I'm guessing some of these are special spawns. I saw a 3 health Deathclaw out front of Super Duper Mart, which is where I got my Deathclaw Gauntlet, and it already had crippled legs by then. Made the fight nice and easy, and I've seen another wounded one patrolling near the Nuka Cola place, but never found a corpse to marry it to. They're interesting enemies, and ones that should be treated with respect, but from personal experience I can say it's much more reliable to unarmed-fight them than to try to kill them with guns alone, on Very Hard at least, because they'll survive sustained headshots from the Plasma Rifle and close to engage real fast. Only way to beat them in range is dartgun, headshots, and bottlecap mines. But it's more fun to melee them, and then just heal up afterwards.Stark wrote:Well I've seen enough hilarious 1 raider/1 enclave/1 deathclaw/1 molerat spawns to know all about that, but it just seems daft they way they play out.
Fallout 3 Impressions and Opinions
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Re: Fallout 3 Impressions and Opinions
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Re: Fallout 3 Impressions and Opinions
Some good news on the CS and DLC front:
Source.Bethesda Softworks Announces Creation Kit and First Downloadable Content for Fallout 3
Editor to be Available in December; Downloadable Content coming for January, February, and March
November 25, 2008 (ROCKVILLE, MD) – Bethesda Softworks®, a ZeniMax Media company, today announced plans to make both its editor and downloadable content available for its award-winning game, Fallout® 3 in the coming weeks. The official editor for Fallout 3, called the G.E.C.K. (Garden of Eden Creation Kit), will be available for free download in December and will allow Games for Windows® users to create and add their own content to the game. In addition, the first official downloadable content, Operation: Anchorage, will be available exclusively for the Xbox 360® video game and entertainment system from Microsoft and Games for Windows® in January, and more downloadable content coming in February and March.
“We’ve always seen the original world of Fallout 3 as a foundation for even more content. Some created by us, and a lot more created by users,” said Todd Howard, game director for Fallout 3. “It’s fun to create your own character, but it can be equally fun to create your own adventures. We can’t wait to see what the community does with the G.E.C.K.”
The release of the G.E.C.K. provides the community with tools that will allow players to expand the game any way they wish. Users can create, modify, and edit any data for use with Fallout 3, from building landscapes, towns, and locations to writing dialogue, creating characters, weapons, creatures, and more.
Three downloadable content packs will be coming to Xbox 360 and Games for Windows Live starting in January that will add new quests, items, and content to Fallout 3.
Operation: Anchorage: Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. An action-packed battle scheduled for release in January.
The Pitt: Journey to the industrial raider town called The Pitt, located in the remains of Pittsburgh. Choose your side. Scheduled for release in February.
Broken Steel: Join the ranks of the Brotherhood of Steel and rid the Capital Wasteland of the Enclave remnants once and for all. Continues the adventure past the main quest. Scheduled for release in March.
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Re: Fallout 3 Impressions and Opinions
Well Bethesda is nice to make a kit available soon. "Liberation of Alaska"? That crap's gotta hurt. It's 200 years away from the timeline.
"Continues the adventure past the main quest" - at last they realize their crappy ending makes no sense and kills the ability to complete sidequests for a person who doesn't have a clue it won't let him play afterwards like in most Fallout games.
"Continues the adventure past the main quest" - at last they realize their crappy ending makes no sense and kills the ability to complete sidequests for a person who doesn't have a clue it won't let him play afterwards like in most Fallout games.
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Re: Fallout 3 Impressions and Opinions
I love that ... 'the Pitt'. I bet someone got paid thousands of dollars for that sterling piece of creative work.
I'm curious to see how much content they involve however; the Oblivion Shivering Isles thing was pretty awesome play-time wise, but this stuff sounds pretty lameo. We'll see I guess, but I sure as hell won't be buying them.
I'm curious to see how much content they involve however; the Oblivion Shivering Isles thing was pretty awesome play-time wise, but this stuff sounds pretty lameo. We'll see I guess, but I sure as hell won't be buying them.
Re: Fallout 3 Impressions and Opinions
If they release a construction set, I can build a new area. I got good at it in Obliv. But without it... most we can do is coding-based mods, which is not my style. The shivering isles, I felt, was better than the original game. It also made the original game more interesting to play, since it added layers of depth to the storyline to have the Realm itself saved by a Daedric Prince.Stark wrote:I love that ... 'the Pitt'. I bet someone got paid thousands of dollars for that sterling piece of creative work.
I'm curious to see how much content they involve however; the Oblivion Shivering Isles thing was pretty awesome play-time wise, but this stuff sounds pretty lameo. We'll see I guess, but I sure as hell won't be buying them.
These by comparison do not sound as interesting, though I do have some hopes for the post-storyline gameplay via the BoS. The Brothers are serious douchebags, but it will be interesting to see how things turn out, and what the offical canon of the game is. I assume they make your character heroic in death. In a way I wish that things had gone differently, to encourage your character to actually consider what the badguys asked you to do, instead of making it obviously a terrible idea. If they had, and the canon was that your character actually DID that instead of the super heroic option... the game could continue afterwards to clean up that big mistake. Oh well.
Re: Fallout 3 Impressions and Opinions
There have only been two, and F3 is just like the original in that the game ends and you can't play on. F2 is the odd man out."Continues the adventure past the main quest" - at last they realize their crappy ending makes no sense and kills the ability to complete sidequests for a person who doesn't have a clue it won't let him play afterwards like in most Fallout games.
"Enter a military simulation"Well Bethesda is nice to make a kit available soon. "Liberation of Alaska"? That crap's gotta hurt. It's 200 years away from the timeline.
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Re: Fallout 3 Impressions and Opinions
And of course, the weapons and Power armour (that in the original fluff had each US soldier as effective as a "Walking tank" against the chinese invaders) will use the exact same models and damage and effects as the modern stuff. Hell, we probably won't even see mass usage of military robots or tactical nukes...Vympel wrote:"Enter a military simulation"Well Bethesda is nice to make a kit available soon. "Liberation of Alaska"? That crap's gotta hurt. It's 200 years away from the timeline.
It'll fuck up the fluff, but who cares, we'll be able to re-see Liberty Bot at least , and it can always be retconned as "Us simulator artistic licensing or propaganda".
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Genius is always allowed some leeway, once the hammer has been pried from its hands and the blood has been cleaned up.
To improve is to change; to be perfect is to change often.
Re: Fallout 3 Impressions and Opinions
Oh yeah, wow, can we have more snoozefest walk-em-up action with giant invincible robots? Yay!
I'm curious if they'll bolt new area to the map or do it the Shivering Isle teleport way.
I'm curious if they'll bolt new area to the map or do it the Shivering Isle teleport way.
Re: Fallout 3 Impressions and Opinions
I'm assuming the combat simulator will be not too dissimilar in game terms to the Tranquility Lane thing. Like, you go in a military base or something, sit in a lounger, and boot up the combat sim. It could be a standalone mod, but that would be rather bizarre. I suppose they could put it in the Vault, something for you to do as a kid. I heard your Dad talking about "the experiments are to prepare him/her..." in the flash-forward parts of the beginning. Maybe now we'll see what those are? Or it might be in the Citadel.Stark wrote:Oh yeah, wow, can we have more snoozefest walk-em-up action with giant invincible robots? Yay!
I'm curious if they'll bolt new area to the map or do it the Shivering Isle teleport way.
Regardless, adding new areas would be simple, but basically irrelevent. Nothing yet requires new areas, except The Pitt, which sounds like it'd be far enough away from D.C. that you'd get there via a Shivering Isles or similar style transport doohickey. Maybe it'd be as simple as "There's a friendly Caravan outside of Canturbury Commons that is causing quite a stir, as increased raider activity in The Pitt has made it impossible to trade to the North! Talk to their leader or Uncle Roe to get the low-down on what's happening up North, and arrange to be a guard for the Caravan, and get plunged into a turf war where only you can decide the victor--or make sure everyone loses!"
At least that might be a sensible way to start the quest. I'd enjoy if they extended the map Northwards and west, but the amount of distance between D.C. and Pittsburg is pretty extreme on the current map.
Note, I still find the amount of whining about the game from all sides hilarious. I shit on the bad parts but I still find the game very, very fun--on the first playthrough anyway, I may have it again this weekend but I don't know what else to do. Some people whine it's too easy (it really is) but another sizable group whines that it's too hard. I heard a guy complaining that it took him three shots to headshot-kill a supermutant with his sniper rifle. Boo fucking hoo, moron, he made clear in his article he has no idea sneak attacks do vastly superior damage, and clearly doesn't remember in Fallout that you could shoot people IN THE EYES and for them to still survive and talk about being blinded before finally going down. It's like people say they've played Fallout, but have absolutely no recollection of it at all. Unbelievable nostalgic groupthink wank.
Re: Fallout 3 Impressions and Opinions
All most people remember about F1 I think is 'omg awesome'. Like you say, it was never realistic/particularly gritty/difficult. I can talk all day about how F3 is broken, but it was a fun playthrough regardless and while it fails in all kinds of ways it's way more fun than something like Oblivion.
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Re: Fallout 3 Impressions and Opinions
In some ways it's less broken than Fallout 1. I've seen (and reproduced), 10 minutes Fallout 1 speedruns. You couldn't do that in Fallout 3.Stark wrote:All most people remember about F1 I think is 'omg awesome'. Like you say, it was never realistic/particularly gritty/difficult. I can talk all day about how F3 is broken, but it was a fun playthrough regardless and while it fails in all kinds of ways it's way more fun than something like Oblivion.
Some things bug me about Fallout 3. In some ways it doesn't quite feel "Fallout-y" enough. The Fatman is silly, but it's also awesome silly, so I let it slide. The lack of non-combat options, the over-all focus on combat and the general inability to play any sort of realistic non-combat build grates on me at little, as a fan on the old games. But maybe I'm just not trying hard enough. The dialogue options we're always great, either.
And yet I largely don't care about most of this stuff, 'cause I find the game plenty fun. Not perfect by any measure, but still lots of fun.
Spoiler
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Re: Fallout 3 Impressions and Opinions
To be fair these seem to be DLC, not outright expansions. Presumably with a corresponding price tag.Covenant wrote:If they release a construction set, I can build a new area. I got good at it in Obliv. But without it... most we can do is coding-based mods, which is not my style. The shivering isles, I felt, was better than the original game. It also made the original game more interesting to play, since it added layers of depth to the storyline to have the Realm itself saved by a Daedric Prince.Stark wrote:I love that ... 'the Pitt'. I bet someone got paid thousands of dollars for that sterling piece of creative work.
I'm curious to see how much content they involve however; the Oblivion Shivering Isles thing was pretty awesome play-time wise, but this stuff sounds pretty lameo. We'll see I guess, but I sure as hell won't be buying them.
These by comparison do not sound as interesting,
The way they sound, Bethesda may have learned their lesson from the early garbage DLC for Oblivion.
Or maybe it just continues on if you send Sarah in. It's the option I always take, as I really dislike the notion of being railroaded into a "heroic death". Especially when the damn mutie cowards won't do it.though I do have some hopes for the post-storyline gameplay via the BoS. The Brothers are serious douchebags, but it will be interesting to see how things turn out, and what the offical canon of the game is. I assume they make your character heroic in death. In a way I wish that things had gone differently, to encourage your character to actually consider what the badguys asked you to do, instead of making it obviously a terrible idea. If they had, and the canon was that your character actually DID that instead of the super heroic option... the game could continue afterwards to clean up that big mistake. Oh well.
Hell, maybe they'll take the rod out of Fawkes and Charon's butts and have them go in.
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Re: Fallout 3 Impressions and Opinions
To be fair, you weren't really railroaded into a heroic death - you can say "fuck that, you do it Lyons!"
And that's the end of it.
Of course, it feels like the pussy way out, which is bullshit when Fawkes is STANDING RIGHT THERE.
And that's the end of it.
Of course, it feels like the pussy way out, which is bullshit when Fawkes is STANDING RIGHT THERE.
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Re: Fallout 3 Impressions and Opinions
That'd be a fun way to do it--have one of the other people go in, like Fawkes or Charon. Probably Charon, as it is someone that anyone can have.
BTW, the Falloutyness of FO3 isn't really all that bad. The Fatman is silly, but so was the Gauss Rifle, in terms of ridiculous non-canon overpowering retardness. But the gauss rifle broke the game horribly, where the Fatman is just a glorified missile launcher with rather rare ammo. I always had plenty, but I only used it in that one battle anyway. As for the rest of it, really, what's not Fallouty? I take exception not with you, but with the other braying herds of cattle who repeat the same sort of idea, but with much less of an open mind. You know the people I'm talking about, so don't take any of what I'm saying as invective against your stance, it's aimed at the NMA and other loyalists. The art design in FO3 is spot-on for a ruined city overrun by feral supermutants, if you ask me, and the few habitable areas that have a significant population all look fallouty to me. Take junktown from Fallout 1 for example:
Click here for a big picture of Junktown.
Use that wall of cars and the ruined houses and you have Bigtown. Take the ruined sheetmetal houses and debris walls and you have Megaton. Rivet City is like a vault, and FO3 even includes the famous Gas Station Hiding A Base that was used by the Enclave in FO2 and basically used by the Brotherhood in FO1, in a sense. And the whining about oooh boring color palette, boo hoo it's boring not like fallout. Masonry is generally gray, so interior D.C. is kinda ugly by default, but that's also to distinguish it from other areas and give it a unique feel. Still, I must admit, I too miss those sterling wasteland vistas:
Ahh, such sweet memories of gray and brown, so unlike the wastes of D.C.! And the dialogue! So many options!
So really, while the game had a flavor many had never seen before, it was a flavor I'd seen before from an earlier Interplay Post-Nuclear Adventure. The story was nearly the same too--you leave your sheltered safehouse, strike out into the wilds in search of something, track down an ancient pre-war military base that is creating hideous abominations, battle your way from a small farming community with an idealistic bent to the harsh border town where you get your first taste of the bitter Wasteland life, then... blah blah, atomic cultists, ancient base, find the source, blow it up, escape, etc. Fallout was Wasteland with Mutants instead of Robots, and Deathclaws are so gimp next to Scorpitron, I tell you. Regardless, Fallout's big advancement over Wasteland was graphics and graphics alone. The combat became LESS tactical in Fallout, the skill progression LESS deep, the environments LESS complex and varied and the setting arguably LESS immersive, since you didn't even get the paragraph books to spin you a literal narrative. For example, it's no secret the Junktown quest about Gizmo and Killian is based off of Fat Freddy and Brygo from Wasteland. There's even a Wasteland Ranger (Tycho) as an Homage to Wasteland in there that comments about this in Junktown. Gizmo is a fat guy who seems quite eager to get himself rid of Killian, but I would assert he doesn't compare to the source material. So in a very real sense, we lose something in each translation from text to graphics, and Fallout was a step between. The Falloutyness is really just a watered-down Wastelandyness done to the best they could with graphics at that time. I'd say Bethesda was as true to the material as they could be. Anyway, here's the paragraph book entry about Fat Freddy. Purple prose, but that's the kind of juicy setting material that really makes a game what it is, and made Fallout a reality:
Spoiler
BTW, the Falloutyness of FO3 isn't really all that bad. The Fatman is silly, but so was the Gauss Rifle, in terms of ridiculous non-canon overpowering retardness. But the gauss rifle broke the game horribly, where the Fatman is just a glorified missile launcher with rather rare ammo. I always had plenty, but I only used it in that one battle anyway. As for the rest of it, really, what's not Fallouty? I take exception not with you, but with the other braying herds of cattle who repeat the same sort of idea, but with much less of an open mind. You know the people I'm talking about, so don't take any of what I'm saying as invective against your stance, it's aimed at the NMA and other loyalists. The art design in FO3 is spot-on for a ruined city overrun by feral supermutants, if you ask me, and the few habitable areas that have a significant population all look fallouty to me. Take junktown from Fallout 1 for example:
Click here for a big picture of Junktown.
Use that wall of cars and the ruined houses and you have Bigtown. Take the ruined sheetmetal houses and debris walls and you have Megaton. Rivet City is like a vault, and FO3 even includes the famous Gas Station Hiding A Base that was used by the Enclave in FO2 and basically used by the Brotherhood in FO1, in a sense. And the whining about oooh boring color palette, boo hoo it's boring not like fallout. Masonry is generally gray, so interior D.C. is kinda ugly by default, but that's also to distinguish it from other areas and give it a unique feel. Still, I must admit, I too miss those sterling wasteland vistas:
Ahh, such sweet memories of gray and brown, so unlike the wastes of D.C.! And the dialogue! So many options!
So really, while the game had a flavor many had never seen before, it was a flavor I'd seen before from an earlier Interplay Post-Nuclear Adventure. The story was nearly the same too--you leave your sheltered safehouse, strike out into the wilds in search of something, track down an ancient pre-war military base that is creating hideous abominations, battle your way from a small farming community with an idealistic bent to the harsh border town where you get your first taste of the bitter Wasteland life, then... blah blah, atomic cultists, ancient base, find the source, blow it up, escape, etc. Fallout was Wasteland with Mutants instead of Robots, and Deathclaws are so gimp next to Scorpitron, I tell you. Regardless, Fallout's big advancement over Wasteland was graphics and graphics alone. The combat became LESS tactical in Fallout, the skill progression LESS deep, the environments LESS complex and varied and the setting arguably LESS immersive, since you didn't even get the paragraph books to spin you a literal narrative. For example, it's no secret the Junktown quest about Gizmo and Killian is based off of Fat Freddy and Brygo from Wasteland. There's even a Wasteland Ranger (Tycho) as an Homage to Wasteland in there that comments about this in Junktown. Gizmo is a fat guy who seems quite eager to get himself rid of Killian, but I would assert he doesn't compare to the source material. So in a very real sense, we lose something in each translation from text to graphics, and Fallout was a step between. The Falloutyness is really just a watered-down Wastelandyness done to the best they could with graphics at that time. I'd say Bethesda was as true to the material as they could be. Anyway, here's the paragraph book entry about Fat Freddy. Purple prose, but that's the kind of juicy setting material that really makes a game what it is, and made Fallout a reality:
I do agree there's not many non-combat options, but that was kinda just a gimmick anyway, and everyone knows it. In a game full of armor, guns, and a million death animations, the only time it was played passively is just to see how it could be done. Removing that may have been a poor decision, but honestly, it's also disingenuous to say that FO1 and FO2 could be played without combat options entirely. I can play FO3 with very few combat encounters if I choose my battles cautiously, run away whenever I get in danger, and use my sneak abilities. Some of them are hard-wired, sure, but some of them in FO1 were too, and you could only avoid them by sneaking past the mutants. Aside from one quest section where you're required to clear out the mutants in Project Purity, I don't believe any other combat is required if you can sneak well enough. And here's the way to do it:Fat Freddy is a genetic nightmare – a squamous mass of slimy flesh shud-
dering and twitching before you like some animated blob of flesh-colored Jell-O.
He smells like a swamp, a foul, choking miasma of rotting mastodonian flesh left
to putrefy. His presence is overwhelming – perhaps he has some mutant ability
to control men’s minds. While in his presence, you have to sternly control an
urge to salute or kneel. There is no doubt that he is a leader of men.
When he speaks, his voice sounds like bubbles of carbon dioxide burbling up
out of a morass. It is difficult to understand him, but after the first few phrases
of introduction, you begin to get the hang of it. Fat Freddy is a man driven by
ambition, and he has an offer to make.
“Brygo thinks he controls Vegas,” burbles Freddy, “but he isn’t half the man I
am. Haw! Haw! Haw! This should be my town, and it will be. I’ve had your
men watched since you got to Vegas. They tell me you are the best fighters ever
seen in these parts. Well, then, it shouldn’t be too tough for you to do me a
favor. Kill Faran Brygo, and bring me the onyx ring he always wears. When
you do that I’ll give you $25,000 and anything else you want in this town.”
You tell him that you need a few minutes to think things over, and go into a
corner to confer among yourselves. You have a very, strong feeling that Freddy
doesn’t want to hear any negatives out of you.
Spoiler
Re: Fallout 3 Impressions and Opinions
Just getting a little further into my "Evil bastard" playthrough, they could've put some more effort into Three Dog's narrative. By the time I got to GNR I had already built up significant bad karma by blowing up Megaton, slaughtering The Family, killing Roy and his ghouls outside Tenpenny Tower, and of course - stealing everything that wasn't nailed down. So it was no surprise when I entered DC proper, Three Dog was going on about me, The Reaver (and a level later, the Urban Invader). And it was cool.
But then I go and see him at GNR, and he knows who I am and he betrays none of this knowledge in conversation. Worse, he even repeats the "I'm getting good vibes from you" thing he told me in my "Good guy" game. Then after I leave, I hear on the radio the following:-
* introduction about evil bastard scumbag kid from Vault 101
* revelation (to the Capital Wasteland) that I'm James' son, and everyone hopes I find my Dad ...
I mean, what?
But then I go and see him at GNR, and he knows who I am and he betrays none of this knowledge in conversation. Worse, he even repeats the "I'm getting good vibes from you" thing he told me in my "Good guy" game. Then after I leave, I hear on the radio the following:-
* introduction about evil bastard scumbag kid from Vault 101
* revelation (to the Capital Wasteland) that I'm James' son, and everyone hopes I find my Dad ...
I mean, what?
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Re: Fallout 3 Impressions and Opinions
Well, that screenshot just shows dialogue with a generic npc so it isn't a great example.
Fallout 1 & 2 generally did have more and more diverse dialogue than 3.
On the other hand 3 is a definite improvement over Oblivion dialogue wise. Bethesda would do well to hire more writers and learn more by their next game (and it wouldn't be bad if TES 5 adopts Fallout's style rather than it's wikipedia hotlinks).
Also after thinking more of how we can play after the ending, I believe these are the most likely possibilities.
- Lyons goes in, you live. Hooray!
- Fawkes/Charon/RL-3 go in. Everybody lives. Yay!
- You sacrifice yourself and pass out then wake up in the Citadel, where you're told you got pulled out and injected with that super-duper Enclave Rad-Away they stole from Autumn's pockets.
- You sacrifice yourself and become a ghoul.
Fallout 1 & 2 generally did have more and more diverse dialogue than 3.
On the other hand 3 is a definite improvement over Oblivion dialogue wise. Bethesda would do well to hire more writers and learn more by their next game (and it wouldn't be bad if TES 5 adopts Fallout's style rather than it's wikipedia hotlinks).
Also after thinking more of how we can play after the ending, I believe these are the most likely possibilities.
- Lyons goes in, you live. Hooray!
- Fawkes/Charon/RL-3 go in. Everybody lives. Yay!
- You sacrifice yourself and pass out then wake up in the Citadel, where you're told you got pulled out and injected with that super-duper Enclave Rad-Away they stole from Autumn's pockets.
- You sacrifice yourself and become a ghoul.
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Re: Fallout 3 Impressions and Opinions
Or you really do re-start as a Intiate, new charecter and all.
"The rifle itself has no moral stature, since it has no will of its own. Naturally, it may be used by evil men for evil purposes, but there are more good men than evil, and while the latter cannot be persuaded to the path of righteousness by propaganda, they can certainly be corrected by good men with rifles."
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Re: Fallout 3 Impressions and Opinions
Actually, I'd like to see that. Ghouls are a pretty interesting angle in the Fallout-verse and I think it would be cool if you became one of them.- You sacrifice yourself and become a ghoul.
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Re: Fallout 3 Impressions and Opinions
Vympel, I mentioned that earlier - the main quest is so linear it doesn't even accomodate alignment. I was a mass murderer by the time I met 3 Dog, and no convo options were 'no fuck you how about you tell me or I kill everyone and torture you' or 'fuck your stupid radio station dickhead hook me up' or whatever. He liked me too, regardless of what I'd done. It shows a lot of developer cowardice that GNR is such a huge part of the 'ambience' for the game that they can't let it be destroyed and so the player has to be dragged along with the stupid fedex quests regardless of how retarded it is.
Frankly everyone I know turns the radio off after the first run-around, so it's not important, but hearing 3-dogg constantly blow your cover by letting everyone know shit you just did, that he couldn't possibly know about, and that you might not actually want to be public knowledge (which it isn't because nobody else apparently listens to GNR) is fucking annoying. All those ham radios and not a single radio conversation. What a waste.
Frankly everyone I know turns the radio off after the first run-around, so it's not important, but hearing 3-dogg constantly blow your cover by letting everyone know shit you just did, that he couldn't possibly know about, and that you might not actually want to be public knowledge (which it isn't because nobody else apparently listens to GNR) is fucking annoying. All those ham radios and not a single radio conversation. What a waste.
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- Jedi Knight
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Re: Fallout 3 Impressions and Opinions
Yeah, I kept expecting one of those HAMs to trigger some conversation... They don't even seem to do -anything-...
There is a way around the fed-ex fix the radio quest... but it's a one shot speech challenge... Which yeah, is very annoying.
But that's always kinda the case, ain't it? The main quest is almost always the least interactive and often less interesting that the rest of the game...
There is a way around the fed-ex fix the radio quest... but it's a one shot speech challenge... Which yeah, is very annoying.
But that's always kinda the case, ain't it? The main quest is almost always the least interactive and often less interesting that the rest of the game...
Rule one of Existance: Never, under any circumstances, underestimate stupidity. As it will still find ways to surprise you.
Re: Fallout 3 Impressions and Opinions
Yeah you can skill around it or just swim the river and plot around it, but that doesn't change that the quest and dialog is insensitive to anything else. What's the point of a stupid alignment system if it doesn't DO anything, even if you look past the retarded integer-based 'comlpete good quest = can murder 20 people in cold blood and still be good' approach everyone uses because they're unimaginative and stupid?
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Re: Fallout 3 Impressions and Opinions
Indeed, indeed.
What I love is both the "Rar, PC is evil!" followed by the reports of quests I finished in the good-aligned way. Or just that aforementioned "101 kid sob story"...
But yeah, you'd think one extra counter, and maybe 7 lines of dialog total, and it would have been slightly less meaningless.
But I find it totally silly that the -only- difference between Good and Evil is the folks they send after you randomly. Supposedly the speech challenges change in difficulty, and I have noticed the Slavers went from saying I didn't belong to being all buddy buddy...
But other than that, it's entirely irrelevant to the game entirely. Might as well not be there. Hell, one of the benefits listed in the guide of evil was that raiders wouldn't automatically attack me, and they still do.
And it's made all the more irrelevant due to the hobos being a free source of unlimited +karma.
Though, to be fair, all of the "karma" systems I've ever seen have been entirely slider-garbage of minimal consequence...
What I love is both the "Rar, PC is evil!" followed by the reports of quests I finished in the good-aligned way. Or just that aforementioned "101 kid sob story"...
But yeah, you'd think one extra counter, and maybe 7 lines of dialog total, and it would have been slightly less meaningless.
But I find it totally silly that the -only- difference between Good and Evil is the folks they send after you randomly. Supposedly the speech challenges change in difficulty, and I have noticed the Slavers went from saying I didn't belong to being all buddy buddy...
But other than that, it's entirely irrelevant to the game entirely. Might as well not be there. Hell, one of the benefits listed in the guide of evil was that raiders wouldn't automatically attack me, and they still do.
And it's made all the more irrelevant due to the hobos being a free source of unlimited +karma.
Though, to be fair, all of the "karma" systems I've ever seen have been entirely slider-garbage of minimal consequence...
Rule one of Existance: Never, under any circumstances, underestimate stupidity. As it will still find ways to surprise you.
- chitoryu12
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Re: Fallout 3 Impressions and Opinions
One thing that's bugged me due to its change from Oblivion (the last Bethesda game I played) is the crime and punishment system, or lack thereof. When Leo Stahl left me alone in his restaurant, I immediately hacked the terminal to unlock the floor safe. Problem is, he immediately walked in as I began hacking, so he caught me and started swinging a knife at me. So I have no choice but to take his head off, and all of a sudden I've got literally the whole town after me. I mean, it would make sense if he just ran off to tell Lucas that I robbed him and have them lock me in a jail, but the problem is that as soon as you commit a crime, they start attacking, and this in turn inspires every OTHER resident to attack. In self-defense, I ended up slaughtering the the whole town and ruining my quest to complete Moira's book (as much as I hate her, I got some good rewards from the quests, including my chance to get Dogmeat).
The only consolations are that I had already defused the bomb and gotten a house to act as my home base, and I took the opportunity to loot everything valueable from the town to sell later, including the entire contents of the armory.
P.S. Did I mention I just LOVE the radio? GNR is the best music for blasting raiders, especially with the sounds echoing off the walls when indoors. And is it just me, or does Three Dog sound familiar?
The only consolations are that I had already defused the bomb and gotten a house to act as my home base, and I took the opportunity to loot everything valueable from the town to sell later, including the entire contents of the armory.
P.S. Did I mention I just LOVE the radio? GNR is the best music for blasting raiders, especially with the sounds echoing off the walls when indoors. And is it just me, or does Three Dog sound familiar?
- Darth Onasi
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Re: Fallout 3 Impressions and Opinions
You can kill Three Dog you know.Stark wrote:Vympel, I mentioned that earlier - the main quest is so linear it doesn't even accomodate alignment. I was a mass murderer by the time I met 3 Dog, and no convo options were 'no fuck you how about you tell me or I kill everyone and torture you' or 'fuck your stupid radio station dickhead hook me up' or whatever. He liked me too, regardless of what I'd done. It shows a lot of developer cowardice that GNR is such a huge part of the 'ambience' for the game that they can't let it be destroyed and so the player has to be dragged along with the stupid fedex quests regardless of how retarded it is.
Frankly everyone I know turns the radio off after the first run-around, so it's not important, but hearing 3-dogg constantly blow your cover by letting everyone know shit you just did, that he couldn't possibly know about, and that you might not actually want to be public knowledge (which it isn't because nobody else apparently listens to GNR) is fucking annoying. All those ham radios and not a single radio conversation. What a waste.
Though admittedly it does still show poor planning, as you can neither threaten him, or (as far as I know) find any evidence of where to go next from his body or room.
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