Fallout has Changed

Post » Mon Mar 14, 2011 6:06 pm

ok so killing the master is done to save your vault. saving the wasteland just happened to tag along with it.

As for finding the guy who shot you that isn't the main mission of the game. putting a faction in charge of the Dam therefor controlling the area is the main mission. And your character has never even heard of the NCR and CL or Mr. House. so I just have a hard time find an interest in wanting any of them in charge.
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Quick draw II
 
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Post » Tue Mar 15, 2011 2:16 am

ok so killing the master is done to save your vault. saving the wasteland just happened to tag along with it.

As for finding the guy who shot you that isn't the main mission of the game. putting a faction in charge of the Dam therefor controlling the area is the main mission. And your character has never even heard of the NCR and CL or Mr. House. so I just have a hard time find an interest in wanting any of them in charge.


If you look at it, it wasn't really meant as you decide who's in charge. You the courier wanted to retrieve your package and finish you're job. Doing that would put House in charge, but really you had no idea what was it for or anything. Curiosity lead to everything else. Did your heart find a faction's story more warming than the others?? Or did you want to make everything an free for all??
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Lisa Robb
 
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Post » Tue Mar 15, 2011 1:56 am

"Neither snow, nor rain, nor heat, nor gloom of night, nor gunshot to the head, stays these couriers from the swift completion of their appointed rounds."


"Nor gunshot to the head..."

Lol... good point!
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Alan Cutler
 
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Post » Mon Mar 14, 2011 10:49 pm

For the life of me I can't remember Fo2 at all but seriously, you want all of the Fallout game to be linked to the same vault dweller from Fo1?? I think Bethesda wanted to pull away from Fo1 and 2 by inventing the D.C. Wasteland. Not matter how new the game is, it does retain too much of the original series, but as the main character goes, it's best they change motives, story and objectives. It's moving forward in time, people change all around. I don't understand how from east to west after 60 something years everyone sports out 50's clothing line. Like no asian took up sewing?? But on that note dude, after 60 years everyone pretty much left the vaults. that's why they're old, rusted, and creepy. But as they said in the Fo3, "They vaults were never meant to save lives." Only experiments went on in those svckers...

I was not saying that they need to be linked by the vault dweller or that they need to be from a vault. What I am saying is that the Fallout 1 and 2 are about your characters self interests and not the rest of the wasteland. In fallout 3 there is not real self interest after finding your dad. The Enclave takes the purifier ohno now water will have a tax on it! but nooo the Brotherhood out east have to be the knights in white armor and be the good guys unlike their members in the West and take back the purifier for the people.
For NV replace the purifier with the Dam and the brotherhood with NCR and add a little more gray area.
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KiiSsez jdgaf Benzler
 
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Post » Mon Mar 14, 2011 2:21 pm

For NV replace the purifier with the Dam and the brotherhood with NCR and add a little more gray area.

And the option to either side with the "bad guys" or take over the whole thing for yourself.
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Hot
 
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Post » Mon Mar 14, 2011 10:54 pm

Fallout Three svcked.

Thats it.
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Princess Johnson
 
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Post » Tue Mar 15, 2011 5:12 am

Is it just me or has the story for fallout taken a turn (for better or worse I do not know)? Fallout 1 the story was about saving your vault and you couldn't care about anyone else in the wastes. Fallout 2 all you cared about was getting the GECK and bringing it back to your village to save them, only to find out that you need to save your village from Enclave enslavement. Now that Bethesda has taken over the Fallout IP it seems we are fighting for making the wastes a better or worse place for the over all people in it. Fallout 3 take back the water purifier and New Vegas you get to pick who controls the wastelands energy. I would like to see the next fallout be more like 1 & 2 in story, as in its your self interest to save your village or people and not some larger escalating conflict you had no part of and didn't even know was going on until your in the middle of it.

Does anyone agree with this? Or do you all like the new story formula they are using?

As long as I have a plight in the wastes that was left after the war, I will take up the plight for improvements. Who knows, next it could be about some seed stores and replanting. Doesn't matter the plight as long as the quests to do so are interesting and the story interesting. So far, I am on board with them all. They are all very good games.
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Rebekah Rebekah Nicole
 
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Post » Mon Mar 14, 2011 10:20 pm

I do think it is indeed a change in formula, but I believe it makes Fallout more Fallout.

In another thread someone have bring up the point that back in FO1 and 2, you can't betray/leave behind your home. That actually creates an awkward limitation to the rather "free style" Fallout game/roleplay.

Along with all the moral greyness in FO1 & 2, the compass of saving your home have made most of the decision for you.

And other problem is neither the Master or Enclave was being realistic, even though the rest of California is (kind of).

To strength moral greyness and post-apocalyptic reality, the 2nd Doomsday and pure Villain have to go.
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Tessa Mullins
 
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Post » Mon Mar 14, 2011 4:20 pm

But with Fallout 1 and 2 your character has a back story, a place he can call his home (or so he thinks) when all is done and over with. Fallout 3 had the back story down but then they hate you from the get go. New Vegas totally fails at making someone back story for you. where are you from? and a bigger question is how long have you been working for the Mojave Express? if it isn't your first job why don't you know anything thats going on?


Ah, there are hints here and there to your story if you look for them. Something tells me we may find out more about the courier in the DLC additions that will be coming out.

Even though it sold millions of copies, and many people around here feel it was one of the best games they ever played, in MY OPINION...

Fallout Three svcked.

Thats it.


Fixed that for ya.
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dell
 
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Post » Mon Mar 14, 2011 4:56 pm

The usual Fallout formula isnt 'LOL IT GOTTA STAY DESOLATE CUZ DAT HOW DA WURLD BE MAN'. Fallouts main formula is and (in my opinion) should always be, a story about a small, personal interest, and becoming tumbled into something bigger than yourself.

Edit-

Drbold- Had you paid attention, you'd know Obsidian left your backstory blank because that is supposed to be up to YOU the player to decide. For just as many people who liked having that solid set background in 3, there were people who felt it was to pushy by saying 'you are this and will go there'
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WYatt REed
 
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Post » Mon Mar 14, 2011 9:33 pm

I was not saying that they need to be linked by the vault dweller or that they need to be from a vault. What I am saying is that the Fallout 1 and 2 are about your characters self interests and not the rest of the wasteland. In fallout 3 there is not real self interest after finding your dad. The Enclave takes the purifier ohno now water will have a tax on it! but nooo the Brotherhood out east have to be the knights in white armor and be the good guys unlike their members in the West and take back the purifier for the people.
For NV replace the purifier with the Dam and the brotherhood with NCR and add a little more gray area.


On Fallout out 1 and 2 you were tied to an group or clan? In one it wasn't about your self interest, it was about Vault 13's. In 2 it was about your clan. In 3 yea, it was about your mother's dream. 3 was a different because you were a baby looking for your father. You had an deeper connection to the character with parents and friends. In 2 you had a aunt no one liked but it was a clan, and nothing else. In 3 you were either going to help your father or the Enclave really. In New Vegas you are nothing but an lonely courier. What I don't understand is it seems like you didn't even existed until Benny shot you in the head. Did you not live in a town or had a house or anything?? They made it seem like you were just pooped a courier and bang! Just for Benny to shoot.

The Enclave takes the purifier ohno now water will have a tax on it! but nooo the Brotherhood out east have to be the knights in white armor and be the good guys unlike their members in the West and take back the purifier for the people.


The Enclave wanted to put an strain of the FEV in the water to kill the mutants, but that also nearly made everyone die didn't they?? What Bethesda and Obsidian did was gave you the player, more options to go by. You can be a good little boy/girl and listen to your Daddy, or go crazy and basically kill everyone. I kind of don't see the difference from 1-3. I mean from one you get told about the water chip you go do the sand village and BOOM! You get hit with radiscorpion story, missing daughter.....and the water chip in the vault up to the north. Go north and nope not there....now what?? You have to go searching for it, you find it and yay!!! but that wasn't the ending, now you have to find the source of the Super Mutants which coincidentally so is the Brotherhood. That's how it ties to the saving the locals around your vault. In 3 you go out looking for your father, but you don't have an timer to do so. But there's just so many random people coming up to you to tell you their sad story or asking you to aid them, that forgetting your father is fairly easy to do. In that process you never really have that many choices in the end of the game. Either you clean the water for the D.C. Wasteland, or you poison it. In New Vegas they put four different ways of completing the game, and they all come known to you after you meet Mr. House for the first time. They all come interrupt you, give you an pardon and an location to be briefed. (All except the independent one) It wasn't about saving the Mojave, it was up to your selfish decision on how the Mojave future would be. It's not like you could say "Screw it, I got a second chance of living forget about being a courier. In the end no matter how you stick it, it's your selfish decision to mold everyone else's lives..
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Emmi Coolahan
 
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Post » Mon Mar 14, 2011 7:14 pm

Fallout Three svcked.

Thats it.

we don't need any kind of posting like this, we are just having a talk about how the story has changed is all. and Fallout 3 did not svck, it was quite good. It gave life to a cult classic game and made it into a title everyone can know about. I know I miss having my little gem of a classic to myself to but now I can talk to people about the adventures of the wasteland that we have had, old and new.

The point of this thread is not to say one is better then the other but to talk about how the change that has been made to the story fomula. Lets not insult the games that we are on their forum for.
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jessica Villacis
 
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Post » Tue Mar 15, 2011 12:02 am

You guys do realize that a good number of the people who developed Fallout 1& 2 developed New Vegas right? Bethesda is just the publisher, Obsidian did all the actual work. And I'm glad its changed a little, not to say that the story from Fallout 1 & 2 werent excellent but I dont want Fallout to become another one of those every RPG ever storylines. Ya' know, the Lord of The Rings thing, were theres a evil army, and you have to build an army to stop the evil. Or the FF VII thing, where you dont remember anything and there are a couple of love interests, one of them gets a sword to the back (not to say that that wasnt potent the first time I played FF VII, but after about 90 other games have recycled it its gotten kind of stale)

So yeah, as long as the story has a message behind it and its original I'm good.

And oh yes, who ever said we had to care about the wastelanders? I mean yeah, I dont want them to die a horrible death via the cross, but I dont actually care about them. It takes more than a few hours of knowing somebody to actually care about them.

Also, I was expecting SOMEBODY to know me, but nope, theres that part where Johnson Nash tells you about "The Other Courier" but that was it, you never even learn who he is, idk, maybe there will be a DLC about it. And no, if any of you were wondering, the other courier is NOT the dead guy in Primm, remember, the other courier cancled the delivery that you were going to make, delivery # 6, the dead guy had #4. And its not Old Ben in Freeside either, well, it may be but I cant be for sure. I have played through about 4 or 5 times now (I've made about 24 characters, but I usually dont end up sticking with them) and I still have yet to come across this guy.
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dav
 
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Post » Tue Mar 15, 2011 1:02 am

You guys do realize that a good number of the people who developed Fallout 1& 2 developed New Vegas right?

Yes but that isn't the point, you can tell that they had their handy work in New Vegas, The story telling (besides the begining) where much better over Fallout 3.
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Heather Kush
 
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Post » Mon Mar 14, 2011 7:22 pm

Drbold- Had you paid attention, you'd know Obsidian left your backstory blank because that is supposed to be up to YOU the player to decide. For just as many people who liked having that solid set background in 3, there were people who felt it was to pushy by saying 'you are this and will go there'


And "THIS is your Dad. END OF DISCUSSION!"
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Elisabete Gaspar
 
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Post » Mon Mar 14, 2011 1:31 pm

Is it just me or has the story for fallout taken a turn (for better or worse I do not know)? Fallout 1 the story was about saving your vault and you couldn't care about anyone else in the wastes. Fallout 2 all you cared about was getting the GECK and bringing it back to your village to save them, only to find out that you need to save your village from Enclave enslavement. Now that Bethesda has taken over the Fallout IP it seems we are fighting for making the wastes a better or worse place for the over all people in it. Fallout 3 take back the water purifier and New Vegas you get to pick who controls the wastelands energy. I would like to see the next fallout be more like 1 & 2 in story, as in its your self interest to save your village or people and not some larger escalating conflict you had no part of and didn't even know was going on until your in the middle of it.

Does anyone agree with this? Or do you all like the new story formula they are using?


Evolution can be a good thing.
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Amy Masters
 
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Post » Mon Mar 14, 2011 8:48 pm

But with Fallout 1 and 2 your character has a back story, a place he can call his home (or so he thinks) when all is done and over with. Fallout 3 had the back story down but then they hate you from the get go. New Vegas totally fails at making someone back story for you. where are you from? and a bigger question is how long have you been working for the Mojave Express? if it isn't your first job why don't you know anything thats going on? And how is it the games timeline advancing by getting your army of one character wrapped up in some huge event you didnt know was going on before you got shot?


From some of the dialogue options, I get the impression that this character has no memory of his/her life prior to the shooting.
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Ashley Tamen
 
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Post » Mon Mar 14, 2011 1:52 pm

I don't think Fallout has really changed, not from a formulaic standpoint anyway. All of the cRPGs have followed the same basic formula with your character initially seeking out a McGuffin for personal reasons (Water chip, GECK, Dad, Benny/Platinum chip), and during their personal quest they get caught up in something much larger, (Unity, Enclave, Enclave, Hoover Dam). I don't really see any real difference between the formula used in Fallout 1/2, and the formula used in Fallout 3/NV.
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Crystal Clarke
 
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Post » Mon Mar 14, 2011 11:25 pm

i dont think its change all that much the area not as Doom and gloom looking. but the people stayed the same from FO3 in the way they act.

The guy im playing now i killed Benny and now trying to kill off as much of the main quest as i can till the games like "UMMM... yo you cant kill any more People bro" i think thats what the game would say to me lol
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Britta Gronkowski
 
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Post » Mon Mar 14, 2011 9:53 pm

From some of the dialogue options, I get the impression that this character has no memory of his/her life prior to the shooting.


That would contradict Sawyers notion (when this was speculated during the developement) of there being no memoryloss of any kind involved.
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des lynam
 
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Post » Mon Mar 14, 2011 11:18 pm


In another thread someone have bring up the point that back in FO1 and 2, you can't betray/leave behind your home. That actually creates an awkward limitation to the rather "free style" Fallout game/roleplay.



Not true.

=> In Fallout 1 you can betray Vault 13 and side with the Master to be dipped into the FEV vats and thus turned into a supermutant who later storms the Vault and kills everyone inside (including the Overseer despite his miniguns).
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Kelli Wolfe
 
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Post » Mon Mar 14, 2011 4:45 pm

I have absolutely no problem whatsoever with the latest Fallout games. I think that they are both superbly completed games that offer a lot of new things to the series.
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Myles
 
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Post » Mon Mar 14, 2011 4:17 pm

Not true.

=> In Fallout 1 you can betray Vault 13 and side with the Master to be dipped into the FEV vats and thus turned into a supermutant who later storms the Vault and kills everyone inside (including the Overseer despite his miniguns).

Really? I missed that one I suppose.....back then the Internet isn't everywhere.
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Tamara Dost
 
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Post » Tue Mar 15, 2011 3:38 am

ok so killing the master is done to save your vault. saving the wasteland just happened to tag along with it.

As for finding the guy who shot you that isn't the main mission of the game. putting a faction in charge of the Dam therefor controlling the area is the main mission. And your character has never even heard of the NCR and CL or Mr. House. so I just have a hard time find an interest in wanting any of them in charge.


That wasn't the point. Before finding Benny, your whole goal was to find out where the people that shot you and left you for dead went. Then, you find the person and either

Spoiler
deal with him or let him get away, only to get captured by Caesar.


After finding the chip your whole "mission" changes.
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marina
 
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Post » Mon Mar 14, 2011 2:52 pm

Zero Punctuation's comedy shtick is to find ANYTHING negative, even about games that he likes, to parody and mock.


I gotta disagree. Yahtzee has always been really honest about why he does what he does. Website and magazine reviewers are employees of a media that's only source of profit is from advertisers. If you are a video game reviewer..who then pays your salary? VIDEO GAME COMPANIES!! As such reviewers generally only review the works of those that are paying for it...would you pay for a bad review? Zero Punctuation was started because "The Escapist" had seen/heard some of his other works and thought it was really funny and marketable. In rebellion of the trend...Yahtzee has stated that instead of pointing out all of the really great features and work in any given game while glossing over the flaws (which is what %99 of all reviews are these days..I refer you to all of the old articles that called Guild Wars an MMORPG) he decided to focus on the negative and why it is so...from his own point of view.

actually that was incorrect, Control Vaults were supposed to save people.


Not true. Control vaults (of which there were less than 20. 8 if I recall.) were not to save people. They were simply not designed to experiment on people or fail after a pre-determined period of time. They were a scientific "control" group. "Saving" them applies some mythical altruism to Vault-tech which we all know was just an enclave front. The residents of the "control" vaults were actually tortured in the most inhumane way possible. They were prisoners without bars who were brainwashed into thinking their captors were their saviors. There were indeed "vaults" designed to save their inhabitants...none of them had numbers or were part of Vault-Tech's experiments...but they existed and still do. Vault-Tech records show that only a "small" number of facilities were actually created officially but uncounted hordes of "vaults" were created by them in "private". These undocumented "vaults" were undoubtedly the safe houses and bunkers of high-up enclave/Vault-Tech members. It is these undisclosed "vaults" which will in time become the focus of one of the games. It is easy to imagine a story in which a previously fully functioning and happy experimental "vault" (whose original experiment was abandoned by the original overseer because he/she realized that Vault-Tech and the rest of the world were gone) will discover a hatch under the concrete floor of a little used storage room that leads into an access tunnel of one these hidden and now abandoned vaults. Therein the "vault" residents will discover that they are in fact test subjects leading them to desire to leave their previously safe home en mass.
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Janette Segura
 
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