The death slides would be cool if you could choose to watch them or not. Im all about them choices baby.
The death slides would be cool if you could choose to watch them or not. Im all about them choices baby.
It wouldn't be the same slides as if you completed the game, and it wouldn't be as detailed either. Just a simple "you messed up, so this happened" kind of thing. As for the neverending story 4 thing... what?
I see what you mean.. but they did do that in Fallout and Fallout 2. The narrator gives you a final commentary. The screen that I linked tells exactly what happened after your PC died.
@"What"... "Broken Steel"
does anyone have a full list of what we have learned from the survivor site up until now?
https://docs.google.com/document/d/1pJLwd0osKpnp6kEogWh6KAZZiM0Rh-odwWCDc3VEMVE/preview?pli=1&sle=true#
Oh, yes I remember that. I'd like to see a little more detail than that though. Broken Steel...
Done:
keyed Vingenere, reversed alphabet
Key is SYNTH:
MGSS LHM'H EVHV KBIM'R QIUBMU. CB'L Z YYG MN HBM ZQSUB ZZAY
THEY DON'T KNOW WHAT'S COMING. IT'S A KEY TO THE GREAT GAME
http://www.facebook.com/l.php?u=http%3A%2F%2Fi.imgur.com%2FeZ7p2Ax.png&h=7AQH49h3WAQHpbS115c6H0iuCE2NeWNDk8RohnylTj-cYVA&s=1
From Reddit
It's a pretty useful site, so................ me, I guess?
Synth? Harkness/A3-21 reffered to androids as "Synths". Then there's the great game, which Desmond was talking about.
Man, so much Fallout 3 references here. I like that. I just hope we get something concrete either at the VGAs or on the 11th.
I hated the ending of Fallout: New Vegas and much preferred Broken Steel allowing me to wander forever. As a result, I had time to complete side quests after the Main Quest. When I RP in the RPG, I want my character to respond to the sense of urgency that's communicated in the Main Quest without having to miss out on side-quests forever.
They dont know whats coming? Its a great game?
now i'm 40% true, 60% fake
A lot of work put into a hoax if that's what it truly is.
I like these references to Point Lookout. It would be cool if this were real because then we'd know Beth isn't about to retcon everything. Maybe they'll even remember the Abbey of the Road.
I absolutely loved Point Lookout, so its good to see so many references to it.
Saw some discussion of it, so I have to ask *sigh* What is everyone's thoughts on Fallout 4 not having a final ending like New Vegas?
It is very likely that Bethesda will not have a final ending, after the "demand" from many fans who spoke against Fallout 3's ending.
Personally, I'm split on the issue. First, I was a fan of Broken Steel, though I do believe it could have used more work, but it is what it is. It doesn't mean the idea should just be forsaken. I like being able to see the result of my endeavors, if Broken Steel was actually the main game with actual attention devoted to it, it could have really done wanders.
I also liked New Vegas' endings as they gave an actual closure. Some of the slides[music helped] really elicited an emotional response from me. I felt gratified. But I also felt disappointed that I could not actually experience the results of my victory.
I'm just afraid that Beth will make an ending with no big or far reaching effects, as they couldn't portray it in-game.
I really don't understand why people can't just accept the fact that they shouldn't do the last quest until they are finished with that playthrough.
Thing is, the player can "end" the game anytime they want in Fallout 3, even with Broken Steel. Just retire the character when you are done with them. It might be nice if the game would give me a slide show if I decided to end it. Could be a simple matter of "You can stay here and finish the "good fight" and you can play on or you can travel on to xyz to do abc and the game ends at that point.
No matter what, an Open World Sandbox game just does not feel right if it forces me to end my adventure at some arbitrary point. Yes, I saved the Princess, now let me enjoy my evenings with her.
Fallout NEEDS an ending. Fallout is not, and never should be TES...where your actions have no consequences, and you can just go on and on and on and on and on and on...kinda like the Energizer Bunny.
Broken Steel, IMO, wasn't bad on it's own, but it's problem lies in the fact that it literally broke everything we worked towards throughout the game. Bethesda had it right the first time, Fallout ends, but then they caved to the pressure of people who don't understand how the sreies works
I don't like the final ending style of Fallout New Vegas, or Fallout 3 pre-DLC.
I loved fallout 3 after broken steel, since the main-quest made permanent, huge changes to the entire world. (OP changes though, something I don't like. But the idea was good.) But I'd truly love to see some more elder-scrolls type free-roaming and side-questing, make your own path, join a local band of raiders, or caravan runners or a whole bunch of other choises. The occasional side-quest isn't enough: I want many factions like in fallout new vegas, but make them have only a little bit to do with the main-quest, giving a lot of replay and roleplay value to the game.
Also, for those who haven't found the link to the funny morse-code 11.12.13 site, here it is: http://thesurvivor2299.com/
I don't trust reddit's detective work though. Sounds like a hoax simply because the source is reddit.
But we've waited for quite some times. I'm expecting Fo4 this summer.
Indeed your actions should have consequences, I agree, and that is why a continuing story after the main-quest would be great, because you'll actually get to play and feel those choises. (if the main-quest has only 1 choise, it kind of defeats the purpose).
Honestly i prefer the Ending to be the ending.
Because then i have a reason to make a new character and replay the game xD
They'll have ending slides to please one part of the fanbase, but it will only describe effects farther down the line, so that the game can continue without having to show many changes to the game world. That's my guess.
I'll answer that for myself. Plainly put, it feels awkward for me to set aside the MQ just to do other quests. Granted, I can always find role-play excuses and appropriate "pacing." but the MQ is still a "priority" and it feels wrong neglecting it. It feels even more awkward when I see that "final warning" pop up, and I decide to finish everything else before the "beyond no return moment." So if they could pace out the MQ so that it isn't urgent[until the final chapter or "stages"] then fine. But the MQ of Fallout 3 had urgency written all over it. New Vegas was a bit more "lenient" though, so i'm not against it if the pacing is handled adequately.
Then of course, I like to live in the world I just finished carving, so-to-speak. I understand it's not a simple thing to do, but I still think it's a possibility worth exploring.
I actually wouldn't be against a Fallout 2 style ending. As in, the game makes it very clear that the game is over, you can continue if you want, but don't expect to see the immediate effects of all your decisions and all that. That would cater to people like me who want an ending, and also to those who want to continue exploring and all that.
That's where Beth's job to make the pacing make sense comes into play. Maybe if they did something like Morrowind where a MQ character is telling you to go out and do side quests and build up experience, reputation etc. But I agree, if its pacing is like FO3's, then everything will be super urgent and it won't make sense to explore.
Edit: Matter of interest, how do you work a quote into an edit?