JarlFrank
I like Thief THIS much
New Vegas is a successor to Fallout 2, not Fallout 1.
It makes a difference.
It makes a difference.
It's a successor of Fallout 3, same gameplay, same engine, and same philosophy of showing skill checks in dialogues and handholding with a god damn quest marker. It's not even close to Fallout 2.New Vegas is a successor to Fallout 2, not Fallout 1.
It makes a difference.
Fallout New Vegas doesn't have romances friend. What game were you playing?
https://fallout.fandom.com/wiki/Red_LucyEffects of player's actions After completing Bleed Me Dry, Red Lucy will offer to sleep with the Courier, as they have proven to be a mighty hunter.
https://fallout.fandom.com/wiki/BennyThis character is romanceable.
Requires female character with Black Widow perk
To be fair, that probably qualifies by Josh Sawyer's definition of romance.Fallout New Vegas doesn't have romances friend. What game were you playing?https://fallout.fandom.com/wiki/Red_LucyEffects of player's actions After completing Bleed Me Dry, Red Lucy will offer to sleep with the Courier, as they have proven to be a mighty hunter.
https://fallout.fandom.com/wiki/BennyThis character is romanceable.
Requires female character with Black Widow perk
https://fallout.fandom.com/wiki/Category:Fallout:_New_Vegas_sleeping_partners
I'm sorry I mean " sleeping partners" instead of "romance".
Fallout New Vegas doesn't have romances friend. What game were you playing?https://fallout.fandom.com/wiki/Red_LucyEffects of player's actions After completing Bleed Me Dry, Red Lucy will offer to sleep with the Courier, as they have proven to be a mighty hunter.
https://fallout.fandom.com/wiki/BennyThis character is romanceable.
Requires female character with Black Widow perk
https://fallout.fandom.com/wiki/Category:Fallout:_New_Vegas_sleeping_partners
I'm sorry I mean " sleeping partners" instead of "romance".
My favorite "romance" option is Maud "You won't notice anything once the lights are out, hon. The places that count are still firm enough..."Fallout New Vegas doesn't have romances friend. What game were you playing?https://fallout.fandom.com/wiki/Red_LucyEffects of player's actions After completing Bleed Me Dry, Red Lucy will offer to sleep with the Courier, as they have proven to be a mighty hunter.
https://fallout.fandom.com/wiki/BennyThis character is romanceable.
Requires female character with Black Widow perk
https://fallout.fandom.com/wiki/Category:Fallout:_New_Vegas_sleeping_partners
I'm sorry I mean " sleeping partners" instead of "romance".
But New Vegas is also a theme park.or New Vegas. They're much closer to Fallout's preamble "war never changes".
Still not a gamebryo game, has 0 quest marker and doesn't show skill checks to the player...But seriously, not only did Fallout 2 also include sex, it even included marriage. It has more romance than New Vegas QED.
My favorite "romance" option is Maud "You won't notice anything once the lights are out, hon. The places that count are still firm enough..."
Quest markers are pure evil but let us not forget that F2 has ghost. Fucking ghost, man. Whomever brilliant idea that was, Bethesda should hire him.Still not a gamebryo game, has 0 quest marker and doesn't show skill checks to the player...
Also In this game Low IQ chars play totally differently.
Quest markers are pure evil but let us not forget that F2 has ghost. Fucking ghost, man. Whomever brilliant idea that was, Bethesda should hire him.Still not a gamebryo game, has 0 quest marker and doesn't show skill checks to the player...
Also In this game Low IQ chars play totally differently.
The game was designed around quest markers just like Oblivion and Skyrim. It's not Morrowind.You can mod quest markers out.
Do you guys seriously defend a game with romances, gamebryo engine, quest markers, Shown skills checks, settlements with 5 NPCs and an empty open world ?
The game was designed around quest markers just like Oblivion and Skyrim.
Find Carlitos is the only one bullshit quest i can think of, which is unsolvable without marker.The game was designed around quest markers just like Oblivion and Skyrim.
Could you give example of a quest that requires it? Because I look up through quests and each of them points out NPC at SPECIFIC LOCATION when you need to talk to person, or OBJECT in SPECIFIC LOCATION in quest objectives.
What is a quest that is impossible to figure out without quest markers?
Look, search for survivalist's caches in Honest Hearts. If that story doesn't touch you, nothing will.I'm not even sure if I have played the same New Vegas everyone talk about on the forums. They speak about stuff that isn't in the game or supposedly "extremely good" dialogues that have yet to be seen.
The game was designed around quest markers just like Oblivion and Skyrim. It's not Morrowind.You can mod quest markers out.
That's not a praise. There is a lot of post-apocalyptic games doing better mainly Stalker games. Tell me do you only play Bethesda games?It has bunch of revolvers and shotguns with diverse ammunition. That's more than what Bethesda has managed to do in their Fallouts.
It was a bunch of FedEx quests, felt like a chore.Look, search for survivalist's caches in Honest Hearts. If that story doesn't touch you, nothing will.
I played Fallout 2 first because I was initially put off by Fallout 1's time limit (I was young and stupid). So theoretically I should prefer Fallout 2, as people tend to like the game of a franchise they played first the most.
I've grown to prefer Fallout 1 over the years, though.
(It's the exact same with Thief 2 and Thief 1 for me, funnily enough - played the second game first, grew to prefer the original over time)
There are various reasons for that, but the essence can be boiled down to: Fallout 2 is not a tonally consistent sequel to Fallout 1.
I would even go as far as to say there are three distinct Fallout canons (if we only consider the mainline games, I haven't played Tactics and the Diablo clone so I have no opinion on them):
- Fallout 1, which stands alone
- Fallout 2 and New Vegas
- Fallout 3 and 4
Fallout 1 was the creation of Tim Cain, Leonard Boyarsky, and Jason D. Anderson. It was tonally mostly serious, with some humor and pop culture references sprinkled throughout. The worldbuilding was simple but effective. It's a post-apocalyptic world, you are the citizen of one of several vaults that were built before the apocalypse to serve as shelters for select elements of the population, intended to preserve humanity from certain doom. But the world outside did not entirely perish, people survived in the wasteland and built new communities in the ruins. It's all very down to earth, heavily inspired by the vibe of the Mad Max movies. Small independent communities scraping by. Trade exists, but there's no governmental organization beyond independent city-states. Raiders pose a danger to travelers, as do mutated animals. The problems that exist in this world are either at a personal level or at a community level. A village having problems watering their crops; a town facing corruption from within; etc. Even the Master, whose plan threatens the entire playable area (I'm saying "playable area" because "entire wasteland" would imply a too large area, even if the Master were successful his plans wouldn't impact very far beyond the borders of California for logistical reasons), is mostly a local threat. It is ultimately a story of communities trying to survive and rebuild in a ruined world. The tone is generally serious, despite the splotches of dark humor and Monty Python easter eggs (that most people never even find, their place in the original game is often exaggerated). The writing is not without levity, but it's playing the post-apocalyptic genre completely straight. It is, basically, a 1950s pulp adventure mixed with 1980s post-apocalyptic genre tropes.
Cainarskyson left the company after Fallout 1 and went on to found Troika. Without the three main brains of the game, Fallout 2 ended up a completely different beast. It's playing its setting a lot less straight and put more emphasis on the humor. Monty Python references in Fallout 1 were merely an easter egg that could be stumbled upon with a high luck and outdoorsman score, but Fallout 2 wears its pop culture references on its sleeve. The Hubologists as an obvious reference to Scientology, openly existing in one of the game's major locations. Parodies of some elements of the original Fallout, like a talking deathclaw, showing that the developers didn't take the subject matter as seriously as Cainarskyson did. Then there's stuff like New Reno and its 1930s gangster culture that feels like the developers just decided to put in anything that seemed cool to them at the time. The Wanamingos too, which are... aliens? Again, aliens in Fallout 1 were a rarely encountered easter egg intended as a reference to 1950s science fiction tropes, which perfectly fits the 1950s pulp adventure style Fallout went for. Fallout 2's references and sources of inspiration, on the other hand, are all over the place. It's not half as consistent in tone and atmosphere as Fallout 1 was. It's still a good game and has some top notch quest design, but tonally it feels more like a parody on the post-apocalyptic genre than a straight play on it. Fallout 2 also introduced a bunch of lore elements that weren't there in the original, like the Vaults actually being government experiments.
New Vegas had several of the people who worked on Fallout 2 in its team, and is the logical continuation of that game. You can easily trace every element of worldbuilding, storytelling, quest design etc from Fallout 2 to New Vegas and draw the connections. Tonally they are extremely similar: inspirations cobbled together from various sources, rather than one central theme that holds everything together. Lots of edgy humor mixed into the writing and worldbuilding, making parts of the world feel a little too silly. A vibe of post-post apocalypse, where the stage of dealing with the collapse is already over and society has stabilized enough to now face the problems of an established civilization. This already began in Fallout 2, with New Reno, Vault City, and the NCR, and it continues in an even more pronounced way in New Vegas, with the NCR, Caesar's Legion, and Mr. House's independent Vegas. It is no longer about a small community not having enough water for their crops, but about landowner associations holding all the rights to the crop fields which leads to organizational problems for the farmers. The story theme is not about survival and adventure in a destroyed world, but about the rebuilding of society in a world that rose from the ashes. Fallout 2 and New Vegas are very similar in that theme and in their treatment of it.
FedEx, chore. Someone's been playing games with quest markers on.It was a bunch of FedEx quests, felt like a