Eh? You mean, of all the fights the game pulls you through, you never ONCE noticed the aggressive orchestral music? Should I torrent the OST and link it for you?
Reading the back-and-forth with KoC makes me interested in his other arguments...
Mixie wrote:you really can't hit the plot too hard
As they said, the first two were on discovering the world. The whole "dad" and "purifier" concepts lay down this... invisible path with invisible walls. Whether or not you comprehend it, you're still following that directive no matter where you are; 1 & 2 didn't specify a lifelong pursuit, but rather one specific goal of relative significance that didn't bear down as an overtone like FO3 did.
Mixie wrote:if you have a high end machine. . . becomes stable, and playable.
While I agree that correcting the software's imperfect form is more than necessary, I would argue that "playability" (if such a word exists) comes more from content than from ease of operation. All the same, it is the task of amending this particular variable that has had me periodically updating a
thread of usermods for the better part of a year now.
Mixie wrote:I do have to agree on the combat, though. The combat sucked donkey balls, and to actually get any fun out of it, you need to push your computer to a high setting, to eliminate lag. Then, the game's combat engine does become a bit fun.
Again, it's not the hardware/software that's in question; the combat system components completely lack consideration for numerous elements, including accuracy differences from single shots vs. burst/auto firing, no possible way to melee in close quarters outside of switching equipped weapons, AI enemy behavior at close quarters... the list goes on. It really, unfortunately does.
Mixie wrote:I do think that both games fell into RPG syndrome, namely, " We has 200 plots! We is complicated!" but the side quests made the game all the more fun.
The multitude and flexibility of jobs in the first two games were the prime reason why it was such a stellar RPG title. Different people need different work done. The ability to handle the jobs in different ways-- the flexibility-- is what makes it so provocative, so full of personal inflection on how you feel is best to deal with a dilemma, and what consequences arise from your choices. The lack of said flexibility-- the narrow, single paths that are completed upon your payment of caps and/or unique weapon-- is what the vast majority of us see as the dumbing-down of what was once a prominent, believable world.
Fallout isn't Call of Duty, or Duke Nukem. While it
could be presented in FPS format, in order to more personalize the experience of the Wastes, Fallout 3 failed on enough fronts to make the effort ultimately count as a failure. I can honestly say this because, like you, I defended Fallout 3 for a very long, long period of time. But I had played it enough times through-- multiple playthroughs of extensive periods of time-- that I had seen everything wrong with the game. And I found myself making excuses for it. After a while (just after Broken Steel, in fact), I realized the game was just... failure. I stopped making excuses and just said it aloud.
Consider doing the same.