Fallout series

I'm going to shill We Happy Few some more, since we're talking about Fallout: London.

It doesn't have the quest structure of Fallout, since it's linear open world quests with some linear world sections too, but the basic handling of the game (controls, how you late, being kind of jank) feels exactly like Fallout to me. Now, that's kind of bad - nobody plays Fallout because it's jank - but it's got a nostalgic feeling. I actually enjoyed the jank because of that.

Then, it's got the 1960s retrofuturism, more retro than futurism, but still, and it plays heavily into British dystopian themes instead of American apocalyptic themes. And it does that, in my opinion, EXTREMELY well.

So when you talk about Fallout being distinctly American and Stalker and Metro being distinctly Russian (like @Mnutu said), I think We Happy Few fills that same space with being distinctly British (even though it wasn't made by Britons) and is probably a much better game than a British Fallout clone could be. It plays to the themes of that country and its spirit better.

You all should try it. It got a bad rap at the time because of its boneheaded development and it is rough around the edges, but there is a sparkling gem of a game in there. You won't get decision-making/dialogue trees in quests, though, or the "tourism" aspect of Fallout (which is itself a huge chunk of Fallout's appeal).
 
Oh! In my process of installing Tale of Two Wastelands, I had to use their forum. Turns out the guy in charge is 100% what you would expect.

User brings up that most people asking for help get rude and sarcastic responses.

Dev response:
IMG_20231112_105347.jpg
:story:
 
Sounds like he already has a reputation. Does this thread detail any of that?
I don't know. That's just what I heard back when I didn't own the games on Steam. People staunchly against pirating tend to be corporate stooges or Just World theorizing idiots. I understand being iffy about it, I am to an extent, but it's basically shady marketing for poorfags or penny-pinchers.
 
Oh! In my process of installing Tale of Two Wastelands, I had to use their forum. Turns out the guy in charge is 100% what you would expect.

User brings up that most people asking for help get rude and sarcastic responses.

Dev response:
View attachment 5487982
:story:
On one hand, I can empathize with a modder who gets stuck dealing with some very dumb people. I won't go into details, but my dabbling in modding really showed me just how genuinely illiterate and unhelpful (some) people can be when it comes to directions and feedback, not to mention obsessive (had a guy track me to another site just to demand I "release the source code", which didn't even make sense for the mod. Learned to use separate handles after that.)

But on the other hand, modders have some of the biggest egos on the planet, and I can only assume how much worse it gets if your mod becomes as big as TTW and you have your own little fiefdom forum to rule over. Dealing with modders, especially when it comes to tech support, is like pulling teeth for both sides sometimes. Collaborating or trying to get info on making things compatible with bigger mods can be a whole bunch of dramatic nonsense.

Modding is great, but the people can suck.
 
Oh! In my process of installing Tale of Two Wastelands, I had to use their forum. Turns out the guy in charge is 100% what you would expect.

User brings up that most people asking for help get rude and sarcastic responses.

Dev response:
View attachment 5487982
:story:
That dude is not just an elitist but also a SJW cuck. The TTW discord is a disaster.
Honestly, he has only himself to blame that he chose to dedicate his online "career" to trying to fix Todd's mistakes.
well, he did make the mod not work for pirating
and you can probably guess a person's personality from their stance on pirating alone
mine was accurate
Funny thing is that if you have the slightest clue what you're doing, it's easy to get around that, too.
 
Call this a weird observation, but if I understand correctly the holograms in NV were supposed to scan behaviors of the casino staff and guests and replicate them (like with the Vera hologram and the ones in the theater). However I notice the security holograms always put their arms up to their heads and shoot a beam out. If they're supposed to mimic the behaviors of the prewar security then wouldn't it make sense for them to have a holographic police revolver and have the beam come out of the gun?

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Call this a weird observation, but if I understand correctly the holograms in NV were supposed to scan behaviors of the casino staff and guests and replicate them (like with the Vera hologram and the ones in the theater). However I notice the security holograms always put their arms up to their heads and shoot a beam out. If they're supposed to mimic the behaviors of the prewar security then wouldn't it make sense for them to have a holographic police revolver and have the beam come out of the gun?

View attachment 5496546
I think only the Vera ones in the suites and any post-DLC holograms of your companions are actual scans. The rest were pre-programmed to fill specific tasks, including the security guards.
Elijah: "Ghosts... they fill the Villa. More in the Casino... much more. They carry out the functions the dead once did. They cannot be harmed... they only perform the same rote tasks until their power dies. They are of no consequence - except for the Security Holograms, the ones with the silhouettes of the armored Sierra Madre guards."
The Courier: "Why?"
Elijah: "Most Holograms perform specific functions. The Security Holograms, ever since the bombs fell, now perform their function. They will kill anyone they detect. They are immune to guns, weapons, EMPs... even energy weapons. Still, they have limitations. Their design limits their field of view, enough to avoid detection. Each has an emitter - destroy or disable it, and they cease to be a threat. Still... at least they still work as intended. Other technology here is more of a threat to you... notably, the Villa's radios and speakers."
Aside from Elijah's dialogue where he says they fill in for the deceased, I can't find anything that mentions them being copied from actual people instead of just replacing them. Here's this, for example. A pre-war log that mentions the security guards had already been programmed in as an emergency defense mechanism in case of attack.
 
Whenever I play Dead Money I feel like I learn something new to make it easier each time. Today I discovered the power of the Rad Child perk. It almost completely eliminates the need for healing items.
If we're talking NV perks (some of the best perks in a 3D Fallout game) Atomic! is really good for dealing with irradiated sections.

I feel like NV at least had better perks than a lot of the Bethesda titles had, the purpose of perks to me isn't to see a funny number go up but to gain new abilities. Fallout 2, my personal favorite due to its combination of well-made perks, storytelling, black comedy, and unforgiving gameplay, locked in that sentiment that perks are there to give you cool shit instead of giving you a boost in a number.
 
That doesn't sound too bad though. I know 50s Americana is where it all started and you might as well start a new IP in that case but seeing 50s era post nuclear Britain is still intriguing, especially since you don't really see it that much.
In fact, could anyone describe what 50s era Britain was like? I've honestly got no clue about it.
Pink Floyd, - The Wall movie. Literally.
 
Fallout London dropped their Factions trailer
(Do note that they have a sponsor in this video, for whatever reason)
As someone who has been following this mod for a while, I'm going to give you something I believe is a spoiler, feel free to screencap it for when the game comes out:
The leader of the Fifth Column will be secretly working for another faction, I believe it is called Atlas. The are the game's Institute, they're pre war spooks living underground and manipulating events from the shadows like in the pre war days. Even the name "Fifth Column" alludes to this, look it up. You will know Atlas when you see it, the game actually starts in with you meeting them, shall we say.
 
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