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Author Topic: Fallout 4: It Just Works  (Read 841538 times)

umiman

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Re: Fallout 4: It Just Works
« Reply #5580 on: March 15, 2016, 01:53:57 pm »

I'm waiting for the Space Marine Terminator armor to be modded in.

Putnam

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Re: Fallout 4: It Just Works
« Reply #5581 on: March 15, 2016, 11:39:55 pm »

Fallout 1-3 have large implications (of which the newer fallouts completely ignore the 3rd probably because the effect is TOO big).

...what did Fallout 3 even do? Everything that happened in it was either not related to earlier games (the water in DC being irradiated, somehow) or already done in an earlier game (the Enclave/Super Mutant base being mostly destroyed)

KingofstarrySkies

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Re: Fallout 4: It Just Works
« Reply #5582 on: March 16, 2016, 12:17:53 am »

I kinda liked Tactics apart from the excessive gun porn and the stupid power armor design. Seriously that thing looks goofy.
You didn't like to be the white power ranger with a cape?
I would if the power armor itself didn't look as insect-like as it did.
Same goes for the Enclave Power armor in FO3. That just looks kinda goofy.

I do however love myself some Enclave Power Armor from 2 and New Vegas. The X-01 in FO4 also looks amazing and is Enclave Power Armor in everything but the name.
If I can ever get Desert Ranger armor that somehow works as Power Armor I will be a happy person. Fucking loved that armor.
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SOLDIER First

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Re: Fallout 4: It Just Works
« Reply #5583 on: March 16, 2016, 05:53:48 am »

The NCR can mass-produce power armor? :P
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Teneb

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Re: Fallout 4: It Just Works
« Reply #5584 on: March 16, 2016, 05:55:32 am »

The NCR can mass-produce power armor? :P
Everything indicates that no. The desert ranger armour is not even power armour, it's "just" a riot suit. NCR scraps a lot of power armour, though, as seen with the salvaged ones.
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Re: Fallout 4: It Just Works
« Reply #5585 on: March 16, 2016, 05:59:25 am »

I know, hence the :P
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Sirbug

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Re: Fallout 4: It Just Works
« Reply #5586 on: March 16, 2016, 06:08:43 am »

Fallout 1 and 2 were actually about preservation of status quo. It didn't change the Wasteland, it prevented it from changing. Change happened off-screen, gradually. Fallout 3 was actually about changing status quo with all this purity stuff, but I didn't play into epilogue yet to see implications if any are present.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Krevsin

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Re: Fallout 4: It Just Works
« Reply #5587 on: March 16, 2016, 08:35:22 am »

Dunno, the development of Shady Sands into NCR in FO1 didn't exactly maintain the status quo but rather changed the dynamic of the wasteland pretty severely, what with an actual nation state rising from the ashes and whatnot. And while in FO2 you did kinda maintain a status quo by preventing a large external threat from taking over the place, that status quo was one of constant change and development for the better. The wasteland was growing civilized (as in there were civilizations developing).

Fallout 3 and 4 were more about pacifying a hostile region in which a civilization may develop (the latter being more true in FO4's case). In FO3's epilogue (Broken Steel) not a lot has changed apart from the BoS having a reasonably-sized contingent at the water purifier and after the ending of FO4, things are more or less the same, which is why I'm not counting the post-main-quest-end fuckabouts in FO4 as canon because it reeks of being a "gamey" decision, i.e. "people want to roam the wastes pretty much indefinitely, so let's let them do that.
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Sirbug

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Re: Fallout 4: It Just Works
« Reply #5588 on: March 16, 2016, 08:46:17 am »

I said change happened off-screen. Protagonist's victory condition was to maintain status quo (Wasteland is basically the same and not overrun by mutants or Enclave) while NPCs change the world between games.

Bethesda making another sequel would once again see that the world is changed off-screen from Fallout 4 status quo.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Neonivek

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Re: Fallout 4: It Just Works
« Reply #5589 on: March 16, 2016, 09:31:42 am »

Fallout 1 and 2 were actually about preservation of status quo. It didn't change the Wasteland, it prevented it from changing. Change happened off-screen, gradually. Fallout 3 was actually about changing status quo with all this purity stuff, but I didn't play into epilogue yet to see implications if any are present.

I'll put it this way. Fallout 1 and 2 changed things, mostly because the events in the game were so large that they couldn't be stopped simply be defeating the bad guy... Fallout 3 SHOULD have but they wimped out (Seriously the closest to a confirmation is a RUMOR...)

Fallout NV is about the fate of a single town.

And Fallout 4 completely unalters things because it wipes the slate clean AND gives an excuse why it can never affect anything outside the game it exists in.

The CLOSEST to Fallout 4 possibly having an outside effect is Fallout 3's reference to a Canadian Institute.

---

Basically imagine if in Fallout 1 they revealed that Super Mutants all had a bomb in their chests that would blow up in a year AND that they found a cure for virus that creates them and immunized the world.

That is... basically Fallout 4. You can actually just completely skip it.

Which isn't a bad thing, it really comes down to taste... but it feels like such a waste to not add on some lore... and to instead just try as hard as they can to be as self-contained as possible. It is like they absolutely refuse to let the setting change.
« Last Edit: March 16, 2016, 09:35:05 am by Neonivek »
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Sirbug

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Re: Fallout 4: It Just Works
« Reply #5590 on: March 16, 2016, 09:48:21 am »

There's absolutely nothing about Fallout 1 to 2 transition that would attribute the change that happened (Except for establishment of Broken Hills) to mutants.

Protagonist did tilt balance a bit, but only a bit. It could develop without him.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Rolan7

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Re: Fallout 4: It Just Works
« Reply #5591 on: March 16, 2016, 10:22:21 am »

The whole point of the epilogue slides is to show how differently the area develops based on the protagonist's choices...  There are "canon" choices, but only because the differences are so extreme that there have to be.

Like, if you don't rescue Tandi, there is no NCR.  And people throughout Fallout 2 speak of the Vault Dweller's influence on their past.
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KingofstarrySkies

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Re: Fallout 4: It Just Works
« Reply #5592 on: March 16, 2016, 01:26:24 pm »

NV is less about a town, more about the fate of the entire mojave.
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Sigtextastic
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Krevsin

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Re: Fallout 4: It Just Works
« Reply #5593 on: March 16, 2016, 05:08:43 pm »

NV is less about a town, more about the fate of the entire mojave.
More than the entire Mojave, the fate of the entire region is decided at Vegas's gates and the ending slides make kind of a big deal about this.
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SOLDIER First

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Re: Fallout 4: It Just Works
« Reply #5594 on: March 17, 2016, 07:23:14 am »

In Dead Money you can literally join Elijah and destroy the entire region with the Cloud (unless I'm forgetting that's a cut ending). Pretty important change if you ask me.
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