The premise is swarm to a point in both formats. The orginal games had a fixed overview camera which only changed when the character moved from one screen to another (multiple screens could be within the same room); think of it this way: one corner of the room would be displayed within a fixed camera angle while another corner would appear from a different position/camera angle. The games also used auto aim features since you couldn't move the camera, it was necessary to be able to aim at enemies or even find hidden ones.
After Resident Evil 4 the gameplay was altered to a third person perspective with the player controlling the aiming manually, via laser sights on the weapons that show where the shots go.
While enemies still "swarm" the player, gameplay is radically different in the way you control your character and how combat works. While you may find some that disagree, it has been a general consensus that changing the gameplay style of the games breathed new air into the stale series. While I don't think Fallout was stale before Fallout 3, I do believe that the effect was a generally positive one with the changes to the gameplay; not because it didn't evolve from the orginal system but instead brought a new alternative for players to experience the wonderful world that Interplay originally developed.
It runs the risk of suggesting a double standard, but I truly believe that you cannot apply a hard rule across all titles, so in some instances it really is a double (even triple) standard at times, with some games. Duke Nukem 1 & 2 were platformers in the style of Alien Carnage (though DN1 came first); Duke3D came later and was at its core, DN2 ~made 3D (and a play on words). The change was for the better in several ways, and the gameplay was not really that different ~You were still running left and right, hopping on crates and ledges, and collecting guns and powerups, but it also incorporated new play as enabled by the new capabilities of the engine. Was it a good sequel? (was it a sequel at all?). Duke Nukem Manhatten Project is arguably closer to DN2 in 3d made with a different intent. That game focused itself more on the gameplay aspect of jumping and jetpacks than level exploration, (though both still focused on powerups and secrets).
I like them both and could argue both as the better sequel for mutually exclusive reasons, though I'm partial to calling Duke3D a really welcome spin-off that I enjoyed a lot... and one that permanently redefined the series ~as FO3 has done.
(and also that most everyone enjoyed Duke 3D more than DN:MP ~Including me). I did however really like DN:MP and consider it better Sequel material than Duke 3D.
Well then NWN is the perfect example to compare with what happened in Fallout. I would argue that Bioware's relaunch of the series which altered gameplay was indeed a very good thing, even though it wasn't an extension of the original. Just because Bioware's NWN changed the gameplay then by your definition it would be a poor RPG and a poor sequel. I would argue against that being that Bio's NWN is generally considered one of the better RPGs.
The very opposite can be said using your same food anology; you were expecting this food to be prepared this way and when you get there the plate is prepared differently and it tastes great. So just because it wasn't prepared in the exact same way that you remembered then it takes away from the value of the new plate? Hardly, instead it would open your palette to experience variety and appreciate the different ways the same plate is prepared. This is at least how I interpret this and mind you I realize that not everyone will have the same reaction, my basis is going from the notion that although the new plate is different but it is still good as what it is; this is when I can enjoy both varieties in spite of its differences.
I cannot see it this way ~That is the ultimate Cup-is-half-full ~Even if its ? full of cement; "Well... I can't eat it, but it makes a wonderful doorstop, to let in the breeze"
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Its funny, but Fallout 1 and NWN (1 ~IE Goldbox games in general), had quite a lot in common combat-wise (though I'd say that GB games were more advanced in this regard, graphics aside ~totally aside :bolt:). The premise was the same though; Iconographic representation. The icons served the same purpose as model miniatures on a real board. Fallout indisputably was meant as "The best GURPS for the PC", and though it was never allowed to be, it remained close ~deliberately. Remaining close in any respect is not even a twinkling in FO3's eye; How then can it possibly be a proper sequel? :shrug: (as opposed to simply being set in the same world)
Baldur's Gate evolved from the GB games, but shares little in common with them other than being in the Forgotten realms. It is a sequel to none of them, and a game all of its own, though it keeps the Icon mechanic (but now animated and a bit prettier). There is another game ~its a cracked gem of a game that was [IMO] a good 3d sequel to a goldbox game ~That being Pool of Radiance 2. (I hated it ~Parts of it... But I loved many parts of it too). It was the "perfect storm" developed by Stormfront, and they had developed a Gold-Box title in the day. The game was beautiful, and offered true TB combat (like the original), and [combat aside], it truly felt "right" as a sequel to the original (despite all of its flaws ~And despite the original being FPP
).
Speaking of Cup-is-half-full/empty... Bioware's Baldur's Gate & NWN use D&D combat to glue parts of the story together, SSI's GB games (and stormfront's PoR2) use the story to glue D&D combats together.
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I play games with Gameplay 1st and story second ~always... Some play games for Story/or setting 1st, and gameplay 2nd. Such a player might take any game that offered an interesting continuance of the setting & tale as a worthy sequel; But for one that looks to the game play as king, and treats the story as condiment... It just doesn't suffice ~for such a player its like dabbing a wad of wasabi in sushi instead of the other way around.
Neverwinter Nights is a great name ~Fallout is a great name. NWN sells on the toolset (for me at least FO3 sells on the toolset). Personally I did not care much for NWN1or2 (I recall years ago describing it as "lard"), that doesn't mean I didn't really want to like it, or that I was not impressed with it, or that I won't play it, but for some reason I never found it that much fun to play.
I disagree. Take Brothers in Arms which I would argue is far deeper than Half Life 2 is, I think the game was only enriched by the deeper story and characters and is a shame that other shooters lack the ambition and drive to create complex stories and characters. It also introduced a strategic system where you can set orders for your squads (Also like Ghost Recon: Advanced Warfighter). In BiA the strategy-like map screen where you study the battlefield and issue orders pauses the action and allows you as much time as you want to make your decisions (GR:AW keeps the action going in spite of working on the tactical map). The introduction of these systems enhance the gameplay as opposed to take away from it simply because I'm not running around like a headless chicken firing at everything in sight like Call of Duty 4.
So I would argue it adds to the exprerience instead of taking away from it.
I would argue that an IP (unlike a setting) is never apart from its gameplay, and its "mission" as a game. Planescape & BG2 are not games that you can just pick up for an hour, then drop for a week (unlike Doom, Pacman, and FO3 ~No slight intended either). In fact, it has been argued to me that [loosely put] "People now, don't have time to play games with that kind of commitment, and they just want to have fun with the hours they have". My thinking on this is simply let fall the IP in favor of a new one, rather than shoe-horn targeted gameplay into an IP not known for it.
Ang Lee's was the original film thus it is Fallout 1, Louis Leterrier's followup is Fallout 3. My intention of this example is to show how the followup is both a sequel and a reimagining at the same time and can still work as well as the original and then comparing the same result to Fallout 3 to the originals.
Ang Lee's wasn't a re-invention? ['course it was]. While valid, it must be kept in mind that film to game comparisons are not a 1 to 1 affair with accurate results. The Game aspect is what draws most ~not the story (or has that changed in the last several years?); I'd argue that the Hulk, Batman , superman, and Ironman could all be made as opera and still be valid re-imagining and fun to watch, yet remaking Fallout as a puzzle game, or a turn based http://www.youtube.com/watch?v=PNiz09DpaYc, would not.
**Incidentally
This is Disciples 3 (due out soon)... http://www.youtube.com/watch?v=0Pg7nZwwnaI&NR=1
I disagree with your take on BG3; as long as it remains within the same genre (RPG) I would argue that it could be first person like Vampire Bloodlines and still be a proper sequel. But again we see differently in the argument of whether it should build on what came before or not being a factor for it being a proper sequel; you feel it should while I think it doesn't need to. Now if you said BG3 was a real time strategy game then I would argue it wasn't an appropriate followup. But that's just me For me... It really distills down to the base game being more important than setting or the story.
*In Chess, it doesn't matter what kingdom the armies are from, all that matters is the battle, (but a Civil War or LOTR Chess set adds some nice atmosphere).
Yes! Keep us posted! The Enclave will only get scarier now; yup gonna be reaching for those fatmans (Fatmen?) now when I encounter those patrols :wacko:
:tops: