spatch: (Fallout - Vault-Tec)
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#791. Activating a radio transmitter and listening to the automated station constantly CQ.




(CQ is the ham equivalent of "Are you there, God anyone? It's me, Margaret.")

(no subject)

Date: 2008-11-12 03:51 pm (UTC)
From: [identity profile] tonysalieri.livejournal.com
That pretty much jibes with what I've found with the game. It is an amazing, open, self created-narrative....with a semi-passable "main game" stuck in there as a weakish skeleton. Again, without giving too much away, but there is a certain situation that can be created at the very end that was so hackneyed and contrived as to drain all the pathos out of the moment and turn it farcical. However, the journey in this game is far, far better than the destination, and I would have spent all that time all over again. Hell, I'm still picking it up when I can and exploring the bits I missed.

I highly recommend you get the Explorer perk at level 20. It reveals EVERY area except the one secret encounter that I stumbled upon.

(no subject)

Date: 2008-11-12 08:19 pm (UTC)
From: [identity profile] tonysalieri.livejournal.com
Yeah, definitely don't go into the final scene until you are ready for the game to end, because it's not like the last two, where you get to walk around and see the aftermath of your handywork. I definitely kept a backup pre-endgame kicking around, and branch out from it now, checking out what I missed.

The first time, I took Grim Reaper at 20, and had a lot of fun with that. Energy Weapons 100 plus Plasma Rifle, and I was essentially one-shot headcapping Enclaves and Supermutants most of the time.

I would say, get the ending out of your system, and then get back to whats important...exploring :)

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