Fallout series

I actually liked the game ._.

Honestly, I think that a lot of the reason there's a lot of hate on the net is because of people who didn't actually get the game, who still want fallout to be like it was in the first two. Which is dated and clunky and wouldn't sell anywhere as much as it is right now.

On top of that, I bet there'd be a lot more people talking good about it if they weren't busy playing it, y'know?
 
Honestly, I think that a lot of the reason there's a lot of hate on the net is because of people who didn't actually get the game, who still want fallout to be like it was in the first two.

Not like there's anything wrong with that, but given that Van Buren was going to have a 3rd person shooter mode, it sounds unlikely that it's all NMA elitists.

Maybe it's something to do with the writing, who knows.
 
Honestly, I think that a lot of the reason there's a lot of hate on the net is because of people who didn't actually get the game, who still want fallout to be like it was in the first two. Which is dated and clunky and wouldn't sell anywhere as much as it is right now.

Honestly, one of the reasons why New Vegas was good was because they actually got the writing right. But then, considering it was the people behind Fallout 2 (before Tim Cain joined Obsidian), this shouldn't come as a surprise. To me, one of the things that made the first two Fallouts was definitely the writing and dialogue, something that Bethesda is incapable of doing justice. Their writing and dialogue are pretty fucking retarded in general.
 
Honestly, one of the reasons why New Vegas was good was because they actually got the writing right. But then, considering it was the people behind Fallout 2 (before Tim Cain joined Obsidian), this shouldn't come as a surprise. To me, one of the things that made the first two Fallouts was definitely the writing and dialogue, something that Bethesda is incapable of doing justice. Their writing and dialogue are pretty fucking retarded in general.

Honestly, and I'm probably a minority here, but I didn't at all care for the story of New Vegas. It felt a bit hamfisted at times, and I didn't like how they tried to make so many areas exclusively relevant to the story - though Bethesda's writing and main quests are generally shit, at least the stories for their side areas are almost always interesting and give me more reason to scavenge old shit than mere loot.

And I was definitely not fond of how F:NV basically all but forced you to take a certain path by filling the middle of the map with deathclaws - it feels worse than if they just outright blocked it off, because it seems like there's choice but unless you're lucky, it's not really any choice at all. Kinda just feels cheap.
 

Read that whole conversation. The fine people at Bethesda apparently don't know the difference between realism and believability.

Bethesda's design philosophy has for a while been "wouldn't it be cool if..?". Why would they bother building a world with internal consistency and spend time writing well rounded characters or complicated web of choices and consequences in their quest lines, when most of their customer base are looking for shit to shoot up, funny ragdoll physics and stuff to loot?

To be honest, I am bit surprised that people expected anything else from Fallout 4 and Bethesda at this point. To their writing team Jet is generic drug found everywhere and super mutants are orcs with miniguns. Why? Because there is no point form them to improve at this area. Their bland writing serves the market well enough as the target audience doesn't really bother with the lore. Many haven't even played the original isometric games (and/or consider them to be dated, icky and irrelevant). They just want to play the most hyped game of the year like everyone else in their circles and expect it to play like the rest of Bethesda titles. The head honchos at Bethesda are aware of this and know perfectly well how to cater to that audience and their sales reflect that. Why would they rock the boat?
 
But that quest was good outside that enormous plot hole. I mean, still stupid to be there in the first place but is not the exactly Bethesda as it worst (thought that is still a low bar lol).

I can not be that mad about it as the writing is still a improvement over previous Bethesda developed EldersScrolls/Fallout.
 
And I was definitely not fond of how F:NV basically all but forced you to take a certain path by filling the middle of the map with deathclaws - it feels worse than if they just outright blocked it off, because it seems like there's choice but unless you're lucky, it's not really any choice at all. Kinda just feels cheap.

That was one of the things of the original Fallout games, you could go anywhere on the map from the get go, but shit will fuck you up, especially in your Vault suit. The world did not fuck around at all. Raiders would ambush your shit and gun you the fuck down. You try to get to the Advanced Power Armor in 2 early? You might run into an Enclave patrol, ready to fry your ass to hell and back. I suppose it was the fact that I was used to the risk/reward situation with traveling. I know it's different from the random encounters in 1 and 2, what with you actually having to go through them in real time, but the 'mortality' of your character is something that was ingrained in me after playing the first games. Even with Power Armor, a single critical hit from the right enemy could still gib your ass.
 
Honestly, and I'm probably a minority here, but I didn't at all care for the story of New Vegas. It felt a bit hamfisted at times, and I didn't like how they tried to make so many areas exclusively relevant to the story - though Bethesda's writing and main quests are generally shit, at least the stories for their side areas are almost always interesting and give me more reason to scavenge old shit than mere loot.

And I was definitely not fond of how F:NV basically all but forced you to take a certain path by filling the middle of the map with deathclaws - it feels worse than if they just outright blocked it off, because it seems like there's choice but unless you're lucky, it's not really any choice at all. Kinda just feels cheap.
I'm also in the same camp for not caring much about the story for New Vegas. If anything, the story of Old World Blues and Honest Hearts was something I enjoyed (Mobius and Joshua are what helped in making it good). As much as the whole block off certain paths go, the only thing to truly irk me wasn't the deathclaws in one path or cazadores in the other. It was the invisible wall around the quarry. I know that was meant to prevent players from taking what looked like an easy way to New Vegas but it was different compared to creatures that can one hit kill a low level, under-equipped courier. Would of been better if they dotted part of that area with deadlier creatures.

Even with Power Armor, a single critical hit from the right enemy could still gib your ass.
Case in point with that is fighting deathclaws within the Boneyard. Unless eye shots brought a good amount of damage from a plasma rifle or the .223 pistol or combat shotgun with perhaps some psycho, the deathclaws would just shred your ass to pieces. One thing to back up critical hits screwing you over: I was playing Fallout 2 with the Mk. 2 power armor and a lowly slaver with the first SMG managed to burst fire me for around 200 points of damage.
 
I know it's different from the random encounters in 1 and 2, what with you actually having to go through them in real time, but the 'mortality' of your character is something that was ingrained in me after playing the first games. Even with Power Armor, a single critical hit from the right enemy could still gib your ass.

I'm totally fine with like, absolutely brutal difficulty, I just like it to at least try to be more consistent and at least give some options. New Vegas, unless you were crazy, you almost always had to go to Primm, Nipton, etc. before you could even see New Vegas itself. I mean, first playthrough? Not too awful, if a bit frustrating. Later playthroughs? Total pain in the ass.
 
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Honestly, and I'm probably a minority here, but I didn't at all care for the story of New Vegas. It felt a bit hamfisted at times, and I didn't like how they tried to make so many areas exclusively relevant to the story - though Bethesda's writing and main quests are generally shit, at least the stories for their side areas are almost always interesting and give me more reason to scavenge old shit than mere loot.

And I was definitely not fond of how F:NV basically all but forced you to take a certain path by filling the middle of the map with deathclaws - it feels worse than if they just outright blocked it off, because it seems like there's choice but unless you're lucky, it's not really any choice at all. Kinda just feels cheap.
What was hamfisted though? Caesar's Legion was handled awkwardly due to extreme amounts of cut content, but that's really the only part of the plot I think was handled poorly. And what areas were exclusively relevant to the story? I remember a lot of areas being open for exploration even without progressing through the plot.
I snuck around the Deathclaws and Radscorpions on one of my characters. You can also just cut through Hidden Valley and Scorpion Gulch to get to Helios One which effectively skips the entire southern part of the map. Deadlier enemies only exist slightly north of Goodsprings, you still have the entire map to explore around that small area. I usually don't skip the route through Primm though as it provides some very handy loot, interesting quests, and it's a generally comfy walk. Compared to Fallout 3's walk to Galaxy News Radio or fucking Rivet City, the walk to New Vegas is relatively nice.
 
I just wonder if in one of the DLC we get to go to say Rhode Island and be like Point Lookout with its Lovecraftian influence,Or the player heads to Ronto or Quebec or somewhere close in Canada.

Or could have the player come back to DC to see what happened in the past 10 years,Perhaps their are Brotherhood outcast that keep to Lyon's ideology instead of the opposite like in Fallout 3.Perhaps later on your character meets with the Lone Wander form Fallout 3 like with the Vault Dweller in Fallout Tactics.
 
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What was hamfisted though? Caesar's Legion was handled awkwardly due to extreme amounts of cut content, but that's really the only part of the plot I think was handled poorly. And what areas were exclusively relevant to the story? I remember a lot of areas being open for exploration even without progressing through the plot.
I snuck around the Deathclaws and Radscorpions on one of my characters. You can also just cut through Hidden Valley and Scorpion Gulch to get to Helios One which effectively skips the entire southern part of the map. Deadlier enemies only exist slightly north of Goodsprings, you still have the entire map to explore around that small area. I usually don't skip the route through Primm though as it provides some very handy loot, interesting quests, and it's a generally comfy walk. Compared to Fallout 3's walk to Galaxy News Radio or fucking Rivet City, the walk to New Vegas is relatively nice.

I meant that it was forced down your throat at every turn - every side area seemed to try to be relevant to the plot in some way, whether through content, story, or something else - it's unlike how in Fallout 3 and 4, most areas don't even reference the main plot, but have their own little interesting story or reason for existing. Not that those areas don't exist in Fallout NV, just that it feels like Obsidian did everything they could to make sure the player knew that Ceasar's Legion and the NCR existed and that they did things in places. It was as if almost nothing could exist outside of the main factions.

And I suppose you have a good point, but I've seen Deathclaws right around Hidden Valley, and though I've stealthed around the Deathclaws in the middle of the map myself, I think it's a totally stupid way to coerce a player into taking a certain path their first playthrough. My first time in Fallout 3, I didn't even realize there was Megaton until after I'd wandered far off, and ended up fighting an Ant Queen just for the sake of it - it felt a lot more organic, and in general was a lot more fun to do than be forced to go through a few of the same areas almost every time.
 
I just wonder if in one of the DLC we get to go to say Rhode Island and be like Point Lookout with its Lovecraftian influence,Or the player heads to Ronto or Quebec or somewhere close in Canada.

Or could have the player come back to DC to see what happened in the past 10 years,Perhaps their are Brotherhood outcast that keep to Lyon's ideology instead of the opposite like in Fallout 3.Perhaps later on your character meets with the Lone Wander form Fallout 3 like with the Vault Dweller in Fallout Tactics.
I doubt that the Lone Wanderer will make another appearance outside of mentions. I'm hoping for Western Mass as DLC so I can find my town. Of course that ain't happening, I wouldn't mind one that just expands the glowing sea for more exploration.

A lot of the time I grab Chance's knife and sneak my way past the Cazadors to head towards Vegas. My first playthrough I made a suicide run past Sloan to Vegas and ran into Fiends and decided I probably should just go the right way instead.

I think the faction war in 4 is a little off. Being a member of the Brotherhood requires me to do the main quest. Since my character is set in stone as the the father of a missing kid, I can't think of any reason in character why I would pick the Brotherhood's side after I find Shaun. I admit I din't explore the institute questline because I was planning to be brotherhood before I learned I had to do the main quest. I also think the infinite quests are okay and an improvement over the end of the Skyrim civil war where you can't do anything else for your faction after the war.
 
I doubt that the Lone Wanderer will make another appearance outside of mentions. I'm hoping for Western Mass as DLC so I can find my town. Of course that ain't happening, I wouldn't mind one that just expands the glowing sea for more exploration.

A lot of the time I grab Chance's knife and sneak my way past the Cazadors to head towards Vegas. My first playthrough I made a suicide run past Sloan to Vegas and ran into Fiends and decided I probably should just go the right way instead.

I think the faction war in 4 is a little off. Being a member of the Brotherhood requires me to do the main quest. Since my character is set in stone as the the father of a missing kid, I can't think of any reason in character why I would pick the Brotherhood's side after I find Shaun. I admit I din't explore the institute questline because I was planning to be brotherhood before I learned I had to do the main quest. I also think the infinite quests are okay and an improvement over the end of the Skyrim civil war where you can't do anything else for your faction after the war.

Of course it's just a thought I had,A bit stupid i must admit lol.Would like to see what happened with Canada during Fallout 4.
 
I doubt that the Lone Wanderer will make another appearance outside of mentions. I'm hoping for Western Mass as DLC so I can find my town. Of course that ain't happening, I wouldn't mind one that just expands the glowing sea for more exploration.

A lot of the time I grab Chance's knife and sneak my way past the Cazadors to head towards Vegas. My first playthrough I made a suicide run past Sloan to Vegas and ran into Fiends and decided I probably should just go the right way instead.

I think the faction war in 4 is a little off. Being a member of the Brotherhood requires me to do the main quest. Since my character is set in stone as the the father of a missing kid, I can't think of any reason in character why I would pick the Brotherhood's side after I find Shaun. I admit I din't explore the institute questline because I was planning to be brotherhood before I learned I had to do the main quest. I also think the infinite quests are okay and an improvement over the end of the Skyrim civil war where you can't do anything else for your faction after the war.

At least to me because
ShaunFather is a manipulative asshole that, whatever true feelings has about his parents, he still manpulated him/her to kill Kellog (while being okay with the Institue overall tactics) but having you being essentially the replacement and be a wasteland field agent. Probably the parent will feel less attached him as the first act when meeting him was presenting to the PlayerCharacter a 10 year old synth copy of him while he deactivates him.
 
I meant that it was forced down your throat at every turn - every side area seemed to try to be relevant to the plot in some way, whether through content, story, or something else - it's unlike how in Fallout 3 and 4, most areas don't even reference the main plot, but have their own little interesting story or reason for existing. Not that those areas don't exist in Fallout NV, just that it feels like Obsidian did everything they could to make sure the player knew that Ceasar's Legion and the NCR existed and that they did things in places. It was as if almost nothing could exist outside of the main factions.

And I suppose you have a good point, but I've seen Deathclaws right around Hidden Valley, and though I've stealthed around the Deathclaws in the middle of the map myself, I think it's a totally stupid way to coerce a player into taking a certain path their first playthrough. My first time in Fallout 3, I didn't even realize there was Megaton until after I'd wandered far off, and ended up fighting an Ant Queen just for the sake of it - it felt a lot more organic, and in general was a lot more fun to do than be forced to go through a few of the same areas almost every time.
Huh? The only areas really relevant to the plot are the main faction bases (Hoover Dam, Red Rock, Hidden Valley, Nellis, Fortification Hill, and The Strip) and along with the 4 areas you track Benny to (Goodsprings, Primm, Novac, and Boulder City). The areas relevant to the plot in Fallout 3 is about the same (Vault 101, Megaton, Rivet City, Galaxy News Radio, Purifier, Vault 112, the Citadel, Little Lamplight, Vault 87, and Raven Rock). I think Fallout 4 has slightly more areas that are relevant to the plot, but I can't remember the names of most of them. In any case, New Vegas is full of locations with stories and the ones part of the main plot have their own reasons for being there aside from being part of the plot. Pretty much the same deal with 3 and 4. Either way there are over 100 locations in the latest 3D Fallouts and very few are actually related to the plot. And it makes sense that Obsidian would push the player to learn more about the main factions because aside from the plot, they have a huge presence in the Mojave. Minor factions are explored too and some of them have really interesting characters and side quests.
Deathclaws also don't spawn near Hidden Valley and if you saw any there it was most likely a glitch. Bark Scorpions and those tentacle mutants that are easy to outrun are around there.
 
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