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MeanPatrick
November 8th, 2008, 07:13 PM
I've played Fallout 3 for at least 70 hours, made it to level twenty with two characters and beaten the main quest with three different characters (Good, bad, neutral) and here's what I have to say. (If you happen think Fallout 3 is the greatest game ever made you should probably stop reading now)

Gameplay:
Non-combat:
I'm starting with the non-combat skills first because this is an RPG and those aspects always seem to be the most dilapidated.

I was surprised the find that stat checks are actually in the game, always a plus, but unfortunately lockpicking gets a minigame, yet again as well as hacking. I wouldn't mind a visual display of either of these, like the locking picking display in Wizardry 8 (but with just an automatic pick lock button instead of clicking on all the tumblers over and over). But really, what's the point of having the skill if I still have to fumble with the minigames? Lockpicking, like Oblivion, has a basic pattern to it, in this case just rotate the bobby pin to about ten'o'clock or two, somewhere there abouts, and it works most of the time.
As for hacking they decided that while on the one hand lockpicking might be easy, hacking should be a straight up pain in the ass. If I guess and get a word with about half the correct letters I can usually guess the right word by the third try, but I only have three tries before I have to close the damn thing and start it up again in order to avoid it shutting off, but the correct password is never the same. While this is good in terms of keeping people from starting the game over and just putting in the password from before it also means I have to start over again and pray I pick something close to the correct word.
I wouldn't mind minigames if they were meaningful and weren't based purely on twitch reaction or patterns but as they are now in Fallout 3 and most games that feature they they surve no propose other than as distraction from the rest of the game.

Repairing is more simplistic than I had hoped. Given the setting, putting emphasis on the need for repairs makes sense. Normally when it comes to repairs, most RPGs will let you either choose to put points into repair or pay money to have NPCs repair things for you, but with Fallout 3 while the option to pay for repairs appears to be present it is essentially a false option, as I have yet to find any person who can repair items anywhere past 60%. Why should I bother to pay people to barely repair something when I can do it better?

Speech is actually is really useful. I used it on Three Dog to get him to tell me about me father's whereabouts without having to slave over something for him, which actually something that rarely happens in RPGs. Nice job Bethesda, you aren't such brainless twerps after all! Unfortunately, as glorious as this moment was this sort of use of the speech skill isn't as prevalent as I had hoped, instead speech is used like any other persuasion type skill, getting peaceful results and better rewards for the most part, but it is at least usable and handy.

In Fallout 3 when it comes to skills you need in general, repair and either lockpicking or science (hacking) are almost a requirement. This generally means your character ends up being a jack-of-all-trades. Now given the setting this makes sense, as someone living in the post-apocalyptic wastelands would have to be something of a one-size fits all, but it also seems like a cheap attempt to keep your character from becoming over-powered in areas to keep the game from getting too easy.

Combat Gameplay:

V.A.T.S. pause isn't a half bad system, but, considering it was made in an attempt to appease Fallout fans to some extent, it's pretty shallow. There's no option to change the rate of fire on weapons and grenades can't be thrown anywhere but at targets. Also there's the problem that after you pick a target and accept it takes place in real time, just slowed down, meaning sometimes when I shoot at someone who's starting to move behind cover or some such thing sometimes they'll get in front of something and I'll still be fring, wasting shots and there's nothing I can do. This is partly a fault of my own and partly a fault of the game's, though it mostly only happend when I first started playing. Because the game plays more or less like an FPS, at first it will get you pumped like an FPS, which results in twitch tactics.

V.A.T.S. at first is really fun, but after awhile it can get dull and sometimes down right annoying. At first, when enemies rushed me and I shot the head off one I forgot the others and hooted in glee at the ruin brought upon mine enemy, but because heads and limbs come off so easily my enthrallment at the gore started to fade and soon I began to to find this feature annoying, because while an enemy's head was slowly, oh so god-damn slowly, rolling around there were enemies swarming around me and I just want to kill them.


General Writing:
Most of the quests are pretty good, considering they all boil down to fetch or kill quests, but that's a problem all RPGs suffer from. My favorite quests are probably Vault 112 and the Oasis quest.

As for the NPCs, with a few expections, almost every one of them seems to act like a talking billboard. The game's dialogue for my character isn't bad, at least I'm sort of in the conversation unlike Oblivion, but it still feels like I'm not really talking to the other person, like I'm just a wall for them to unload a heap of information on. This something alot of RPGs suffer from though, but the really great ones (Planescape: Torment and to some extent the Fallout games) would let you ask some, say, a hooker what their job is like to which they tell you and that starts a conversation, where as with most RPGs, Fallout 3 included, they just tell you and that's the end of that, barely any imput on your part. The conversations in Fallout 3 made me appreciate Mass Effect's dialogue system much more, but, although Mass Effect made it seem like my character was actually part of the conversation it made me feel like I wasn't.

Most of the dialogue is bland, not bad but good either. But the worse writing, by far, in the game comes from the stat based dialogues, I'm looking at you intelligence. Most of the options for intelligence should be titled "Captain Obvious" instead. There were only two examples I've seen intelligence used intelligently, the first is talking to Knock Knock in Light Lampshade about her jokes, and the second from the conversation with the guard outside the Outcast's base. I'm starting a new character with maxed states to see just how all of thses turn out.

The Main Quest:
It's pretty good, much better than Oblivion's. The father-son thing was kind of nice, but somewhat one dimensional.
The ending is prime example of bad interactive writing. Why in the name of God's Big-Bang-Powered testicles can't I have Charon or Fawkes just walk into the chamber and put in the code for me? Fawkes' reasoning, as stupid as it might be, is still certainly plausible, but Charon's excuse makes no fucking sense. He's a brainwashed ghoul who follows the command of whoever has his contract. He seemly hates the guy who had his contract before me, so much so that he blows the guy's head off after he was informed I had bought his contract. More over, he's a ghoul and ghouls are immune to radiation, the worse he might get is fucking tan.

Then there's the whole 200 endings thing. When I had heard this from Todd Howard I figured by 200 he meant all the epilogues concerning the fate of the towns and peoples you either helped/ruined, but it seems even that was giving Todd too much credit. Instead, the 200 endings are just fucking pictures. For one character I did the Lincoln memorial quest, which showed a picture of the memorial with the head restored, but that's not even that fucking special since you can wait a bit, come back and find the memorial restore in the actual game.

Of all the things the Fallout series did, one of it's biggest pluses was the fact that it did away the idea that the ending to a game should only concern the main story. The Fallout games showed the affect you had on the world through the choices you made, but instead of continuing and strengthening that feature of the Fallout franchise Bethesda opted for a dumbed down ending that barely even mentions the affect you had on the world outside of the main quest.

With those very tiresome issues aside the endings are pretty good.

In regards to the Fallout universe:
As far as I can tell Bethesda hasn't fucked with the universe that much, expect for one glowing issue, the super mutants. I have no problem with the FEV virus being in Vault 87, what I have a problem with is the fact that there always seem to be Super Mutants, but FEV can't mutate people without direct exposure, and the entrance to Vault 87 is too irradiated to enter and once you get in through murder pass the super mutants inside are all too happy to kill anyone who stumbles inside. So where are the mutants coming from? They can't be breeding because the FEV virus considers reproductive cells to be damaged and respairs them constantly, rendering mutants sterile. Keep in mind, Vaults were designed to hold only about a thousand people at a time, and Elder Owyn Lyons' Brotherhood of Steel group have been fighting the super mutants for twenty years. It could be said that some of the mutants are the one who are mentioned to have fled east in the first Fallout, but the mutants in Fallout 3 are supposely derived from a different FEV strand that the West Coast mutants.

That aside, I'm happy to say that while the Brotherhood generally are not minded or get painted as knights in shining armour, there are some (the ghouls) who paint them in a less favorable light.

Final impression:

Fallout 3 is a pretty good RPG, most certainly the best Bethesda has made in a while, but I would have been happier with it if it didn't have the Fallout name on it, because when I play Fallout 3 find it hard to think of it as Fallout, making the alot of the nostalgic charms here and there all the more remorseful. But as a sequel Fallout 3 is to the Fallout franchise what Indiana Jones and the Kingdom of the Crystal Skull was to the Indy franchise, fun and entertaining, but wanting.

Freshmeat.Popsicle
November 8th, 2008, 11:13 PM
As far as the lock picking 'minigame" if you have a 25 skill and you pick a lock that requires it, you have to be in the exact spot to get it picked. If you're at 100 skill and go for a 25lvl lock, you basically have to be in the ball park of the direction and it opens. 100lvl locks are still fucking impossible with the 100 lvl skill. :(

I have to agree with the problem about the story endings, that was probably the most annoying thing about it. I still enjoy VATS though.

Regarding the Super Mutant side, I was expecting to find another military base with the Vats they dipped captured humans in like in Fallout 1, but never have. However, they can always make up the, "There's another Super Mutant Vat Facility/Military Base that creates them on the East Coast.". But yeah, I was kinda wondering the same thing about the FEV was originally being out in the West Coast. So unless they were all traveling East, there has to be a better reason behind them. ... Then again Fallout Tactics was in Illinois and it had super mutants... I can't remember if there was a FEV facility or not though.

I'm just really glad they still kept the humor in the game. I still love the description of the constitution from that guy in Rivet City.

-e- Also, this is the first time I've seen a thread that long and read it anyway. :(

MeanPatrick
November 9th, 2008, 09:42 AM
Okay, I edited some typos and put the stuff I had forgot to put in General Writing.

As far as the lock picking 'minigame" if you have a 25 skill and you pick a lock that requires it, you have to be in the exact spot to get it picked. If you're at 100 skill and go for a 25lvl lock, you basically have to be in the ball park of the direction and it opens. 100lvl locks are still fucking impossible with the 100 lvl skill. :(

And see, that's bullshit. If I have the skill it should roll on whether I was successful or not, otherwise there's no point in having the skill. And it's not like I can do the force the lock thing and skip the minigame because there's a chance I'll break the lock and fuck myself. Which bring a good question to the table. If I break a lock and have respair skill, should I be able to fix it? Of course I don't have another lock on me to fix it, but if the NPCs in the game can use scrap metal or I can repair robots with nothing but my skills then I should think I could do it.


Regarding the Super Mutant side, I was expecting to find another military base with the Vats they dipped captured humans in like in Fallout 1, but never have. However, they can always make up the, "There's another Super Mutant Vat Facility/Military Base that creates them on the East Coast.". But yeah, I was kinda wondering the same thing about the FEV was originally being out in the West Coast. So unless they were all traveling East, there has to be a better reason behind them. ... Then again Fallout Tactics was in Illinois and it had super mutants... I can't remember if there was a FEV facility or not though.

Well, the FEV was a government made virus, so it being in more than just one place makes sense.

They can't be the mutants from the West Coast because Emil Pagliarulo said the East Coast muties are different from the West Coast ones and come from Vault 87.

I'm just really glad they still kept the humor in the game. I still love the description of the constitution from that guy in Rivet City.

The degree of the humour is debatable, but for the most part it stayed intact. Unfortunately most everything else got lost in the shuffle. :(

Freshmeat.Popsicle
November 10th, 2008, 09:50 AM
But even in Fallout 1/2 you had to hit Lock pick and 'try' on the door. I dont know how many times I've seen:

You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You deftly pick the lock and gain 25xp.

But yeah, I hear where you're coming from. From my overall view of the game I feel like I had a premature ejaculation. I mean, I got the game, came in my pants, played it, beat it the next day, and its over.... No random encounters, no endless number of NPCs wandering the wastes.. It was just such a smaller game than the last 2 were. I like the 1st person aspect of it, but they could at least have kept the Fallout travel map from place to place so you can have more shit inbetween dfferent cities. I think thats my major complaint with the game, size does matter. The game is too small and is over before I can get off. :( I now know what my girlfriend feels like.

MeanPatrick
November 10th, 2008, 11:57 AM
But even in Fallout 1/2 you had to hit Lock pick and 'try' on the door. I dont know how many times I've seen:

You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You deftly pick the lock and gain 25xp.

Yeah, that could be pretty god damned annoying. Also because the game was stat-based it meant if you sat there and tried something long enough at some point you'd get a successful roll.

But yeah, I hear where you're coming from. From my overall view of the game I feel like I had a premature ejaculation. I mean, I got the game, came in my pants, played it, beat it the next day, and its over.... No random encounters, no endless number of NPCs wandering the wastes.. It was just such a smaller game than the last 2 were. I like the 1st person aspect of it, but they could at least have kept the Fallout travel map from place to place so you can have more shit inbetween dfferent cities. I think thats my major complaint with the game, size does matter. The game is too small and is over before I can get off. :( I now know what my girlfriend feels like.

I think Bethesda could have used the speed travel feature and included encounters that would randomly stop you, that was more or less how it worked in Fallout 1/2, just a bunch of scripts that would activate at random when certain variables were met.

Moe_Rahn
November 10th, 2008, 05:48 PM
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You deftly pick the lock and gain 25xp.

You forgot about:

You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You failed to pick the lock.
You broke the lock.
FUCK
(check to see if you saved right before)
FUCK

But yeah, I hear where you're coming from. From my overall view of the game I feel like I had a premature ejaculation. I mean, I got the game, came in my pants, played it, beat it the next day, and its over.... No random encounters, no endless number of NPCs wandering the wastes..
If you beat it in a day, either you played it for that entire day, or you didn't do much in the way of exploring and just dashed straight through the main quest, because there are definitely random encounters and plenty of wandering NPCs out there.

Matt
November 10th, 2008, 06:00 PM
I almost fell into the "accidentally finished the game" group but I saw in my strat guide that once you start that last mission you can no longer play it. that's one of my biggest complaints with the game. i know i missed out on a lot of things but i also know i'm too lazy to start a new character. though i might just to play an evil character.

Moe_Rahn
November 10th, 2008, 06:16 PM
I almost fell into the "accidentally finished the game" group but I saw in my strat guide that once you start that last mission you can no longer play it. that's one of my biggest complaints with the game. i know i missed out on a lot of things but i also know i'm too lazy to start a new character. though i might just to play an evil character.
warning spoilers that i'm too lazy to tag since i'm pretty sure all of us in here so far have beaten it:

The point of no return is actually pretty late in the last quest. Until you go into the Jefferson Memorial rotunda for the last time (IIRC the only things you do in there anyways are talk to Colonel Autumn and fuck with the Project Purity computer), you can leave and do whatever. You can go through the whole thing with Liberty Prime, you can go inside and clear out the museum level, and then you can just leave and go anywhere, and nobody cares.

MeanPatrick
November 10th, 2008, 06:18 PM
If you beat it in a day, either you played it for that entire day, or you didn't do much in the way of exploring and just dashed straight through the main quest, because there are definitely random encounters and plenty of wandering NPCs out there.

In Soviet Fallout random encounters avoid you!

Seriously, about the only thing I found in the way of a random encounter that didn't boil down to me having to kill some generic baddies or get some merchant/scavenger to repair my shit was when some guy was having problems with a Mr. Handy, which I then repaired for him.

Moe_Rahn
November 10th, 2008, 06:20 PM
Who are uninteresting....

About the only thing I found in the way of a random encounter that didn't boil down to me having to kill some generic baddies or get some merchant/scavenger to repair my shit was when some guy was having problems with a Mr. Handy, which I then repaired for him.
Outside of the random encounters that were pop culture references, how many were there in Fallout 1 and 2 that fit that exact description? I'm pretty sure it was "most of them".

MeanPatrick
November 10th, 2008, 06:23 PM
Outside of the random encounters that were pop culture references, how many were there in Fallout 1 and 2 that fit that exact description? I'm pretty sure it was "most of them".

At least the random encounters with enemies in Fallout 1 and 2 were a little varied. In Fallout 3 it's always two Enclave solders, A Yaoi thingy, A Radscorp, two Bloatflies and three raiders.

I remember how fucking exited I was when I actually saw a Robobrain and a Protectron at once.

Moe_Rahn
November 10th, 2008, 06:42 PM
At least the random encounters with enemies in Fallout 1 and 2 were a little varied. In Fallout 3 it's always two Enclave solders, A Yaoi thingy, A Radscorp, two Bloatflies and three raiders.

I remember how fucking exited I was when I actually saw a Robobrain and a Protectron at once.
maybe it's because i've been playing fallout 3 like it's my job (this is what you can do when you don't have things like work or class to take up your time; my xfire shows like 63 hours played so far), but i've seen some that i thought were at least semi-interesting, like a random wastelander running away from a gang of hunters, who proceed to shoot him dead. after a couple minutes of shady conversation with the hunters, during which they offer to sell me some "strange meat" it becomes blatantly obvious that they are cannibals, and i whip out my shotgun and slaughter the lot of them, getting good karma as my reward.

MeanPatrick
November 10th, 2008, 06:46 PM
maybe it's because i've been playing fallout 3 like it's my job (this is what you can do when you don't have things like work or class to take up your time; my xfire shows like 63 hours played so far), but i've seen some that i thought were at least semi-interesting, like a random wastelander running away from a gang of hunters, who proceed to shoot him dead. after a couple minutes of shady conversation with the hunters, during which they offer to sell me some "strange meat" it becomes blatantly obvious that they are cannibals, and i whip out my shotgun and slaughter the lot of them, getting good karma as my reward.

I never saw that. However, I've been playing Fallout 3 since the first of this month pretty none stop, without using the speed travel and I've yet to see things like this.

If there are more things like this in the game then that's great, but... WHEN I HAVE TO FINDTHE RANDOM ENOUNTERS IT SOILS MY FUCKING CHEERIOS!

kreket
November 10th, 2008, 07:52 PM
Not having finished Fallout 3, it is so far good enough. If they have an expansion or a Fallout 4 coming up soon, I would be interested. Even as I (so far) miss the New Reno boxing match.

Matt
November 10th, 2008, 07:58 PM
warning spoilers that i'm too lazy to tag since i'm pretty sure all of us in here so far have beaten it:

The point of no return is actually pretty late in the last quest. Until you go into the Jefferson Memorial rotunda for the last time (IIRC the only things you do in there anyways are talk to Colonel Autumn and fuck with the Project Purity computer), you can leave and do whatever. You can go through the whole thing with Liberty Prime, you can go inside and clear out the museum level, and then you can just leave and go anywhere, and nobody cares.

yeah i read that but i wish it gave you some sort of notice like:
"Finish what you need to, now!"

i dunno. i started playing the game again and even though i'm trying to be the worst person on the planet (which is hard for me, tbh) i'm still getting bored because it's still the same story. i dunno.

Polish Hill
November 11th, 2008, 12:26 AM
So far I've avoided everything spoilery in this thread since I haven't finished the game. All I know is there's a point of no return. Anyhow I just made it to Little Lamplight and am curious how much farther I have to go. I long for Project Purity.

Freshmeat.Popsicle
November 11th, 2008, 07:16 AM
You broke the lock.
FUCK
(check to see if you saved right before)
FUCK



No sir, I believe YOU'RE the one who forgot that in Fallout 2 (I think you're talking about that one) you can use the crowbar to beat the lock loose to repick OR use explosives to remove the problem all together. :D

Outside of the random encounters that were pop culture references, how many were there in Fallout 1 and 2 that fit that exact description? I'm pretty sure it was "most of them".

I'm not sure if I'm reading this right but no, there weren't any Random Encounters. By random encounters I mean the following humorous ones from
Fallout 1: http://planetfallout.gamespy.com/wiki/Fallout_1_Special_Encounters
Fallout 2: http://planetfallout.gamespy.com/wiki/Fallout_2_Special_Encounters
They even had some in Fallout Tactics (lulworthy and my favorites): http://fallout.wikia.com/wiki/Fallout_Tactics_special_encounters

That was what was missing in this Fallout. :(

Moe_Rahn
November 11th, 2008, 07:52 AM
No sir, I believe YOU'RE the one who forgot that in Fallout 2 (I think you're talking about that one) you can use the crowbar to beat the lock loose to repick OR use explosives to remove the problem all together. :D

(check to see if I have a crowbar in my inventory)
FUCK
(check to see if I have any dynamite or C4 in my inventory)
FUCK

I'm not sure if I'm reading this right but no, there weren't any Random Encounters. By random encounters I mean the following humorous ones from
Fallout 1: http://planetfallout.gamespy.com/wiki/Fallout_1_Special_Encounters
Fallout 2: http://planetfallout.gamespy.com/wiki/Fallout_2_Special_Encounters
They even had some in Fallout Tactics (lulworthy and my favorites): http://fallout.wikia.com/wiki/Fallout_Tactics_special_encounters

That was what was missing in this Fallout. :(
By "random encounters" me and MP were talking about when you're traveling on the map and something makes you stop. Whether it's the stuff you listed or two radscorpions, whatever, all of those are random encounters. If I were an angrier, nerdier man than I am, I would go into a rage at the mention of the "special encounters", as the deluge of contemporary pop culture references only serve to remind you that you're playing a video game, and take away from the overall Fallout experience, whatever the fuck that term means. (the pop culture random encounters are probably the only things in Fallout 1 and 2 that the NMA nerds will admit aren't perfect)

If there are more things like this in the game then that's great, but... WHEN I HAVE TO FINDTHE RANDOM ENOUNTERS IT SOILS MY FUCKING CHEERIOS!
I think a big part of this is simply due to the change in perspective. When your travel is noted by a dotted line on a map, the game does the work of randomly "finding" encounters for you; there are plenty of times in Fallout 1 and 2 where you would travel between cities without getting any random encounters, but I doubt you'd say, "Boy, that sure was boring traveling from Shady Sands to Junktown without running into any raiders!" When you're in first (or third) person, manually running around, right there in the action (or inaction), the lack of any sort of encounters quickly becomes tedium.

MeanPatrick
November 11th, 2008, 08:45 AM
I think a big part of this is simply due to the change in perspective. When your travel is noted by a dotted line on a map, the game does the work of randomly "finding" encounters for you; there are plenty of times in Fallout 1 and 2 where you would travel between cities without getting any random encounters, but I doubt you'd say, "Boy, that sure was boring traveling from Shady Sands to Junktown without running into any raiders!" When you're in first (or third) person, manually running around, right there in the action (or inaction), the lack of any sort of encounters quickly becomes tedium.

If there are more random encounters in the game, then yes. So then why couldn't Bethesda have put in script so that when you fast travel sometimes it stops you for encounters of interest?

I have no problem with fast travel systems, except when they can magicly transport me across a landmass that had I simply walked across I would have bumbed into every horror the designers could come up with.

PopeDragunov
November 11th, 2008, 08:55 AM
One thing theyve seeme to have taken out from Oblivion's engine is the "rest out in the open and get interrupted by a random encounter" thing too.

Wtf

MeanPatrick
November 11th, 2008, 09:03 AM
If those random encounters were something other than two Enclave solders, a Yao Guai, a Radscorp, two Bloatflies, three raiders or one robobrain or one Protectron I would be fine with it.

Moe_Rahn
November 11th, 2008, 09:10 AM
If those random encounters were something other than two Enclave solders, a Yao Guai, a Radscorp, two Bloatflies, three raiders or one robobrain or one Protectron I would be fine with it.
Maybe my game is magical or something, because in addition to the usual shit like a monster or two, I routinely find stuff like a gang of wastelanders fighting a deathclaw, or the cannibal hunters that I talked about earlier, or the people fighting over water that I mentioned in the other thread.

as far as lack of variety of monsters in random encounters goes, the first two games could be just as bad sometimes; after a while in Fallout 1 and 2 I wound up just running away from the umpteeth group of three radscorpions or six mantises that I bumped into, instead of fighting them, even though I could beat them handily, because fuck it

MeanPatrick
November 11th, 2008, 09:37 AM
Maybe my game is magical or something, because in addition to the usual shit like a monster or two, I routinely find stuff like a gang of wastelanders fighting a deathclaw, or the cannibal hunters that I talked about earlier, or the people fighting over water that I mentioned in the other thread.

I see those every once in a while. I did see the people fighting over the water, which was pretty cool.

as far as lack of variety of monsters in random encounters goes, the first two games could be just as bad sometimes; after a while in Fallout 1 and 2 I wound up just running away from the umpteeth group of three radscorpions or six mantises that I bumped into, instead of fighting them, even though I could beat them handily, because fuck it

My point was that the number of creatures in the encounters were varied to some extent, plus at lower levels the encounters were somewhat challenging. In Fallout 3 the only thing I couldn't fight at level 2 were Deathclaws and Behemoths, the utter ease of Fallout 3's combat plus the unvaried number of encounters makes fighting a bore. Since almost every game out there is about combat and if the majority of your game is combat (like Fallout 3) and the combat is boring, you've fucked up on a major scale. And this isn't somthing new for Bethesda, Morrowind's combat was frustrating and Oblivion's drew little more than yawn. And whether this was something that happend in the previous Fallout games makes no difference, since Bethesda made it clear from the get-go that they had no problems changing the gameplay to "update" it, or make it "better".

CaptCommy
November 11th, 2008, 02:19 PM
At least the random encounters with enemies in Fallout 1 and 2 were a little varied. In Fallout 3 it's always two Enclave solders, A Yaoi thingy, A Radscorp, two Bloatflies and three raiders.

Wait, what? I've not played this yet, but still, am I the only one who knows what this means?

MeanPatrick
November 11th, 2008, 02:55 PM
I was making a joke about the Yao Guai's name. Strike off the same amount of letters as Yao off of Guai and you're left with an i. Put it together and someone (you) will get a really horrible image in their head.

Tuulos
November 11th, 2008, 03:05 PM
I don't get it.

And I agree with MP.

MeanPatrick
November 11th, 2008, 03:11 PM
Yaoi is gay Japanese porn.

CaptCommy
November 11th, 2008, 03:26 PM
I was making a joke about the Yao Guai's name. Strike off the same amount of letters as Yao off of Guai and you're left with an i. Put it together and someone (you) will get a really horrible image in their head.

I really was wondering if that was intentional or if it was some horrible accidental nick name.

Ch33zy
November 12th, 2008, 01:55 AM
I thought it was supposed to be Yogi... like yogi bear...

callouspenguin
November 12th, 2008, 04:10 AM
So just for some perspective (keep in mind, I haven't played/don't own fallout 3 yet...haven't made up my mind on it.) I loaded up fallout 2 and, using my high level character that I cannot complete the game with due to a game ending glitch, i just wandered the wasteland. I stopped at ten random encounters.

-four geckos
-nine geckos
-six centaurs
-group of robbers fighting a caravan
-wanamingos/aliens/whatever they are called....six of them
-morten's brothers (group of thugs)
-twelve angry spores (some sort of plant creature thing...not sure on the real name)

-group of robbers fighting a caravan
-slavers
-seven geckos

Just thought I would input that for the discussion.

PopeDragunov
November 12th, 2008, 07:40 AM
God why didnt they add wanamingos into fallout 3

those things were fucking ferocious.

I started playing about 40 mins ago when I got off work, and a list of my encounters so far.

3 raiders
6 raiders (well I did kinda veer toward a station theyre known to spawn, daddy needs ammo.)
Super mutant, 2 brutes, 1 centaur
raider with baseball bat
2 raiders (one with a rocket launcher, I fucking hate those)
some wild dogs
protectron x2 fighting a radscorpion

This is on the walking route to Raven Rock from megaton, just to se if I could kill Enclave for loot (I can't) :(

Seems pretty varied TONIGHT, but I've had a lot of times where its just raider, raider, more raider, dogs that i dont loot, random wasteland trader that i kill, more raiders.

Unless I'm specifically looking for something, thats pretty much what's gonna happen. World of Raidcraft.

MeanPatrick
November 12th, 2008, 12:13 PM
Last night I ran into a guy who had read the Wasteland Survivor, who didn't seem to know me and was coming off like a religous freak, but I had ran into the exact same guy four levels back. I guess all that brown and gray of the Wasteland fucked with his head. And I know this was a random encounter because I had quick saved before rounding a corner and everytime I reloaded what was around the corner was different, at least different in that it was always one creature pounding on another.