To address the second, in most Fallout games you felt like you were a normal person thrown into this epic fight. Wether you chose the good or evil spectrum you felt big implications. Even though the combat may have been horrid running into battle with the BH:OS to liberate Project Purity from the Enclave felt, EPIC. Looking for the Purification chip from Fallout 1 was tense, as you knew you had little time to work with. New Vegas killed it. You never feel like anything you do has a large scale implication, and you certainly never feel heroic.
Had plenty of heroic moments in NV and though I agree that the battles didn't feel that epic, the story really is. You are deciding the fate of not just the entire region, but both the NCR and Legion and their vast territories.
Even the boss fight can be so ridiculously dismissed with some barter skill, like one second it's this devoted tank of a guy fighting for what he believes then you pull a hat trick of snappy money related comments and he's suddenly like 'Oh yeah, I'll just turn invulnerable and cower in this tent while the war suddenly ends.' I mean honestly? Four sentences of common sense ends a long stretch of ruthless warfare?
You do know that you could convince the Master to destroy himself and complete the cathedral without shooting.
You do know that you can convince Autumn to stand down.
Only Fallout 2 forced you to fight the end-boss.
And Lanius isn't that easy to convince (would be even harder if you didn't know which option was the skill check, but that's something Fallout 3 did as well).
And to wrap this section up, when you finish the game nearly no matter which way you go about doing it you feel like you were working for the wrong side. They either were asses to begin with or they went mad with power. Sweet.
Plenty of Fallouts played with moral ambiguity and I think it is commendable that they did endings that showed that "not everything is going to work out SUPER!!" for everybody.
The other major issue which I previously mentioned is kind of a tie in, but I will address it separately. In Fallout 3 you felt the urge to press on and look for your Dad, all the while you did any odd job you could for respect among the people and a bit of money for medicine. In new Vegas reputation makes committing crimes so easy and the lack of karma really affecting [censored] all I don't feel the need to do any side quests. Hell I'm sure some of the side quests were great, but I never felt driven to complete them... in any way. Talk about not feeling motivated, the whole prologue with hunting Benny transitioned so abruptley into you fighting the people's war that it wasn't even laughable. You didn't feel like you belonged in this war, you just got plunked in via a recruitment mission, leaving really no reason to ambitiously chase after victory.
Meh, Fallout 3's Dad was poor motivation, since you see him a total of what five-six minutes of the introduction. I really didn't feel the urge to look for my
Liam Neeson Dad. And the odd job didn't garner me respect among the people nor did I need money for medicine after say the first four levels. Most quests could easily be ignored in regards to the main quest and had nothing to do with it. I don't see how you could feel more driven to do those than the New Vegas quests. You shouldn't on factual presumptions, which means it's a subjective matter tied in to your dislike of NV versus your like of Fallout 3
I prefer reputation over karma. It makes more sense that factions favor me based on things I did for them, rather than being an wasteland saint or puppy-kicking baby-eater.
The idea behind New Vegas is that you roleplay the courier. Rather than be spoon fed motivation it allows you to come up with it yourself.
Layer on top of that a buggy as hell system, short main story, less perks, more limitation of what your character can become, and of course... the lack of 3Dog (Only jokes, but seriously 3Dog was damn awesome!) and you get a sub par game.
Fallout 3 was quite buggy as well. Fallout 3's main story was even shorter.
Perks have more meaning and character are thankfully limited (Fallout 3 had you become Master of ALL SKILLS!, with all it's perks, cheat books and magically bobbleheads). If you think these are minuses, you didn't really get Fallout and Fallout 2. It's an RPG you should be limited in what you can choose to become, what's the point in more than one play-through if the character can become everything in the first.
guess what... they did, and it was all because of the story and the writing.
Writing? How could I forget Fallout 3's stellar writing.
[Intelligence] So you fight the good fight with your radio.
I just can't agree with you. The writing was a whole lot better and despite a few misgivings I found the story to be better as well.
I see a lot of Fallout veterans talking about how terrible Fallout 3 is for some reason or another. I get that some role play aspects were cut down on, but honestly I don't see it. Nostalgia maybe? I love the first Fallout but number three takes the cake. It's in my eyes a significant improvement in many, many ways.
Cut down. More like uprooted. In vanilla Fallout 3 the entire stats aspect was inconsequential because you'd become a master of all before the end of it. NV is a vast improvement over it, but still fails in comparison to the first two that I feel compelled to fix it with mods.
New Vegas does have a functioning society. Life is clearly not as much of a struggle in the Mojave as it is in DC. And what do you mean "the bombs crap"? Do you seriously think a city that's been hit by a hydrogen bomb is going to have functioning street lights?
DC is surprisingly intact for a city that got bombed the crap out of.
All in all I'd say DC is a lot less logical than NV.
I had more fun watching Anti Communism Prime than doing all 4 of the endings in this game.
And just to add,you can almost guess the entire storyline within 2 hours of gameplay.
Fallout 3's story wasn't that much of a guesser either. It gets a bit more time, because it drops certain information a bit more gradually, but once they drop a tidbit the implications become pretty obvious
For example
Spoiler Once I found dad I knew he would die in a short while. The second I heard about the purifier I knew it would be your main goal to activate it.
I'll agree there, and it sounds great on paper but it only really makes it that far. No faction is really a good one. No matter what you do you eel like you're in the wrong place when attempting to play a good character. Some may say 'THAT'S THE POINT' but what a stupid point to go after. The choices never feel like they're far reaching AND it's very hard to un-do even small choices. As soon as I got the Caesar's Legion recruitment quest I went on down planning to try to kill as many of those sick bastards as I could then pop back out and visit the NRC. Well apparently in the world of New Vegas the second you say something your mind is made and suddenly you live that choice and believe it. And what else? Somehow everyone knows it when you make a choice like that. I had not way of leaving and NRC started attacking me. Cool.
In general there are quite a few good endings to get and a lot of good with a small but. The game, though, isn't about being good or bad. But finding out which faction you think works best, which one you like best, etc... And the ending slides show just how far reaching the choices can be. Though it lacks the ingame immediate changes where they would have made sense.
Also you went reasonably far in the Legion quests because there's even a quest warning you about it. I don't really think what you expected to do, though, but how far did you think you needed to go to sabotage them?