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fALLOUT 3

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Rick - 14 Aug 2004 07:18 GMT
I read where Fallout 3 is to become reality.  All I can hope is it's more
like I and II.  I've played tactics......while it's good...........to me
it's just hard to beat the first two.  I replay them over and over...doing
different things each time..finding different things each time and checking
out the ending.  Always changes.    Love the game.
GeePee - 08 Oct 2004 17:47 GMT
Yeah, I read a bunch on the Fallout 3 game.  Many people bickering about
keeping the same elements from 1 and 2...but from what I've read it will be
plenty different.  Like maybe having a friend join you(via internet) on your
missions, it looks like you can manage much more than you could in the
previous releases(characters, inventory, etc.)...

I just hope it's a long game.  Looking forward to it.

------------------------------------------------------------
www.digitalmilitia.com <-- You'll like our tshirts!!

> I read where Fallout 3 is to become reality.  All I can hope is it's more
> like I and II.  I've played tactics......while it's good...........to me
> it's just hard to beat the first two.  I replay them over and over...doing
> different things each time..finding different things each time and checking
> out the ending.  Always changes.    Love the game.
heretic - 08 Oct 2004 18:51 GMT
since it's being made by Bethesda and using the same engine as Oblivion,
I don't expect it to be much like the original two Fallouts, though
since the Bethesda staff are big Fallout fans themselves, I'd expect it
to have the same feel as Fallout. I know a lot of people are skeptical
about how well Bethesda can do FO3, some are even condemning them and
the project already while it's just in pre-production, but personally
I'm looking forward to it

and as for reading plenty about Fallout 3, what you read may not
necersarily be the version that's in development. the original plans for
Fallout 3 (Van Buren) were scrapped long ago, and I think, I may be
wrong here, that there have been other planned version of FO3 since

> Yeah, I read a bunch on the Fallout 3 game.  Many people bickering about
> keeping the same elements from 1 and 2...but from what I've read it will be
[quoted text clipped - 15 lines]
>
>>out the ending.  Always changes.    Love the game.
Odin - 12 Oct 2004 00:02 GMT
So how do you retain the feel of Fallout ?

Odin

> since it's being made by Bethesda and using the same engine as Oblivion,
> I don't expect it to be much like the original two Fallouts, though
[quoted text clipped - 3 lines]
> the project already while it's just in pre-production, but personally
> I'm looking forward to it
heretic - 12 Oct 2004 07:37 GMT
try to build on the atmosphere basically. it's hard to describe exactly
what it comes down to, it's sort of like the 'soul' of the game. try
comparing Dungeon Keeper 2 to DK1, essentially the same game but with a
revamped interface and it managed to keep the same feel of the original
DK. but on the other hand, a lot of sequels that boast updated
interfaces can lose some of that feel, take Monkey Islands 3 & 4 for
example, while they were still good games, they'd lost some of what made
the first two games classics. Bethesda could easily screw up Fallout 3,
but other than the original Fallout team, I can't think of anyone I'd
have more faith in to make it work

> So how do you retain the feel of Fallout ?
>
[quoted text clipped - 7 lines]
>>the project already while it's just in pre-production, but personally
>>I'm looking forward to it
Odin - 12 Oct 2004 10:05 GMT
Exactly, it's hard to describe. Isometric view is one of those soul factors
and turn based combat is also one.
They tried real time in Fallout Tactics and that didn't work, alot of the
old Fallouters went to TB in that game and that was unbalanced. There is
more to the soul then just the atmosphere/story.

And actually there is one development house I can think of that could make
it better then Bethesda, but they lost the race for the license...yup you
got it.. Troika..

> try to build on the atmosphere basically. it's hard to describe exactly
> what it comes down to, it's sort of like the 'soul' of the game. try
[quoted text clipped - 6 lines]
> but other than the original Fallout team, I can't think of anyone I'd
> have more faith in to make it work
wamingo - 12 Oct 2004 14:32 GMT
> Exactly, it's hard to describe. Isometric view is one of those soul factors
> and turn based combat is also one.
> They tried real time in Fallout Tactics and that didn't work, alot of the
> old Fallouters went to TB in that game and that was unbalanced. There is
> more to the soul then just the atmosphere/story.

heh, yeah, says you and a bunch of egocentric forum vultures...

Now, FOT didn't have a perfect RT system, but it definately didn't kill the
"soul" of fallout.
If anything in FOT killed the "soul" of fallout it would be that it was just
a hack'n'slash.
And those who says RT sucked are just pissed that the rest of the game was a
hack'n'slash and thus biased and should be disregarded entirely... thank
you. ;)

TB was the only real turnoff for me in fallout, and the very reason it took
me about 2 weeks and a dozen tries to get out of the Rat caves in fallout
1...
The game utilizes an absolute minimum of tactical possibilities, making the
game a purely statistical and a lousy diceroll "you sunk my battleship"
standoff type of combat.
Although, granted, still made oddly fun by the style of graphics and so on,
it still comes down to being more interesting to watch the little text
screen on your lower left than the actual fight...
Yes, sad. I love the game, but the combat quickly turns stale, especially if
you don't constantly retrieve new stuff to play with and have the drive of
the quest(s).
ingwe - 13 Oct 2004 12:02 GMT
>> Exactly, it's hard to describe. Isometric view is one of those soul
> factors
[quoted text clipped - 32 lines]
> you don't constantly retrieve new stuff to play with and have the drive of
> the quest(s).

But, the beauty of FO is there is so much more to it than just combat.
Odin - 25 Nov 2004 21:53 GMT
From: "wamingo" <foxtrot2@worldonline.dk>
Newsgroups: alt.games.fallout
Sent: Tuesday, October 12, 2004 2:32 PM
Subject: Re: fALLOUT 3

> Now, FOT didn't have a perfect RT system, but it definately didn't kill
> the
> "soul" of fallout.

Erm did you ever stop to look at the story in FOT ? Hummers? Vault 0 ??
I guess you never looked at the whole picture did you, because if you did
you would see the errors in that game.

Sure it was a good enough game, but it wasn't at all what they hyped it up
to be.

> And those who says RT sucked are just pissed that the rest of the game was
> a
> hack'n'slash and thus biased and should be disregarded entirely... thank
> you. ;)

So everyone that thought the whole CTB (NOT RT, get your facts straight)
combat mode sucked is biased?
What an idiotic statement.

> TB was the only real turnoff for me in fallout, and the very reason it
> took
> me about 2 weeks and a dozen tries to get out of the Rat caves in fallout
> 1...

Well this explains it all for me.

> The game utilizes an absolute minimum of tactical possibilities, making
> the
[quoted text clipped - 8 lines]
> you don't constantly retrieve new stuff to play with and have the drive of
> the quest(s).

I've never said that the combat system shouldn't be revised, it should. But
RT isn't Fallout.
Bateau - 26 Nov 2004 12:34 GMT
>I've never said that the combat system shouldn't be revised, it should. But
>RT isn't Fallout.

It's Fallout Jim, but not as we know it.
wamingo - 26 Nov 2004 15:01 GMT
> > Now, FOT didn't have a perfect RT system, but it definately didn't kill
> > the
[quoted text clipped - 3 lines]
> I guess you never looked at the whole picture did you, because if you did
> you would see the errors in that game.

What does the content have to do with the RT system?
What I claimed was that RT didn't kill the soul of fallout.

Besides, no one except the core nitpicking fallouters would mind those
details... Who gives a rats arse if there's a vault 0, a power armor with
timeline issues or a deathclaw with hair on it...

> Sure it was a good enough game, but it wasn't at all what they hyped it up
> to be.

That's true, but then that's usually true about any game...

> > And those who says RT sucked are just pissed that the rest of the game was
> > a
[quoted text clipped - 4 lines]
> combat mode sucked is biased?
> What an idiotic statement.

So the correct term is CTB, fine. Except the only limit being: you can't
fire more than so so often and run more than so far in a given time, nothing
that really makes it different from a say "realistic" shooter.
Since "turns" are taken simultaneously with every other unit on the map and
the action points can be used at any time of your pleasing, as was it eg
'energy', it's no longer really "turns", it's RT...

Right... The idiotic statement...
The statement is refering to the -Actual- reasons to why no one regards FOT
as fallout and that those issues clearly made many biased towards the game.
The reason of course, although for the longest time giving you a somewhat
different impression - both before release and even some ways into the game,
that it wasn't an RPG afterall.
That clearly left a whole bunch of former fans very biased towards the game
complaining about everything.
And that leaves us with the issue of TB/RT.

They didn't dislike FOT because of RT, they disliked it because of the
lacking RPG.

FOT was well geared for RPG, just didn't have any... That left most people
disappointed, perhaps rightly so, but also biased.

Thus the game is a (tactical) hack'n'slash, and those who dislikes it
because of RT on its own is either a neanderthall gamer or full of sh.t...
I'm quite certain you'll find "_alot_ of the old fallouters" to be quite few
when it comes to it, although possibly with more blind followers than the
Children of the Cathedral, and also fit perfectly within those two groups,
no offense...
Far more people prefer RT to TB, ask anyone remotely neutral...

Sure the content and features and style of play etc wasn't perfect either
and that contributed obviously, but, IF ANYTHING, none other than the fact
it wasn't an RPG ruined the soul of fallout, the rest is just nitpicking.
And when it comes to it (hence why I said "if anything") it's entirely
subjective anyhow.

FOT could've been a great game, had it been an rpg.
And it had decent tools to make it even better.
It wasn't. End of story.

> > TB was the only real turnoff for me in fallout, and the very reason it
> > took
> > me about 2 weeks and a dozen tries to get out of the Rat caves in fallout
> > 1...
>
> Well this explains it all for me.

Explains what?
That TB isn't my thing, but that Fallout is?

> > The game utilizes an absolute minimum of tactical possibilities, making
> > the
[quoted text clipped - 11 lines]
> I've never said that the combat system shouldn't be revised, it should. But
> RT isn't Fallout.

What is fallout? It's not TB either...
Fallout is a witty gritty Post 1950's Apocalyptic game, and if there's any
one thing at all, that of the engine itself further defining what Fallout
is, it would be that it is an RPG and nothing more...
And yet, maybe not even any of that, but it'll probably be hard to
reckognize without at least these elements...
Odin - 27 Nov 2004 19:51 GMT
> What does the content have to do with the RT system?
> What I claimed was that RT didn't kill the soul of fallout.

The whole package has something to do with killing the soul of Fallout,
first off you have content errors that's so hugely wrong that had Tim Cain
been dead he would have rolled over and over. Secondly you have a off base
Real Time combat system, which the designers even said didn't work. Sure you
can play with the CTB mode, and some might even like it. But in the end
Fallout was ment to use a turn based combat system, it's how it should be.

And have you ever looked at how badly balanced the CTB and TB modes in FOT
are ?

Besides, I never claimed that the RT system killed the soul of Fallout. The
entire package did.

> Besides, no one except the core nitpicking fallouters would mind those
> details... Who gives a rats arse if there's a vault 0, a power armor with
> timeline issues or a deathclaw with hair on it...

Then why bother to use your precious time to argue with me over this then?
Had you bothered to look at the story and understand Fallout, then you would
have cared if the game stuck canon or not. If not you're just a casual
gamer, which probably even enjoyed FBos on Xbox/PS2

> it's RT...

No, it's still CTB. A variant of RT, yes but not RT.

> Right... The idiotic statement...
>  SNIP...

Riiiight, now I know you don't have a clue.

The reasons why the fanbase didn't like FOT wasn't about it not being an
RPG, we didn't like it because it didn't follow the story of Fallout and
because the TB mode in FOT was unbalanced, so was the CTB. It was a half
assed work which should have been patched more, even the designers have said
so.

So there, QUIT with all this..aaahh you didn't like it not being an RPG, aah
you didn't like it because it wasn't TB only.

I was one of the people that stood by FOT, untill I played it and saw what
it was. It was an ok game, that's all.

> What is fallout? It's not TB either...
> Fallout is a witty gritty Post 1950's Apocalyptic game, and if there's any
> one thing at all, that of the engine itself further defining what Fallout
> is, it would be that it is an RPG and nothing more...
> And yet, maybe not even any of that, but it'll probably be hard to
> reckognize without at least these elements...

Actually you're wrong about this and if you can't spot it, well then....
Homer - 28 Nov 2004 15:22 GMT
OT:

Hey Odin, was that you playing DOD yesterday or another Odin?

Too bad Wasteland Half-Life died before reaching it's potential. I think that a
good FPS style game with some RPG elements and "witty gritty Post 1950's
Apocalyptic" atmosphere would have been a better marketing choice for Interplay
than FOT. Not that Fallout 3 should ever go in that direction.

~Homer aka Lancer
4too - 12 Oct 2004 23:54 GMT
Graphics and game mechanics aside,

The market forces may be so strong that Bethesda will be "Old School" if
they manage to crank out an "action RPG".

RPG's in the tradition of the FO's are seen as too intellectually
intensive to be "accessible" to the target market.  When all the waves
of rat rushes are over and the glamor cut scenes are done, whatever
RPG-ing summoned may be more a ghostly haunting then an eternal 'soul'
worthy of redemption.

Bethesda may run the risk, and go counter to the smart designers,
creating a good game, with it's own unique 'soul'; or they may sit in
their safe niche and cater to their fantasy fan base, and the fashions
of the moment, cookie cutting another mediocre title.

We'll hear all about it,  whenever.

4too
Bateau - 13 Oct 2004 14:32 GMT
>try to build on the atmosphere basically. it's hard to describe exactly
>what it comes down to, it's sort of like the 'soul' of the game. try
[quoted text clipped - 6 lines]
>but other than the original Fallout team, I can't think of anyone I'd
>have more faith in to make it work

The setting, locations and atmosphere in Fallout had cohesion. They
didn't in Fallout 2. Every time you went to a new location the mood
changed. It was like each place belonged in a different story.

I think the developers saw people's response to how much you could do
and the different ways you could do it in Fallout and thought that was
what made the game great. So they attempted much more with Fallout 2 but
didn't take the time to make it all fit together. Being able to act
freely in a universe is only effective if the universe exists in your
mind. A classic case of quantity over quality.

It also didn't help that in so many areas in Fallout 2 you were an
outsider because you were a tribal and you could never really get
attached to the characters. This was particularly bad with the starting
areas like Klamath and The Den. At the start of Fallout the first few
leaders you meet (the Overseer, Aradesh and Killian) were admirable
figures and winning their approval was rewarding. The characters in
Fallout 2 are a.sholes. The things the PC did in the early locations
made him heroic. Whoever designed that stuff really knew what they were
doing. A lot of Fallout probably originated as some guy's heroic
daydreaming. That's why the ending is so good. The Vault Dweller's
heroism is unappreciated by the people who made him set out to become
one but he is a hero to everyone he helped along the way. Fallout 2
tried to be like that but because the developers weren't imagining a
world they could have good adventures in they couldn't make a world
gamers could have good adventures in.
ordosclan - 16 Oct 2004 06:47 GMT

> The setting, locations and atmosphere in Fallout had cohesion. They
> didn't in Fallout 2. Every time you went to a new location the mood
[quoted text clipped - 6 lines]
> freely in a universe is only effective if the universe exists in your
> mind. A classic case of quantity over quality.

First time playing fallout 2 was like.  Woah.  I played 1 after that.
But 2nd and 3rd incursions wasnt so great.  Even knowing a bit about
what I should have done, ect.  I just finished with a 1 intelligence
character.  Really lame.  I ended with 5 NPC's.  First time I only had
myron.  Fallout 1 played 2 times and never had the opportunity to get
any NPC.  Thats just how the game works but, I cant possibly stand
that lame Necropolis in fallout 1 or go through the lame a.s tunnels
in fallout 2.  Not enough randomness.  Random encounters dont count.
Alien blaster was cool if you aim for the eyes.  If you got it.

> It also didn't help that in so many areas in Fallout 2 you were an
> outsider because you were a tribal and you could never really get
> attached to the characters. This was particularly bad with the starting
> areas like Klamath and The Den. At the start of Fallout the first few
> leaders you meet (the Overseer, Aradesh and Killian) were admirable
> figures and winning their approval was rewarding. The characters in

Fallout 2 the first time could fool you that its non linear.  But its
not so cut and dried.  You need den for better weapons and hardware
and you cant afford those incursions against mauraduers and slavers in
the area.  Oh sure, you can piss around a few hexes around podunkville
your home village and kill scorpions and molerats for 100xp with a
spear and fists.  Big freaking woop.

I remember fallout 2 #2, trying to finish that modock mission going
back to den to talk to that a.shole in the bar.  What a fuckign waste.
I kept getting killed going against submachine guns with no or
leather armor.  And a stupid gun.  That one guy that whores the little
pickpocket kids.  Kill him and take his hardware.  That was always my
numero uno mission to cap that fool and take his sh.t.  The only great
thing about fallout 2 is how all you dream about is blowing peoples
heads off and hoarding weapons.  Looting bodys.  Double crossing
people.  Its real great to exercise that reptilian brain once in awile
but it just loses its appeal after awile.

> Fallout 2 are a.sholes. The things the PC did in the early locations
> made him heroic. Whoever designed that stuff really knew what they were
> doing. A lot of Fallout probably originated as some guy's heroic
> daydreaming. That's why the ending is so good. The Vault Dweller's

Yeaaaah I wasnt to up for fallout 1.  Map was too small.  Like if you
played xcom3 before 1 and 2.  Not the same.  Like kids these days
thinking sum-41 is punk and this new rock?  Whatever.  But if I played
1 first, maybe I wouldnt have been motivated to play 2.  1 was more of
"let me see what the first one was like".  The irony was that no
matter how bad you tryed to be you'd get XP for any "good deed" even
if you did it selfishly.

> heroism is unappreciated by the people who made him set out to become
> one but he is a hero to everyone he helped along the way. Fallout 2

Yeah.  Lame.

I've found its good not to overplay any game.  You get bored real
fast.  I'm hard to please anyways.

ordosclan@mail.hongkong.com
ordosclan - 16 Oct 2004 06:52 GMT
> So how do you retain the feel of Fallout ?
>
> Odin

Patch.  Addons.  New dialogue trees.  "storyline" (right).  The latter
is more difficult.  The problem with sequel games is the attempt to
make it like the previous.  Who cares, i just want to kill people,
loot bodys, pick pockets, plant bombs, blow peoples heads off, get XP,
upgrade hardware, get better armor, and level up for more perks.  Do I
care if it starts 10 years in the future or past from the previous
game?  Look at xcom and how bad sequels f.cked up a great idea.  Xcom
2 was an albatross.  I still have an unfinished game on 3 computers
(one a 486). Mabye when I have a few months recovery from hip surgury,
i'll go back to playing it.

ordosclan@mail.hongkong.com
Bateau - 17 Oct 2004 11:17 GMT
>> So how do you retain the feel of Fallout ?
>>
[quoted text clipped - 5 lines]
>loot bodys, pick pockets, plant bombs, blow peoples heads off, get XP,
>upgrade hardware, get better armor, and level up for more perks.  Do I

Go play some Diablo clone or MMORPG then. Fallout is a story driven
series.

>care if it starts 10 years in the future or past from the previous
>game?  Look at xcom and how bad sequels f.cked up a great idea.  Xcom
>2 was an albatross.  I still have an unfinished game on 3 computers
>(one a 486). Mabye when I have a few months recovery from hip surgury,
>i'll go back to playing it.
4too - 17 Oct 2004 23:41 GMT
In reply to: ordosclan@mail.hongkong.com (ordosclan) wrote:

> Go play some Diablo clone or MMORPG then. Fallout is a story driven
> series.

Yes.

Ordosclan seems to be representative of the target market for most game
producers these days.

The target demographic SHOULD be well satisfied, and yet they appear to
wander to story driven classics like FO.

Questions to define the dilemma that dances before my point of view:

With all the trendy and 'modern' titles that the smart money publishes,
why is this action gamer playing a 6 year old game TO COMPLETION and
then trying out different replay pathes and even the fan mods?

Are the mass marketed games so boring, or are the FO's that good?

4too
Bateau - 18 Oct 2004 09:46 GMT
>In reply to: ordosclan@mail.hongkong.com (ordosclan) wrote:
>
[quoted text clipped - 16 lines]
>
>Are the mass marketed games so boring, or are the FO's that good?

Because his attention span is very short and there are not enough new
games to satisfy him.
4too - 18 Oct 2004 23:44 GMT
> Because his attention span is very short and there are not enough new
> games to satisfy him.

And, he says he completed the FO's.

From his critique of FO and the mod's he's tried, (in another thread),
I think he identifies with the series enough that he wanted to replay in
the god mode, in a run and gun rave. Some might consider this back
sliding to old gaming habits that seek satisfaction in the thrill of the
moment.  Wanting to do this in FO's post apocalyptic setting might
indicate something positive.

Maybe we could suppose that after playing the FO's that he's bitten the
old' forbidden apple of knowledge, and now knows the difference between,
""good and evil"".

Well, perhaps knows the difference between an RPG and an "action" RPG.

These days some dev's and the marketing types seem to be unconscious of
the difference.

4too
 
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