I'm just curious what everyone else thinks.
When you're discussing it point out specifically what identifies this game as post-nulcear America.
Taken from a further post. SO that people just reading it won't have to slog through the rather polarized and sometimes dumb arugments.
Posted Today, 12:59 PM
"My idea is explore more of the world and more of the ethics of a postnuclear world, not to make a better plasma gun."
-Tim Cain
I'm kind of tired of throwing this quote around.
That actually furthers what I'm getting at. I don't feel like we're really exploring a "post-nuclear world".... Yeah, logically it fits with the F1, and F2. BUT it's missing the critical anarachy, grittiness, and desperation of the previous titles. Oh and creepiness, F:NV is never creepy - ya you've got a couple of places, maybe - Vault 11? C'mon remember the hub in F1? I was creeped out by EVERYTHING there, actually - everything in F1 was creepy to some extent. F3 was even more of that - every building, vault, and even the wasteland itself was atleast somewhat creep - skulls under every box, grim office buildings, etc etc
I think too many of the original fallout players are defending F:NV because they see themselves as better understanding the series. While this may be true, all those classic gamers are forgetting what made F1-2 so good. It wasn't the NCR, it wasn't the brotherhood of steel, or any of that. It was that there was a whole different civilization/world. Fallout 1-3 were different because they were ADVENTURES in a POST-NUCLEAR world. F:NV is a game, in a whatever-mash-up world. By all regards it is the best GAME, perhaps it even follows the "story" better than F3. Yet, it has lost the thing that made Fallout, Fallout. - And that is, erm "fallout."
This argument floating around about the "realism" and "logic" behind F:NV is simply wrong. Fallout isn't great because it is "realistic" or "logical", it is great because it made something unrealistic believable. Fallout 1 and in a small way Fallout 3, are more literary than gamey. What I mean is, you're experiencing a gameworld like a novel. With each quest or exploration you opened a new chapter into a strange new world. In F:NV this isn't happening - the quests are just games, you're not participating in a Fallout world, it's a whatever-the-heck F:NV world is.
F:NV kept too much of the fluff from F1-2, but lost the core - the apocalyptic feel. When Cain is talking about the "ethics of a postnuclear world" he's not talking about the NCR, CL, FotA, BoS, Enlcave or all the others - he's talking about the intriguing scholarly/intellectual pursuit of assessing humanity in anarchy, or atleast a "resetting" of power. This has been an offshoot intellectual pursuit for quite a while... The problem is, in F:NV we've gone beyond the "resetting", now it's not too different from what was before the "resetting". One of the most critical elements to this is that there should be no central power - but look at House, CL, and NCR - they're all just too powerful to fit in the true original design of Fallout.
Fin/
TL:DR :
F:NV has everything it needs to be the sequel to F1-F2 from the development of NCR, Tribes, bos etc, but it's missing the most critical element - fallout.
fallout: the radioactive particles that settle to the ground after a nuclear explosion