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..what? I played Fallout 1 and 2 when they came out. they were MUCH more combat oriented than SR. I suppose you could say SR is a simple tactical RPG. You are implying that the moment you add combat into an adventure game, it stops being an adventure game. That's like saying if I have an RPG..but I add in some fighting game mechanics, it is suddenly a fighting game. come on man.
I don't really think this is misrepresenting the game. If you load this up expecting a Fallout 1/2 or other isometric TRPG experience, you will be a little confused. maybe even underwhelmed. just wanted to let people know before they started trying to compare it to something it isn't.
what does that have to do with the way the game plays? and how does that invalidate anything I said?
..how exactly? you click, and your avatar moves around. you click on speech bubbles to engage in dialogue with NPCs.. you buy/sell items and equip them. you fight opponents.. earn experience points and progress through the story. I didn't realize those things were 'table top' exclusive.
Cool game. Can't wait to crack open the editor.. just saying, it plays more like an adventure game with rpg elements. like the ones I just mentioned. where does the 'table top' feel come in?
someone please explain this to me. ..unless you mean the fact that it is linear. not a problem for me..but if that's all you're referring to.. just say that.
You mean FO1/2 were combat heavy because YOU chose to go combat heavy. So far, yes, SRR does seem to lack the "Imma shoot everything!" option that FO1/2 gave you the option of going with, but those games were by NO means all about the combat or even combat heavy if you didn't want to go that route. And personally, I didn't go that route for FO1/2.
At no point did I say being linear and rpg were mutually exclusive. I didn't even insinuate it would be preferable in a game like this, due to the pacing and the focus on narrative for progression.
Combat Oriented. Not combat heavy. Combat Oriented. Did you forget about all the random encounters while travelling? the depth and breadth of options provided for combat? As you said, it gave you the option to go with that.. but you could choose a different route.. sometimes. Are you denying the combat was an integral part of the game and its balance? Honestly, I'm not really sure what your point is.