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Action Role Playing Console Thoughts - Blather, Rinse, Repeat
June 17th, 2004
11:30 am

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Action Role Playing Console Thoughts
I am currently playing (in the sense that I have a game that I saved last night around midnight, not in the sense that the controller's in my hand) Fallout: Brotherhood of Steel, a reuse of the Baldur's Gate: Dark Alliance engine in the Fallout/Wasteland setting.

Disorganized thoughts about this game:

  • There are no character classes. I don't know, maybe there are, but Role Playing Games are so intermingled with the ANSI standard fantasy setting (Classes: Fighter, Magic User, Cleric, Thief. Races: Human, Elf, Dwarf) that any deviation suffices to completely throw the user. I'm not sure, maybe my character is a thief, I can't tell. Part of this is made worse by the fact that I'm renting this game, and I didn't get the manual. Maybe everything's explained there. Chances are that I wouldn't have read the manual by this point, so it's probably a wash.

  • Still sort of on the character class note, I'm really not a fan of the style of RPG that doesn't allow you to craft your own character. The Japanese RPGs are atrocious in this regard - they're riding the line between RPG and adventure, which means that they don't want you making up your own hero. I suppose that's fine - some people really want to play those games. Not me, I want to be able to "roll up" a character. All the fuss about City of Heroes seems to be about the amount of flexibility given to the player in selecting the look of the character. That's what I want in an RPG.

    Fallout doesn't allow you to roll up the character - you get to pick from three people at the start screen. I don't know if I've got stats like strength and dexterity. Maybe they exist, but are hidden. I'm pretty sure I can't improve those stats.

  • It's taken me a while to figure out how to aim my guns. And mind you, I played all the way through BD:DA, which I would have expected to be a good training level for F:BoS. I got through one boss without really knowing how to aim.

  • Bottomless pits? Yeah, everybody loves bottomless pits. Everybody loves jumping over bottomless pits. While being pursued and shot at. One thing that I'd expect, though, is that when I'm in "walk" mode, that my character would have the good sense not to walk into the abyss. Other games have done this, it's not that big a deal.

  • Thumbs up on a not-completely-predictable storyline. I'm not so sure I like the idea of yoinking away the healing potions (ahem, "stimpaks") that I was hoping to buy when I limped back to town and instead sending me on a wild goose chase.



So, I don't know how far I am into the game. I feel like I've gone a short ways down the linear storyline. I'm enjoying it, mostly. It's giving me things to think about for one of my upcoming home game projects. We'll see.

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