|
Korgan posted:
That's a musket underneath the laser poo poo E3's game, RPG, and PC game of the show thought of everything.
|
# ? Jul 8, 2015 11:06 |
|
|
# ? May 10, 2024 01:33 |
|
computer parts posted:What about "Antebellum"? Yeah, seriously. Or how about "Post-War," the descriptor many of us have used to describe Fallout's aesthetic? It's actually pretty drat common for people to describe the modern world in terms of major events from the near or distant past. Our calenders date from eras when people believed in unicorns and "sorcerer" was a legitimate profession. The stars in the sky are named after monsters and gods no one believes in anymore. Five hundred years ago, an inept Italian rear end in a top hat got lost on the way to India and now I live in the "New World," in a country named after a different Italian rear end in a top hat, in a state named after a fictional country from a 500-year-old adventure, novel town named after a Spanish saint whose name most of us knowingly mispronounce. The languages we speak, the stories we tell, the names on our drivers' licenses -- they're all full of half remembered allusions, garbled references, and metaphors we don't know are metaphors. When we use words like "quixotic" or "philistine," or talk about Trojan horses, good Samaritans, and Pyrrhic victories, we're recalling times and places that are utterly removed from our direct experience, but stick around not because we're all a bunch of classics-obsessed Victorians, but because they signify something, even if their modern meaning is divorced from the original context. Why do we still talk about chivalry when no one fights on horseback anymore? Why do we still call people "hillbillies" more than a century after the Civil War? Who even knows what a "scapegoat" originally was? The past doesn't die, it just gets mangled beyond recognition. The great thing about post-apocalyptic (or post-post-apocalyptic if you want to be that guy) fiction is that we get to see our own era filtered through that same cracked lens. You can have stories about the self-proclaimed "Ayatollah of Rockandrolla" trying to steal people's "guzzoline," or guys with swords and powdered wigs killing heathens in the name of Lord Washington, or a megacity in the wasteland where the "judges" execute criminals on sight, or a planet where apemen ride around on horseback and weird mole people worship an atom bomb. A lot of this can be mistaken for random wackiness (and Fallout has its fair share of that), but at its best, the post-apocalyptic genre serves as a jagged reflection of our own society's flaws and foibles and challenges our preconceptions of both the future and the past.
|
# ? Jul 8, 2015 11:41 |
|
The thing I liked about 3's setting was the use of vertical space, I think. Like if Primm had been in 3, the entire town would have been built on and under the rollercoaster track. It made locations more memorable to me. I also liked that the more urban parts of the DC ruins kinda felt like a dungeon with skyscrapers and (admittedly very same-y) subways. It was an extra dangerous place with limited pathways and lots of explorable locations tucked in. In hindsight, most of the locations were kind of pointless, but in that first playthrough there was sense of "who knows what I'll find next."
|
# ? Jul 8, 2015 12:15 |
|
Duckbag posted:Yeah, seriously. Or how about "Post-War," the descriptor many of us have used to describe Fallout's aesthetic? It would be good if that's what FO:3 did, except people talk about a war that happened at least 3 generations ago (maybe more, since living in an irradiated wasteland would probably drop the average life expectancy) as if it happened to them.
|
# ? Jul 8, 2015 13:51 |
|
sector_corrector posted:It would be good if that's what FO:3 did, except people talk about a war that happened at least 3 generations ago (maybe more, since living in an irradiated wasteland would probably drop the average life expectancy) as if it happened to them. People in ancient Rome talked about Hannibal a millennia after it happened, some stuff just leaves a huge cultural scar.
|
# ? Jul 8, 2015 14:01 |
|
None of us have ever recovered from Napoleon, really, whose hat I hope you can wear in this game.
|
# ? Jul 8, 2015 14:34 |
|
I think for a proper comparison, you'd need to go back to the Chicxulubian-Meteor war of 66,000,000 BC. We lost that one too.
|
# ? Jul 8, 2015 15:01 |
|
There haven't been any dodos for centuries and you still hear them crop up in conversation occasionally.
|
# ? Jul 8, 2015 15:04 |
|
Nevets posted:I think for a proper comparison, you'd need to go back to the Chicxulubian-Meteor war of 66,000,000 BC. We lost that one too. dinosaur parachute account spotted
|
# ? Jul 8, 2015 15:06 |
|
Really, this whole time, Fallout has actually been world leaders trying nuke the planet to the point where it will be unpalatable for Lavos and he'll leave.
|
# ? Jul 8, 2015 15:37 |
|
Are there any novels out there that capture the Fallout feel? I've read "The Road". Also, I'm kinda in agreement with some of you on how built up and strange the world feels. I realize that it is a video game, but there are certain caves and houses that I'm visiting on my current New Vegas replay and there's just too many things laying around. You're telling me someone came in and shot up all these people but didn't take their poo poo? In the Fallout universe? That's literally all I do- kill people and take their poo poo. And hundreds of years and there are still untapped first aid kits? And people live in rooms with garbage all over the floor. Seriously? You LIVE here now. This isn't just temporary shelter, this is your home. Pick up those newspapers from 200 years ago and throw some of that poo poo outside. It can't be that hard to tidy up, apocalypse or not. And who is filling cash registers and locked safes in abandoned grocery stores with bottle caps? Don't get me wrong, I LOVE these games, and I LOVE the setting and LOVE the genre, but if you take yourself out of it for a minute, it is a little silly at times. I currently have over 36 THOUSAND bottle caps on my character. Wonder what that sounds like.
|
# ? Jul 8, 2015 16:05 |
|
frajaq posted:First objective of the game: murder Preston so I can steal his outfit As a player of Fallout women I want that old lady's outfit, and I don't care how I get it. If I have to explode her with a planted grenade then so be it.
|
# ? Jul 8, 2015 16:10 |
|
Duckbag posted:Yeah, seriously. Or how about "Post-War," the descriptor many of us have used to describe Fallout's aesthetic?
|
# ? Jul 8, 2015 16:13 |
|
New Leaf posted:Are there any novels out there that capture the Fallout feel? I've read "The Road".
|
# ? Jul 8, 2015 16:14 |
|
Rutibex posted:People in ancient Rome talked about Hannibal a millennia after it happened, some stuff just leaves a huge cultural scar. But society continues on. The Brotherhood of Steel, Kings, and Followers are straight up religious groups. The Khans, Boomers, and Legion are new and unique cultures. The Mojave is frontier land, but there's a sense of history to it all. There already was a great war between the Legion and NCR with monuments to people who sacrificed. The Khans have already had to face near genocide and move homes. The Mojave feels like a place where the war happened and another 200 years of other poo poo also happened. And to be fair, there are some touches like that in Fallout 3, but it feels more nebulous and not as well defined as the Mojave's history.
|
# ? Jul 8, 2015 16:28 |
|
From last page but I clearly remember him saying you can build anywhere, just that there's a few spots they put in that they think would be ideal locations to build.
|
# ? Jul 8, 2015 16:40 |
|
Moridin920 posted:From last page but I clearly remember him saying you can build anywhere, just that there's a few spots they put in that they think would be ideal locations to build. "There are many large sites in the game world where we allow you to build" I'm guessing that means that you can only build in certain predefined areas however those areas are scattered around the game world so you will be able to build multiple settlements around the map.
|
# ? Jul 8, 2015 16:49 |
|
Cream-of-Plenty posted:We are all born into a world that worships rules and regulations, dominated by captains of industries who have perfected the science of exploiting all subordinate classes. Yes, Dr. Jared Diamond would argue that the struggle of "haves" and "have nots" is essentially eternal (at least since the formulation of agrarian society), but our growing interconnectedness has bred an acute self-awareness of our plights, and formerly nebulous concepts like "inequality" have been quantified (for example, via Gini Coefficients) and laid bare before us in a clinical manner. Medieval serfs had no more knowledge of their capitulations than a feral ghoul understands what it has become--ignorant, they are born, they live, and they die. But modern man is a ghoul looking in the mirror and finding nothing but self-contempt and a restlessness to escape its own existence...to rewrite the history that has chained it to this predicament. I wish you could sit behind me as I played the game, providing a deep and thoughtful narrative that dares to explore the origins of a morbid affinity for using grenades as my main.
|
# ? Jul 8, 2015 17:21 |
|
My biggest hope for the new construction system is that they've implemented a way to dynamically alter the navmeshes, rather than just have specific areas that switch on & off depending on whether you build a building there. It's possible that the predefined areas are only there to guide players into building settlements in optimal areas away from major settlements / encounter set pieces & with plenty of room to grow. It's also possible the predefined areas are just setup with special navmeshes that support being changed as the game runs and everywhere else it's like it always has been.
|
# ? Jul 8, 2015 17:25 |
|
Nevets posted:My biggest hope for the new construction system is that they've implemented a way to dynamically alter the navmeshes, rather than just have specific areas that switch on & off depending on whether you build a building there. It's possible that the predefined areas are only there to guide players into building settlements in optimal areas away from major settlements / encounter set pieces & with plenty of room to grow. It's also possible the predefined areas are just setup with special navmeshes that support being changed as the game runs and everywhere else it's like it always has been. Either way it's a huge boon to modders. Getting nav meshes right has always been a total bitch; seems like even if only certain areas have the special navmesh they could still steal that framework to put in their mod. Before I think you had to just paint it all by hand and it was glitchy at best.
|
# ? Jul 8, 2015 17:27 |
|
In the footage we saw a meter for how much stuff you can build in an area, so my main concern about the settlement building is that this stuff limit won't be as generous as it should be. Want to make a town surrounding my vast palace, but I have the feeling I'll have to settle for a smaller house and/or village.
|
# ? Jul 8, 2015 17:41 |
|
marktheando posted:In the footage we saw a meter for how much stuff you can build in an area, so my main concern about the settlement building is that this stuff limit won't be as generous as it should be. Want to make a town surrounding my vast palace, but I have the feeling I'll have to settle for a smaller house and/or village.
|
# ? Jul 8, 2015 18:00 |
|
Sounds like that meter is an integer that can be changed super easily.
|
# ? Jul 8, 2015 18:08 |
|
Moridin920 posted:Sounds like that meter is an integer that can be changed super easily. Maybe for you PC master race types. Still I guess I can always make my ridiculous wizard's tower separate from my bustling shantytown.
|
# ? Jul 8, 2015 18:20 |
|
If you really are supposed to build multiple settlements, it's possible that the limit exists so you have to specialize each settlement & trade food / resources between them in order to unlock the biggest / best buildings.
|
# ? Jul 8, 2015 18:22 |
|
Unless the interface is really good and fluid for building stuff there's no way I'd bother with fancy LED lighting and actually making poo poo look good. It's all basic houses and perhaps giant dick statues from here on out.
|
# ? Jul 8, 2015 18:26 |
|
It looks like you can only build on existing foundations.
|
# ? Jul 8, 2015 18:27 |
|
I'm not interested in building my dream shanty, so hopefully there's worthwhile gameplay in there that doesn't break the game economy.
|
# ? Jul 8, 2015 18:34 |
Duckbag posted:Yeah, seriously. Or how about "Post-War," the descriptor many of us have used to describe Fallout's aesthetic? This is a Good Post and you really made me think about history differently.
|
|
# ? Jul 8, 2015 19:09 |
|
chitoryu12 posted:This is a Good Post and you really made me think about history differently. LET'S PLAY: Guess his state & city. quote:a state named after a fictional country from a 500-year-old adventure, novel town named after a Spanish saint whose name most of us knowingly mispronounce. I'm going: California, San Jose
|
# ? Jul 8, 2015 19:46 |
|
Why is the Institute building sentient humanlike androids to do slave labor when there are other more subservient robots they could build instead?
|
# ? Jul 8, 2015 20:04 |
|
Fallout doesn't actually make sense.
|
# ? Jul 8, 2015 20:11 |
|
Zoq-Fot-Pik posted:Why is the Institute building sentient humanlike androids to do slave labor when there are other more subservient robots they could build instead? Those robots are crappier/They are incapable of performing tasks that require more human-like hand dexterity/scientists always do dumb poo poo
|
# ? Jul 8, 2015 20:16 |
|
Fooz posted:Fallout doesn't actually make sense. You're right. Texas would never want to be in the same Commonwealth as Arkansas.
|
# ? Jul 8, 2015 20:19 |
|
Zoq-Fot-Pik posted:Why is the Institute building sentient humanlike androids to do slave labor when there are other more subservient robots they could build instead? They are actually re-purposed sexbots, but God forbid Bethesda initiates a frank and open discussion about future masturbatory aids, so when they say Android Slave Laborers you are just supposed to smile and nod.
|
# ? Jul 8, 2015 20:26 |
|
Zoq-Fot-Pik posted:Why is the Institute building sentient humanlike androids to do slave labor when there are other more subservient robots they could build instead? The same reason they're performing Vault "experiments" where they put one woman and 999 men into a vault, or remove all the entertainment tapes except for of one bad comedy actor.
|
# ? Jul 8, 2015 20:32 |
|
Zoq-Fot-Pik posted:Why is the Institute building sentient humanlike androids to do slave labor when there are other more subservient robots they could build instead? ...Why not?
|
# ? Jul 8, 2015 20:40 |
|
I'm on the Institute's side. Ain't no way I'm losing sleep over robot rights.
|
# ? Jul 8, 2015 20:42 |
|
Bicyclops posted:The same reason they're performing Vault "experiments" where they put one woman and 999 men into a vault, or remove all the entertainment tapes except for of one bad comedy actor.
|
# ? Jul 8, 2015 20:46 |
|
|
# ? May 10, 2024 01:33 |
|
Making them humanlike is stupid, because then people might mistakenly think they have feelings, or deserve rights or respect.
|
# ? Jul 8, 2015 20:48 |