Did New vegas live up to expectation. if it did why. if it d

Post » Sat Jun 26, 2010 4:02 am

It lives up to my expectation because I know when they announce the game the development cycle would be short and it would be very buggy.

I would actually say it exceed my expectation by reintroduce old school elements (DT, Survival, reputation), integrated some popular FO3 mods (hardcoe mode, cooking, gun mods etc) and a interactive main quest.
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john palmer
 
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Post » Sat Jun 26, 2010 10:29 am

Yes, it did, but I hope Bethesda patch the rest of the bugs, (yes I said Bethesda, they are the testers and develop the patches)
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Lory Da Costa
 
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Post » Fri Jun 25, 2010 11:59 pm

Bethesda test and release the patches actually while Obsidian develops them.
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Jeremy Kenney
 
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Post » Sat Jun 26, 2010 9:31 am

(Spoilers)
Do you mean the securitron vault? He does have the chip with him - if you kill him at the Tops, just take it straight to House (if you are working for him) and it'll upgrade the securitrons. He'll then give you the quest to go to the Legion camp and access the securitron vault there to add more securitrons to his army.
If you don't kill Benny and he runs off to Caesar's camp, you get the chip off Caesar instead (one way or another).

The other vaults have nothing to do with Benny and can be accessed at any time during the game.

Re: Khans - There's a fair amount of content if you look for it, and they can be met pretty early unless you spend a lot of time exploring and doing sidequests before hitting Boulder City. It's not hard to get a good standing with them - just negotiate with them to free the captives and then talk the NCR officer out of following his orders.
You can get a lot of good karma with them for doing Aba Daba Honeymoon (you must complete this before doing Colonel Hsu's quest to find the Ranger in Vault 3) and from helping Melissa. Also, if you are doing Climb Every Mountain for Captain Gilles at Bitter Springs, do NOT take Boone into the cave with you (it's fine if he's your companion - just make him wait outside). I got to Idolised just by doing the above.

Re: Legion - lots of quests for them too. They don't have as many missions as NCR but this isn't their home turf and they're (understandably) not as widely established. However, you can easily take the Legion's side in many quest by sabotaging the NCR, such as at Helios One.



I mean the elevator in the Tops goes down and into a hole that leads to Vault 21. The only way to get there is to let Benny run when you confront him. As far as the Khans, yes the Boulder City thing screwed me. That was it.
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stevie critchley
 
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Post » Sat Jun 26, 2010 1:02 am

Yes, yes it did.


I love the NCR and seeing them as a major faction, in more ways than one, really got me into the game. I loved how iron sights were implanted and how their are multiple endings for each faction. It was so intelligent in my opinion. Everything was explained for you, so people like me, who had never played Fallout 1 or 2, could understand what is going on. There are tons of other things but I'm too lazy right now :sadvaultboy:

What I thought need improvement was the Strip, for reasons stated by 8-Ball.
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yessenia hermosillo
 
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Post » Fri Jun 25, 2010 6:51 pm

Sort of.

+Improvements to gameplay
+Mods.
+More items and armor.
+Better use of skills(Bartar,guns and small guns in one)

-Boring wasteland
-Western themed
-Lack of trying to survive(it felt like they were doing fine
-Legion being based off of the Romans(that ruined their faction for me)
-Lack of minor factions involvement.They were too small and had little to do with anything.Nothing special.
-Less enemies....it felt empty.
-Everything revolving around reputation and not karma.Ruins all the decision making for me.
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Etta Hargrave
 
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Post » Sat Jun 26, 2010 2:59 am

-Lack of trying to survive(it felt like they were doing fine


West Coast is doing fine thanks to the Vault Dweller and Chosen One, thats because they arent trying to survive, because the dont need, it a peaceful place, sorta, but not a warzone like Capital Wasteland ,since it is infested with Raiders, Mutants and others creeps
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carley moss
 
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Post » Fri Jun 25, 2010 7:42 pm

Where it did meet my expectations:

Pretty much everywhere. I spent almost a non-stop sixty hours playing it from the day of the European release, barely caught any Zs at all, so uh, that makes for a good game. lol I've since played hundreds of hours across four characters. My play-time alone is enough praise for the game.

Where it didn't:

hardcoe Mode.

There is nothing hardcoe about it, and it fell waaaaaaaaaaaaaaaaaaaaaaaaaay short of what I was expecting. Ammo weight is too low, and requiring food and drink isn't an issue since its in hearty supply throughout the Mojave (as soon as I got to McCarren I bought up 50 Maize, and 50 Purified Water, and stored 45 of each in Novac and made periodic visits to restock my supply of 5 of each ((5 of each at any time enforced by me - s'worth mentioning I don't fast-travel and I made that journey with that much food and water with a pistol, 50 rounds of ammo, and nothing else in my character's inventory, it was a hella fun slog shipping my supplies and balancing it with what I thought my character could carry with all that food and water.)).

I also only let my character carry one other outfit/armour set in his inventory from loot, and only two weapons (three on my first play-through), that'd be one pistol and one rifle. I restrict ammo to 100 regular rounds and 25 AP rounds, 25 HP rounds for pistols. In fact, what I do with my characters is no different from what I did with Fallout 3... and I forget sometimes that hardcoe Mode is on, because my characters on Fallout 3 I made drink water, and eat too... so uh... yeah...

... hardcoe Mode was a huge let down. I rarely use companions so them dying isn't an issue. Nothing about it is an issue. I repeat: hardcoe isn't hardcoe, it's not Hard, and has no Core. Shame, because it was my most anticipated new feature. :sadvaultboy:
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Angel Torres
 
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Post » Sat Jun 26, 2010 1:40 am

Hmm, there's a pretty strong argument, given that Fallout and Fallout 2 were set on the West Coast, that FNV is closer to a real sequel and Fallout 3 is more like a big DLC.



Umm i think you got that wrong...F3 a big DLC?? Umm no. More like FNV was a big DLC.
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Add Me
 
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Post » Sat Jun 26, 2010 7:52 am

Hmm, there's a pretty strong argument, given that Fallout and Fallout 2 were set on the West Coast, that FNV is closer to a real sequel and Fallout 3 is more like a big DLC.

FNV more than met my expectations. I'm an old school gamer - was a games journalist in the 90s so I'm very familiar with the franchise but, quite honestly, I've enjoyed both Fallout 3 and FNV. Of the two, I think I enjoy FNV a little more. Bethesda did a good job with their inherited franchise - the exploration was terrific but there was a little less flexibility with the plot and the (original) end game is the same no matter what you do. I know a lot of people complained because you couldn't really side with the Enclave, whereas FNV has four factions and a little more variety when it comes to finishing the game.

I can't say anything in FO3 gave me the same buzz as wiping out Legion settlements. Razing Caesar's camp with Boone felt epic no matter how many times I did it. On the other hand, I must admit a lot of the Vegas-based quests were a little dull at times (run here, talk to this person, run back there and (6 load screens later) talk to that person, run over here again...ffs give me something to shoot!)

What I liked:

The story. Lots of intrigue and plenty of surprises (at least, the first time through), plus the epic feel of being stuck in the middle of a war.

Companions. These were done better than in FO3. I used them occassionally in that game and I liked a couple of them but spent most of the time solo. Since they didn't have much to say, they didn't really enrich my playing experience and characters like Fawkes are just a liability when you want to stealth around. Although the FNV characters don't have as much development as characters in a lot of RPGs, they have a lot more than in previous Fallout games and I felt more invested in them. The companion quests were a good development, so I'd welcome seeing that return.

Gun modding

Recipes:
True, most of these are only really useful in hardcoe mode, but it was nice being able to make my own chems.

Jury rigging.


What I didn't like so much:

Karma system:
I admit I prefer playing nice characters. I actually feel guilty about doing bad and don't enjoy being a jerk (I never did blow up Megaton in FO3, even on my evil character). However, the option to be bad, or ruthless and mercenary, is pretty important. The problem is that you can demand payment, lie, steal and even eat corpses in front of an audience but all that is wiped out by headshotting a couple of fiends or zombies who are aggressive no matter what your karma level or reputation. Even my Legion character - who brought Cass to Jean-Baptiste and various other nefarious acts - ended up with good karma.
Reputation system works, more or less, but karma just doesn't.

Buggy quests:
I can put up with CTDs as long as they're not excessive, and the fact FNV does it from time to time didn't surprise me at all because FO3 actually did it a fair bit too.
What isn't so great is some of the quests being a bit buggy (maybe due to scripting issues), since this affects the actual game a lot more. Worst offender is We will all go Together but I've had issues with things like Raul's final dialogue not firing and thus missing out on his perk (on a character I later abandonned - Raul worked perfectly on my next character) or Boxcars not having any dialogue in relation to Wheel of Fortune. This stuff bothers me a lot more than the odd CTD.

Repetitive quests: FNV does have some really good quests, but there are quite a few that could have been a lot better. There are three different quests where you are required to heal injured people. I don't mind healing them, but exactly the same thing three times? C'mon. Add to that all the Vegas quests where you are acting as a go between, with a lot of load screens when you run from one person to another...The Carlitos/Joana quest is absolutely the worst, especially as every time you want to talk to her, you have to follow here as she walks v-e-r-y s-l-o-w-l-y to her room.

The DLC. I've played through it twice, now, so I can look at it pretty objectively. The back story was interesting but the whole setting was gloomy and I missed the Mojave both times I was there. The beeping collars and holograms were annoying rather than challenging and the fact that technology might resurface in another DLC (Christine talks about the tech coming from the Big Empty) doesn't please me much. I did like the companions, but I missed my other companions and didn't like having to leave them behind. Mostly, I didn't feel that there was a strong enough reason to leave what is basically a war in which my character is a big player to check out some casino in the middle of nowhere.

Personally, I prefer DLCs that are integrated into the main game (the Mass Effect 2 DLCs being a case in point - you can do them at any point during the main plot without leaving your companions behind - or the Knights of the Nine DLC in Oblivion) rather than those that take you away from the plot and main game area. I felt the same way about Point Lookout in FO3 - it had a lot of good reviews but as long as I was there, I couldn't wait to get back to the Capital Wasteland as I felt very uneasy being away from the main plot. (I really did like the Pitt, though. That contains one of the strongest moral dilemmas I've come across in the game, and thus made quite an impression).

Still, at least the FO3 DLCs gave you compelling reasons to go (rescue some slaves or search for a woman's missing daughter) rather than pure curiosity. I hope the next few FNV DLCs will have better intros, so to speak. And of course I will get them regardless, because I am a big svcker like that.

this is just a short reply and i did read all the things you wrote but what i most like is how you said you were a games journalist in the 90s so could you tell me plz how has fallout series changed over the years if it has even changed at all { meaning story ,the way its being ,made are the producers of the game putting as much effort in now and that sort of stuff thank you}
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Dawn Porter
 
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Post » Sat Jun 26, 2010 9:37 am

Umm i think you got that wrong...F3 a big DLC?? Umm no. More like FNV was a big DLC.

what your saying is true and i agree but plz dont make this into an arguement because i dont want the topic to be stoped. thank you :angel:
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benjamin corsini
 
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Post » Sat Jun 26, 2010 10:32 am

what your saying is true and i agree but plz dont make this into an arguement because i dont want the topic to be stoped. thank you :angel:

Not trying to make it a argument. F3 came out before FNV so it would make on sense that, that would be a Big DLC...
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Eileen Collinson
 
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Post » Sat Jun 26, 2010 5:58 am

It definitely lived up to my expectations. I can see how some people might prefer FO3, though. FO3 was great for random exploration. But the interacting (sometimes mutually exclusive) network of quests and factions makes New Vegas a winner for me.

Good stuff:

Coherence. FO3 often felt more like a collection of 'cool ideas' than an actual place. The Mojave, on the other hand, has a history. It has problems. It has riches (reasons to fight over it). It has politics.

Characters.
NPCs generally had a lot more to say. The writing seemed better IMHO.

Choices, factions and multiple endings (1): choosing who to support really adds to this kind of game. It makes the player care about the story, as he is not being railroaded too much.

Scaling (1): a low-level character could get into a lot of trouble if he wasn't careful, which is how it should be.

Disappointments:

Scaling (2): While I loved that the level scaling seemed more zone-based instead of revolving around the player's level, there seemed to be a lack of very difficult zones to challenge characters near the level cap. I think ther should always be a few areas with enemies AT OR ABOVE the level cap. That way there will always be a few challenges left.

Choices, factions and multiple endings (2): Some of the factions felt rushed. As if Obsidian were intending to make some of them into 'main' factions that you could side with at the end, but didn't have the time to follow through. The Khans are a case in point - they are hurt, sure, but with the player's help they could regain some of their former glory?

Also, factions could definitely be more dynamic, fighting for territory - there could be some contested zones, and you can join in the battles over them. For example, what if the Legion were constantly targenting the NCR sharecropper farms?

hardcoe mode: dehydration should have been more of a threat. It's a desert, after all. The FANTASTIC, WONDERFUL thing about hardcoe mode was that stimpacks did not instant-heal. That meant that combat felt a little less stupid. Otherwise, hardcoe mode was a bit of a missed oppurtunity.

SPECIAL: should be utilized more. It was used in lots and lots of conversation skill checks, which is cool, but should affect the gameplay a lot more... carry weight, dehydration, speed, healing...
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Andrew Lang
 
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Post » Fri Jun 25, 2010 11:32 pm

Yes, I expected Fo3 but with more detail and RPG aspects and thats what I got.
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Carlos Rojas
 
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Post » Sat Jun 26, 2010 3:13 am

hardcoe mode: dehydration should have been more of a threat. It's a desert, after all. The FANTASTIC, WONDERFUL thing about hardcoe mode was that stimpacks did not instant-heal. That meant that combat felt a little less stupid. Otherwise, hardcoe mode was a bit of a missed oppurtunity.


Ah, forgot about that aspect of hardcoe Mode. I don't use Stimpaks - didn't on FO3 either - so uh, lol, it wasn't an issue for me. I can see how it would be for some, but man, if it is they should stick to Normal mode, and Stimpaks on Normal shouldn't insta-heal (nor should companions be immortal, WTF?), on hardcoe mode Stimpaks should be five-times slower to heal, making food items twenty-times longer to heal...

... the whole hardcoe thing seemed like it was thrown in just to say they had. I was banging on about hardcoe mode before NV was announced, likening a version of Fallout 3 I'd like to see having a Vietcong on hardcoe experience. No HUD, gotta keep track of your own ammo use, healing packs that heal to a certain point of your health bar, with whatever is left remaining empty to account for your wounds...

... done right, a really hard, hardcoe NV experience would have rocked the Casbah. :yes:
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LADONA
 
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Post » Sat Jun 26, 2010 4:01 am

Yes it did. I wanted an RPG and I got an RPG.
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Juan Suarez
 
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Post » Fri Jun 25, 2010 9:14 pm

I all reality no it did not. Coming into this series during fo3 I was spoiled with a rpg/action adventure/stradigy/survival horrer/open world shooter, with a story line that made me feel in the game. The detail that went into the DC area was great. There was never a lack of things to do, and the single ending provided room for a dlc that showed me the short term success of what my people had accomplished.

In fonv I was expecting more of the same. I did not get that, what I got was an open world rpg. Very little was added in for "mindless exploring" Too many buildings r boarded up, places I can go into that r not involved with any quests are not worth going to. The freezing and choppiness past 8500kb of info have made me not want to play it all any more really. The 27 endings ruined the feel of it for me. They r flawed and feel cheap. CL is the weakest fighting force I have seen in 24 years of playing video games. All that being said I still have over 500hrs of game play in it and it was a goodgame

Broken steel killed fo3's ending which there was more than 1 like say put the virus in the water killing all mutations or well risk you're life for the greater good and have clean water for the wastes but bs fudged that up .On topic it probably fell slightly short i was way to jived about it fonv had almost no chance of reaching my expectations.As been stated a billion times exploration could of been better but the general writting was better and the main quest was technically better and interesting i still preferd fo3's story but the characters where better in fonv.In all honesty fonv is really more fo3 my main beef is that it was a bit to short but i wish obsidian had an extra year but Bethesda wanted some quick cash bye the looks of it .
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elliot mudd
 
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Post » Sat Jun 26, 2010 3:10 am

this is just a short reply and i did read all the things you wrote but what i most like is how you said you were a games journalist in the 90s so could you tell me plz how has fallout series changed over the years if it has even changed at all { meaning story ,the way its being ,made are the producers of the game putting as much effort in now and that sort of stuff thank you}


Blimey, well that's a subject for an essay. Essentially, FNV has a lot of the spirit of the original games in so far as you can explore, do sidequests or concentrate on the main quest if you wish. However, a lot has changed in terms of technology, the way games are made and the state of the games industry in general. The industry as a whole has grown more corporate. The very first company I went to visit was Bullfrog, in order to do a preview of Syndicate. That game was pretty much designed on the back of a napkin in McDonalds (and it was an awesome game). Today, for a project the size of FNV, you're looking at a 1000 page design document. Games are hugely complex these days and most are no longer made by one company alone; (game engines, physics engines, facial animation software, mocap software, radiosity lighting tech...etc etc...are licensed from third parties and plugged into the game). Artwork, Q&A and Localisation are often outsourced. Voice acting is now the norm these days and actors have to be hired, recorded and directed. Producing a game now, as opposed to producing a game in 1997 (when Fallout came out) is somewhat akin to juggling flaming chainsaws whilst wearing rollerskates. Bear in mind, also, that most big projects will have a Senior or Exec Producer, some Associate or Assistant Producers, maybe a Project Manager and (in most cases) an External Producer who works for the publisher (Bethesda in this case). It's a whole other ballgame.

As for how it's changed...well if you go back to Fallout, the graphics are very basic and very brown, and combat is turn-based and a lot more strategic (although VATS is there - the difference being that you could shoot people in the eyes. Nice). Companions in the first game didn't talk and had no real personality. You couldn't even trade items with them - if you gave them something to hold, the only way to get it back off them was to buy it back. That was obviously annoying and was changed in Fallout 2 where the characters also developed a little more personality (although not much by today's standards). But, as I said, a lot of the spirit of the original games is still there, albeit in an evolved form.
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sarah simon-rogaume
 
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Post » Sat Jun 26, 2010 12:29 am

West Coast is doing fine thanks to the Vault Dweller and Chosen One, thats because they arent trying to survive, because the dont need, it a peaceful place, sorta, but not a warzone like Capital Wasteland ,since it is infested with Raiders, Mutants and others creeps

I realize that it would make sense for it to be peaceful considering what happened and how long it's been but I was hoping for a setting where they were trying to survive.Sort of similar to the beginning of FO3 and the areas."Survival of the fittest" would work.
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jason worrell
 
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Post » Sat Jun 26, 2010 9:29 am

what did you like the best about the game :fallout:


Probably the factions and choices you had to make.

Added a lot of replay value to the game. Iron sights also made the game play out a bit better.
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Kayla Keizer
 
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Post » Sat Jun 26, 2010 8:49 am

400 hours of fun its well worth it plus i have several other characters that clock up to about 550 hours so it was well worth the 50 $ in my opinion
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Rob Davidson
 
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Post » Sat Jun 26, 2010 2:07 am

:icecream:
Blimey, well that's a subject for an essay. Essentially, FNV has a lot of the spirit of the original games in so far as you can explore, do sidequests or concentrate on the main quest if you wish. However, a lot has changed in terms of technology, the way games are made and the state of the games industry in general. The industry as a whole has grown more corporate. The very first company I went to visit was Bullfrog, in order to do a preview of Syndicate. That game was pretty much designed on the back of a napkin in McDonalds (and it was an awesome game). Today, for a project the size of FNV, you're looking at a 1000 page design document. Games are hugely complex these days and most are no longer made by one company alone; (game engines, physics engines, facial animation software, mocap software, radiosity lighting tech...etc etc...are licensed from third parties and plugged into the game). Artwork, Q&A and Localisation are often outsourced. Voice acting is now the norm these days and actors have to be hired, recorded and directed. Producing a game now, as opposed to producing a game in 1997 (when Fallout came out) is somewhat akin to juggling flaming chainsaws whilst wearing rollerskates. Bear in mind, also, that most big projects will have a Senior or Exec Producer, some Associate or Assistant Producers, maybe a Project Manager and (in most cases) an External Producer who works for the publisher (Bethesda in this case). It's a whole other ballgame.

As for how it's changed...well if you go back to Fallout, the graphics are very basic and very brown, and combat is turn-based and a lot more strategic (although VATS is there - the difference being that you could shoot people in the eyes. Nice). Companions in the first game didn't talk and had no real personality. You couldn't even trade items with them - if you gave them something to hold, the only way to get it back off them was to buy it back. That was obviously annoying and was changed in Fallout 2 where the characters also developed a little more personality (although not much by today's standards). But, as I said, a lot of the spirit of the original games is still there, albeit in an evolved form.

thank you very much :liplick:
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Alexandra walker
 
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Post » Sat Jun 26, 2010 1:23 am

I haven’t played FO, FO2, FO:T, or FO3. Off the top of my head
Things I liked.
-Good story line/environment.
-Companions
-Reputation system
-VATS
-Overall character build
-NCR
-Iron sights/sighting
-Boomers, one of my favorites
-Gun modding
-Weapons in general
-Deathclaws

Things I disliked.
-Legion: just stupid, I kill them at every opportunity just for that fact.
-Fast travel except for loot hauls.
-Boarded up buildings: Seems just lazy on developers part
-Too few creatures
-BoS
-Too few wasteland gangs/tribes
-Leveling too fast
-Karma…?????
-Freeside should have been bigger and more seedier
-Too little dialog
-Not enough or involved side quests
-House’s robots are stupid looking
-Strip being broken up into sections
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Andy durkan
 
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Post » Sat Jun 26, 2010 10:15 am

Weapons that I dont like and IMO out of place;

cowboy repeater, trail carbine, brush gun, lever action shotgun, 357 single action, sequoia, I think one of the developers is a cowboy action shooter. Hell why not include black powder.

The 45-70??? Why include a near obsolete caliber. Absurd, I used to reload this caliber and owned a Ruger #1 in 45-70. What about the '06, any of the russian/chinese calibers?

To add to my above post, the Rangers look rediculious.

But, I still like this game.
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Pete Schmitzer
 
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Post » Sat Jun 26, 2010 7:22 am

Yeah, if I was an NCR Ranger, I would say "black briast-plate and gas-mask? Hell no, I want that Power Armour like that person over there is wearing!" (points to NCR "heavy trooper"). I guess they're all Chuck Norris and stuff
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Alba Casas
 
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