Stealth Moose
Umbrella Elite
Originally posted by Lord Lucien
For KotOR II (which I've b*tched about incessantly here, so I won't go much further), the atmosphere and characters of the game felt pretentious and confused (not 'ing', 'ed'😉, in that, they're trying to do a good dark, mysterious, morally ambiguous game, but it came off like they were trying too hard and the effect was ruined. Also it didn't help that I spent a year before I played it listening to all of you talk it up so much, so my expectation were probably unduly high.
It's okay, we understand if you don't have good taste. KotOR II did one thing right that KotOR got wrong, and that is add some of the moral ambiguity back into things. The Jedi weren't right, but they were hardly heroes either. Revan's brainwashing in the first game is pretty much glossed over in the ending, saying "Oh the Prodigal Son returns!" after you've done all the heavy lifting for the Jedi after being mindraped, controlled, and compelled to kill half of the Sith Empire. KotOR II instead shows that the Jedi have serious doctrine faults, that their indecisiveness during the Mandalorian Wars was not necessarily due to pragmatism or some higher wisdom but due to fear and doubt. And lastly, Kreia is a far more interesting main character than say, Bastila or Carth, or even Malak.
KotOR's strengths include the Reveal/twist, the polished end-result due to not being rushed, and novelty.
And New Vegas is a technically superior game in ever way to F3. Better mechanics, hardcore mode, graphics, music (discluding the radio because f*ck Johnny Guitar),
Disagreed here. While Johnny Guitar isn't anywhere near my fave, Big Iron, Ain't That a Kick in the Head, and others are awesome.
and a bigger more immersive world. The joinable, explorable factions were just fantastic. But I like to say that NV had a superior world, but F3 had a superior character. The Lone Wanderer had an established and named father, mother, best friend, authority figure, bully, teacher, and community that we actually get to see them grow up with. In a home that we have to see them flee from. Something like that draws me in to a character and game better than anything. That the PC came from another world also helps explain their total ignorance about everything outside, making every initial encounter and conversation feel more believable and genuine. When it comes time to complete the main story involving this character, I actually have something to be interested and invested in, instead of nothing.
I can understand this, although I disagree that it makes FO3 any more compelling. For me, once I stepped outside of the vault for the first time, and got bored with Megaton, lost a dozen times in the ruins, and killed a billion mutants, I was completely bored with FO3 and started to run around looking for loot more than anything. I didn't feel connected with anyone in the world, and therefore my immersion factor was gone. If the game had included people from the vault as my team or allies, or I was sent out to rescue them specifically (I am rescuing my Father, but that part wasn't well done. And that simulation was annoying) I'd be more vested. Instead, I feel like Bethesda had this superb introduction chapter and a subpar result in favor of sandbox. Even Skyrim and Oblivion had more compelling reasons to pursue the main quest.
And this goes to the Courier; although the Courier is allowed to be a mostly empty cup for us to fill up with our imaginations (mine was a sort of wandering former doctor who tried his best to protect the weak and innocent and supported the NCR nominally but had more in line with the Followers of the Apocalypse) the main quest is pretty driving - that idiot shot me. Why? What is he doing? Etc.
It's all a matter of taste (mine is clearly superior) but it's clear that I prefer Oblivion titles to their predecessors in this case. I also like Icewind Dale series better than Baldur's Gate, although I recognize the strengths of BG in comparison and that was Obsidian's original Black Isle who produced it.
The Courier was a person from that world, so the necessary disconnect for gameplay is much less understandable or explainable. Why don't they know everything about the area already? Apparently they saw one of the Tops acts play in New Reno, so we know this freaking courier gets around. So why the in-universe obliviousness? The Courier was a total blank, empty, shell. And where in some games that works, for me, I need more in my 100+ hour customizable RPG story.
Actually, a lot of the obliviousness comes from the Courier wandering a lot over the years (some dialogue implies having been as far out as Montana, iirc), it is implied that the Courier has been out of the area for some time before taking this job, and then there's the fact that you have had a bullet in your head. It's unclear exactly what was retained, and since there's no one who really knew you prior, you have only your own fragmented, unreliable memory to use.
Also, I think Nexus mods has something to fix this if you want a more established character. I readded Primm rep, real gun names, spurs and smokable cigarettes last time I played.
Though for the worlds as a whole, when I play a post-nuclear apocalyptic game, I want to it feel post-nuclear apocalyptic. I'll never forget my reaction upon exiting the Vault in F3 and looking over the landscape. A game that makes you stop and take notice like that has done something right, and the rest of the time it always felt like the barren wasteland the world was supposed to be (the visual repetition not being forgotten, however). NV didn't feel like that. It was comparatively cleaner and less apocalyptic feeling. Visually and story-wise, it didn't always feel appropriate having a word like "fallout" as the title. Still, the hardcore mode made up for all of that. I wish Skyrim's developers had adopted it.
Hardcore Skyrim mode is being something other than a Nord two handed fighter. Those things are broken. And yes, I totally agree with you that there's nothing to surpass that first leaving the vault experience. Unfortunately, FO3's apocalypse looked more like a grey ruined, boring and lousy with mutants shithole than a land 200+ years in recovery.