ChupathingyX said:
War Penguin said:
Now, I'm afraid I'm not sure what you meant when you that Fallout 3 needed Wild Wasteland. Though I will say that Wild Wasteland was a necessity for New Vegas. However, it shouldn't have been an option in the first place, all of that stuff should have been there as a part of the actual game. Because even if you don't have all of those interesting little things to tie you in, you still have a huge world out there. And if you don't have anything in that world, that world becomes boring. Sure, you don't have to explore the wasteland, but you still need to cross it in order to progress. Without those little things that tie you in, it's just one long chore to get you from point A to point B.
Why did Fallout 3 need Wild Wsteland...Mothership Zeta that's why. Wild wasteland makes New Vegas more stupid and funny, for those who want a more serious experience they don't take Wild Wasteland, it makes everyone happy, especially those who were pissed off about Mothership Zeta because Wild Wasteland pretty much retcons the hell out of that pathetic excuse for humour and story.
Mothership Zeta? Okay, look, I'm not going to talk about any DLC in Fallout 3 or New Vegas, I'm talking about the base game. Just thought I'd get that out of the way because in another argument you made, there were DLC characters, but we'll cross that bridge when we get there.
Again, I'm afraid I'm a little lost on what you're trying to say. Are you saying that Wild Wasteland in New Vegas denounces the events of Mothership Zeta in Fallout 3? I need a little more clarification before I can continue with this argument.
How is town full of fire breathing ants not memorable? I remember that being one of the most craziest parts of the game! And at least it had a better story than 90% of the side quests in New Vegas. One New Vegas side quest involved an NCR officer having me clear a road full of ants [small](a recurring theme, it seems)[/small]. It essentially went "I want you to get rid of those ants and if you do, I'll give you some loot." That's it. It was done in ten minutes and it felt like a cheap little distraction from the main story. At least in Fallout 3's ant quest [small](titled "Those," by the way)[/small], it was better paced. A boy comes running to you for help out of nowhere. He tells you that his home is overrun with monsters that he doesn't know how to describe. You get there and find out that it's just some ants, fooled into thinking that it's no big deal. Then they breathed fire. I literally jumped out of my seat once I saw the fire shooting out of their mouths. You then find out that they were made by a scientist who was hiding in the metro tunnels. Once you found him, he asked you to clear a path to the queen so he could fix his mistakes. There, much more depth than nearly all of the side quests in New Vegas, excluding the companion quests, of course.
Don't be condescending, I've played through Fallout 3 thoroughly because I'm not one of those kind of people who make ignorant or half-researched claims. Those side quests in New Vegas were just simple side quests for exp, to make the various NPCs seem more useful instead of just useless people standing there doing nothing. Also you picked a bad example; "Can You Find it in Your Heart" is a mini quest the courier will most likely encounter during the early parts of the main quest, it serves kinda like an extension of the tutorial by giving you a simple objective and the reward received introduces you to new food that can be found and made, and weapon repair kits. Also the quest serves as an indication of the NCR and how they can barely take care of their own trade routes, Cass who is also found at Mojave Outpost claims the NCR do a shit job as securing their roads and the fact that Ranger Jackson is giving you such a simple quest shows how desperate they are for help.
The companion quests aren't the only quests with depth, there are also all of the casino quests, a bunch of Freeside quests (like the Kings quests), the two large quests given at McCarran, the fight for Goodsprings, all of the quests involved wit the Vaults, the Khans quests etc etc.
How am I being condescending? I'm not denying that you've played through Fallout 3 and did research. Otherwise, if I thought you didn't, I wouldn't have bothered to have this discussion with you. But that's not the point, back to the main discussion.
And maybe I did pick a bad example; You did bring the quest into an interesting light for me, but I still didn't think it was as properly executed as it was in "Those." "Those" was in it's own little world that didn't require the support of the main story. "Can You Find it in Your Heart" needed that support, which I thought crippled it in story telling. In "Those," a boy needs some help because of fire breathing ants which were made by a crazy scientist. That's all you needed. It was all told in a neat little story. In "Can You Find it in Your Heart," it required much more back story that wasn't as tight as it was in "Those." I guess you could make the argument that it give the sense that much more connected, therefore alive. And you know what? I'd be fine with that answer. But to me, the story wasn't as nicely and clearly told as it did in "Those."
Now, there were a few examples of other quests that I agree were interesting, like the casinos and the Vaults. And the fight for Goodsprings? Not the most interesting, but it wasn't bad. However there were other quests that I just don't agree with you on. The quests at Camp McCarran consisted of "Go here, kill this guy, go there, kill that guy, go there, kill another guy." Fine, I know that these were the Fiends that we're talking about, the group of raiders that were crippling the NCR, thus showing how much of a wreck the NCR has become. But that's pretty much all there was to it. Other than that back story, it was just a simple "fetch" [small](I say this because you had to fetch the heads)[/small] quest. The Khan quests? Same problem. Hell, the rest of the quests suffered that problem.
Now, the Wasteland Survival Guide wasn't the best example, I admit, but there's a few things I feel as if I should point out: Firstly, the reason why Moira didn't think of purifying the water, yet, was more of a "learn to crawl before you could run," method. You can't just try to study something so nearly impossible while you have a whole wasteland trying to kill you. You have to learn how to survive before you could tackle something that huge. At least until then, she studied how to deal with radiation and where to get food and medical supplies. Secondly, I understand Moira was annoying [small](not to me, but to everyone else, I understand how she could get on one's nerves)[/small], but at least she had more character and personality than nearly any of the characters you would find in New Vegas [small](with the exception of the companions, of course)[/small].
Filtering radiation through water isn't difficult, it requires soem buckets, rocks, dirt and cloth, all things which can be found in the Capital Wasteland.
Seriously, "nearly any character...except for comapanions? What about Chief Hanlon, Marcus, Col. Moore, President Kimball, Gen. Oliver, Col. Hsu, caesar,
Joshua Graham, Daniel, Julie Farkas, Papa Khan, Regis, Mr House, Benny, Legate Lanius, Doctor Henry, Orion Moreno,
Father Elijah, McNamara,
Dean Domino, Dog/God, Christine, Frederick Sinclair et cetera.
All characters with interesting stories and opinions on the current events happening in the Mojave and the Fallout universe.
And we can't forget the most mysterious character...
Ulysses.
The characters I put in bold are DLC characters who I will not discuss [small](with the exception of Joshua Graham, Father Elijah, and Ulysses, because they were mentioned in the base game)[/small].
Chief Hanlon? The guy who made false field reports? Okay, I agree, he was interesting to talk to, but he was gone ten minutes after I first met him [small](by gone I mean... well, bang)[/small].
Marcus? I only found him memorable because of Fallout 2, nothing more.
Col. Moore? I saw her as nothing more than a hard-ass colonel, very generic.
President Kimbal? When did you actually see him? I only saw him when he was making that speech and was trying to prevent his assassination. I saw no character in that.
Gen. Oliver? Reminded me of Patton, minus the personality. That was probably because of the laughably bad performance of the voice actor, though.
Col. Hsu? Other than caring for his soldiers, I thought was your standard military officer, just as generic as Moore.
Caesar? Okay, I'm not going to deny it, I loved Caesar. I thought he was bursting with personality and character and was the coolest guy in the game. I still disagreed with his politics, but that does not make him a bad character.
Joshua Graham? Okay, I thought the lore of the Burned Man was an interesting one. He had a really cool back story and he really seemed to have an influence on the Legion.
Julie Farkas? I thought she was incredibly boring. At least Moira Brown had personality to her, Julie Farkas sounded like she was bored out of her god damn mind whenever she talked.
Papa Khan? I admit, he had some character to him. He seemed much more calm compared to the rest of the Khans, which made me much more interested in him. He was no Caesar, but he was worth talking to.
Regis? You mean that one Khan that followed Benny when he shot you? Because that's all I remember of him.
Mr. House? I guess he was pretty cool but he seemed too much like the Illusive Man from Mass Effect 2 and Andrew Ryan from Bioshock. Idealistic but mysterious. Interesting, but in no way original, I've seen this character too many times before.
Benny? He was a little bastard, but he still had some cool stories behind him. I liked how he would go behind House's back with creating Yes Man, but that's all I liked about him... and that he was voiced by Matthew Perry, but I digress.
Legate Lanius? He suffered the same fate as President Kimball: You barely saw any of him so you can barely judge him.
Doctor Henry? Okay, pretty cool, too, but he had some flaws. I liked that he showed some sympathy for the Nightkins, but since they were mutants and he was a former Enclave member, where did all of his care for these creatures come from? He was raised to hate mutants, why is he liking them all of a sudden?
Orion Moreno? Just another former Enclave member, but lacking as much story as Henry.
Father Elijah? I saw him just like Joshua Graham: A mysterious entity that you never saw buy wished you did [small](with the exception of DLC of coures)[/small].
McNamara? I thought he was contradicting. He wouldn't accept Veronica's proof or claims that the Brotherhood needed to evolve but he would side with the NCR? What?
Ulysses? Again, another mysterious character. I can't say much about him.
I will admit, there were some really cool characters in New Vegas, but there were still so many boring ones, too, that overwhelmed them.
And where did you get the idea that that was the method for filtering out radiation? I may not know much about that, but I know it has to be more complex than that!
Feel and gameplay mechanics, however, I can't side with you on that. With the exception of iron-sights, the gameplay was exactly the same as it was in Fallout 3. Same controls, same handling, same VATS, everything. That was what the guy I quoted earlier was complaining about, along with other things.
Yes, iron sights were new, along with...
*Special VATS melee attacks
*Special Unarmed attacks that can be learned
*Different unarmed attacks
*Survival - and everything that stems from that
*The companion wheel
*The fusion of small/big guns
*New speech system that isn't luck based
*Taking normal damage in VATS instead of only 10%
*Perks every other level
*Traits
*Weapon mods
*Companion perks
*The ability to become homosexual
*Nerve
*The reputation system
*Gambling
*Hardcore mode
*New animations
*Changing the character's age (useless, but a nice addition)
*Challenges
*Medical implants
*Unique weapons now have unique designs
*Damage Threshold
*Night vision
Don't tell me all of that actually made gameplay feel different. Sure, maybe companion wheels and perks and traits changed things up a little bit, hardcore mode did add a challenge or two, and a none luck based speech system was quite noticeable. But did that really affect the way you held and fired a gun? Sure, all of that was all nice and good, but it barely had an affect on the over all gameplay.