Apologies if this has been done before.
Amidst all the belly-aching (largely deserved, probably) about the upcoming Fallout 3, I thought it might be fun to look back on some of the more questionable directions they took with Fallout 2.
At the time, I didn't care. I was a youngster and I was just happy to have more Fallout. And you know what, I had a blast with the game. And it was great by any standard. But now I'm at a more discerning age, and I can't help but be a little more critical of it.
First, making the PC a "tribal". A big part of the appeal of Fallout was that you were an outsider, leaving the sterile vault for this untamed wasteland. That works a lot better than the other way around, which is the direction Fallout 2 took. Plus, it creates some gaps in logic within the framework of the game. For instance, you can tag small guns and dump all your points into it at the start, but how could you have that skill?
Not to mention that the whole notion of the Vault Dweller founding a settlement of jumpsuit worshipping voodoo caveman dirt farmers is pretty lame. Come on, MY Vault Dweller went on to bigger and better things than that!
Moving on.
Talking Deathclaws. Were these needed at all? I suppose Fallout 1 alluded to it, but FO2 took it too far.
Wannamingos. Well, they're just a critter, so I don't have a huge problem with them.
New California Republic. It arguably makes sense in the game universe. Fragmented societies will eventually congeal to form regional governments. That said, the introduction of powerful political entities significantly hurts the "wasteland" feel. This is why I prefer the part of the game before you get embroiled in the political business between NCR, Vault City, Redding, and New Reno. It just brings too much civilization to the game.
San Francisco. If NCR is too civilized, San Fran is friggin' utopia. Sticks out like a sore thumb. The Hubologists just make very little sense to me, as do the chinatowners. Even as I was playing the game the first time, I was like "what?"
Anyway, don't get me wrong. The game did most things right. The Enclave works. Klamath, the Den, Modok, Vault City, Gecko, the Sierra Base, and New Reno were all near flawless chucks of Fallout. It was great fun to go back to Vault 13, 15, and the Military Base.
But I would have done a hugely different game, if I was in charge. That is a thread for another time, however.
Thanks for listening.
Amidst all the belly-aching (largely deserved, probably) about the upcoming Fallout 3, I thought it might be fun to look back on some of the more questionable directions they took with Fallout 2.
At the time, I didn't care. I was a youngster and I was just happy to have more Fallout. And you know what, I had a blast with the game. And it was great by any standard. But now I'm at a more discerning age, and I can't help but be a little more critical of it.
First, making the PC a "tribal". A big part of the appeal of Fallout was that you were an outsider, leaving the sterile vault for this untamed wasteland. That works a lot better than the other way around, which is the direction Fallout 2 took. Plus, it creates some gaps in logic within the framework of the game. For instance, you can tag small guns and dump all your points into it at the start, but how could you have that skill?
Not to mention that the whole notion of the Vault Dweller founding a settlement of jumpsuit worshipping voodoo caveman dirt farmers is pretty lame. Come on, MY Vault Dweller went on to bigger and better things than that!
Moving on.
Talking Deathclaws. Were these needed at all? I suppose Fallout 1 alluded to it, but FO2 took it too far.
Wannamingos. Well, they're just a critter, so I don't have a huge problem with them.
New California Republic. It arguably makes sense in the game universe. Fragmented societies will eventually congeal to form regional governments. That said, the introduction of powerful political entities significantly hurts the "wasteland" feel. This is why I prefer the part of the game before you get embroiled in the political business between NCR, Vault City, Redding, and New Reno. It just brings too much civilization to the game.
San Francisco. If NCR is too civilized, San Fran is friggin' utopia. Sticks out like a sore thumb. The Hubologists just make very little sense to me, as do the chinatowners. Even as I was playing the game the first time, I was like "what?"
Anyway, don't get me wrong. The game did most things right. The Enclave works. Klamath, the Den, Modok, Vault City, Gecko, the Sierra Base, and New Reno were all near flawless chucks of Fallout. It was great fun to go back to Vault 13, 15, and the Military Base.
But I would have done a hugely different game, if I was in charge. That is a thread for another time, however.
Thanks for listening.
