Jason Moyer on 14/11/2008 at 12:09
Copy/paste to me has less to do with reusing the same assets (which FO3 does at times both outdoors and indoors) and more to do with using the exact same level design and literally copying and pasting it Oblivion style. The metros are really the only part of Fallout 3's world design that reminds me of the hundreds of horrible dungeons in Oblivion, and thankfully the game is designed so that you can entirely avoid them if you want to. Also, since the metro is essentially one really big dungeon split into different zones, copy/pasting can probably be forgiven.
As far as the main buildings and such, I thought FO3 had a lot of variety. My biggest disappointment with the game, tbh, is the length. I thought I was about halfway through the main quest yesterday, in the 45-50 hour range, and I was actually about half an hour from the end which was a let down. I went back and loaded the autosave from exiting the vault, and managed to reach the end of the 5th main quest in 13 minutes. The final half of the main questline will take longer, but still. Vault exit to halfway-finished in 13 minutes. That's messed up.
Judith on 14/11/2008 at 12:29
I think the bigger problem with this game is the huge amount of things you never see. I was doing the main quest and side-quests I found plus I visited all the places I came across while traveling from one place to another. It took me 47 hours to finish the game, I got my character on 19th level, visited over 60 locations and done over 20 quests.
After the ending I reverted to the last save before you-know-what, did some wandering here and there and when I got to 20th level I chose the Explorer perk. I was shocked when I saw myriads of places I've never been to. My discovered locations were roughly 1/3rd or maybe closer to 1/2nd of all possible places to visit.
Jason Moyer on 14/11/2008 at 12:34
Yeah, I had the same experience. I completed every quest that goes into your journal except for 3 (one that I left unfinished, and 2 I never started) and I still had maybe 2/3 of the map markers unvisited. As much as I despise DLC, I hope that they release some addons like they did with Oblivion, or even better, a full expansion. I seemed to remember reading that DLC would focus on new questlines rather than new assets (locations, armor, etc).
Rogue Keeper on 14/11/2008 at 12:43
I remember Oblivion world was said to have 16 sq. miles and now I've read somewhere that F3 world has about 16 sq. miles too. And it doesn't count in interiors, or does it? So I guess the original plans to make F3 world smaller than Cyrodiil have bloated slightly.
Judith on 14/11/2008 at 13:46
The world might be a bit smaller, but it feels much bigger, probably due to such number of locations. BTW. I don't understand why they used these annoying, ridiculous "You cannot go further. Turn back." messages - I know the world must be limited somehow, but they had a perfect tool to do it - radiation pockets! Doh, they even used it at some point in the quest! :nono:
Rogue Keeper on 14/11/2008 at 14:38
In Fallout.ini, change bBorderRegionsEnabled=1 to 0. Although just like in Oblivion, there is nothing interesting beyond.
Phatose on 14/11/2008 at 14:38
Quote Posted by BR796164
Still I'm interested to hear more opinions backing up the "consensus" I quoted above. So what do you people think, why it's a "spin-off not Fallout enough"?
It's all the things. The game mechanics are simply Oblivions with a fallout skin applied. I don't think you're going to find anyone arguing that. But the feel and story aren't so hot either. The feel of the game is Fallout, but unfortunately that's Fallout as in the first game whether it's appropriate or not. Deathclaws and Radscorps, for example - they can be somewhat explained with the pet store excuse, but then they make up a huge portion of the local ecosystem. We've got mutated bears, but what about mutated deer, or other eastern wildlife? It's like Bethesda knew radscorps were a staple of the series, but didn't stop to think for an instant why they were important.
You have ghouls which are everywhere, and have been retconned to spring up from any signifigant radiation source, instead of being created entirely on the day the bombs dropped (We are the first, and last, generation of ghouls). Supermutants which really were the master's game on the other coast, running around the east coast, with no proper explanation as to why, and even worse, no reason for their existence. They unessential to the plot of the game.
The enclave, which still calls itself the enclave after the enclave it was named for got nuked, running around DC for no adequately explained reason. Then a stupid involvement in the plot, with the exact same nefarious intentions as they had in FO2, with the exact same means of accomplishing it, except of course this time it's not airborne cause then it would be completely stupid.
Then you tack on things like raiders who decorate with decaying corpses for no reason, and the whole thing ends up feeling not quite glued together.
Really, the whole thing comes across as being made by someone who knew what was important in fallout, but didn't understand the why of things.
242 on 14/11/2008 at 14:52
Quote Posted by Jason Moyer
Copy/paste to me has less to do with reusing the same assets (which FO3 does at times both outdoors and indoors) and more to do with using the exact same level design and literally copying and pasting it Oblivion style. The metros are really the only part of Fallout 3's world design that reminds me of the hundreds of horrible dungeons in Oblivion, and thankfully the game is designed so that you can entirely avoid them if you want to. Also, since the metro is essentially one really big dungeon split into different zones, copy/pasting can probably be forgiven.
Even if dungeons and metro aren't counted, still many buildings look and feel the same - same style of level design, similarly looking labyrinths with lots of doors, same tables, same doors, same boxes etc. And damn containers and lots of items everywhere annoy me as hell.
How do you guys explore, do you look in every container you encounter, do you check items on shelves and floor? If I was chief designer of FO3, I would order to remove at least 2/3 of them.
And after the critique, I say this game is very good and interesting. Excellent architecture and details, graphics, models, characters and dialogues, excellent quests. Loved Tenpenny Tower (both the building and quest I've just finished) - :thumb:
I don't hasten to finish the game at all, being on level 11 and seeing the map, I guess I visited only about 20% of areas, I'd like to explore them all. Maybe after a while I'll learn to not ransack every container I see :). Actually, as I understood, there are only a few really big areas like Megaton or Rivet City in the game, most of them are much lesser (just few houses), and if the metro stations aren't counted then the game doesn't seem that big.
PS: Another good thing about the game is that I can feel this world lives, it doesn't feel dead like Gothic3.
Rogue Keeper on 14/11/2008 at 15:26
Quote Posted by Phatose
The game mechanics are simply Oblivions with a fallout skin applied. I don't think you're going to find anyone arguing that.
I agree that Special/Perk system has been primitivized a lot, but it would be better if we go into details of the mechanics. I think that getting rid of To Hit roll connected with Armor Class is rational - you don't miss the target in power armor just because his power armor has high AC. Better armor just reduces the damage. On the other hand, Luck serves no obvious purpose - allegedly you still have plenty of critical headshots with Luck 1. Regarding the borked controls, most of it can be blamed on intention to satisfy Mr. Gamepad.
Quote:
But the feel and story aren't so hot either.
I hear people saying the story is mediocre, but what I see as a positive is that here we have no initial MacGuffin sucked out of thumb during toilet session, in form of water chip or GECK. However I can't profoundly comment the story until I finish it...
Quote:
We've got mutated bears, but what about mutated deer, or other eastern wildlife?
Granted, it would be too much to ask for some kind of advanced ecosystem like A-Life in Oblivion (which didn't end up like it was promised to in the first place). They could have added more animals from original games, like geckos or pigrats. But the most important species are there. However blaming them for not creating X more species just because you would naturally expect them to be in that region seems a bit unfair...
Quote:
You have ghouls which are everywhere, and have been retconned to spring up from any signifigant radiation source, instead of being created entirely on the day the bombs dropped (We are the first, and last, generation of ghouls).
That could have been easily just one ghoul's opinion 150 years ago. Remember how Harold was created - by fumes from the FEV vats. Imagine a Fallout game without ghouls and the following rant of ghoul sympathizers. They're present in Tactics too.
Quote:
Supermutants which really were the master's game on the other coast, running around the east coast, with no proper explanation as to why, and even worse, no reason for their existence. They unessential to the plot of the game.
I think just like ghouls, Supermutants became an expected element in any Fallout game. At least they provided some explanation in FAQ.
According to a Fallout ending, most super mutants fled to the East after the death of the Master. It's not implausible for at least some them to have reached the East Coast after 115 years.
The death of the Master was the first major step towards ending his mad dream of conquest and enforced peace, but it is the destruction of the Vats that neutralizes the mutant threat. Without the ability to create more mutants and enforce their harsh brand of justice, the mutant armies flee to the east, beyond the no-man's land.(
http://nma-fallout.com/article.php?id=37329#Why_are_there_super_mutants_on_the_East_Coast.3F_Shouldn.27t_they_all_be_in_California.3F)
However, regarding origin of East Coast supermutants, it's said that exploring
Vault 87 can provide more information.
Quote:
The enclave, which still calls itself the enclave after the enclave it was named for got nuked, running around DC for no adequately explained reason. Then a stupid involvement in the plot, with the exact same nefarious intentions as they had in FO2, with the exact same means of accomplishing it, except of course this time it's not airborne cause then it would be completely stupid.
FAQ says
"While the Oil Rig was blown up, Navarro and/or some other Enclave outposts might have survived and used Vertibirds to get to the East Coast. It is, however, unknown at this moment why they're there."Which can be a bit limping explanation, but it's not difficult to imagine that there are forces out there which claim their historical right for leadership of the United States. Is there really no explanation found on computers/holodiscs or provided by president himself, about their history in the East Coast? Retconning is natural curse of sequels.
If somebody minds presence of established Fallout universe elements like ghouls, supermutants or the Brotherhood, then they should be asked a relevant question : how far should have been the Fallout 3 environment evolved and still hold right to be considered as genuine Fallout universe? Some want to see more progress in that world while the others want to see most, if not all established features from previous games. You realize it's not possible to fully satisfy everybody's expectations?
Talgor on 14/11/2008 at 16:51
Quote Posted by Phatose
Supermutants which really were the master's game on the other coast, running around the east coast, with no proper explanation as to why, and even worse, no reason for their existence. They unessential to the plot of the game.
As noted before, there is an explanation to this in the game... and I thought it was very good that they made the super-mutants much less organised and well-equipped than before, given that they didn't have the Master and the Unity...
Quote Posted by Phatose
The enclave, which still calls itself the enclave after the enclave it was named for got nuked, running around DC for no adequately explained reason.
Let's see... The Fallout Bible (issues 1,2,3) says (in the Timeline) on March, 2077:
Quote:
Prepared for a nuclear or biological attack from China, the president and the Enclave retreats to remote sections around the globe and make contingency plans for continuing the war.
That is, "sectionS", plural. They didn't all pack up and go into one vulnerable location so they could be easily eliminated. [spoiler]And President Eden even explains to you that Raven Rock was specifically designed for "Contingency of Government"[/spoiler]
Quote Posted by Phatose
Then you tack on things like raiders who decorate with decaying corpses for no reason, and the whole thing ends up feeling not quite glued together.
I always thought that was an indication that many raiders are cannibals... It's not such a long way from republicans to raiders, after all... ;)