelike. Not plot, no characters, no story.
Maybe you should play it again. And this time with the Adventurer's Journal. Since the plot is revealed through the use of that Journal as technical limitations of the era prevented all that text being in-game. Later Gold Box games were already much better about it. Yet, PoR had a plot - nothing spectacular, but a solid working plot without giant holes in it - it had characters, it had a story. It's certainly not a re-skinned rogue-like, if for nothing else than it has a party-based tactical combat on a grid.

in that the focus is on storytelling and they take combat and skill checks as a necessary evil that you should try to keep from interfering
Awesome philosophy. Maybe you should stick with FF13? I hear it should be perfect for you - nothing much game-like to interfere with that storytelling that's so important.

cRPGs are NOT RPGs because they have no story. "They are the combat rules of RPGs ripped off of the actual game and packaged around mindless quests consisting only of combat."
Just like what Bioware and Bethesda have done in their latest games? :)

You've sort of mixed the history of CRPG's which started with the combat, as that was the simplest thing to model. But through the 80s and 90s, adventure games and RPGs got closer and closer to each other until you had some pretty good amalgamations of wargames/RPGs/adventure/CYOA-books lumped together. And then someone decided that consoles were the future and console-gamers are idiots, so the tide turned and instead of increasing complexity we get "more immersion, more emotional engagement, more visceral action!"

Heck, even Gold Box games and many of the blob-combat RPG's gave you a way to avoid combat, by bribing/bluffing/running away. Try to do that in DA or ME except for few scripted encounters.

Most journalists are actually honest about their praise.
Oh yeah? Do explain why Oblivion was the best game everywhere, until F3 came and took the crown? Or how ME1/2 and DA have metacritic ratings (from reviews) as 91/96/86 for Xbox and 89/92/91 for PC? Especially when you take into account what are the reasons behind any critique - it's either not pretty enough or it's not simple enough or not easy enough. "Bwaa my trio-RPG has micromanagement that is barely on the level of WoW and my reviewer's brain can't take it!"

What I don't think is acceptable is that you present your likes and dislikes as signs of the impending demise of human race in a sea of progressively dumber gamer kids.
Hey, it's the only thing left to me! My taste is note catered for at all, except for few indies and even there Diablo-clones easily outnumber the good ones since only Knights of the Chalice has really been something that I could really get into. I'm certain that well-made, tactical, sensible and well-written RPGs can sell as long as their sales figures don't have to rival GTA - which they have to because of the inane, foregone conclusions that the industry has.

have such agonisingly unoriginal and unfunny out-of-gameworld-character monty python references and scientology references?
Hey, don't blame Fallout for the dumb shit that F2 introduced. Though there isn't really anything wrong with the religious cults in either of the first two games or did that satire come too close to the mark for comfort? Anyway, F1 had few well-done easter eggs and for some reason F2 multiplied their number. F2 also had Wanamingo "aliens", talking Deathclaws, sentient Keeng Rat, organized crime families etc so we can argue that the decline started there already. But F2 still at least had a solid plot, some great characters and improved game mechanics from the first game where F3 has a recycled plot, retarded/annoying characters and completely trashed game mechanics where nothing matters except reaching arbitrary skill levels so you get into minigames.

Can you explain the roleplaying game merits of the start of Fallout 1
Thanks for asking, I'd be delighted to! The beauty of the start of F1 is that it paints a grim situation with strong heroic undercurrent, only to slap it on the face of the player as the previous "hero" is a rotting corpse in front of you and the people you are trying to save have "technical difficulties" in opening the door, meaning that you cannot get back.

In short, it creates a black, grim world without soaking everyone in blood while leaving the actual character a fully blank slate for the player to fill in - as the game so well allows you to.

into a dull corridor full of hostile rats
Which serves as a way for the player to RP their character - will you run out past the rats, will you kill only those threatening you or will you mercilessly hunt each and every rat in the cave. It doesn't matter what you do, since the amount of XP is minuscule.

Can you explain exactly what the extra strategy in Fallout1/2's turn based combat is?
Yes, I can. While F1/2 does not reach the levels of squad-based tactical/strategic games like original Rainbow 6 or X-Com and Jagged Alliance, it does present you with options and it especially punishes you for stupid choices, something that, unfortunately, not many modern games do. At least you have six different skills to use for combat (small guns, big guns, energy weapons, throwing, unarmed, melee) with a plethora of different weapons - in essence, you have a reasonably big tool kit to use in any situation. This is much better than in ME1/2 where weapons and skills don't matter at all or F3 where there is hardly any difference since you can kill three supermutants with the 10mm pistol you get when escaping Vault101 with a low skill thanks to the built-in cheat/exploit-mode called VATS.

Basically my gripe is that these games which are supposed to build upon the foundations laid by previous games are actually, mechanics-wise, inferior to their predecessor. Even if the combat in original Fallout isn't really that strategic, at least your character matters. F3 allows you to run up to that supermutant, empty your laser pistol with skill 0 in his face with VATS and then run behind cover to let it regenerate. Thus, the combat mechanics which are built to coddle the player ensure that the game mechanics are ruined.