My biggest concern with voiced protagonist is...

Post » Sat Nov 28, 2015 10:13 am

Actually... didn't the VA already confirmed that he recorded many different personalities for the dialogues...?

Why should good shooting be forbidden in a RPG...? RPG isn't the same as turn based.

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REVLUTIN
 
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Post » Sat Nov 28, 2015 4:37 am

Indeed he did. It was in the interview I linked in the last page.

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Ownie Zuliana
 
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Post » Sat Nov 28, 2015 7:07 am

Good shooting should not be forbidden; but good shooting ~for a PC that is not a good shot, should not be an option ~that's a cheat. That negates the point of having a PC that took other electives instead of marksmanship for those [other] benefits; but when the player can shoot targets for them, they get the other benefits at no real cost, while still hitting targets they should not be able to hit.

In EVERY prior Fallout title (aside from FOBOS :yuck:), the PC handled their own aiming, based on how good of a shot they were; not how accurate the player could be. Bethesda ruined yet another aspect of Fallout, in their efforts to create a theme-park simulation of the game world, while utterly discarding the game and all aspects that were important to it. :sadvaultboy:

(They quite literally kept everything that didn't matter, and discarded everything paramount to the series. :banghead:)

Spoiler
This is why one can easily tell that FO3, is really FOBOS 2; for it is certainly closer to it than to any other Fallout title.

https://www.youtube.com/watch?v=N-Xs1tm-9-U

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Jonathan Windmon
 
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Post » Fri Nov 27, 2015 11:55 pm

Well you have funny and unintended.

http://i.imgur.com/G0aRXLF.jpg

That one is priceless and pretty much tops everything.

Made more fun as I was afraid it would screw up the quest seriously.

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Laura Wilson
 
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Post » Sat Nov 28, 2015 11:28 am

The problem to have, if it's not immediately clear, is that on or off ~the PC still only says the same things; the script still only has the same scope... So in that regard, it's almost a shame to turn it off, as you will be missing the best part of the conversations. :sadvaultboy:

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saxon
 
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Post » Sat Nov 28, 2015 8:55 am

They employ 'voice actors' that's what they do for a living.

With 13,000 lines the voice director is going to know pretty quickly if it stinks.

(to the thread) How about we take issue with the game when we actually have some basis to do so...

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Dj Matty P
 
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Post » Sat Nov 28, 2015 10:23 am

You heard them say a few lines out of thousands. That's like looking at a few rocks and not realising there is a pyramid if you just lift your head.

Ya feel me?
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Wayne W
 
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Post » Fri Nov 27, 2015 7:30 pm

First person rpg, like daggerfall and later require you to hit the target to do any damage, anybody using ranged know this require player skill.

3rd person group based rpg like baldurs gate or DA:O does not, they behaves more like strategy games where you control an squad.

It was obvious that Fallout 3 would be Oblivion with guns then they bought it as it was that they knew.

Horrible video for FOBOS, I was unable even to understand if it was first person or 3rd person group based.

VAT does not require player skills, found it most effective to combine real time combat and VAT, start real time and go VAT then enemy get close enough to do VAT headshots.

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Danel
 
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Post » Sat Nov 28, 2015 11:39 am

That's like looking at a few rocks, and seeing that it's all made of Shale.

This is symptom of those you mention, but not true as a rule.

*It was not obvious to me that they would clone Oblivion and repaint it; but then I'd never heard of Bethesda before they got hold on the license. Others knew better, and I saw it posted, but I could not believe until the June screenshots were released for FO3.
All I saw [prior to that] was just how suited their Oblivion/TES engine was for a Fallout game... It never occurred to me that they would actually ~unbelievably... choose to base their Fallout game design on anything other than a Fallout game. It was absurd; and still is.

What VATS does, is protect the attacker unfairly; disadvantage the target unfairly, and also can cause the attacker to miss unfairly. IRRC, VATS aims for the center mass ~even if that is occluded by cover. That means that an expert marksman aiming for a head shot, can miss if the target's hips are behind a wall.
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Margarita Diaz
 
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Post » Sat Nov 28, 2015 1:07 am

If only we had low intelligence dialogues...

''I IS SCIENTISTIC.''

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Isabel Ruiz
 
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Post » Sat Nov 28, 2015 8:05 am

A voiced protagonist worked in CoC: Dark Corners with Jack, but I wouldn′t wanna have it in a Fallout game.

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Darren Chandler
 
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Post » Sat Nov 28, 2015 8:21 am

its not an fallout game as in different than Fallout 1 and 2.

Has never noticed that you can not use vat for headshots of body is behind cover.

I'm pretty sure I have done headshots on enemies behind other enemies, however as i say I mostly use VAT for close range fights against moving enemies.

And VAT in Fallout 3 was seriously OP, for one it ignored moving enemies you also faced little return fire during the shootout with the grim reaper spirit you could even keep AP up and simply stand behind an corner and kill an army. VAT was nerfed in NV because it was a I win button.

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Vera Maslar
 
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Post » Sat Nov 28, 2015 6:09 am

It works in the Witcher series, and it worked for Arx Fatalis... but these [superb] RPGs give a fixed origin/identity for the PC. They don't hamstring themselves with an entirely mutable protagonist.

That's the same thing. :wink:
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Alister Scott
 
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Post » Sat Nov 28, 2015 10:46 am

Could the decision to use a voiced protagonist be because many people don't like or want to read or don't comprehend the written word or sentence very well?

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James Shaw
 
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Post » Sat Nov 28, 2015 8:08 am

Yes.
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emily grieve
 
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Post » Sat Nov 28, 2015 2:44 am

For those interested http://imgur.com/a/cV3vB are some funny lines Bethesda done did. I think like three of those are from Beth anyway.

On topic: meh. A funny line, to me, is funny. It can be spoken, I can pick it, doesn't matter. When it's silent I have to imagine the tone or the style of delivery, if it's spoken I have to imagine that I didn't wait a bit before picking it. Though I kinda have to do that when they're silent too. Or I have to reinterpret the tone or add a motive to that specific style of delivery. It's whatever.

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Hairul Hafis
 
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Post » Fri Nov 27, 2015 9:35 pm

It also worked in Deus Ex, and it worked for me because whenever there was a dialogue it switched to 3rd person, allowing you to see J.C Denton as he talked. That was a good thing :)

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Pete Schmitzer
 
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Post » Sat Nov 28, 2015 6:10 am

The same for Arx Fatalis.
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kelly thomson
 
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Post » Sat Nov 28, 2015 5:38 am

I didn't play Oblivion, so I don't know why that is funny. As it stands Its pretty meh.

What? That doesn't make sense. If you are annoyed with the voice because it either doesn't fit the character, or changes how you perceive the conversation is going then turning it off will alleviate that. Having a voiced protagonist won't change the direction of the writing.

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herrade
 
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Post » Sat Nov 28, 2015 11:09 am

That one require that you have played Oblivion and done the thief guild quest to get the point.

Its also an very rare event I think,

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Kelly Osbourne Kelly
 
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Post » Sat Nov 28, 2015 6:15 am

Does any one know of a game that has a voiced protagonist and first person conversations? I mean that's supposed to be an option in Fallout 4. I keep wondering how that's going to work, because I've never played or know of a game feature like this?

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Robert Bindley
 
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Post » Sat Nov 28, 2015 10:45 am

I think Dying Light did that. First person conversations with a voiced protagonist.

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*Chloe*
 
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Post » Sat Nov 28, 2015 6:51 am

Of course it makes sense; think about it.

Spoiler


But it does. It changes how the script was written; and it restricts what was written to what was recorded; and to what sounded okay ~recorded.

When you do not have the albatross of needing to record new additions, and re-record new changes, you can get those changes implemented with little hassle. When you [the devs] have a new idea, you don't have to schedule recording changes (and pay for them) to get that idea into the game seamlessly. NPCs can be voiced by anyone handy, but the PCs have specific contracted voice work.


Stonekeep comes first to mind.
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Julie Ann
 
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Post » Sat Nov 28, 2015 2:22 am

Todd said you would be able to remain entirely in first person. He also said that the way dialogue worked you could conceivably do other things while conversing or even carry on conversations with two NPCs at once, though they tried to minimize the latter. If conversations were third person cutscene only, these things wouldn't be possible.

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Mélida Brunet
 
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Post » Sat Nov 28, 2015 3:24 am

Thanks to the both of you! I haven't played either of these games but I will be sure to check them out.

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Jessica Raven
 
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