» Thu Dec 03, 2009 6:32 pm
I had a few ideas rolling around in my head I've heard repeated, I thought perhaps I get them out and in my humble opinion, make an appeal for a squeal. There are at least three things I can point out that I'm hopeful are changed or improved upon.
One thing is the many plot holes that can easily be fixed. There are plot holes, we can all agree, not a lot but any can ruin a story if they are in the right place. I can take the argument this was their technical practice run, but it's time to look at the story. Everyone makes fun of them, the plot holes, it's just unfortunate that the storyline didn't, they just made them by accident. If you don't believe they exist and some don't, need I go further than the ending when Fawkes or even Charon can even save you from the radiation, and I couldn't believe that Rad-X didn't save me either. I even can understand why they kill you, because they don't want to have to have a whole new world you play in after you save it, whether you killed it with FEV or not of course.
They need to fill the plot holes, they are worse than potholes, they are like when a watermain breaks and the whole road caves in on itself. They are so easily addressed and I want them to be, so that the last, best hope of humanity can have a son or daughter, or whatever in between I guess if he/she got it on with the (it) masculine Fawkes, (that would be a funny options that could get some strange dialogue) maybe set 10 or 20 years after Project Purity.
They have a chance to fix this, in a squeal, and it should bring some continuity to the DC region as well. Now consider this suggestion on the basis of it being my own home region and I feel like it has been for the first time given artistic justice or the time of day for that matter. Sure everyone will reference the capital but no one attempts to discover the area and the locations BEYOND its purpose as a government center. That is why the map seemed so small; going from DC Downtown to Hagerstown isn't a jog that is an adventure or should be at least. Becoming a hero of Bigtown was interesting, something that saved it. Now that the Pandora's Box of detailing the Wastelands has been opened, in previous games you would move along a "red" line and have random encounters, we can't go back to the old "red" line like in the previous games. Either, from a creators point of view , it has to be limited in focus to a smaller region, between a few places it doesn't have to be this perfect square (they think in a literal box... haha...) to afford more detail or things have to be expanded to where traversing the Wasteland becomes boring, while detailing everything, which will become laborious for any team working on it especially if the region Fallout 3 is given its justice, the Wasteland would just be to damn big to do it.
Rivet City had the most character in the entire game; most characters had importance and the environment felt crammed, like refugees making a home out of a ship should be. But that to could be improved, like more random people on top of the deck trying to eek by, it always seemed too barren to me.
I kind of wished being able to go into someone's house made more sense, like you can't walk into someone's house unless they are there because the door would be locked, then it would be red thus breaking and entering to lockpick. But that is a side thingy.
And that brings me to number two, the game lacked a whole lot of character, I want to be careful because I wouldn't agree with anyone who would say there weren't any characters and no one was special, it isn't true. Many characters seemed more like throwaways that served no purpose, like Rory... Lucas Simms is a whole 'nother ball of wax, "thanks for saving my town, I'll ignore that save from Mr. Burke getting me in the back", then he had no other purpose but Megaton went on, a waste that could have potential in the sequel. It is quite obvious that Megaton is going to reappear in the next one, probably more imperiled than ever, hopefully. Considering its position, between DC and Paradise Falls, I foresee two major threats that Simms, although it will probably be his son or a much older and crankier Simms, will have to ask for consistent help for, like slavers taking people off or Super mutants closing in on the place. In the actual game I didn't feel that sense of danger from Raiders that everyone was talking about, it was just a big safe house to me that was underplayed except for the fact you save it from a nuke and fix pipes. Slavery was recurrent throughout the Wastelands, why does it not seem to be the same problem for the inhabitants of Megaton? Ever? They don't even talk about slavers there. Megaton could have been more important in the storyline, that is all I want to say as my hope for the fourth one is it is emphasized, NOT IN A LONG DIALOGUE, but either through quests or actual attacks. I noticed they were randomly on edge at different points with their guns pulled out, but I never got the feel for danger that could kill me or those people.
When it came to characters in Fable 2, for instance, there was a cinematic that pulled you in, then you could do different actions that changed it, such as stopping it. This ability to stop them gave you ability to play through the game without really talking to anyone. In Fallout 2, from what I know, if your intelligence was low enough, your responses were constrained to grunts or saying something stupid, not saying people who just hate stories and love action are stupid or anything?
When it comes to a game I could forget everything about graphics and how cool an explosion is, it is the story for me, if it is bad everything else fails measurably, which is why I'm an RPG consumer. Character scheme in Fallout 3 followed that of Oblivion, I'll say right now I've played it before but I'm no veteran nor do I want to be because I didn't like the game.
All the characters have a standard template, like no one is fat, they are either muscle-ly, and THAT'S very rare, or just the average. Three Dog, Autumn, Harold and Eden had the best voice acting in the game; they were good actors that pulled together their characters well, they all became characterless after the game was done with them, that was horrible. They need better voice actors so it doesn't go all B-movie on them.
The world itself isn't what I wanted, exactly, I liked it, but it was different from what I was used to and I am ok with that if it changes in Fallout 4 to be different from the experience I got in Fallout 3. The storyline, for instance, was very linear and played like an FPS, the ending is the biggest example, the encounter with Corporal Autumn, who was rebelling against the radical approach of Eden, tries to stop the player who can't even explain that he might be on his side, instead you just kill him. I could've understood if he killed the Lone Wanderer's father, but he didn't. I wanted to see his hard ass show a bit of soft human tissue at the end, it was what I expected from the events and I found myself disappointed in his senseless death. His death actually becomes an example for a lot of the senseless death in the game, were not talking about gang violence here that was reflected perfectly, I'm talking about all of Vault 112. The only choice was to kill everyone? There was no choice of saving those people? You couldn't just start opening the capsules? There were too many choices like that.
I felt like the game played out like I was a celibate priest as well, what if you didn't play as a chaplain how could you become corrupted, where was the temptation of the waste that was so important to New Reno in Fallout 2. I couldn't get married, therefore housing became totally useless except as a place to store and sleep, the game was absent of love or a story of love in the WHOLE life of the Lone Wanderer, even from Amata or Sarah. I thought the freedom to love, by freedom I mean choice and by love I mean to see a creation actually come to fruition, in a game was becoming common, so I expected it, but, I guess "hehe? well that takes a long time" (President Eden if you don't know). While it was a matter of micro management and became part of the storyline, if anyone knows what I'm talking about, in Fable 2 playing on your emotions, twanging at your heart strings when you had to make the final decision about the world, was what made that game a true RPG. You became part of the story, in a way.
I liked the relationship element of Fable 2. Sure they made it easy to pretty much bed anyone who was the right sixual orientation, but, hey, it's the perk of being the last, best hope of humanity, am I right? Can I get a hallelujah!?
But seriously, the game went mild unless it had to do with lore from the previous games, which the scribes at the Citadel went too far to explain, I don't care what your job is or why your department matters, I only care why you are important to my journey. Now, don't get me wrong, don't take this as I want anyone to spare the detail, far from it, I'd love to know more about the character behind the scribe not some duplicate answer I can get from a history book.
Food was very pointless to, I just kept selling it and didn't starve and had no physical change, and every game from GTA to Fable had some concept of physical change due to not eating or eating to much. I remember in Fable 2 having to search everywhere for celery because I got into a bad fight and had to eat meat, making my character fat. In Fallout 3, there weren't any fat people; your character was no exception. It's exactly the same way in Oblivion, though, sure some are a bit chubby in the face but no one is round in the middle. I get a funny feeling that Oblivion was slapped onto the Fallout Universe as wallpaper.
It's hard to believe there wasn't a single fat Tennpenny resident. Your character doesn't gain any weight, I could eat 30 radroach meat pies and still not put on a pound, now that's a meal to eat with a side of radaway of course.
There was a lot of that, no physical change kind of stuff in the game, where there could have been a dynamic environment that rewarded the player's decisions with what one would expect, like Canterbury Commons attracting Wasteland Refuges and becoming a core of trade in the region with stores that set down instead of just passed through and could only be effected through dialogue. That was so obscenely took from Oblivion, invest in a merchant, that took from the feel of a difficult existence out in the waste. You made Canterbury Commons safe, it should have shops. That is exactly like the burning of Kvatch, the city continued to burn! No fulfillment! Unlike in Fable 2, where you invest in something and the whole world turns into something that makes sense for the money spent, it surprised me and gave me a sense of achievement.
I hope they stick with the DC Wasteland, it is a fun place to play in. It isn't like they can't be creative with something that hasn't been done before, it has to much potential to just revert the game to something else.
The world isn't all of a sudden perfect, Project Purity couldn't have cleaned all the water, and in fact it wasn't designed to do that. Even then you have the super mutants who are reoccurring from a vat near DC, probably deep in Pennsylvania since I think it was Pittsburgh that was cleared out by the Brotherhood it can't be in Harrisburg, I guess either since those are so close together. They would still be fanatically searching for something, how they are organized, by someone or something, no one knows either, maybe another Master. Then you have this mysterious Commonwealth and the Institute, with the Raider power diminishing, maybe, with lots of clean water and civilization in the south, maybe they will become a new threat to peace in DC wanting it for them. It would make Rivet City a more exciting place for sure with a constant threat from the Commonwealth.
The whole Enclave is gone because one robot is dead? Ha, Button wouldn't have stood for it; he gave it up to Thomas Jefferson after all, not to chaos!
I think that powerful of an organization could survive two major setbacks. After the entire Enclave was resetting its original purpose of rebuilding a whole new civilization anew on some far off planet when they found out their rocket was blown to little bits. Perhaps Richardson, back from the dead after mystery behind his death clears, or a successor could become some sort of threat to BoS again in the west. This forces the Eastern BoS to either sever all ties, which causes a huge schism that is bigger than the one underplayed in Fallout 3, that leads to Casdin becoming an elder and leading the outcasts against Lyons with the full backing of the Western BoS elders. They become weak from the fighting and eventually bow of supporting them hoping to save themselves from the Enclave and NCR advances back West, it would play well with their ideas of fanaticism around recovering technology. I couldn't see old Lyons going back West to leave the people in DC to fend for themselves against Super Mutants, especially, since the obvious love interest Sarah has settled down with the Lone Wanderer and they have had a kid, (I was joking about that thing with Fawkes earlier, if you were wondering).
Then of course there is the regular US government that could pop out of their own shelter in DC, everyone knows the Enclave is just a remnant, (wasn't it that crazy Nathan who tells you, "They aren't who they say they are!"?) having kept democracy going in a vault hoping to bring it back to the surface I doubt they would look on anyone to friendly, between the oppressiveness of the Brotherhood, the elitism of the Enclave and the brutality of the Super Mutants and the disdain of the slave nature of the Commonwealth, lets not forget the lawlessness of Megaton or of the Wasteland in general, they wouldn't like anyone! I would love if all this tied together, as you can see I've tried to do, perhaps this untainted vault within DC's heart has huge vats of FEV and the Super Mutants want the individuals inside as well as the FEV that would be inside. I don't know, just some ideas I had to get off my chest.