Fallout series

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This, but instead of Kissinger it’s Vulpes.
IMG_2667.webp
Ask and ye shall receive
Vulpes_pity.webp
 
I'm not going to get anymore into this, but I'm really starting to think you just misremembered what was in the video, and now you think it was some massive changes he hid for some reason.
TGS 2010 was September 26 through 29, FNV released October 19th. That isn't even a month of difference between the two. What massive changes could they have done between the two in that short span of time?

You are accusing a FNV youtuber of being both a Liar and a grifter, all over a video you can't prove exists outside of a "reliable discord source", your own memory, and a alleged link on fucking 4chan or 8chan. I think you need to take a step back and rethink if this really happened, or if you got details confused.
I looked back thru my correspondences, and sadly I don't have the link or even youtube name/thumbnail. My understanding is that the video was quickly deleted after TriangleCity was "advised" by one of the hoarder trannies to take it down. However, as of 2022, the video was still on his channel discord, and he admitted personally this was the reason he privated on his youtube page when asked about it. I only came across this information in 2023, full 2 years after the video was deleted. It might still be on his discord, it might be deleted, it seems all traces of it are gone aside from a quick mention in one of his videos I linked. I only know what video my source is talking about because I watched it when it came out, I was religiously going over every single video of his when it came out so I know if even one is not there.

I'm not going to post more because I will risk doxing him, all I know is that I have been getting reliable information from that group so I don't see why they would lie to me now. Frankly, I don't care if you don't believe me, I have proven that he has been hoarding that build and released at least one video on it, so that makes him a grifter who's out for clout rather than a preservationist who genuinely cares by itself if he will not make a full breakdown of that build. Well, he might care, but won't release any video that isn't approved by the hoarder tranny clique anyways, which makes him no different than the rest.


I actually have some vague memory of this too. Forgot all about this guy until the recent videos though.

This happens whenever early build shit comes up. Some faggot hordes it in his secret little discord cabal because it makes them feel special to have exclusive stuff nobody else does.

That being said, if it is just the TGS build it cant have been all that different from release.
I also have only vague recollection as far as the contents of the video, but I know there were differences that aren't documented anywhere where this TGS build is being talked about, they were more significant than "this object or item were added or removed from this location" like you will read in some documentation, and once again I remember that because I was obsessively going over every publicly available morsel of information on the game around that time. Also, it was buggy, really buggy and unstable. It would be interesting to compare notes between the later TGS build and the earlier ones that just leaked, but I guess that won't happen since powers that be still hoard it.

Fallout 3 also does this but people get mad when 3 gets any kind of praise.
Fallout 3 does have good atmosphere and setting, but here is the catch: none of it matters when you fail at proper writing and worldbuilding, which Fallout 3 very much does. You can have a bleak, depressing post apocalyptic setting with slavery, torture and starving orphans all you want but if you build the game like a theme park, nobody will remember those parts. They will remember the wacky lady obsessed with Nuka Cola, the cave full of cussing little kids eating fungus, they will remember how nobody ever explains what people of Megaton or Rivet City eat, they will remember the giant nuke tossing robot that turns the big bad of Fallout 2 into a complete joke or an "antagonist" that nearly every player can talk into suicide no matter how unoptimized or useless their build is. Funnily enough, this is the exact same problem that Outer Worlds has: it has some great worldbuilding at times and it is genuinely a pretty horrifying game when you finally get the full picture of what's going on in Halcyon(especially from "Peril on Gorgon" DLC). Nobody talks about those parts, they talk about the wacky reddit writing, the corporate parody characters, the two dykes that go on a date, or one of the main characters resembling Rick from Rick & Morty. People reach for the lowest hanging fruit, if you want your game to be universally praised you better stick to landing with everything, just like New Vegas and classic titles did. When Fallout 2 has ghosts, talking animals, pop culture references everywhere and genuine Scientologists as a major faction and the game is still revered nearly 30 years later, that's a sign of a well written world, Fallout 3 isn't quite there and the difference here is the quality of writing. Both of these games have a theme park approach to how they handle the experience, but Fallout 2 does a good job of writing worldbuilding and selling the idea that this world really works, even as silly as it sometimes is. If you can't explain what the townspeople eat or what their economy revolves around or even why they live in a ditch with poor drinking water rather than the town ruins next door within the first hour of the game, then people will stop caring pretty quickly and focus on killing raiders and super mutants instead. Hence why Emil just gave up with Fallout 4 altogether because he figured nobody would care about his poorly written world, and he was right.
 
Cause its been 200 years and the capital wasteland should be in a better state compared to the east coast. Even the explanation of "its the capital so they got hit harder" only applies to the actual DC ruins not the whole CW.
To be fair, the Potomac river, and iirc most if not all of the other water sources in Fallout 3, are irradiated to hell. That's the reason Project Purity is such a big deal, without it all the water will kill you. You can then go on to head canon about possible Enclave and even (though unlikely) possible Institute interference. The Institute is confirmed in Fallout 4 to have worked to make sure that the Commonwealths settlements can't unite or grow too large.
 
TGS 2010 was September 26 through 29, FNV released October 19th. That isn't even a month of difference between the two. What massive changes could they have done between the two in that short span of time?
the recent proto release shows that they had several either outdated or still-current art assets that, by the end of development a month later, had been swapped out. all 800+ dialogue lines from ulysses are present, and even the opening town has a bunch of different stuff going on (such as the prospector saloon sign). the survival skill had also not been finished being programmed by the time release was reached, as seen in dev-provided scripts that don't include eit, and also exclude the fallout 3 big guns skill. they even used a lot of bethesda's development methods like batch console cheat scripts and taking all the basic scripts for fallout 3's development.

anyone who has knowledge about fallout modding would have a field day cracking open these two releases' esm files and going through alterations.
 
fallout is the only entry in the series that really captured the darkness and desolation of the post apocalypse. I remember in the middle of traveling the map stopping off at some random beach. Not even a random encounter. Quietly listening to this

https://www.youtube.com/watch?v=EaRiY7WkMhw&list=PLC0C2A6BCA6040BC8&index=2

and sitting and relaxing just as if I was a traveler in the game itself resting at a quiet deserted uncharted beach lost in the middle of nowhere taking a brief respite from a journey through an vast uncharted desolete nowhere. Just sitting and watching the pixelated water lapping back and forth next to a pixelated animal skull and looking across the ocean just wondering what horrors lurked beyond the distant horizon.

No other game in the franchise since has drawn me in the same way. Every other game increasingly feels like a post apocalypse amusement park ride in comparison.

Even New Vegas. I don't like nearly as much as the original. Yeah it tries more than the other entries and it has some clever ideas but the drama feels like something a committee or a college student would come up with for a creative writing homework assignment. You can feel the trademark obsidian uptightness start to creep in. And the writing has tons of holes as well, just not as obnoxious as bethesda. Plus I generally find western cowboy settings to be bland. With only a few standouts like RDR impressing me.

In away its quite like diablo where the only truly good one, aside from being a casino simulator was the original most people barely know about..
I liked how the burgeoning of a redeveloping world is showed in 1 and then 2 shows the culmination of it, though the inclusion of places like Vault City and New Reno feel like a few steps were skipped. Vault City having no ties to the Enclave, even indirectly, felt a missed opportunity, especially given the Enclave were the ones who gave them the all-clear to emerge from the Vault to begin with and it would've been within the lifespan of the first overseer who would've known about the US Government/Enclave. The current Overseer during the events of 2 could be in the belief that the Enclave has plans which involve them, but then could be made privy to their actual plans involving the FEV which'd just wipe them out too, which'd possibly help encourage closer ties to the NCR or something.

In a similar vein my only criticism with the first game is a subjective one regarding the climax. I feel the conclusion/satisfaction is weaker as a consequence of splitting up the Master and the Mariposa base. You can blow up the Cathedral first with the master then you have to do Mariposa after, when the Master feels like he ought to be how you conclude the game so you have to ignore the Cathedral to do the much harder Mariposa then go back to finish things in a satisfying way. From a design perspective, given you can initiate Mariposa's self-destruct without ever speaking to the Lieutenant maybe they didn't want players to miss out on the interaction with him or The Master potentially were to put him there, but at that point you make it so the self-destruct is being actively blocked by The Master's control over Mariposa's systems and need to kill him to activate it, or convince him into doing it himself like you can at the Cathedral. You could keep the Cathedral still, and make its completion necessary for finding where this secret military base is in the first place, maybe off of the Lieutenant's corpse or something. It's encoded via a means only the Brotherhood can decipher, but the means to decipher it are somewhere in The Glow? But yeah it's just a personal preference.

Fallout 1's atmosphere is overall stronger than 2, I agree. It has this sort of goldilocks zone where it maintains player immersion all throughout whilst also never taking the player out of it. It's more feels-based than anything I can describe precisely, but I can only call it authentic.. It's reminiscent of something like Arcanum or Gothic 1, Mass Effect 1. A lot of games can achieve this, but it's typically fleeting. It doesn't mean the game is declining in quality or its becoming less immersive necessarily, it just means some interaction or aspect of the world you interact with (a mechanic, character, location, characters) just whittles off some the strong tone it otherwise had. Fallout 3 for example I feel has this authentic feel from the opening until about 5 minutes after stepping outside the Vault. Megaton is explanatory when broken down but few people ever point out Lucas Simms being dressed like a Wild West Cowboy complete with Sheriff's star bearing his name makes him a walking talking immersion breaker. These elements provoke a subtle feeling that disconnects you from the world, before you reconnect again like dropping bars or trying to connect to weak wifi. Authentic is when this signal never falters at all and you're kept neck-deep in the world/narrative for the entire duration. I take issue with the Master not being at Mariposa, but going there after dealing with the Cathedral or vice versa doesn't affect the immersion or take you out of it.

Fallout New Vegas is good at fostering immersion. Every location and settlement has some reasonable explanation for basic bitch writing questions (Number one being: What do they eat? Most settlements have a farmer or trader passing on through alongside a domestic product/service which facilitates the economy and answers how they're able to purchase food if they don't produce it themselves at least) but it arguably lessens the intensity of player immersion within it's opening minutes. Doc Mitchell and the character creation isn't authentic, right? It's diegetic, but it's not terribly immersive given you're put into the world but then get taken out of it to customise your face, and then similarly pick out your special stats on some frankly nebulous machine he happens to own that somehow calculates your luck. He hands you a computer just to look at your own face. Fallout 4 did use a mirror too but the whole process of designing your character appearance in the game world itself is always immersion breaking, never mind the fact you open on a face that has already spoken thus tethering that particular voice to that particular face. I think I'd give Fallout 3 props for having the best character creation/stat creation process of all the 3D games and that's a hill I'll gladly die on given I doubt nobody cares enough to fire a shot.

New Vegas also does have good/decent writing. I don't know of any one particular instance of it being bad. The Legion is weaker than the NCR but I feel their reputation as the "bad guys" means you don't usually see good-faith discussion of Caesar's objectives/philosophy and see more people unironically rate The Master as being less evil than Caesar is. But the Legion's lack of comparable development (which still has them make more sense and show greater consistency than The Institute from 4) shows why trying to depict a multi-faction war/conflict is difficult to say the least. FNV's writing is as strong as it is because if they attempted to transplant a similar number of internal issues and competing factions observed in the NCR over to the Legion, they probably would've had to sacrifice elsewhere.

IRL stories written by a sole writer are typically stronger than those written collaboratively or in a writer's room. They're aware of all the individual elements of the story, can pick up on flaws in need to fixing, and know it inside and out due to their level of involvement in its creation. This level of intimacy is absent from those with multiple writers since they're not the sole moulder of the setting/story so need to be considerate of adjacent writers. The guy writing the Khans might've had a sick idea of Papa Khan taking the place of Lanius or something, but it's not something he can write given he can't step on the toes of what other writers have come up with, not without permission first at least. A team of multiple writers can also possess a weak link who, even if their consistent in their bad quality, will often be spared from being harshly criticised or even suggested alterations out of fear of making the process awkward, wishing to avoid conflict, or just not giving a crap because this particular story isn't really yours at the end of the day. Fallout New Vegas had a team of good writers, but the number of writers working collaboratively on a project regardless of quality has a downward correlation of cohesion hence why Fallout 1, with primarily Tim Cain laying the foundation and then others building on top of it, maintained a consistent cohesion which in turn helped create an overall stronger, much tighter narrative. New Vegas being similarly built on top of Van Buren stuff probably helped a ton with its quality since it similarly provided a foundation to build on top of.

Fallout New Vegas has a litany of solo-writer stories that were great which typically rose above the rest as highlights which earn FNV its praise. The story of Randall Clark was done entirely by John Gonzalez. He was also the narrative designer, wrote Mr House conceptually and all of his dialogue, and he wrote Caesar's dialogue which is otherwise the only aspect of New Vegas where you can comprehend that the Legion isn't just some generically evil faction.

Absolute fucking tragedy he's been forced to work on nothing but shite these past 15 years, 9 of which were at Guerrilla Games where he worked on that living mound of Ubisoft-tier excrement that is the Horizon: Zero Dawn franchise. I sincerely hope the position was more figurehead, or the foundation/world/setting was just fundamentally unsalvageable. Then again, his strongest writing is individual characters and not main narratives/factions. It's not the first time I've seen this either. Emil Pagliaro displays some measure of competence when he writes quasi-religious factions that occupy a small part of an otherwise larger world (Dark Brotherhood in Oblivion) so when you try to elevate him to main quest writer/setting designer that stuff just strangles the plot. Starfield's potential was actually ruined by it needing to fit Emil's narrative and religious focus, where the attempted design of a subdued world ("Nasa-punk" i.e. The Expanse but worse) is thrown out the window for space magic, mirror universes, and own-fart-smelling attempts at existentialism. He was also probably responsible for the Bible passage being central to the plot in Fallout 3. If Gonzales is good at writing individual characters and narratives, then what he needs is to be kept as far as humanly possible from writing a voiced main character with zero player influence, since it results in the plot becoming so highly dependent on how Gonzales wrote the character it just drags any story potential into the gutter. Though Alloy was created collaboratively so Gonzales might be entirely to blame.

Hopefully at Obsidian he'll prove the last 15 years was just a rough patch. M. Night Shyamalan released nothing but straight shit for 16 whole years after Unbreakable, but then he put out Split, a solid flick. It's been nothing but shit after but maybe Gonzales can have a similar flash in the pan. They no doubt re-hired him back at Obsidian to work on their next name: Fallen Pillars: A Pillars of Eternity story

TLDR: Fallout 1 is completely cohesive from beginning to end, and never disrupts player immersion once they're in-game. 2's fourth wall breaks, meta humour, references, and so on weaken the cohesion. New Vegas lacks 1's cohesion due to its largely collaborative nature combined with its some diegetic gameplay inclusions which also - though not as strongly - weaken immersion. Elements with sole writers from start to end which can exist independent of other writers typically display the highest quality, since they're both invested but also completely intimate on every element of what they wrote both inside and out, with onky concessions to alternate playstyles, objectives, and other characters within the collective narrative possibly factoring in. Though a shit writer will still produce a shit story if they're writing solo, and can typically only be apart of middling stories if involved in a collaborative environment by virtue of the other writers uplifting them.
 
the recent proto release shows that they had several either outdated or still-current art assets that, by the end of development a month later, had been swapped out. all 800+ dialogue lines from ulysses are present, and even the opening town has a bunch of different stuff going on (such as the prospector saloon sign). the survival skill had also not been finished being programmed by the time release was reached, as seen in dev-provided scripts that don't include eit, and also exclude the fallout 3 big guns skill. they even used a lot of bethesda's development methods like batch console cheat scripts and taking all the basic scripts for fallout 3's development.
They've been doing performance passes up until last minute(and well past release too, content got removed over time to make space for memory that DLCs need to function). This means even a prototype from several weeks before release will have vital information on it, even something like debugging info specifically written for the TGS presentation in this one particular build would be an interesting find.
 
the survival skill had also not been finished being programmed by the time release was reached, as seen in dev-provided scripts that don't include eit
Huh. I always figured Survival was developed later since it's the only one not affected by Good-Natured and the fact that Dead Money contains one of every skill book except Wasteland Survival Guide.
 
Triangle City is currently going to contact chris avellone, heres the questions he will ask him
Okay can anyone add anything to these questions for Avellone? Or additional questions I should ask
  1. did he go through substantial rewrites/restructuring in the geck? in one line he says he won't follow the player to the east end of the Colorado. another line he's with you at the fort.

  1. did he have specific location/event triggers to progress his quest, or was it some kind of "token" system like arcade. if so, what kind of things would he react positively/negatively to?

  1. "Never seen someone so eager to change history. Wouldn’t miss it for the world. New world. I’m with you, always have been. First it was just curiosity, now it’s more than that. I think it’s time we erase the old world from the stage once and for all. Let it go back into the history books, where it belongs." this is a lovely set of lines, would this have acted as the conclusion of his arc, or one of the potential conclusions? where in the world would his final conversation take place? after the dam battle is triggered?

  1. how would the player go about convincing ulysses to side with a different faction/go against the legion. is it just that their personal relationship grows and ulysses becomes inspired to follow the player's faction of choice, or did we have to debate him? he's very legion faithful when we first meet him, although maybe there's a glimmer of doubt there.

  1. clinging to old world symbols and history seems to be ulysses main character flaw, as well as some personal shame for his tribal identity. can you expand on this? one of his ending slides involves him returning to the hill over nipton, eventually abandoning his duster and flagpole. was this the outcome for not completing his quest/not travelling with him?

  1. do you remember much of ulysses' ending slides, or just his broad outcomes? if so, could you clue us in?
 
Here me out for a idea let me COOK here.

Fallout ROUTE 66.
You get to DRIVE atomic battlecars in the game mad max style and its going to have some libertys to make sure its not to empty but your goal is to reach the BIG LA CITY starting from the beginning of Route 66 and making your way over there.

As for the story and everything else, IDK. but like tell me traveling down the route for your life would not be SUPER fun.
 
Huh. I always figured Survival was developed later since it's the only one not affected by Good-Natured and the fact that Dead Money contains one of every skill book except Wasteland Survival Guide.
survival is also buggy; the skill incorrectly increases the negative effects of food and drink as you increase it. it's suspected it was probably meant to be the inverse. a low survival skill results in high negatives and low positives, and as you increase the skill the values should be inverted, not the same. specifically, the cheat to max out all character s kills from the 1-month prior build does not max out survival, but DOES have big guns removed and small guns has been renamed to guns, meaning they had already combined the skills, but survival wasn't in the list even a month before release in their cheat script. it would be a huge pain in the ass to always have to type player.setav survival 100 in addition to your cheat batch file, instead of just adding that to your batch file.

They've been doing performance passes up until last minute(and well past release too, content got removed over time to make space for memory that DLCs need to function). This means even a prototype from several weeks before release will have vital information on it, even something like debugging info specifically written for the TGS presentation in this one particular build would be an interesting find.
i'm looking forward to how many minor clutter and NPC restorations go into that big cut content restoration mod. this whole find is extremely valuable for the mods that aim to give players the developer-intended vanilla 'plus' experience.

just started lonesome road and holy shit ulysses is the kojimaest motherfucker
good news, all of his vanilla companion dialogue was found in-tact (though mostly voiced by text to speech it seems, nothing some AI can't fix) in a pre-release build just recently. there will for sure be a new ulysses companion mod including even MORE discussion of the bear and the bull coming soon to a nexus near you.
 
I haven't finished this yet, but it's amazing how good it is for being in SFM. SFM is such a amazing dogshit program, it suffers from so many issues that valve never bothered to fix and never will, but this one crazy South Korean can use it to make all of this. If he ever moves over to blender, everyone is fucked, he will be unstoppable.
I finished it and my God is it glorious. Wish he'd do one that focuses just on Rangers, perhaps an early battle between the NCR and Legion that starts with the Legion butchering a few unlucky NCR troops and then the Boys in Black show up and wipe them out. I got a fever and the only cure is more Brush Gun.
 
a low survival skill results in high negatives and low positives, and as you increase the skill the values should be inverted, not the same.
I really wish JohnnyGuitar made the alcohol fix optional like some of the others. I've never got "The Whole Sad Story" from Dead Money because I can't get my INT low enough without rolling a low INT character.
 
Huh. I always figured Survival was developed later since it's the only one not affected by Good-Natured and the fact that Dead Money contains one of every skill book except Wasteland Survival Guide.
I figured Survival wasn't good natured because most of it relates to cooking animals more effectively. Murder is still murder, even when done to the wildlife. As for Wasteland Survival Guide, it makes sense it's not in Sierra Madre since the book is printed and distributed on the other side of the country, 200 years after the bombs. It barely makes sense for it to be in the Mojave in the first place and if it wasn't for the NCR, it wouldn't.
survival is also buggy; the skill incorrectly increases the negative effects of food and drink as you increase it. it's suspected it was probably meant to be the inverse. a low survival skill results in high negatives and low positives, and as you increase the skill the values should be inverted, not the same. specifically, the cheat to max out all character s kills from the 1-month prior build does not max out survival, but DOES have big guns removed and small guns has been renamed to guns, meaning they had already combined the skills, but survival wasn't in the list even a month before release in their cheat script. it would be a huge pain in the ass to always have to type player.setav survival 100 in addition to your cheat batch file, instead of just adding that to your batch file.
I actually like that you get negative effects amplified as well. It makes sense, you get more drunk from Whiskey, you get a worse hangover, it's also neat balance wise since it forces you to double down on using an item with negative effects. Survival was only introduced late in development after Big Guns were removed, this means that they had to sloppily remove all references to the skill and introduce all instances of Survival at the last minute(for example, Milsurp Review changed from being a Big Guns magazine to a Guns magazine, US Army Flamethrower Recipes still work and add to the useless Big Guns skill if you somehow spawn it btw).
 
For context, SODAZ is mainly known for his Warhammer 40k fan works, which made up 95% of his popularity, Games Workshop (GW), a British publisher that owns the Warhammer 40k IP, forcibly pressured SODAZ to join the company and to delete all his 40k films during a series of crackdowns by GW on fan works, such as the fan series Astartes. After SODAZ agreed in public, GW soon ghosted him, leaving SODAZ to deal with mass backlash from fans accusing him of "selling out." SODAZ left GW out of anger and gave up animating 40k films due to copyright threats and pressure from an extremely toxic community, to the point where he almost gave up animating as a career. Ultimately, SODAZ pursued animating fan films of other game franchises that interested him and rebuild his channel from there with Titanfall, S.T.A.L.K.E.R., and Halo. With the release of his effort-heavy Fallout: New Vegas fan film, it's amazing his SODAZ managed to bounce back from rock bottom.
Was going to post the SODAZ video but you did so much more work than I would have with this post. Hell I missed most of context regarding SODAZ and only got the cliff notes, leading to me posting what I know now as very poor assessment to the SODAZ situation.
 
there will for sure be a new ulysses companion mod including even MORE discussion of the bear and the bull coming soon to a nexus near you.
I swear if they mod more Ulysses into the game instead of the cut bit where you get in a drinking contest with Cass that ends with you getting a Vegas wedding officiated by The King I'm gonna throw a brick.
 
I finished it and my God is it glorious. Wish he'd do one that focuses just on Rangers, perhaps an early battle between the NCR and Legion that starts with the Legion butchering a few unlucky NCR troops and then the Boys in Black show up and wipe them out. I got a fever and the only cure is more Brush Gun.
The charge tactics the NCR uses for some reason would make more sense if it was the Legion because their grunts don't have guns.
Show the ones that get close enough pulling out that MMA shit to disarm them and kill them with their own weapons.
love that stuff
 
I HATE GAMES WORKSHOP FOR CANCELING ITETTS

Fucking cucks are the least pro art, anti publicity retards on the planet
 
Huh. I always figured Survival was developed later since it's the only one not affected by Good-Natured and the fact that Dead Money contains one of every skill book except Wasteland Survival Guide.

Good Natured lowers all five combat skills by 5 points and raises five non-combat skills by 5 points in compensation: Barter, Medicine, Repair, Science, and Speech. Lockpick, Sneak, and Survival are not raised. This makes sense because Tim Cain explained in one of his videos that the original Fallout's traits were essentially supposed to take the Advantages and Disadvantages from GURPS and simplify things by eliminate the need to take a Disadvantage to buy back enough character points to buy an Advantage by simply pairing an Advantage with a Disadvantage in a self-balancing way, and taking away 5 points each from five skills and giving you 5 points each in eight other skills for a net gain of 15 points cannot be described as "balanced" in the same way that a net gain of zero points can.
 
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