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Slowtrain

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Everything posted by Slowtrain

  1. SO that means you can be both famous and infamous at the same time with the same group? How did it work in FO3? Just one overall famous/infamous rep with everybody, that was either famous or infamous but not both at the same time?
  2. Sounds good. The amount of detail that Obs is putting into the gameplay is impressive.
  3. I never found Dorn's VA to be particuarly good in FO2, nor did I particularly find MArcus an interesting character. Broken Hills in general was a very very weak location. It felt either extremely half-hearted or just unfinished. That said Dorn's VA was stil probably better than Neeson's phone-in job in FO3. As long as they're not breaking the bank on big name stars for 20 uninspired lines, then its good enough for me.
  4. Pretty freaking horrible how everything is just...gone.
  5. Oblivion was pretty horrifying. Don't really want to play anything like it ever again, for sure. edit: Fallout 3 was creepy for a while when traveling through the sewers/subway. After a bit though the novelty wore off and it ceased being creepy.
  6. And here I thought I was the only put off by the ludicrous amounts of violence in so many of today's games. And frankly, Obsidian's "kill-cam" which they putting into NV, is pretty much as low as you can go when it comes to violence as pornography: adding more opportunities to look at extremely violent animations for no point other than to look at them. It's pretty questionable. Only saving grace is it's optional. Violence is a part of the world, and I've got nothing against depicting violence in games, but there's a point at which it becomes simply an end in itself, and I'm not really OK with that. Frankly, I'd much prefer looking at naked cgi people/aliens whatever having sex than exploding heads. But, yeah, naked not OK, exploding heads and pinwheeling limbs totally OK. Pretty weird, if you ask me. As for a modern crpg, sure. The cliche fantasy is getting pretty stale at this point.
  7. I would guess that one reason for it is that it gives additional encouragement to see the film in the theater. MAkes it a bit more of a visual spectacle as it were. With all the competion from home theater setups, the film studios are probably lookig for ways to insure that people will still go the theaters as well as watch at home. See it in the theater, see it again, buy it on dvd, watch it on cable. Ther more times the studio can sell the film, the better.
  8. I agree. The atmosphere and location of ATMM is one of its strong points. If they can catch that, at least it's something. The narrative though is really just two guys wandering around an ancient, abandoned city looking at wall carvings, combined with the subnarrative of the city's history as told through the carvings themselves. Don't get me wrong--that's not a putdown. It's an engrossing story and one of HPL's best. But it's not a very action/thriller/3d/hollywood narrative and will take quite a bit of "additonal" scenes to make it so. Given that so many of HPL's stories could translate much better: The Whisperer in Darkness, The Haunter of the Dark, The Lurking Fear, Dreams in the Witch House, The Rats in the Walls, Pickman's Model, and they are all very good stories as well; it would seem a less than optimum choice. Probably the only story that would be harder to translate would be The Shadow out of Time, also another of HPL's best. And similar in many ways to ATMM.
  9. Sure. I've got nothing against cartoon fantasy. My only comment would be that if Bioware wrote that text, they would be seem (seem?) to be overly impessed with themselves. It's fine for what it is, no need for BW to try to make it anything more.
  10. What's so different? They all look like they adhere to preciesly the same standards of beauty. Did Bioware write that caption?
  11. Poor choice of a Lovecraft story to film. I mean, it's a fab story but nothing really happens in it. No doubt in grand Hollywwod style it wil be tarted up with a ton of stuff that has nothing to do with the actual story. They'd be better off choosing one of Lovecratft's more active stories like The Shadow over Innsmouth or the Dunwich Horror.
  12. Interesting take on things there, mkreku. As usual. I don't think anybody who posts in this thread hates FO3. But maybe we define hate differently.
  13. I can't watch it. The video doesn't believe I am over 18.
  14. The Pitt had absolutely fantastic atmosphere! The story and quests blew though:( Agreed. The Pitt felt right, but eh, the content was well less than compelling. Not to mention the quantity of gameplay content was directly related to how long one scurried about the steelyard trying to collect all the ingots. Still, as far as a location goes, The Pitt at least felt like it was somewhere where people were doing something.
  15. What? You mean you don't like towns that consist of a grand total of three people? Canterbury Commons cracked me up.
  16. http://www.pcworld.com/article/202393/most...ideo_games.html Hype rules the day though--the latest is always the greatest, until it is no longer the latest. Just gotta take it all with a grain of salt and roll your eyes when appropriate.
  17. That's great. Anything that puts costs on fast travel is great. I'm not opposed to fast travel in big open world games, but it has to have some sort of cost/limitation or it is a huge balance breaker. HC mode is sounding better and better. That's totally fab. I really really hope this game makes a giant splash. If this game sells better than FO3, we will maybe see more of the features that Obsidian has added in Bethie's next iteration. Plus, if it does well, maybe Bethie hires Obs for another go.
  18. Even if hardcore mode doesn't change damage received/damage dealt vs non-HC mode, the change to the stimpack healing mechanic (over time vs instant) which I believe IS part of HC mode, will make a pretty big difference to how combat plays out. I'm curious if the AI is also affected by the healing mechanic change of HC vs non-HC mode.
  19. I'm surprised adding options isn't a bigger selling point in game design. Seems like a good way to increase the potential sales of a game without watering down the experience.
  20. Its what happens when you have people in charge of making games who don't care about games. They don't see a game, they simply see product. This approach works OK for producing toasters and ball bearings, a lot less so for something creative. It leads to a severe dearth of anything unique or interesting.
  21. I support options. Being able to tailor the experience you get from a game to your own preferences is great.
  22. lol. Probably true. I, however, being a glutton for fiddly bits and details will probably enjoy it.
  23. Even though I don't personally consider the soft drinks an important aspect of gameplay, I'm glad this amount of thought has gone into the details of hardcore mode. If HC mode is a big hit, it would be dang amusing if subsequent crpgs saw the return of food/drink/sleep as a game mechanic. Maybe next would be the return of boots and bedrolls. Everything old is new again.
  24. Bioware is still just rehashing ancient space opera and fantasy cliches. WHich is what is most disappointing about them. They appear to have the talent and resources to do something more, yet they keep walking the same old ground, year and year. Not a criticism, exactly, since they are finanacially successful, but more more of an idle wish. Regardless, change? Not in any major way.
  25. Both Bioware and Bethesda appear grotesquely enraptured about what the fans think. Probably explains their success. And the tediousness of their games. The way I read it was that they can actually tell the difference when there's a genuine "movement" vs. 10 people repeating the same thing ad nauseam. The latter happens quite a lot. Probably. I'm not criticizing particularly. Adjusting a product to meet fan expectations , ie always giving the fans what they think they want, and using the largest "movement" of fan desires as the basis for that, makes decent financial sense. It's a safe play and not very inspiring, but it will generally assure some degree of financial success. The resulting product is often not terribly interesting though.
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