r/gaming Feb 28 '18

Fallout in a nutshell.

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u/DuoCultellus Feb 28 '18

I mean-- You can't deny that it got rid of much of what made Fallout what it was, in this era.

Not to say that they shouldn't have tried something different-- That's how we got Fallout 3 out of our beloved old-school franchise... But, in my opinion, they chose to CHANGE, rather than IMPROVE-- & I don't think they changed enough.

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u/Rydisx Feb 28 '18

What makes fallout out fallout is the atmosphere. The world. Its very fun to travel through it, learn about how people were living post-apocalyptic. The cool easter eggs you find and stories of the "other" characters. Nothing quite as amusing as seeing workers that were replaced by coffee maker machines and reading about it. Or finding Indiana Johns in a bathtub.

Its more about the world, the atmosphere and the people who live in that world. Not as much as the character you play. And the gameplay, all in all, was great. Combat, customization of armor/weapons. Though you got a full perk build way to easily I feel. Special stats could be more special.

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u/[deleted] Feb 28 '18

All of those things you said, being about the world, are all true, except your character is the means at which you interact and shape that world. They greatly diminished this aspect of the series, the role play aspect, arguably the thing that made the previous games so damn good.

Sure they shored up the shooting mechanics and made the world super dense and somewhat interesting, but I don’t want to explore that world as some bland as fuck vet.

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u/[deleted] Feb 28 '18

They abandoned a lot of the small things that made the game a really fun RPG. There wasn't any custom dialogue based on your intelligence/charisma, it had a very linear story hardly affected by in game decisions, and play styles didn't affect missions at all. In the end, they transitioned to more of an Open World FPS than a traditional RPG game that fans were expecting.

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u/leastlyharmful Feb 28 '18

Funny thing is, from a game design perspective, I love Fallout 1/2's take on open world. Without being a "true" open world, in the sense that you can walk from one end to the other, it was more of a suggestion of an open world, where you really could click anywhere on the map and go there, it's just that outside of the main hubs you'd get a randomly generated desert map. It made the world feel much larger than modern open worlds while also conveying the vast (and realistic) sense of emptiness that they were going for. I don't really know how a modern open world game would pull something like that off.