Bethesda Vs. Black Isle: Sex, Brats, And Addiction

Brother None

This ghoul has seen it all
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XCGN compares the originals with Fallout 3.<blockquote>Humour:

Bethesda has managed to maintain the sadistic vibe and humour that was so often seen in the originals. Even when characters explode into thousands of splattered waste bits using VATS or when the cruel (even sometimes sick) actions are thrust upon your character, Bethesda use humour as a way to mask the horrible actions that are being depicted in the game.
(...)
Lack of sex:

In Fallout 1+2 at least you could choose to sleep with prostitutes. This is an adult game, so maybe a GTA-like screen could have been implemented for the women that are in the game (slaves included). Maybe if they’d put some of the perks in such as with the Karma Sutra Master, although it’s wrong (much like everything in the Fallout post-apocalyptic world), it would give you a title to go by, along with a few women for the night. Wink wink nudge nudge. (Ed’s note: I’m going to tell your girlfriend…)</blockquote>Thanks Ausir.
 
Why do they want us to accept it as a substitute?

It worries me that more games will follow with this...bastardization. I like the VATS mode, but I weep for the turnbased combat loss.
 
Turnbased has been dead in AAA American releases for years, man, where you been? Turn-based is strictly Euro-indie now, even in tactical games (which makes no sense, since TB is simply superior for most type of tactical strategy (y'know, JA-type) or TBS game).
 
I have been under my rock, where else?

No, but srsly. I know the state of TB combat (in RPGs), but I still miss it. And I really miss it in Fallout.
 
TheRatKing said:
Well, except for grand strategy games like Civ4.

And King's Bounty, which can be considered an RPG of sorts, but not an AAA title.

Also in the vein of JA, you have Silent Storm and its spinoffs. Seems like most of the decent turn-based games are coming from Russian devs.
 
Ausir said:
Actually, they did call that mode "continuous turn based".
The day I call tactics combats "Turn based" (in the sense of real turn based JA/Fallout 1/2 like) combat I will hit my self with a hammer in the head. It had some TB gameplay next to real time. But it was shortened in favour for real time.

Fallout 3 had nothing from Turn Based combat. And I miss this kind of gameplay cause even in modern times it could be done very well. It has not "died" it has been murdered by the AAA industry.
 
Wait. They couldn't find a decent atmosphere piece from Fallout 3 to match Fallout's power armour helmet and had to use Fallout 2's?

Did anybody else have to do a double-take there?

EDIT: This article is full of stuff like that, actually:

Drugs and their original names: [..] Bethesda just changed the drug names for all regions back to those of the originals, which in turn allowed for a more authentic Fallout experience.

No, they didn't. They made up names to match those of the originals for the real life drugs they originally intended. They used some of the original drug names, too, but those never were being complained about in the first place.

Humour: Bethesda has managed to maintain the sadistic vibe and humour that was so often seen in the originals [..]

Not quite. Even if you LIKE Bethesda's approach to humour, you'd have to agree that there's a difference between the "Haha, just serious" approach of Fallout 1 (and, to a lesser extent, Fallout 2) and the downright surrealist satire in Fallout 3.

Action Points - VATS: Bethesda keep the turn-based combat which was so vital to the isometric Fallout games before, although this time the combat is far easier than in the previous titles.

Reading this, you might believe Fallout 3 used the same system Fallout 1+2 used, just with easier controls (say, an aim-lock for clicking on your opponents, or big shiny buttons for things like aimed shots, burst mode etc). Once again a reviewer who thinks the "turn" in "turn based" is defined as "it's my turn now", i.e. Matrix-style pause mode. Note how the enemies "turns" in VATS are non-existent and "turns" in the game are not sequential.

Risky Exploration: The traveling system is no longer risk free like in Bethesda’s previous title Oblivion, with certain areas being no-go zones until you are far stronger. This is extremely similar to what Black Isle had in place and ensures that when exploring you don’t venture into parts of town that are far too dangerous such as Washington D.C until you are strong enough.

Say what? BIS kept you from venturing into parts that are far too dangerous? Disregarding that Fallout 1 was made by Interplay, not BIS, neither FO1 nor FO2 prevented you from going to the military base / Navarro and getting your ass handed to you. Arguably, this may be true for FO3, but then this is a moot point as there would then be NOTHING in place in BIS's and Beth's games and you can't really copy a nothing. Badly written or just patent nonsense?

Dogmeat: Our beloved canine friend makes a return. Although lacking in sophisticated AI [..], he is still adorable and it is a nice feature to have him back in the game.

Right. Because Fallout only ever was defined by Dogmeat, right? Fallout 2 was often criticised for being more of a theme park than a consistent setting, but Fallout 3 seems to try and be better and greater at EVERYTHING, even at being an inconsistent collection of Fallout memorabilia. At least Dogmeat's appearance in FO2 was somewhat justified.

Buddies: The opportunity to buddy up with someone is once again available and it’s always great to have a friend in need who’ll follow you around.

From what I remember, Fallout 1 had such a crappy party system because it wasn't intended to have one and the hack-job was added as a last minute decision. In fact, neither the endings in Fallout 1 nor in Fallout 2 really expected you to take any companions -- and most importantly neither game forced you into it. The core concept here is being the Lone Wanderer -- and that's why Dogmeat worked so well in Fallout 1: it's just a random mutt you picked up and who WILL die eventually because he's just so weak and defenseless. You get attached to him for sentimental reasons, not because he's cool to have around.
 
Ashmo said:
that's why Dogmeat worked so well in Fallout 1: it's just a random mutt you picked up and who WILL die eventually because he's just so weak and defenseless. You get attached to him for sentimental reasons, not because he's cool to have around.

I wept when he died. No seriously, I restarted the game at least 10 times trying to keep my pooch alive. Damn raiders...
 
Leon said:
Ausdoerrt said:
I can't believe all the people who find the humour in FO3 funny.
I can't believe all the people who find humor in FO3.

Well, "Welcome to Megaton. The bomb is perfectly safe, we promise." did make me smirk. It also made me uninstall the game 3 minutes after. :shrug:
 
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