Your top 7 key things which make the Fallout sensation

Post » Wed Aug 12, 2009 6:18 am

Hello Everyone, let's try to point out the top 7 things that made up the core of the Fallout sensation in the first two games! I'd like to ask you to share YOUR personal top 7, that made Fallout irreplaceable and unique for you!


Here are mine:

1)Detailed 50s' culture.

2) Liquid situation, the fate of the factions and ultimately, the entire wasteland depends on the player's choices.

3)Fine -contrary to blunt - differences in quest endings. - The palette of possible outcomes is wide.

4)Moral ambiguity - No more black and white situations please. Fallout 1 had isometric graphics, but multi dimensional characters... With stories, lives.. understandable and human motivations with thoughts of the land. I think this made us stick to those characters, we felt empathy towards them, and could understand their plight.. a little. I loved that, maybe more than everything else in the Game.

5 ) FUN! FUN! FUN! Insider jokes, Easter eggs, outside references; creative and absurd settings, killings etc. The Fallout Universe was just MADE to be the stage of such jokes.

6)Vaults. High tech encl.... "havens", very concentrated, tight packed, tech-intensive societies, the bigger the contrast with the wasteland, the higher the satisfaction coming from bridging the gap.

7) And finally, preserving the Ironic attitude about itself the whole time.
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Prisca Lacour
 
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Post » Wed Aug 12, 2009 12:34 am

Factions and flexibility between faction[s] choice.
Advancement in level and skills.
Learning the lore of the fallout universe and always wanting to know more.
Lack of a certain skill hinders advancement, thus making the game[s] more challenging.
Optional choices on where to go, what to do, who to see, and of course, what the blow up :twisted:.
Undeniable depth in story and the feeling of true emersion.
Teaming up with your companions and tackling the wasteland.

hmmm.....oh look i spelled FALLOUT :lol:
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JaNnatul Naimah
 
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Post » Tue Aug 11, 2009 6:47 pm

(For fallout1,2,tactics) - Not rated in order, just my 7 favs
1.Quests - They were quite good and often amusing (not that boring and repetitive).
2.Skill system - You want to be a killer or a healer?
3.Options - Do it this way or this way (kinda goes in with quests).
4.Music - Was really good and it fit in really good.
5.Companions - You had to go through a bit of their life to obtain them, I connected a bit with them.
6.Map travel system - It made the world feel really big and we got rid of the running on boring landscape that looks the same almost everywhere.
7.Karma/Reputation - You don't want to do the wrong things because it might get you on the wrong side with some people, like being a slaver or a grave digger, it might give you some positive perks but a lot of people will probably hate you .D

ofc many other things i like too, like the perks you can take every third level etc. Image
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Yung Prince
 
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Post » Tue Aug 11, 2009 8:48 pm

Game Play Mechanics; What separated Fallout/FO2 (and for the most part FO:T, even if some people don’t want to believe it, was the turn-based/AP-oriented the mechanics. I know there are others who had done it too, and maybe even some who did it better (I don’t know of any names, but I’m willing to accept that maybe there are), but what it was NOT was a “Duke Nukem Shooot-Em-Up.” It was a game for people who actually DO like to think their way through; We’re the sort of people who beat Super Mario Brothers within two weeks of the NES’s first début. (Yes, I AM that old.) And we’re TIRED of “more body count=win” mentality in gaming.
That is my list. All 7.
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Tyrone Haywood
 
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Post » Wed Aug 12, 2009 6:04 am

Hehe I see the game world was kinda everyone's favourite:)

I have to agree with The Underground. It is a shame nowdays you can't just calculate your moved, count the action points, will you be able t each behind cover( X-COM UFO anyone)?:)
To tell the truth, I remember once being thrown out of a basemant by a deathclaw in Adytum? where you had to clean up thenest. That was as spectacular as these new explosion. It took two thirds of my life and i would have been dead if it didn'threw me to a zone changer tile:D

If you really think about it, mainstreamisation ruined most of these games. Morrowing? Awesome... OBlivion... dull. F1/F2 Magnificent F3? oversimplification, lack of moral ambiguity, simple conversations, hey most of the NPCs speak like high school students, WTF?

I definitely miss the difficulty if these old games, I don't want no Player supermens waltzing around again just to satisfy some primal desire for coolness. I hated that in F3.
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Jessie
 
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Post » Tue Aug 11, 2009 9:04 pm


How?
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Ricky Meehan
 
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Post » Wed Aug 12, 2009 2:37 am


ya,take a look at who made oblivion and fallout 3 and you'll see why they were meh instead of awesome. hell fallout 3 was nothing more than oblivion with a fallout skin. Image
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Cash n Class
 
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Post » Tue Aug 11, 2009 9:13 pm


How?

My character was a science chick and assuch absolutely pathethic at fighting, so I got the quest to Exterminate the Deathclaws in FO2 from the Gunrunners or the bladez, who knows.
Once you have cleared the deathclaw warehouse, you had to go down to the basemant:


Image

Here, she was knocked so hard she just slid across the map eventually bumping into the 'stairs' hex where she was automatically zoned out.

Or was it at a standard zone? I am not sure any more, it happened so long ago, one thing for sure, once in fo1 or 2 i had been hit so hard I have slid into zoning which practically saved my life.

I3igI3adWolf
I've always had the feeling that Oblivion was made for the thieving/sneaking experience. In that, it excelled perfectly, hey the thieves guild's quest chain was actually pretty good, and their sub-plot was at par with the best traditions of the genre.
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trisha punch
 
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Post » Tue Aug 11, 2009 8:58 pm

It wasnt even THAT good.
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KRistina Karlsson
 
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Post » Wed Aug 12, 2009 9:43 am

Oh I get it now. Duh.

Anywasy, Fallout was more like Chess With Guns than some Mike Tyson Punchout/GTA hybrid.
It's trajic...:(
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Trevi
 
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Post » Wed Aug 12, 2009 1:36 am

Oh I get it now. Duh.

Anywasy, Fallout was more like Chess With Guns than some Mike Tyson Punchout/GTA hybrid.
It's trajic...:(
do you realize how much more fun and how many more people would enjoy watching chess if they did it with guns? it'd be awesome! :D Image
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Andrew Lang
 
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Post » Tue Aug 11, 2009 9:06 pm

Oh I get it now. Duh.

Anywasy, Fallout was more like Chess With Guns than some Mike Tyson Punchout/GTA hybrid.
It's trajic...:(
do you realize how much more fun and how many more people would enjoy watching chess if they did it with guns? it'd be awesome! :D

Fallout Battlechess!!
Image
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Javaun Thompson
 
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Post » Tue Aug 11, 2009 7:42 pm

The Pipboy is enough to satisfy me 8-)

.. Whether it's the pipboy 2000 or any other it's still a must to have in this MMO, whether it'll be a minority using or not.. has to be included! Patrolling the Mojave Wastelands almost make you wish for a Nuclear winther..
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teeny
 
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Post » Wed Aug 12, 2009 5:11 am

1) Probably the maturity of the game, what I like. The world feels more realistic and savage, at least in FO 1-2 and New Vegas. Fallout 3 fades in comparsion.

2) The dialogue system I loved, and choices offered. It was so flexible I remember. Even on Bethesda's engine it's not too bad, though worse, understandably. Can't have as much chat and options because you have to voice each. Maybe that's the reason why FO 1-2 have more text, to me at least. :P

3) The ambience and world is awesome. 50s mixed with sci-fi! I guess that makes the setting very unique and easy to remember!

4) Factions and decisions you make that affect them, also stimulated me to replay Fallout 2 many times, and I'm still replaying New Vegas when I can.

...well, hell, there's a lot of stuff I like, not just seven. :D

FO in general are probably my favorite RPGs of all time. After them are only Gothic 2 and Morrowind.
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Adam Porter
 
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Post » Wed Aug 12, 2009 8:23 am



So right!
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kristy dunn
 
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Post » Tue Aug 11, 2009 8:28 pm


Unless things have drastically changed since I lived there, you can see that everyday at Meadowview Park in Sacramento.
You may not WANT TO, but you can.... :lol:
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Anthony Diaz
 
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Post » Wed Aug 12, 2009 2:13 am

1. The humor that made me LOVE fallout 1/2 series

2. Very deep char customisation and let the things i do ingame affect my chars skills / perks

3. A bit of user generated content ( let's say radio / bounties / etc)

4. A realy smart crafting system - let me make a difference / yes let me build my weapons/ tools etc.

5. Random encounters - on pve servers only random pve encounters / in pvp servers you can also have pvp encounters. ( these can happen exactly how they did in fallout 2 for ex, when the player wants to fast travel between certain points on the map )

6. Competitive enviroment - i don't want FOOL to be a WOW arena, but i want to be able to make a difference in world pvp - so my skill realy gets noticed.

7. Minigames: let me play slots / texas holdem / pool / dice / etc, and yes i know it is hard to get them to work and not give chinese farmers an opportunity to sell gold easier but you people are smart :)

GOGO gamesas!!!!
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Ezekiel Macallister
 
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Post » Wed Aug 12, 2009 12:08 am

My 7..

1 - The "You can do anything" concept - the FO series was one of the first games to embrace the wider range of options for the gamer to choose from. Do you go in shooting? Stealth? Try to talk your way in? Bribe? Guns? Fists? Sledgehammer? For it's time it was pretty wide open.

2 - Ironic and funny gameplay elements - In order to break away from the depressing landscape of post-apocalyptic America there NEEDS to be a large element of humor involved.

3 - The characters - Always interesting. I don't feel this needs more explanation.

4 - Queseting - Tied in with the characters, obviously, but still it was an important, and involving bit of the gameplay. There was definitely a lot of thought put into them, and they were the building blocks of the gaming experience imo.

5 - S.P.E.C.I.A.L. - Granted I didn't actually see this as an acronym until FO3... Probably because of my low perception IRL... But still, the system is a great part of the whole FO game. There aren't a lot of games out there where you need to make important gameplay choices at character creation. At least not ones that are going to affect you all game long like your traits do, or like a couple of very low SPECIAL scores will. You did have to min/max to a certain extent in FO to be really really good at something. Well rounded characters were just like what they say about all "jacks-of-all-trades"... Good at lots of things, but masters of none.

6 - Factions & reputation - This was one of the first games I can recall that gave you a wide freedom to do anything, but also built in consequences for those actions. You could become a slaver, but you were branded for life as one. But then that's a good microcosm for the whole game. Karma follows you everywhere. Your good and bad deeds will weigh on future conversations your character has.

7 - Strong sense of purpose - From basically minute one there's a huge looming quest over your head. Find the water chip or everyone you know and love will die. Find the GECK, save your village. It does not seem like a pointless exercise in post-nuclear preparedness... It's all about your character getting the opportunity to leave the everyday world he's used to, and to do something miraculous.


There are other great things about FO.... the 50s stylings, etc... but these are the things that always stood out to me.
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Margarita Diaz
 
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