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Tale of 2 wastelands fo2
Tale of 2 wastelands fo2









While I had crit-pathed Fallout 3 when it came out (because most of the world outside of main towns where the main quest brings you weren't interesting to me), the first time I played New Vegas I got so over invested in the role-playing all over the place that after 70-ish hours of playtime, I never actually beat the main story before getting burnt out. Which is all to say that I agree with HBomberGuy's video and I really enjoyed it. That's obviously a feature of every Bethesda game, but it's extra meaningful to a game that strives to make sure the world is written believably too. Along with NPC schedules, it helps everyone to breathe and reinforces your impact on everything in the environment. The old Bethesda engine isn't great by any means - it's ugly and glitchy - but the people and objects have some real weight to them, and the game remembers how you left things when you return to an area, and there's a lot of value in that.

tale of 2 wastelands fo2

It makes everything feel real and grounded. The companions all have great personal quest lines too that help ensure you don't forget about how the factions affect the "nobodies" who live in the Mojave.Īnd I also really feel the need to mention how, at least for me, a proper physics system really adds to a world like this. I really appreciated the section from the video about how you can play the same moment from two perspectives - either protecting or assassintating the NCR president. Every faction (major and minor) is fascinating, and the politics of playing them off of each other is incredible.

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The economy is also really well balanced to keep you from getting rich for free and just buying good equipment and steamrolling everything - which helps to add stakes to decisions when doing the "right" thing may cost you some serious caps.Īnd of course, all of those details about the depth of your player character wouldn't mean much if the world didn't reflect it - but the writing is best in class. The Perks are also SUPER important (and I'm glad HBomberGuy emphasizes this in the video) because, while the skills/stats determine you're playstyle, I always felt like the perks helped me establish my character's personality. Skills and stats all playing into dialogue is huge, but (at least on harder difficulties/hardcore mode - and this is where Outer Worlds REALLY fell flat) you'd often have to strike somewhat of a balance between the more passive and combat/survivial focused skills in order to tough it in the wasteland - which would put you in positions during quests that could force you to get a little more creative, since you may not have what you need for your ideal solution.

tale of 2 wastelands fo2

New Vegas was probably the first time I really got invested in my character and the world enough to be deliberate about how I impactd the world and not just min-max and game things to get the best mechanical reward or to challenge myself to maintain a specific playstyle. Most JRPGs took role-playing to mean stats/skill trees and romancing options, while most WRPGs (on consoles) took role-playing to mean Fable/Mass Effect style Karma systems where you just get to choose whether you're an angel or a devil. I don't think I ever actually properly understood what it meant to role-play in a video game until I played New Vegas (important note - I grew up almost entirely on consoles). I don't remember what compelled me to give the game a second chance (I thought it was HBomberGuy's Fallout 3 video but, looking at it now, the timetables don't line up Steam says I played in Summer 2015 but the video didn't release until almost a year later), but ohhhh boy am I glad I gave it a shot. I initially ignored New Vegas because my first exposure to Fallout was 3 and, while I enjoyed it well enough, I felt like I was over the Bethesda style RPG by the time New Vegas rolled around, and it mostly just felt like a quick cash grab expansion outsourced to a different company.









Tale of 2 wastelands fo2