Fallout series

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Update: took a small bit of work, but New Vegas runs on my machine. I was pleasantly surprised at how open-ended Goodsprings is compared to Vault 101, Vault 111, and Helgen. Didn't take me long to get back into the habit of carrying spare guns/armor for repair purposes.

Choose to boot the Powder Gangers out of Goodsprings and set up Meyers as the sheriff of Primm. On my way to Nipton/Novac now. Mr. New Vegas > Three Dog.
Eh? You either kill the niggers or the townies. if you actually go the evil path you get a bunch of unnamed npc with no quests or ties to anything whatsoever. You do get into the correctional facility though, just a karma thing though.
Its the illusion of depth. Vault 101 has a follow up quest thats actually really good, has multiple endings that leads to random encounters in the wastes and also takes into account who you killed when you left the vault the first time.
Sorry but V101 destroys Goodsprings.
 
Eh? You either kill the niggers or the townies. if you actually go the evil path you get a bunch of unnamed npc with no quests or ties to anything whatsoever. You do get into the correctional facility though, just a karma thing though.
Its the illusion of depth. Vault 101 has a follow up quest thats actually really good, has multiple endings that leads to random encounters in the wastes and also takes into account who you killed when you left the vault the first time.
Sorry but V101 destroys Goodsprings.
Goodsprings is a good tutorial locations. Back on the Homefront is a "cinematic quest" where nothing much happens aside from a few conversations or maybe a fight if you screw things up. It's basically a playable slideshow showing you what happened in your absence, which is funny because the only outcomes that matter are:
>Did you kill the Overseer or not
>Did you kill Butch and his mother or not

Other NPCs are immortal and you can't kill them. Fake sense of choice, like with most of Fallout 3. At least the simple quest in Goodsprings has consequences no matter which route you go and every single NPC involved is killable(plus there is a big fight at the end, unlike in Fallout 3 where at best you get to fight a single guy with an Assault Rifle if you don't go out of your way to shoot innocent NPCs).
 
Goodsprings is a good tutorial locations. Back on the Homefront is a "cinematic quest" where nothing much happens aside from a few conversations or maybe a fight if you screw things up. It's basically a playable slideshow showing you what happened in your absence, which is funny because the only outcomes that matter are:
>Did you kill the Overseer or not
>Did you kill Butch and his mother or not

Other NPCs are immortal and you can't kill them. Fake sense of choice, like with most of Fallout 3. At least the simple quest in Goodsprings has consequences no matter which route you go and every single NPC involved is killable(plus there is a big fight at the end, unlike in Fallout 3 where at best you get to fight a single guy with an Assault Rifle if you don't go out of your way to shoot innocent NPCs).
And Goodsprings is what exactly? You either kill Cobb or you help the town. That's it, nothing changes and it affects nothing after it. You don't even get cool shit either way.

How is it a slideshow? You go back to the vault, if you killed certain NPC's like Gomez etc they will either be present or others will replace them with different dialogue. If you kill the Overseer you get a dramatically different interaction, If you help Butch you get a new follower. Depending on who you help during the quest you will run into named dwellers in the wastes either trading or dying.

You can: close the vault. open the vault to trade. destroy the vault and force everyone to live in the wastes, which also leaves the vault open to return to whenever you want. You see this play out in the actual game. You don't see anything of Goodsprings outside of the ending slides, which is ironic. It is a dynamic quests with good rewards and varied endings that play out after the quest.

It's crazy how people glaze NV for some lifeless forgettable quest with zero consequences but then one of the most open interactive quests you can ask for? Nah FO3 is bad, trust me bro.
 
And Goodsprings is what exactly? You either kill Cobb or you help the town. That's it, nothing changes and it affects nothing after it. You don't even get cool shit either way.
Nigger, it's the first quest in the game after the literal tutorial, calm down. It teaches player about choices, consequences and lets them utilize their first speech checks, it does what it needs to and that's still more than half the Fallout 3 quests(let alone Fallout 4 that has zero skill checks outside of one designated quest made by a former Obsidian employee).

How is it a slideshow? You go back to the vault, if you killed certain NPC's like Gomez etc they will either be present or others will replace them with different dialogue. If you kill the Overseer you get a dramatically different interaction, If you help Butch you get a new follower. Depending on who you help during the quest you will run into named dwellers in the wastes either trading or dying.
The quest utilizes no skill check aside from talking to Overseer or Amata(which can be skipped with a handy note in the unlocked terminal anyways, rendering it moot), otherwise it is just wandering around the vault like in a walking sim and maybe a gunfight if you killed the overseer the first time around. Most NPCs re-appearing in the quest are immortal and you can't kill at the start of the game, there is only a few exceptions and the rest are generic NPCs that either always die or don't appear a second time either way. I will give you that, there is actually some interactivity with the world if you open up the vault/get Butch available as companion, but this is a one-off thing that rarely ever happens otherwise in the game. Lessons Goodsprings teach you stay consistent thru out the entire game, Homefront quest is a cinematic nothing-quest to show what happened to the tutorial bunker and has little impact as there is no ending slides for any faction in Fallout 3. You don't see people of Megaton trading with Vault 101 dwellers, you can only randomly find them out in the game world via a random encounter and it doesn't matter what choice you took, you just get punished with No Butch if you keep the vault closed or get a random encounter where the angry 101 dwellers will attack you if you broke a water chip. No actual impact in the game world outside one new companion and a few random encounters you might not even get. Meanwhile, if you save Ringo, he comes back later to give you more money and you get rep in town, however you will be unable to work for Powder Gangers as punishment and there will be more hostile enemies in the early game area(not to mention you can't do the Vault 19 quest). First real quest of New Vegas has more reactivity than one of the premier quests in Fallout 3, how sad. Imagine if helping Amata led you to an exclusive quest where you get to help them set up trade with Megaton or an exclusive quest for evil characters that let you sell out the vault to Raiders or Enclave and you get rewarded properly for it. No matter what you do, you can't even come back to the Vault since the devs didn't want the extra work of programming in actual player choice.

So yeah, TL;DR tutorial quest for NV blows one of the better Fallout 3 quests out of the water. You have to get really invested into these nobody characters you spend maybe an hour with at the start of the game to get any mileage out of it, as there is nothing there mechanically and no worthwhile quest rewards either aside from a shitty companion that will die 5 minutes after you recruit him.
 
Obsidian was never good.
The more time passes, the more convinced I am that New Vegas was a happy accident, even the fact that it came out in a popular engine that people love making mods for was perfect.

It's like a natural 20 of circumstances.
 
You write like nigger. V101 is the first quest in FO3 and still manages to have a significant role in the game, cope.

Didn't read the wall of text, format your posts faggot.
No counter argument, then.
Also, nothing in Fallout 3 has any significance in the game. It's a story about a water purifier, then Fallout 4 starts and any INT 1 character can build one straight out of the vault. Let's not pretend like Fallout 3 is some forgotten masterpiece, because it isn't.
 
Inb4 the "muh kotor2" tards come out
I have heard good things about it so maybe it's a testament that they do best when they work with an existing IP or for what could be considered expansion packs

Would pay money to see them "finish" New Vegas or to work on an existing IP like Fallout again, or at least, the team they had back then. I don't really like the stuff they put up afterwards like PoE or The Outer Worlds.
 
not to mention you can't do the Vault 19 quest
You aren't actually restricted from this, those are identical to the ones from Primm and a different internal Faction entirely, despite the end of the quest giving Powder Ganger fame.
However, you do get locked out if you kill Papa Khan for basically any reason.
You do get into the correctional facility though
You're locked out of this if you get negative reputation, not Karma. Access requires either skipping the Goodsprings quest for either side or some seriously scuffed stealth kills alongside some fame to even out the negative rep from completing the Goodsprings-aligned version of the quest.
Other NPCs are immortal and you can't kill them.
Ironically the opening sequence is one of the few times where there's only two immortal NPCs present- Amata because of fucking course, and the Mr Handy for... reasons, i assume he's a support poster or something.
Everyone else will make a reappearance and the place is severely depopulated if you kill everyone possible (or let them get eaten by roaches).
That being said, the rest of the quest is a walking simulator and the only interesting outcome is destroying the vault in a way you can return to.
And Goodsprings is what exactly? You either kill Cobb or you help the town. That's it, nothing changes and it affects nothing after it.
It affects who you return to when using the town later (for the worse in some options), and does actually affect things after it as mentioned above.
You don't even get cool shit either way.
Starter quest. I'd say Leather Armor at level 2 or so is pretty cool compared to what's available, though not nearly so stylish.
You also get an extra quest chain or money* later on depending on the choice taken.
*Ringo has a habit of fucking dying offscreen but if he manages not to you get the cash.
No matter what you do, you can't even come back to the Vault since the devs didn't want the extra work of programming in actual player choice.
More of a bug in the scripts, but you can manipulate them to keep the vault open.
It's a story about a water purifier, then Fallout 4 starts and any INT 1 character can build one straight out of the vault. Let's not pretend like Fallout 3 is some forgotten masterpiece, because it isn't.
This is more Fallout 4's fucktardation than anything inherently bad in 3.
Don't get me wrong, 3 is still pretty bad for being set 200 years after the apocalypse and we could go over how every little bit of the game leads up to it being far better if set before the first game in the timeline, but it would be a constant repetition.
 
Inb4 the "muh kotor2" tards come out
Actually KotOR 2 is great and it's a good example of Obsidian's historical strengths as a studio, building off a previous game and world from another angle. You couldn't have KotOR 2 without the first one.
 
Don't get me wrong, 3 is still pretty bad for being set 200 years after the apocalypse and we could go over how every little bit of the game leads up to it being far better if set before the first game in the timeline,
I agree, in fact if people went after 3 for this I would have far less issue with the Neo Vagina crowd. They go on as if every aspect of 3 is bad and every aspect of NV is some 10/10 work of art.
NV is a deeply flawed game with a main quest that holds up well and serves as the best jump off point for the series in House.

7/10.
 
You aren't actually restricted from this, those are identical to the ones from Primm and a different internal Faction entirely, despite the end of the quest giving Powder Ganger fame.
However, you do get locked out if you kill Papa Khan for basically any reason.
You know what, I was going to call you out on that, but then I remembered that in my latest playthru, I did indeed kill Papa Khan and I remembered that he was integral to their questline. I did have negative Powder Ganger reputation so I thought it was a simple trigger, apparently not and checking the wiki it confirms they do not belong to that faction. I guess you learn something new everyday. Everything else I said about Goodsprings was true tho, typical that a Bethesda fanboy cannot read so he has to resort to an ad-hominen and pretend he won(not you, obviously). Then they wonder why they're laughed out of CRPG circles.
Ironically the opening sequence is one of the few times where there's only two immortal NPCs present- Amata because of fucking course, and the Mr Handy for... reasons, i assume he's a support poster or something.
Everyone else will make a reappearance and the place is severely depopulated if you kill everyone possible (or let them get eaten by roaches).
That being said, the rest of the quest is a walking simulator and the only interesting outcome is destroying the vault in a way you can return to.
You forgot Stanley. Yes, everyone else can be killed but nobody matters except for the Overseer and Butch/his mom. You don't even see your other classmates in this sequence so you can't kill them. This is why I said it's a fake sense of choice as it has little impact, but unlike most other parts of that game, it is indeed a choice you can make.
 
No counter argument, then.
Also, nothing in Fallout 3 has any significance in the game. It's a story about a water purifier, then Fallout 4 starts and any INT 1 character can build one straight out of the vault. Let's not pretend like Fallout 3 is some forgotten masterpiece, because it isn't.
Fallout 3 has a completely retarded main conflict. The Enclave led by Autumn were victims of Bethesda actually forgetting to give them an evil motive whatsoever. (Only the retarded computer that you can convince to kill itself by saying "You are abortion, KYS" is actually evil) Autumn's Enclave just wants to turn on the Water Purifier which will purify the Potomac River, which is exactly what you also want to do.
The final conflict of Fallout 3 is a massive tardfight over who gets the credit for flicking a switch.
Your father was just entirely unreasonable to Autumn considering the request being made, too. Deciding to go full suicide bomber after the armed and extremely dangerous individual politely asking him to hand over the project got annoyed by his retarded refusal.
What a fucking stupid plot.
 
Fallout 3 has a completely retarded main conflict. The Enclave led by Autumn were victims of Bethesda actually forgetting to give them an evil motive whatsoever. (Only the retarded computer that you can convince to kill itself by saying "You are abortion, KYS" is actually evil) Autumn's Enclave just wants to turn on the Water Purifier which will purify the Potomac River, which is exactly what you also want to do.
The final conflict of Fallout 3 is a massive tardfight over who gets the credit for flicking a switch.
Your father was just entirely unreasonable to Autumn considering the request being made, too. Deciding to go full suicide bomber after the armed and extremely dangerous individual politely asking him to hand over the project got annoyed by his retarded refusal.
What a fucking stupid plot.
I made a post about this earlier, but essentially Enclave in Fallout 3 boil down to having a civil war that the player never sees, so they just look like incompetent storm troopers at face value. There is actually quite a bit of lore of what's going on in the background, but you have to dig deep for it. It's not bad either, but who is going to care if they're not actively reading every single note? Essentially, yeah it boils down to Enclave and Brotherhood only being there cause Todd wanted the game to have them for fanservice. The moment they were put in, the game's timeline jumped from right after the war to 200 years after the war, with little in the way of updating the locations or the script. Typical Bethesda moment, kind of like making an entire cowboy planet cause you liked Red Dead Redemption 2 so you scrap the much better concept you had already planned for Starfield.

I should point out that the story of New Vegas also revolves around what is essentially a giant water supply, but the story makes sense, we know why the factions are fighting over the water, the dam produces electricity on top of providing water and makes for a defensible position, there is already established lore that explains why the two factions are fighting over the dam instead of one of them literally appearing out of thin air in the second half of the game, the operation of the dam makes sense as it exists in the real world, and the battle, while being smaller in scope, feels more real and impactful(not to mention you have actual player agency as to who you fight and help win, versus the "fake player choice" Fallout 3 has where you either do A or B and neither matters cause the game has no ending slides). Fallout 3 can't even claim to have an interesting plot cause New Vegas does it better too.
 
Fallout 3 has a completely retarded main conflict. The Enclave led by Autumn were victims of Bethesda actually forgetting to give them an evil motive whatsoever. (Only the retarded computer that you can convince to kill itself by saying "You are abortion, KYS" is actually evil) Autumn's Enclave just wants to turn on the Water Purifier which will purify the Potomac River, which is exactly what you also want to do.
The final conflict of Fallout 3 is a massive tardfight over who gets the credit for flicking a switch.
Your father was just entirely unreasonable to Autumn considering the request being made, too. Deciding to go full suicide bomber after the armed and extremely dangerous individual politely asking him to hand over the project got annoyed by his retarded refusal.
What a fucking stupid plot.
Not to mention 3 hitting you with its theme of self-sacrifice for the greater good with all the subtlety of a flaming brick to the face over and over again. We get it, Emil, jesus.
 
Not to mention 3 hitting you with its theme of self-sacrifice for the greater good with all the subtlety of a flaming brick to the face over and over again. We get it, Emil, jesus.
Ah yes, the most hamfisted and shitty ending ever conceived, where it was so bad they needed to release DLC to fix it.
"Would you please go inside and do it instead, extremely radiation resistant Super Mutant who has already waded through deadly radiation for me once on my quest"
"No, kill yourself."
Well OK, what about you, Slave Girl who I can literally kill on a whim for not obeying my commands?
"No, kill yourself."
Shit, alright, what about you, Ghoul who is completely immune to radiation and is subject to a psychological condition where you have to follow my commands no matter what?
"No, kill yourself."
OK, and you, robot who is literally my property and is complete unaffected by radiation?
"No, kill yourself."
Alright fuck you guys then, I'm leaving.

And then the narrator calls you a massive piece of shit for not wanting to sacrifice yourself in order to complete daddy's vanity project.
Fuck off.
 
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