Fallout has Changed

Post » Mon Mar 14, 2011 8:03 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?
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Jason Wolf
 
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Post » Tue Mar 15, 2011 3:35 am

It just means the Games Timeline is advancing.

They arn't as desperate as in FO1/2.
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Naazhe Perezz
 
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Post » Tue Mar 15, 2011 1:04 am

It just means the Games Timeline is advancing.

They arn't as desperate as in FO1/2.


That's not the point.

He's saying he might not want that. He wants the more desperate times.

I kinda like that too. In FO1 the world outlook was much more grim and divided.
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Wayne Cole
 
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Post » Tue Mar 15, 2011 2:34 am

Its also 200 years after the war, things are going to get better, not worse.
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Calum Campbell
 
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Post » Mon Mar 14, 2011 9:07 pm

That's not the point.

He's saying he might not want that. He wants the more desperate times.

I kinda like that too. In FO1 the world outlook was much more grim and divided.


Honestly Bethesda COULD make a Prequel - After FO2, by 20 years, 20 years before FO3..

Its open.

So. Yeah.
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Sami Blackburn
 
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Post » Mon Mar 14, 2011 10:48 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?
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Adam
 
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Post » Mon Mar 14, 2011 8:40 pm

It's not really that different. You're no more saving the Mojave by defeating House/Legion/NCR than you were saving the wastes by defeating the Master. That is to say that you are, but you're allowed to makeup your own mind as to why. And it's not necessarilly because you're a hero.
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Danii Brown
 
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Post » Tue Mar 15, 2011 4:48 am

Is it just me or has the story for fallout taken a turn (for better or worse I do not know)?


I know what you mean. Is the story more compelling if your mission is to save your family and friends or should it begin to encompass the entire country placing you more in the role of a cartoon super-hero than just a regular guy trying to be helpful to the people you care about and love.

I think the family/friends scenario is the kind of story that makes the game more personal thus when something bad happens to your group you feel it more deeply... more emotional.

Good Point Dr. Bold!
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Jason King
 
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Post » Mon Mar 14, 2011 7:23 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?


In Fallout 1 you had to stop the Master from destroying the Human race, and then in Fallout 2 you had to stop the Enclave from killing everyone on the mainland. In Fallout: Tactics you had to stop the Calculator and his robot army. In every Fallout game you had to save the wasteland your character was in, whether it was the Capital Wasteland, the Mojave Wasteland, or some other wasteland.

The way the Bethesda games started off were the same too. In Fallout 3, you started off trying to find your Dad, not fight the Enclave right off the bat. In Fallout: New Vegas, you start off trying to get revenge in some fashion, but then end up deciding the fate of the Mojave Wasteland and the city of New Vegas. Every Fallout game has followed this kind of formula.
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Alexis Acevedo
 
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Post » Mon Mar 14, 2011 11:44 pm

It's all in the timeline and situation....

Remember that F3, although pretty much in the same time period as FNV, occurred in a largely irradiated wasteland, with no centralised government of any sort, with people barely scraping by survival wise, and with one group looting the place (BoS) and another group trying to establish itself (Enclave).

FNV is somewhat different in this regard, as there's well established communities, aid agencies, governments and a threatening 'super-power' prepared to take over the region's resources. Sounds a lot like [insert name of developing country here] to me....

And, well, your character was shot in the head and buried....I would kind of expect that it might leave some lasting effects, such as no memory. As well, and this seems to have been forgotten by a lot of people, the indications are that the chip had to be couriered from within the NCR, so it's probable that no-one in the Mojave would know you in any case. The game needs a 'clean sweep' start, so your character starts with only minimal skills, rather than pretty well developed ones...a more developed background may make that difficult.
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Strawberry
 
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Post » Mon Mar 14, 2011 1:40 pm

I know what you mean. Is the story more compelling if your mission is to save your family and friends or should it begin to encompass the entire country placing you more in the role of a cartoon super-hero than just a regular guy trying to be helpful to the people you care about and love.

I think the family/friends scenario is the kind of story that makes the game more personal thus when something bad happens to your group you feel it more deeply... more emotional.

Good Point Dr. Bold!

Did we play the same game?
The two presented motivations for the start of the game is "I've got a job to complete" and "REVENGE." Seriously, you're a package delivery boy and one of your motivations is the post office motto of "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."

How does that translate to "super-hero?"
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Brandon Bernardi
 
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Post » Mon Mar 14, 2011 8:06 pm

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


No I don't agree with that at all. But that doesn't mean I think New Vegas is head and shoulders above all the other Fallout plotlines. They all are equally good for different reasons to me. And it's those differences is why I'm glad New Vegas took the direction it did. You are right: Fallout 1 was all about desperation. So was Fallout 2, and come to think of it, Fallout 3 since you were forcibly ejected from your home. This is EXACTLY why I appreciate the New Vegas storyline so much. We've already been through these "desperate times call for desperate measures" scenerios three times already. So now it was quite refreshing to go with a storyline where your motivations are because you WANT to take action - not because you HAVE to.
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Katie Louise Ingram
 
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Post » Mon Mar 14, 2011 3:26 pm

Seriously, you're a package delivery boy and one of your motivations is the post office motto of "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."


That made me laugh my ass off! :lol: Considering the complete murder-machine you have the potential to become in the game, it goes right along with the term "going postal."

It occurs to me that after news of this new wasteland legend spreads, nobody is ever going to screw with Mojave Express Couriers ever again. No wonder things get delivered so damn fast whenever I drop it into a Mojave Express box. :gun:
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Manuel rivera
 
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Post » Mon Mar 14, 2011 1:44 pm

It has been awhile from Fallout 1 and 2 but i know for a fact in 2 the only reason you attack the enclave is because they enslaved your village while you where out getting the GECK. as for tactics noone cares that game was not about story lol it was about *pewpew* "im the brotherhood gimme your tech" *pewpew.* Dont even bring up the crap in a box that the PS2 game was. as for one im looking up why you killed master atm. But im sure it wasn't because it save a lot of people.

Also Zero Punctuation put it perfectly, if a guy shoots you in the head once thats a very good reason not to go find him. because he might just do it again.
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Laurenn Doylee
 
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Post » Mon Mar 14, 2011 8:43 pm

It has been awhile from Fallout 1 and 2 but i know for a fact in 2 the only reason you attack the enclave is because they enslaved your village while you where out getting the GECK. as for tactics noone cares that game was not about story lol it was about *pewpew* "im the brotherhood gimme your tech" *pewpew.* Dont even bring up the crap in a box that the PS2 game was. as for one im looking up why you killed master atm. But im sure it wasn't because it save a lot of people.


You kill the master because they threaten Vault 13.

(Your Home..)
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Eileen Müller
 
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Post » Mon Mar 14, 2011 5:08 pm

The general format of the game remains unchanged. The main cause of desperation was not the action itself but that fact that you had a timetable to complete it within.
FO1 - get the water chip before the vault dies of dehydration.
FO2 - get the geck before the village dies of starvation.
FO3 - find your dad... whenever you feel like. Purify all of the water... whenever you get around to it.
FONV - find who shot you in the head... If you find the time in your now completely free schedule. Help a faction to a victory they have no chance of securing without you... Whenever you find the time to alter the course of national affairs at your whim.

You're given a lot more freedom and a lot less urgency that creates this feeling that your actions just don't mean as much. I do prefer the desperation that you feel in the first games but I enjoy the godlike power you wield in the latest editions.
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Siidney
 
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Post » Tue Mar 15, 2011 1:21 am

Also Zero Punctuation put it perfectly, if a guy shoots you in the head once thats a very good reason not to go find him. because he might just do it again.


Zero Punctuation's comedy shtick is to find ANYTHING negative, even about games that he likes, to parody and mock. In this case, it's much more funny to say that and make a funny picture about it rather than state the obvious: The whole intention of going after Benny is that he thinks you're dead and so you will catch him off guard to be able to put a couple of rounds in HIS head.
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stevie trent
 
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Post » Tue Mar 15, 2011 2:07 am

I never said I didn't enjoy 3 and NV I just kind of miss the personal feeling of fallout 1 and 2. the whole save you home because I guess your the only one fit and able to? lol
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Jamie Moysey
 
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Post » Tue Mar 15, 2011 1:10 am

Here is another way to look at it. In the first two games, you had one overall mission. In one (both?) of the Pre-Bethesda Fallout games, you only had a certain amount of time to complete the main mission, although I think the time limit was patched out.

In this game, you have no given mission, other than finding the one who shot you. Which is about as Self Interested as you can get. You don't have to get involved at all in the Politics of the region, except to bend them to your own purposes, if you even want to. And, you don't even have to go after the guy.
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Queen
 
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Post » Mon Mar 14, 2011 7:53 pm

It has been awhile from Fallout 1 and 2 but i know for a fact in 2 the only reason you attack the enclave is because they enslaved your village while you where out getting the GECK. as for tactics noone cares that game was not about story lol it was about *pewpew* "im the brotherhood gimme your tech" *pewpew.* Dont even bring up the crap in a box that the PS2 game was. as for one im looking up why you killed master atm. But im sure it wasn't because it save a lot of people.

Also Zero Punctuation put it perfectly, if a guy shoots you in the head once thats a very good reason not to go find him. because he might just do it again.


Actually if I was shot in the head (and lived), I would probably be pissed off enough to go kill the person that did shoot me in the most violent and inhumane fashion. But thats just me.

You also destroy the Master to prevent him from turning everyone into Super Mutants and to prevent him from discovering Vault 13, saving the wasteland and the vault at the same time.
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Michelle Smith
 
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Post » Mon Mar 14, 2011 4:00 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...
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Lucky Girl
 
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Post » Tue Mar 15, 2011 3:35 am

actually that was incorrect, Control Vaults were supposed to save people.
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A Dardzz
 
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Post » Tue Mar 15, 2011 3:01 am

Hasn't changed at all. The basic formula of the games has not changed whatsoever.
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SexyPimpAss
 
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Post » Tue Mar 15, 2011 4:22 am

In Fallout 1 you had to stop the Master from destroying the Human race, and then in Fallout 2 you had to stop the Enclave from killing everyone on the mainland. In Fallout: Tactics you had to stop the Calculator and his robot army. In every Fallout game you had to save the wasteland your character was in, whether it was the Capital Wasteland, the Mojave Wasteland, or some other wasteland.

The way the Bethesda games started off were the same too. In Fallout 3, you started off trying to find your Dad, not fight the Enclave right off the bat. In Fallout: New Vegas, you start off trying to get revenge in some fashion, but then end up deciding the fate of the Mojave Wasteland and the city of New Vegas. Every Fallout game has followed this kind of formula.


This :foodndrink:
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Juan Cerda
 
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Post » Mon Mar 14, 2011 8:43 pm

I think coming into the game getting shot in the head didn't really drive my revenge meter, but it would've been harder to start the game in any other way.
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Makenna Nomad
 
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