• Member Since 18th Jan, 2013
  • offline last seen Aug 26th, 2018

SilverStarApple


I write books, make indie games, love Pokemon and FIM, and have a Ko-Fi, please give me money. Currently working on: Pokemon InfraRed and UltraViolet.

More Blog Posts162

Jul
31st
2018

On Fallout · 1:07pm Jul 31st, 2018

In Fallout 1, you can complete a "Kill the radscorpions in this cave" quest easily by detonating something near the cave mouth to seal it up forever, trapping the scorpions inside. You get bonus XP for this.
In Fallout NV, while you're still in Goodsprings and the game is seamlessly giving you a tutorial on every useful skill, including shooting enemies and walking to places and killing enemies before they kill someone you're trying to save, and in-game skills like Speech, Barter, Item Crafting, Science, and more... You can repair a broken 9mm submachine gun in Doc Mitchell's house, and you get to use and keep it if your skill is high enough. You get bonus XP for this, and at the Chems crafting table near it when you create either extra stimpaks or Chems, which will likely be many player's first introduction to Chems.
At no point does Fallout 4 have anything like this. Quests are pavlovian "Go through dungeon, shoot a lot, come back" snoozefests with no intelligence required and no roleplaying allowed and no real choices to be made. "Better" quests have setpieces attached to them, usual quests do not. The drug and item crafting systems aren't explained because they're temporary godmodes you can toggle.

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