Radisshu said:
MasPingon said:
In what way Arcanum is better then Fallout, VD?
Yes, I'm curious about why you seem to think Arcanum is superior to Fallout too.
Fallout is a better game in many aspects (atmosphere, art direction, combat, animations, character system, flow, etc), but Arcanum is a better
role-playing game.
Why? More dialogues, more skill checks, more choices, more consequences, more multiple solutions, more paths, more and better developed party members, more double-crossing, world reactivity, etc. Basically, Arcanum gives you a lot more options, which to me is what role-playing all about.
Let's compare starting towns, Shady Sands vs Shrouded Hills:
Shady Sands:
- help the farmer by telling him about crops rotation.
- bring scorpion tails to the doctor for XP and antidotes
- use an antidote on a poisoned guy
- save Tandi (a lot of options here: sneak, kill, barter, fist fight, threaten, disguise)
- stop the radscorpions (kill them or blow up the cave)
Shrouded Hills:
- bring pure ore to the blacksmith
- retrieve an amulet in exchange for important info; you can acquire the info in a different way and keep the amulet
- the haunted mine - long quest: you need to re-acquire the rights to the mine (which you can do in different ways) and then decide whom to give them to.
- pick a package for the enchanter
- destroy bridge materials
- destroy the steam engine: two options, if you don't kill the dwarf he will report you to the constable; can double-cross the quest giver, also will be asked to fix the engine if you destroy it, which will send you to another location.
- the bank quest - you'll be asked to help to rob a bank and if you agree you get a combination to the safe. If you do it, the town turns hostile. Or you can sneak inside during the night, use the combination, and either give the robber his half later or nothing at all. You can also promise him nothing and simply steal the combination. You can also rat him out. Alternatively, if you haven't agreed yet, you will be asked by Doc to defend the bank from the robbers.
- the bridge bandits - pay the toll, steal his key, kill them all, convince him to leave (a nice persuasion sequence which lets you kick him out, force him to pay
you , and get enough info to unlock dialogue lines in another town), or do a quest for them.
- Ristezze imported goods - you can find out more about the ring from him: you can sell it to him (not many games can let you sell a quest item without screwing your game), you can pickpocket his key and go through his records, you can barter with him giving him one of two items that can be used in other quests, and I think there was a persuasion option as well.