The karma system is also just the copy and paste of Oblivion’s fame and infamy system (or, at least, Bethesda has never actually read up on the concept of karma either). For instance, if you have a high intelligence score, you apparently have the ability to point out the obvious. Of course, the dialogue options are so few and far between and they, at times, don’t even make sense. actually made a difference on how you played the game in Fallout, as opposed to Fallout 3, where Bethesda just slapped on their old stats system from Oblivion and called them another name, adding in dialogue quips so if you had a high score in one stat you could get a unique dialogue option.
#Best oblivion quest mods mod#
Which, of course, has to do with Bethesda making an Oblivion mod and not an actual Fallout sequel. stats, but they’re nothing like the Fallout equivalents. Except, uh, Fallout 2 didn’t, and only someone who has actually played the game would know that, which brings us back to my original point.Īnd while you see words flash up that say, “You’ve gained/lost karma!” or you can see your S.P.E.C.I.A.L. Even early complaints about Fallout 3’s ending were apparently “justified” by a Bethesda employee, saying that they gave Fallout 3 a definite ending because Fallout 1 and Fallout 2 had definite endings. and Karma made their way to the game, as did the Enclave and other common elements of the Fallout universe. Still though, you’re still going to find some people saying that Bethesda did their research on Fallout, citing that S.P.E.C.I.A.L. The only thing that has pretty much come from previous Fallout games is just the name, while everything else in Fallout 3 comes from Oblivion (including the rediculous vampires). There was a specific defining quality of what made the games what they were and it mainly had to do with the interface and the view point in which you played the game.
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It’s not a foreign concept to find developers actually expand to other ventures and genres and be successful in their attempts as well.Īnd while I do not only wag my finger at Bethesda for trying not to be original, but I’m more about wagging my finger at Bethesda for essentially changing what the Fallout series is actually about. However, developers are capable of doing something different. Morrowind was the milestone and Oblivion…well, Oblivion fell a little short (at least not in sales). Of course by now you’re probably defending Bethesda, saying something like, “You can’t blame them, all they’ve ever known is The Elder Scrolls.” Which is true they’ve always been trying to improve the usual game play of TES. Oh, and there’s also that bit where Fallout is a long-established series that Bethesda only recently got their hands on. However, what has changed is the setting and the art (some what). The engine, mechanics, voice actors, and even the UI are either identical, similar, or an improvement from Oblivion. If you’ve heard, “Oblivion with guns,” then I’m proud to report that such a statement isn’t far from the truth about Fallout 3. But hey, considering the mod had about 1/4 of quest content than Oblivion had, then I suppose it’s worth it. Of course, the only catch is that I had to pay $50 to play it.
But then, at the end of October, I saw the best Oblivion mod. I mean, at times I had to wonder if it was cutting room content from the floor at Bethesda. I’ve played a lot of Oblivion mods, and a lot of them were of an impressive quality.