Fallout V23: "I got another thread that needs your help."
5,002 replies, posted
[QUOTE=Ganerumo;49259544]Ultima VII paints this church that supposedly only does good and is superior to the previous religion based around the Avatar, but the leader is an obviously shady fuck that even the protagonist doesn't trust, every time the church is mentioned it's somehow related to ritualistic murders, children and women getting dismembered and nailed to the walls and whatnot, yet even though the protagonist has every tool at his disposal to make the decision to just kick down the door and kill the guy, you still need to play through the game and investigate.[/QUOTE]
Look I'll be honest I haven't played the Ultima games in a long time but isn't that a tad different in the respects that I have complete and total proof.
The Avatar didn't, sure everything connected but despite that he wasn't 100% sure.
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[QUOTE=Ganerumo;49259544]The game literally starts with the big evil elder god who's at the head of the church taunting the protagonist through the screen about how he's going to rule over the world.[/QUOTE]
Ah, well that answers my question I suppose.
That's why I mentioned the fact that the big elder god literally taunts you and claims that he'll rule over the world within seconds of booting up the game. There is absolutely no doubt as to whether the church is evil or not, since the only important character defending it is an incompetent idiot who's about as gullible as it gets.
[QUOTE=Ganerumo;49259579]That's why I mentioned the fact that the big elder god literally taunts you and claims that he'll rule over the world within seconds of booting up the game. There is absolutely no doubt as to whether the church is evil or not, since the only important character defending it is an incompetent idiot who's about as gullible as it gets.[/QUOTE]
Well I replied to you before you edited so.
Again I ain't played the Ultima games in fucking years so my memory of them is spotty at best.
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Either way I concede my points in this regard, it's just a gamey thing, nothing to really debate about other than they didn't think of it.
Moreover, the "nobody is essential" business in New Vegas was cool but, on top of not being a standard for RPGs, it's also a feature that practically made up 90% of the game's appeal from a story standpoint. The game is built around that aspect, and even then it still comes with certain safeguards like how you can't completely shut yourself off the main quest or how Victor is still essential until he gets to New Vegas. It also comes at the price of most of the NPCs not moving at all, with very few of the important quest related characters ever leaving their post (more often than not in scripted locations, where they only briefly appear before teleporting out).
Basically it's cool as hell and an interesting focus but a game isn't automatically trash or made worse because it doesn't do that specific thing that obsidian did with only one of their games at some point.
Going back to the "it's been 200 years" argument briefly, although this may have already been said, I wanted to get this off my chest: They [I]have[/I] made progress.
Diamond city is a pretty huge settlement in the wasteland that has a) a huge food and water source, b) heavily armed security and a bigass wall for protection c) a large marketplace, employment opportunities, etc. d) they even have a fucking school which, even from the limited interaction you get with it, seems pretty decent at providing basic education to their citizens. Hell, even if you go by outlying settlements. Sure, they're wood shacks with farms connected to them. is anything else really required? Your average wasteland farmer has little need for a fully-operational shotgun turret with a hugeass water purifier. The only reason you're even asked to go to settlements in the first place is when things get too bad for them to handle themselves (fending off a wandering horde of ghouls, or a kidnapping, for example)
Even if you go outside, yes, raiders, animals, and hostile mutants and mercs run rampant. If you listen to the backstory of the minutemen, they were the ones keeping all of them at bay (and doing a damn good job) until nihilism and corruption caused them to disintegrate. There is a LOT of talk about the minutemen in both small outlying settlements and in Diamond City. The downfall of the minutemen is basically the only reason there are so many raiders and mercs running around shooting people. That's why Preston is so desperate to rebuild them; they were actually doing a good job for a while. There has been progress in 200 years, it's just that right now, at this moment, it's in a pretty bad shape.
What happened to the writing after Kelloggs memory sequence? The game was going great. Then it fucking bombed.
[QUOTE=SGTSpartans;49259629]What happened to the writing after Kelloggs memory sequence? The game was going great. Then it fucking bombed.[/QUOTE]
They got bored.
[QUOTE=-Iker-;49258800]The glowing sea is such a cool place.[/QUOTE]
I really hope the modders expand upon it. Adding more creepy radio signals and locations like Sentinel site to find would make it so much better, and it wouldn't require voice acting to make it fit with the rest of the game.
[QUOTE=SGTSpartans;49259629]What happened to the writing after Kelloggs memory sequence? The game was going great. Then it fucking bombed.[/QUOTE]
Deadlines and cut content. They probably couldn't do what they originally intended so the writers had to wrap something up quickly.
[QUOTE=Mbbird;49259439]Nah. I was getting really bored of not giving a shit about Fallout's dialogue, story, or anything. I was a floating interrogation box that liked to make craigslist voice actors tell their entire stories. I mean holy shit Skyrim was the pinnacle of this, but even in F:NV's community-lauded story, I still couldn't give a shit.
I would rather work with a limited character than not work with a character at all.[/QUOTE]
I agree with this completely. Even though this iteration fell because Bethesda writing, it's still something that's refreshing and needed to happen. I still feel more of a connection with all these limits and questionable dialogue branches because my character [I]is actually fucking talking to people now.[/I]
[QUOTE=SGTSpartans;49259629]What happened to the writing after Kelloggs memory sequence? The game was going great. Then it fucking bombed.[/QUOTE]
The glowing sea and virgil are interesting points though, that feel like they were part of the base idea everything else was built around. Where it ACTUALLY went south is after that, where you're tasked with betraying irrelevant factions for no reason.
Django-ish?
[thumb]http://staticdelivery.nexusmods.com/mods/1151/images/3807-0-1449430451.png[/thumb]
think I'm gonna stop. Didn't think I did this one justice and getting a little burnt out. Will probably look to a different clothing item to do more stuff on
[QUOTE=General J;49259668]Django-ish?
[thumb]http://staticdelivery.nexusmods.com/mods/1151/images/3807-0-1449430451.png[/thumb]
think I'm gonna stop. Didn't think I did this one justice and getting a little burnt out. Will probably look to a different clothing item to do more stuff on[/QUOTE]
How about recolours of the Baseball uniform?
I guess this can be considered Kellogg spoilers if you haven't gotten here yet. [sp]I wanted to go with a peaceful solution with Kellogg. Maybe with a high enough Charisma you can convince him to help you get into the Institute. Maybe he could have been the Institute companion instead of X6-88.
"You know, for me killing your husband/wife and kidnapping your son. We sure do work well together." [/sp]
Can someone hook me up with the faded trenchcoat's textures? I want to make a quick skin for my current playthrough with it.
[QUOTE=General J;49259657]I agree with this completely. Even though this iteration fell because Bethesda writing, it's still something that's refreshing and needed to happen. I still feel more of a connection with all these limits and questionable dialogue branches because my character [I]is actually fucking talking to people now.[/I][/QUOTE]
I partially agree, though you must admit Bethesda did limit themselves and by extension limit the actual dialogue mechanics here, the best of both worlds would have been nice, like I like the character speaking, that's fine but having both well written open ended dialogue, that takes your perks and all of your S.P.E.C.I.A.L not just charisma into account, ala New Vegas AND speech would be preferable.
Instead of just one or the other, like I'd totally play a fully voiced New Vegas!
[QUOTE=Hatley;49259682]How about recolours of the Baseball uniform?[/QUOTE]
I'll look into it, hopefully I wont get C&D'd!
[QUOTE=SGTSpartans;49259629]What happened to the writing after Kelloggs memory sequence? The game was going great. Then it fucking bombed.[/QUOTE]
Todd Howard announced the game was going to be released in time for this holiday season.
[QUOTE=Mbbird;49259439]Nah. I was getting really bored of not giving a shit about Fallout's dialogue, story, or anything. I was a floating interrogation box that liked to make craigslist voice actors tell their entire stories. I mean holy shit Skyrim was the pinnacle of this, but even in F:NV's community-lauded story, I still couldn't give a shit.
I would rather work with a limited character than not work with a character at all.[/QUOTE]
I kinda agree with this, Im one of those people who will spend more than 4 hours in the character creation menu getting my guy to look just how i want him to, and when i think about it i actually really enjoy seeing my character's face as he interacts with people.
It's just the other limitations that kinda spoiled it for me, if the next elder scrolls game had a voiced protagonist, with a unique voice actor for each race, id probably really enjoy it so long as it didn't mean every conversation option ended up being the same again.
[QUOTE=Ganerumo;49259468]There's a fucking ton of RPGs that don't even let you attack quest givers. They're either in areas where they can't be attacked, or they're immune to begin with.
It's not exactly a far-out concept that RPGs are designed to railroad the player to a certain extent, or don't have pure 100% freedom of action. Stop acting like Bethesda is somehow incompetent for doing the thing that's been done time and time over in so many other RPGs before they even started making their own games.[/QUOTE]
Yeah but you have to admit bethesda has taken the hand-holding a little-bit too far when you get things like an immortal twat settler whose only involvement in the plot was to walk from concord to sanctuary, who now wanders around your house giving you passive aggressive abuse and there is absolutely no way to get rid of her because you can't send her to a different town and she's magically immune to bullets.
Was making sure the walk from concord went [i]just right[/i] worth saddling me with one of the most annoying npc's in the game for all eternity?
So, did anyone find a concrete place for the black BoS uniform?
[QUOTE=lol user;49259900]So, did anyone find a concrete place for the black BoS uniform?[/QUOTE]
Yeah Paladin Brandis has it, he's part of the The Lost Patrol quest.
You have to kill him to get it though, because once you send him back to the BoS he'll be wearing the Green variant.
[QUOTE=jonu67;49259922]Yeah Paladin Brandis has it, he's part of the The Lost Patrol quest.
You have to kill him to get it though, because once you send him back to the BoS he'll be wearing the Green variant.[/QUOTE]
I dun goofd then
Looks like I'll have to look somewhere else
[QUOTE=lol user;49259935]I dun goofd then
Looks like I'll have to look somewhere else[/QUOTE]
I think the only option in this regard is killing him when the BoS assault the Railroad Headquarters, in which he'll spawn with the Black uniform again and you can murder him for it, not too sure if he spawns with it during the Institute raid though.
Or cheat it in, because I don't think you actually get another chance at acquiring one other than those specific circumstances.
Once you remove all the dialogue that's just asking for directions, the "good bye" and "let's talk about something else" things, I actually wonder if there's more or less options available overall, or if it amounts to roughly the same. After all it wasn't uncommon that dialogue in fallout 3 and New Vegas would have like six options for the first response, then only two for each following response, sometimes even just one.
It also feels like there's more people engaging in full conversations with the player that aren't just one sided lore dumps and more actual exchanges, and the fact the lines are voiced means there's an actual interaction going on.
[QUOTE=lol user;49259935]I dun goofd then
Looks like I'll have to look somewhere else[/QUOTE]
Pickpocket, I pick pocketed all unique weapons/apparel that could be.
[QUOTE=Captain Chalky;49259965]Anyone else love Kellogg's [sp]memory sequence[/sp]? Been replaying the game and I have to say, that part gives me hope. It's brilliant, doesn't feel Bethesdy at all. Shame that the story commits suicide shortly afterwards.[/QUOTE]
I really hope the memory den is explored further with DLC.
I'd love a Kellogg DLC where you play as the guy before the events of the game.
[QUOTE=Ganerumo;49259602]Moreover, the "nobody is essential" business in New Vegas was cool but, on top of not being a standard for RPGs, it's also a feature that practically made up 90% of the game's appeal from a story standpoint. The game is built around that aspect, and even then it still comes with certain safeguards like how you can't completely shut yourself off the main quest or how Victor is still essential until he gets to New Vegas. It also comes at the price of most of the NPCs not moving at all, with very few of the important quest related characters ever leaving their post (more often than not in scripted locations, where they only briefly appear before teleporting out).
Basically it's cool as hell and an interesting focus but a game isn't automatically trash or made worse because it doesn't do that specific thing that obsidian did with only one of their games at some point.[/QUOTE]
Victor is not essential, he is an AI transfered from securitron to securitron by House. You kill his body but you can't kill his program by blowing the securitron because of course you can't. It's not a cop-out, it has a perfectly reasonable explanation. You kill House, you kill Victor. Unlike John Doe from Fallout 4 being invincible because "he [I]might[/I] wander too far and die to a random encounter!". Which is both an engine and design flaw and way more limiting and a safeguard than what you're complaining about
We get it, Fallout 4 is the best game in the world for you and nothing is wrong with it. Could you stop being so defensive when other people complain about stuff though? By now you should have realized that not everyone shares your opinion about how perfect and better everything is so you could stop acting so surprised and using "WELL I LIKED IT" as an argument.
[QUOTE=Ganerumo;49260012]Once you remove all the dialogue that's just asking for directions, the "good bye" and "let's talk about something else" things, I actually wonder if there's more or less options available overall, or if it amounts to roughly the same[/QUOTE]
.....are you even being serious now? Do you really think that Fallout 4 has more player dialogue than NV and 3? Wow. Just... wow.
Man, had no idea these lines existed. Love how fleshed out the companion system is compared to 3.
Oh, and spoilers for the compainons.
[url]http://www.youtube.com/watch?v=UEo6Q1kYWvw[/url]
that was more like a conversation though, you'd ask someone about a topic, then they'd say something and you had the option to keep talkin bout that or go back
the limit of exactly 4 options, always, is really something. sometimes you only need 2 or 3
So I'm taking permanent radiation damage, anyone know how to fix? I keep having to pop my radaways and rad-x to negate it :/
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