» Mon Dec 21, 2009 4:41 pm
My personal opinion.
The goods:
1) The content of individual quests is decent and plausible (this doesn't include the main-quest, I'll get to that in awhile).
2) Being able to "fast-track" quests via speech skill checks or whatever is good, for players who generally want to play through the game quicker or whatever without having to go on an expedition worthy of an episode of "National Geographic Explorer"
3) Being able to not "fast-track" quests is good, for players like me who want to go on an expedition worth of an episode of "National Geographic Explorer"
4) NPC character development was good, with everyone having their own unique personalities and (in most cases) back-stories. A lot of them have personal agendas they are trying to fullfill, grudges against other NPCs, etc. Even "vanilla" NPCs like raiders, robots, super-mutants, fire-ants, Deathclaws, and Yao Gui have their origins explained (of course, most of the stories - robots aside - defualt to radiation or virus-related mutations - but hey, at least they bothered to give back-stories)
5) Wide variety of unique weapons and armor
6) Plenty of places to explore
The bads:
1) The individual side-quests are not, in any way, tied to the main quest, and vice-versa.
2) The main quest is too short, simple, and the final 30 minutes of it go from being comically easy to then coming to an ending that gives the impression that about 1 hour of thought was put into the possible outcomes (all of which can be accessed by simple actions in the last 30 seconds of play). The outcomes that DO exist are completely unimpressive and only result in a few minor changes to a brief slideshow and narrative, prior to the dev credits rolling.
3) The "all roads lead to the same ending" design of the main quest, which, in no way, makes you account of your actions up to that point in the game - that was terrible. Even RPG games made as early as around 1990 were able to generate some variance on the outcome of the climactic end of the game, based on your actions substantially earlier in the game on side-quests, etc. I would have thought that they could have provided some widely varying endings to this game (even if there were only a few of them), based on your actions earlier on in the main quest, and your actions in dealing with particular factions.
4) The karma system is too simple. If I steal enough coffee cups, I'm considered just as bad as somebody who blew Megaton off the map. Of course, everyone has a different system of morals, but this game basically says that if you commit enough petty theft, you're just as bad as someone who engages in wholesale massacre and cannibalism of the victims.
5) The character-development was either simplified to appease a wider player-base, or there was just a lack of development time spent on character development. One SPECIAL stat modifies your damage with one particular area of combat, and every other type of combat is affected entirely by skill points. Another SPECIAL stat affects your chance to critically hit targets, but critical hits are hardly required to "win" battles. One SPECIAL stat boosts your chances on speech checks. Other than that, SPECIAL has no bearing on types of weapons you can effectively use (or even use at all), and skill points basically trump SPECIAL for ALL actions in the game. You can have 1 point in intelligence and still max out your pertinent skill points simply by finding books and bobbleheads. It sort of makes your character not feel like you had to put any brains into developing it for the role you wanted to play. The impact of SPECIAL on your skill-levels is basically non-existent.
6) You can earn waaay too much money waaay too easily. For me, this meant that I could have a MOUNTAIN of stimpaks readily available to use at any time. I never had ammunition problems.
7) Once you get to a later character level and have so many caps, the incentive to actually go exploring locations for loot tends to drop like a rock. Yeah, there are a couple of special pieces of apparell to be found, and even more special weapons to be found, but none of them feel like they have a major determining factor in your ability to handle combat or other situations throughout the game.
8) For characters that do a lot of exploring, they purposefully have to hop-scotch around built-in game mechanics (mainly, stat-boosting clothing, skill books, and bobbleheads) or they will find that they are good at "everything" with a single character, which tends to limit replayability.
Still, despite all my gripes, I like the game. I just think it didn't deserve a score of like 94% from PC Gamer. I'm glad I bought it, but the "oohs" and "aahs" in the review industry make me think it's out of touch with the expecation of fans of the RPG genre (and the devs obviously "dumbed down" the RPG aspects intentionally, or simply didn't spend enough time on them).