this post was submitted on 08 Nov 2025
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[–] agent_nycto@lemmy.world 1 points 9 hours ago (1 children)

I get that people like the story and feel like they have an influence on it, but for me it felt railroaded even from the start. "Oh yeah it's open world but if you go anywhere other than the path we laid out for you you'll die by deathclaws" is what it's known for.

My biggest gripe is that when I play fallout I want post apocalyptic retro futurism. 50s vision of the future gone wrong. I feel like I don't get that with NV and that's the whole theme of the franchise. It's the pizza at the Chinese buffet, like, I'm not here for that, why are you here? This is just Nevada but slightly shittier.

[–] ameancow@lemmy.world 2 points 9 hours ago (1 children)

I mean... sure, I guess it bears mentioning my first playthrough I did brave the deathclaws and survived by being sneaky and took a wildly different path than most people at the time.

The idea isn't that there's an easier path of least resistance you can take, but that it actually let's you go off the rails if you give it effort or come up with some logical ideas.

In modern gaming, solving problems with logic is almost dead, and NV had a lot of that.

[–] agent_nycto@lemmy.world 1 points 6 hours ago (1 children)

Ok, but compare that to breath of the wild. The game really is an open world. And you can go right up to the boss and kill him with a stick of you know what you're doing. You, as a player, decide to go get stronger first. You don't have characters specifically telling you to avoid an area, and a quest line that specifically takes you down a specific path that gives you a specific narrative.

Plus it's got all sorts of logic puzzles like, all over the place.

Hell in fo3 you don't get railroaded until the final mission, first time I played it I didn't even go to megaton until way later. Fonv starts you off with it. For a game that is supposed to encourage exploration to start off saying not to? C'mon.

[–] ameancow@lemmy.world 1 points 6 hours ago

For a game that is supposed to encourage exploration to start off saying not to?

It's an odd point to get hung up on, I can certainly describe a lot of areas the game is lacking by today's standards and some other open-world type games, but this wasn't one of them for me. Some people are going to feel challenged by being told "don't go there" and some people will feel offended and some people won't think much of it I guess.