A
Arin Matthews
Guest
Fallout New Vegas has a large selection of cool weapons but no Tommy Gun.
It boils down to taste and tradition, I think, and as stodgy as the die-hard old fans can be, most I've had this discussion with chalk it up more to the former than the latter. The design of F1's guns was inspired more by pulp than by any sort of weapon enthusiasm, and it helped lend to the comic-serial, divergent-timeline feel of things. With so much setting dilution having taken place in the franchise, a lot of people are wary of anything that makes Fallout feel more like it could be our ruined future rather than its own ruined future, no matter how small or seemingly innocuous.
For my part, I didn't have much of a problem when more realistic weapons started showing up (and even as early as late-game F2, we were getting what were essentially modern real-world prototypes dropped into the game under slightly different names). My issue is simply with the sheer number of redundant weapons (and as of F3 and beyond, the profusion of uniques). An endless menu of combat options and niggling weapon stat details were never what the series was intended to be about. I couldn't care less whether I'm blowing some guy's face off with a fictional pistol or something straight from the Springfield Armory catalogue, as long as the opportunities I get to leave it in my holster and use my words or my wits are just as frequent and robust.
Sneak and Steal were merged in F3 which actually makes very little sense, one is a skill of staying out of sight and the other one is reaching your hand in their pocket and taking their stuff without them noticing.I also think sneak and steal could be merged too!
While I prefer Fallout 3 to New Vegas, I am SO DAMN GLAD they merged the big guns and small guns skills. It never really made a lot of sense anyway, because comparatively speaking, there were only a few "big guns" anyway.