Fallout 2/YMMV: Difference between revisions

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* [[Even Better Sequel]]: Pretty much everyone agrees that it's pretty awesome. The first ''Fallout'' was good. ''Fallout 2'' took everything it had, cut out the superfluous parts, improved the lacking parts, and polished it all to a gorgeous finish. The result is a larger world to explore, more involved quests, morally complex stories and characters, and much deeper gameplay with a large variety of new equipment and enemy types. The first ''Fallout'' seems like a beta or a demo for ''Fallout 2'' when you look at the two together.
* [[Even Better Sequel]]: Pretty much everyone agrees that it's pretty awesome. The first ''Fallout'' was good. ''Fallout 2'' took everything it had, cut out the superfluous parts, improved the lacking parts, and polished it all to a gorgeous finish. The result is a larger world to explore, more involved quests, morally complex stories and characters, and much deeper gameplay with a large variety of new equipment and enemy types. The first ''Fallout'' seems like a beta or a demo for ''Fallout 2'' when you look at the two together.
* [[Evil Is Cool]]: Frank Horrigan has his share of fans due to this.
* [[Evil Is Cool]]: Frank Horrigan has his share of fans due to this.
* [[Fridge Brilliance]]: The world of Fallout 2 is unlike most sandbox games in that it actually has an infrastructure that doesn't conveniently revolve around you. In fact, many of the game's quests relate directly to this infrastructure and lets you turn it towards drugs, slavery and general debauchery, lead it into a fragmented prosperity, unite it all under the banner of the NCR or even destroy large chunks of it.
** To elaborate on this infrastructure, most of the land's food comes from the large Brahmin herds and farms of Modoc (whose prosperity you can restore, leading to more food, or you can let stagnate, meaning many areas are hard hit) and NCR's own stocks. Vault City and NCR are responsible for training and supplying the majority of the doctors. New Reno is the drugs, booze gambling capital, The Den is home to the biggest slave organisation, Gecko can provide power, and NCR and Vault City have self sustained power. Vault City can give medicine and tech, Broken Hills' uranium mines provide the slugs for the power stations and Redding mines gold which backs the land's economy. You can manipulate the faction's leaders, each of whom has their own ideas of how to further their settlement, and through this the geo-political situation as a whole. Plus, you can encounter and even work for the caravans that carry the land's goods about.
* [[Game Breaker]]: The [[Brilliant but Lazy|Gifted Trait]] makes character creation a no-brainer. Once a player creates the antidote for [[Drugs Are Bad|Jet addiction]], then Jet also makes the player absurdly powerful [[Subverted Trope|with no drawbacks.]] The Slayer and Sniper perks also turn into this by making the player character roll criticals for every attack.
* [[Game Breaker]]: The [[Brilliant but Lazy|Gifted Trait]] makes character creation a no-brainer. Once a player creates the antidote for [[Drugs Are Bad|Jet addiction]], then Jet also makes the player absurdly powerful [[Subverted Trope|with no drawbacks.]] The Slayer and Sniper perks also turn into this by making the player character roll criticals for every attack.
** Boxing in New Reno. If you win, you get a perk giving you 12 normal damage threshold, and 4% to all resistances except fire. It is cumulative with armor. Normal damage is anything that isn't plasma, laser, fire, electricity and explosive. Which means that you will take no damage from most enemies, and half damage from most more powerful enemies, without taking armor into account. Most enemies who use laser, plasma, fire and explosives are either using [[Sorting Algorithm of Weapon Effectiveness|low-tier weapons]], using [[Awesome but Impractical]] weapons, or plain non-military personnel (who don't wear effective armor and don't have much [[Hit Points]]).
** Boxing in New Reno. If you win, you get a perk giving you 12 normal damage threshold, and 4% to all resistances except fire. It is cumulative with armor. Normal damage is anything that isn't plasma, laser, fire, electricity and explosive. Which means that you will take no damage from most enemies, and half damage from most more powerful enemies, without taking armor into account. Most enemies who use laser, plasma, fire and explosives are either using [[Sorting Algorithm of Weapon Effectiveness|low-tier weapons]], using [[Awesome but Impractical]] weapons, or plain non-military personnel (who don't wear effective armor and don't have much [[Hit Points]]).