Tahadar Posted October 2, 2011 Share Posted October 2, 2011 Even my english is still weak, I'd like to throw my 2 bottlecaps here. I finished both games a couple of times, trying different ending and different builds. Like many other fans of F1/F2 I was deeply disapointed of how a RPG game become a shooter, but I had to cope with it. I accepted the combat sistem, the VATS... basically everything. What I could not get used with was the lack of depth in storyline, dialogues, lack of descriptions and the forced mouth-feed. In F1 I had to save a Vault full of people. In F2 a village. (and a lot others in process)In F3 and FNV I had to do what? To save my life. Thats all. Nothing to push me forward. Finding my father? After he left me alone in a place where he knew I would be object of punishment from frustrated overseer - because of his actions? No way. Revenge on the guy who shot me? I'm alive, I'm in a town where eveyone loves me, I'm fine here, thank you very much. Now... F3 vs FNV F3Pros:- grim ambient/humour- lots of ruins- lack of weapons / ammoCons:- stupid locations- bad/repetitive dialogues- retarded storyline FNWPros:- hardcore mode- companion quests- factionsCons:- too many weapons (types & number) and items everywhere- too much life in wasteland- unrealistic storyline choices, really bad humour ... and something that annoys me greatly at both games: 200 years after the war, in a place where no one dared to walk, I lockpick a safe. And in the safe are bottlecaps and geko steaks. Or iguanas on the stick. Why would a normal person keep mutated food and nuka cola caps in a locked safe, before the bombing??? Link to comment Share on other sites More sharing options...
Shantih Posted October 2, 2011 Share Posted October 2, 2011 (edited) They've probably been busy rebuilding stuff. Gunrunners and others seem to care more about weapons than regular amenities. That being said I get what you're saying about the loot. Bear in mind that it is random and that as silly as it is to find random stuff locked in populated areas it's probably just laying around because someone stashed it there (iguanas on a stick aside -although Iguana Bob's heirs probably opened a franchise in the NCR). ;) As far as too much life in the Wasteland goes I think that if we had a "realistic" wasteland it could get pretty boring pretty fast. After all many players enjoy mods like Increased Wasteland Spawns because they add life to the wastes. Vanilla FNV feels pretty empty at times. Also I know this is entirely subjective but when it comes to "bad humour" FNV is probably not on the top of the list (far from it). Fallout 2 was really bad in that respect. If you remember all the Monty Python's references and the many references to modern culture (including Elton John's Rocketman) then you'll have to agree with me on this. I don't know about you but I didn't like the fact that in Fallout 3 the Vault Dweller was in his father's shadow. For most of the game it's all about looking for Daddy and then it's about helping James and finishing his work where he left it. On a side not I absolutely HATED the way Colonel Autumn is handled in game. If he could survive exposure to the radiation that kills James then the whole sacrifice ending at the end is made pointless (not to mention the way James dies). I loved Fallout 1 because they didn't play the "chosen one" card like they did in Fallout 2. After all you find out pretty quick that in Fallout 1 your character wasn't the first guy to be sent on a suicide mission to save the vault so your character may not even be the Overseer's first choice (both Talius and Ed have been sent before and Ed is dead). Fallout 2 went too far with the Chosen One thing. It went so far that it ended up feeling like some kind of inside joke making fun of CRPGs that tend to (always) resort on this device. IMO FNV allows us to play the game without bothering about a higher purpose or some heroic calling. If you choose to you can be a hero of the wasteland but if you don't then you can play a wastelander/survivor who does odd jobs and often ends up at the wrong place at the wrong time. By the end it's pretty clear that the powers that be in the Mojave are trying to use the Courier and that as a result it is up to the Courier to pick a side and see it through (or die trying). Revenge is a very powerful motivator when it comes to books and movies. In real life some people can hold a grudge. Others don't. The game doesn't force you to go on the war path unless you want to. After all it's possible to play a clever Courier who simply wants to find out more about the tangled web he or she has managed to end up in. It's not all about killing Benny (although he makes it really hard not to). Now a regular guy who took a Courier's job and ended up in this mess may be willing to forget all about Benny and the Platinum Chip but a more belligerent character with a chip on his/her shoulder won't be able to forgive and forget. Edited October 2, 2011 by Shantih Link to comment Share on other sites More sharing options...
efftee5 Posted October 2, 2011 Share Posted October 2, 2011 ohh ! and a town of Ghouls ! instead, NV gets fanatics who want to blast off into space That's already here ! Camp searchlight ! Link to comment Share on other sites More sharing options...
marharth Posted October 2, 2011 Share Posted October 2, 2011 I completely missed camp searchlights like four playthroughs. Link to comment Share on other sites More sharing options...
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