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Can Fallout: New Vegas Make Fallout 3's World More Cohesive & Enjoyable?

General discussion of Tale of Two Wastelands
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Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

TAWM wrote:

Post by Damianwolff » Fri Mar 10, 2017 9:03 am

[quote=TAWM]


snip


[/quote]


I like your thinking and agree with your points.


I will only add that F3 feels more lived than NV. To me even the vanilla cities in F3 feel more realistic and believable than NV ones, which feel more game-y, more metaphorical rather than literal.


When me and my friends play F3, the common like of thought is "Wow, this a post-apoc settlement, it feels like a post-apoc settlement. I can see people hunters walking the wasteland, I can see caravans connecting towns, I can hear people chatting, I can see how this world lives". And in NV you look at the towns, at New Vegas itself, and think "Oh, this is meant to represent what this world is. There are Bighorners in the pen, but no one around them ever, there are talks of logistics and caravans, but we never see that, there are no travelers on the roads, there are people in the Trading Post, but they don't interact, there are talks of large faction bases, camps, but they are not that large".


Somehow, to me, Evergreen Mills feels more intimidating, lived-in and dangerous than the Fortification Hill. Nothing I can do about it.


When you walk into DC Wasteland, you feel like people live there, and you are becoming a part of their stories. Probably that's why I wish all of the vault 101 segments were more developed and expanded, to better appreciate the wasteland.


When you start your trip through Mojave, you feel like the world is waiting for you, and you are the single sole active character in the whole of Nevada. Well, you and maybe Ulysses, but even his story is PC-centered to the bone.


When you leave DC at almost any point before the Broken Steel ending, you feel that you leave things hanging, that you need to come back at some point. When you leave Nevada for DC, you know nothing will change while you are gone, and that the existing stalemate will continue.



CyberDanz
Posts: 44
Joined: Wed Mar 05, 2014 4:32 pm

Tale of Two Wastelands....

Post by CyberDanz » Thu Mar 23, 2017 4:44 pm

Tale of Two Wastelands.... hmmm.  In my opinion, is the best way to experience both games in one using the newer FNV engine.  I remember Requiem (sp?), which I believe was around the same time frame TTW was introduced, it's been a while.  Honestly, I've never really paid attention to the many actual changes.  This is why I'm usually not actively aiding much on here.  As far as what OP is saying, I totally agree when I stop and think about it, which leads to my next comment.  I search high and low for mod conversions or FO3 mods I can actually convert myself that changes some of the things I want out of TTW directly (e.g. weapons, races, gameplay, etc).  I'm not sure what exactly is out here regarding changing how quests works between the two games, but you can find many, many things that will allow you to enjoy more immersion, followers (without Karma checks even, if you select that in MCM under TTW Optionals), weapons (OP'd, non-OP, etc)... all of which will allow you to actually WANT to play it again and possibly again!   I noticed somewhere on here a mod idea "FO3 Plot Convergence" which sounds cool with the idea of changing the storyline a bit that makes you go to Mojave just to obtain the Platinum Chip and return to the DC and use the chip in Vault 112 in order to save your dad and move on to completing Project Purity (This is more aimed at Damianwolff's last comment).  I noticed either RoyB or Risewild discussing things on that topic as well disagreeing with the train ride portion of it, but the OP there agreed to leave it if he/she were to move forward with the idea.  That mod, if implemented, may offer TTW gameplay in a similar way Bizzquik is seeking.


CyberDanz The public junkie who LOVES Fallout!

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