The Chosen Juan said:
Did you guys get to drink a lot of BAWLS at PAX?
(Note: BAWLS is the "official-unofficial" drink of the Penny Arcade Expo)
Oh man I wish. Free BAWLS used to be everywhere at PAX, and the sound of an empty BAWLS bottle clattering over a concrete floor was ubiquitous. Unfortunately since PAX moved to Seattle there's some mandatory vendor deal with the convention center that prevents any private food and drink sales. So no more BAWLS.
UncannyGarlic said:
I'd like to hear Chad's view as to how VATS equates in any way to turn-based, I don't think the facts are in his favour but hearing what he has to say about this and VATS in general would be interesting.
It's probably not too likely that Chad's going to come comment here, but I'll take a crack at interpreting his comment since I've known him for a while. He said: "I was surprised how much I liked VATS, which did a lot to soothe my irrational longing for turn-based combat."
...Not exactly "VATS = Turn-based." I think what he was trying to say was that he was of a mind that Fallout couldn't work without turn-based combat, but after he tried VATS he found it wasn't as bad an alternative as he was expecting. That's as far as I'll interpret.
UncannyGarlic said:
Do you have some more specific things that made it feel like Fallout when wandering around? You liked being able to get yourself killed in dialogue and the look of the lasers but if you have more specifics that'd be great (this stuff isn't always easy to put into words, just fishing for more info).
It's difficult to put into words. I like the way the raiders looked, very slap-dash and dirty, but with that 80's S&M Road Warrior vibe. Gone is the insane bloom of Oblivion and the wasteland is very washed-out and desolate. I expected to hear the booming peals of their orchestral soundtrack but for the most part I don't remember the music, it was mostly minimal and nestled in the background. I liked the way the walls of Megaton looked, they reminded me of Junktown. I enjoyed the number of dialogue options I had with most NPCs and the ability to run the gamut between boy scout and jackass when speaking to them. I almost forgot one of the things I liked most: ammo was scarce. In the version we played, we usually had enough 10mm ammo, but anything else seemed quite hard to come by. I feel this is likely to change in the final version however, as the demo was played with a hacked character who had a lot of weapons and items he shouldn't have.
UncannyGarlic said:
If I remember right you said that you liked VATS better than you were expecting, do you think that it has long term appeal? Do you think that the cutscenes will get boring after dozens of hours of play?
I did like VATS better than I was expecting, but then again I was expecting to hate it. I do think the cutscenes would begin to wear on one after a while, and I asked someone if they could be skipped or turned off in the options, but he didn't know (Todd and Pete weren't present for our play time) though the cutscenes were certainly entertaining, and they're also a lot more gratifying when you're the one playing the game instead of just watching
UncannyGarlic said:
Also, if you don't mind, what do you and your friends think about Oblivion (if you've played it)? I ask not so that you can be assaulted for loving or hating it but simply to get an idea of what types of gameplay you guys like.
We've all played Oblivion. I've actually played all the Elder Scrolls games since Arena in 1994. When I first got Oblivion I hated it for pretty much every reason you can come up with. About a year later I came back to it armed with the Oscuro's Oblivion Overhaul mod, which in my opinion made it playable. It removed level scaling, changed the economy and a ton of other things in the game. I regarded them as "fixes" and was thankful that an SDK existed. There was still the problem of the crummy story, repetitive Oblivion gates, AI bugs, the fact that your character could be everything to everyone and the world didn't change a bit based on your character's actions. But I still logged considerable time with the game, and particularly enjoyed the Dark Brotherhood quest line, which was a little gem of storytelling, dialogue and intrigue nestled in an otherwise unremarkable game. When I heard they'd taken the guy that wrote that storyline and put him in a position of importance in Fallout 3, I was cautiously optimistic.
I'm not going to carry on the Troika/Arcanum/VTM: Bloodlines debate, as
de gustibus non est disputandum and all that
ookami said:
I really don't understand this sentiment. FOPOS was technically a Fallout. I'd much rather have had no Fallout at that time than that stain on the franchise. But it's easier to ignore POS because it was just a spin-off. Bethesda seems to be making a rather decent Fallout spin-off (which would be a positive thing for the franchise), but undeserving of the sequel title (except in the legal terms). A spin-off style game named as a sequel is not something good for the series.
I try not to acknowledge POS' existence as a Fallout game. I see your point, but I don't think there's really a comparison between a shitty budget title cashing in on a license and someone actually trying to make a decent sequel.
And I do believe Bethesda are trying. I don't think they're sitting in a room somewhere counting money and laughing maniacally, coming up with ways to deliberately piss off the Fallout fan base. There are going to be lots of things about Fallout 3 that I don't like, but then, if someone gave me a ton of money and developers and writers and told me or Brother None or Killapp or UncannyGarlic to make Fallout 3 10 years after the fact, I'm sure there'd be plenty of things people wouldn't like about it, which is why I'm willing to cut Bethesda a little slack and hold out hope that I wasn't being lied to about the SDK.
