That Was A Quick Run

Comment on events and happenings in the Fallout community.
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Hertston
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Post by Hertston »

Phias wrote: 1.Is the setting interesting and well-designed?
2.Do the screenshots catch your eye?
3.Is the concept new or refreshing?
4.What does this game offer me that no other game does?

What the heck, I'll have a go. No doubt Bobbin will be along later.

1. I think so, but unless anyone here is testing it there's no way you pass any reasonable judgement on that until it's released.

"bloke living in post-apoc village leaves it to seek a Garden of Eden Creation Kit to save his people"

See what I mean.. you have no idea until you play :hahano:


2. Personally, I think they look pretty good (the guy who made the quip about 1995 is in serious need of a trip to the opticians). Not the best out there, but whatever your take on SSE they were never going to match HL2 or D3 as some twerp seemed to think they ought to. Good graphics help a game a lot, but gameplay is king.


3. In all honesty, no. It just happens to a concept I really like, as do a lot of other people.


4. It's a new post-apoc RPG. OK, not quite "no other", but how many more (far flung planets aside :giggle: ) are in development right now ? Most good games offer something no other game does, even it's only a different combination of existing gameplay elements. Again, not something you can judge until you play it... it's how it all fits together.
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Phias
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Post by Phias »

That's not necesarrily true. I'll give you the fact that I can't talk from my experience playing the game itself, but I do have experience with other games of it's kind, and they all started out like The Fall has. I was somewhat impressed with some of the screens, but after awhile they became reminiscent of old adventure games, and the graphics seemed to fit them.

Take FOBOS for example. The previews, press releases and screenshots are all amazingly bad, and by them we have an idea of how the game will turn out... shitty.

The game offers nothing new to the genre, it has iffy graphics, the concept is shrouded in doubt and no one has succeeded in proving that the Fall isn't like what most of this community believes it will be- a repetitive, tedious game that we've all played before. Only time will prove one of us wrong.
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Post by Anthony »

I'm too damn lazy to quote, but it was mentioned that someone wondered what would happen were TF to implement a RT/TB option. Well, if you looked hard enough, I'm sure you'd find that there IS that option. With the pause button ability that is in the game, and the charicter scripting(a concept potentially inspired by BG), coupled with an auto-pause option, you have the capability of turn based, and real time if you set scripts and click quick.
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Menno
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Post by Menno »

Anthony wrote:but it was mentioned that someone wondered what would happen were TF to implement a RT/TB option. Well, if you looked hard enough, I'm sure you'd find that there IS that option. With the pause button ability that is in the game, and the charicter scripting(a concept potentially inspired by BG), coupled with an auto-pause option, you have the capability of turn based, and real time if you set scripts and click quick.
I wasn't one of the one's who said that, but usually when developers put in both Real-time and Turn-based systems, either one or the other is a complete tack-on which is done poorly, or both end up sucking badly. It's far better to put forth all your resources in one system instead of appeasing everyone and tacking on things that'll just be table scraps. So with The Fall having both TB/RT, I'm even looking forward to it less than I was before.
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Post by jetbaby »

Menno wrote: I wasn't one of the one's who said that, but usually when developers put in both Real-time and Turn-based systems, either one or the other is a complete tack-on which is done poorly, or both end up sucking badly. It's far better to put forth all your resources in one system instead of appeasing everyone and tacking on things that'll just be table scraps. So with The Fall having both TB/RT, I'm even looking forward to it less than I was before.
So true. For a prime example of stupid RT/TB gameplay, go check out Fallout Tactics. I am much more a fan of devoting your time and effort to making a quality TB or RT game, not appeasing to a few fans of both and releasing a stupid game promising both, and delivering a half-assed half-breed.
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Tayl
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Post by Tayl »

Well, technically TF doesn't have a TB component. It's just realtime that can be paused at any point, and pre-programmable breakpoints that will auto-pause. It seems to be just like KOTOR, plus the addition of the breakpoints that you can set.
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jetbaby
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Post by jetbaby »

Tayl wrote:Well, technically TF doesn't have a TB component. It's just realtime that can be paused at any point, and pre-programmable breakpoints that will auto-pause. It seems to be just like KOTOR, plus the addition of the breakpoints that you can set.
You can set auto-pause breaks in Knights of the Old Republic, as I recall.
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Menno
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Post by Menno »

jetbaby wrote:So true. For a prime example of stupid RT/TB gameplay, go check out Fallout Tactics.
I agree, I just couldn't get into Fallout Tactics [and believe me, I tried hard mainly because of the Fallout license].
I am much more a fan of devoting your time and effort to making a quality TB or RT game, not appeasing to a few fans of both and releasing a stupid game promising both, and delivering a half-assed half-breed.
Too bad you don't own SSE though to change their ways; they're 'TEH GENIOUS' and won't listen to you otherwise.
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Tayl
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Post by Tayl »

True, but if I remember correctly there weren't many of them. Just stuff like 'When character dies' and 'When enemy spotted', right? TF apparently has many more breakpoints that you can set, like 'When character's health drops below 25%" and "When running low on ammo" or stuff like that, along with the aforementioned "After everyone does one action" thing.

Basically, seems like a beefed-up KOTOR system. That's what it sounds like to me, anyways.
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jetbaby
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Post by jetbaby »

Menno wrote:I agree, I just couldn't get into Fallout Tactics [and believe me, I tried hard mainly because of the Fallout license].
Me too. I just couldn't engage with the game. Ugh.
Too bad you don't own SSE though to change their ways; they're 'TEH GENIOUS' and won't listen to you otherwise.
Ahh... if only.
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Post by Anthony »

Well, as is my understanding, the system isn't unlike that of Baulder's Gate. I've played that before, and that sounds exactly how the system is described. I found that system to be quite well implimented, and work with minimal flaws. I say minimal incase someone does know one; I, myself, cannot recall one at the time.
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Post by Mad Max RW »

There's about a million things wrong with the combat in Baldur's Gate. Ranged weapons and magic are pretty much useless when 90% of the monsters you meet are groups of lightning fast kobolds.
Combat breaks down to clicking on what you want killed and waiting 10 seconds.
The added "scripts" takes away the little control you had to begin with.

A lot of people dig those kinds of simplified games, and that's good for them. But a lot of us prefer to use a little more thinking and have actual control on what's going on. Real time doesn't translate realistically to an isometric view. When it's all about hand eye coordination FPS's are the way to go. Having quick reflexes in Baldur's Gate isn't fun, it's a pain in the ass.
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Post by [caleb] »

Mad Max RW wrote:There's about a million things wrong with the combat in Baldur's Gate. Ranged weapons and magic are pretty much useless when 90% of the monsters you meet are groups of lightning fast kobolds.
Combat breaks down to clicking on what you want killed and waiting 10 seconds.
The added "scripts" takes away the little control you had to begin with.

A lot of people dig those kinds of simplified games, and that's good for them. But a lot of us prefer to use a little more thinking and have actual control on what's going on. Real time doesn't translate realistically to an isometric view. When it's all about hand eye coordination FPS's are the way to go. Having quick reflexes in Baldur's Gate isn't fun, it's a pain in the ass.

god i agree with that so much it hurts!
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Hertston
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Post by Hertston »

Mixed feelings on the TB v RT combat thing (this cropped up over at the TF boards as well, BTW).

I like turn-based games, always have done. Thing is though, that the best turn-based combat has always been found in games based around it (XCom, JA2, S2) - where the combat is the point of the game. That doesn't mean real-time can't work as well with combat games - personally I thought FT did it pretty well as did SoA (minority opinions here, I know :hahano: ).

In RPGs it's a little different. Combat is a side-dish, not the main course, and going turn-based can slow things up. IMHO that can (that doesn't mean "always does") be detrimental to the "flow" of the game, and just make playing a chore. KoTOR, which I thoroughly enjoyed (although I'll happily agree it's much more of an interactive movie than an RPG proper) would have been absolutely awful with turn-based combat. The system it has has it's faults, but at least the game can flow, and an improved version of that might well be the best thing for The Fall.
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Post by Rosh »

Hertston wrote:Mixed feelings on the TB v RT combat thing (this cropped up over at the TF boards as well, BTW).
Perfect, I get some straw men to knock down flat. I've been itching to tackle some for awhile, thank you for a good number.
I like turn-based games, always have done. Thing is though, that the best turn-based combat has always been found in games based around it (XCom, JA2, S2) - where the combat is the point of the game.
Noted.
That doesn't mean real-time can't work as well with combat games - personally I thought FT did it pretty well as did SoA (minority opinions here, I know :hahano: ).
Oops, there you go and say something incredibly stupid. "That doesn't mean real-time can't work as well with combat games"? With all the options you've EVER been presented with in TB games, have you seen anything remotely as in-depth or well-designed for RT? No, RT often leads to designs that are simplistic, repetitive, and a chore.

Suggestion for next time, pay attention to your own examples before you say something that stupid again.
In RPGs it's a little different. Combat is a side-dish, not the main course, and going turn-based can slow things up. IMHO that can (that doesn't mean "always does") be detrimental to the "flow" of the game, and just make playing a chore. KoTOR, which I thoroughly enjoyed (although I'll happily agree it's much more of an interactive movie than an RPG proper) would have been absolutely awful with turn-based combat. [Maybe because the combat, at a base level, SUCKED? - Rosh] The system it has has it's faults, but at least the game can flow, and an improved version of that might well be the best thing for The Fall.
Now this is even more stupid. Apparently, the combat sucked in Fallout because it was turn-based and a lot of it...well, that's according to YOUR brand of logic.

Let me correct your ignorance. Imagine of a RPG where the combat was done well AND the speech/interaction was done well. There's no reason for the speech to be good and for the combat to be some half-ass shamble. That puts the focus of it into a munchkin killfest, that is hindered by the speech throwing a veruy different tone to the game. Hey, that sounds almost like how Baldur's Gate was from the beginning, except that it had both poor combat and poor writing. Or, even better, like Planescape: Torment, where the story was well done, but the combat threw the feel all to hell and hindered the presentation of the story.

Simply put, BioWare's brand of Diablo cloning sucks. It isn't a jump-in slashfest, so it doesn't appeal to that crowd, but as CRPGs, they tend to be bland and despite BioWare's newfound fascination with three-dimensional graphics, their writing and design is still very one-dimensional. Fact is, all they have to go for them is the reputation the D&D license brought them.

There's no excuse for a poor combat system or even a half-ass combat system, whether it is the focus of the game or not. There shouldn't be ANY reason for ANY aspect of a game to suck, unless it is of necessary style reasons (like most CRPGs not needing to focus upon graphics, but the interface should still be good). For instance, could you imagine JA2's combat coupled with a Fallout depth of setting and role-playing? It sounds pretty damn good, doesn't it? It doesn't mean that you have to or should wade through tiresome and repetitous combat, which you'll be sick of because it doesn't let you make any real decisions while at the same time it's also not fast enough to prevent narcolepsy. At least with turn-based, people are making decisions. In Real-time, especially in BioWare's manner, they are sitting there, looking at the screen like a mentally vacant sheep.
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