Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, I personally think fallout 3 has one of the most boring intros to any game i've ever played and it made me not want to play the game after the first 10 minutes. New vegas is a much much better example of a fallout game with a captivating intro.
Although Vault 101 ♥♥♥♥ isn't actually that boring to be honest. It lasts about 20 minutes and then you are free to go towards any direction you damn please. This is truly open world gaming. In Fallout: New Vegas though you can either go North, where you will most likely die, unless you do like... Steal the Stealth Boy from the corpse of that Powder Ganger... Then you use it and pass the Cazadores. But you can also try be sneak about it, without the Stealth Boy. Maybe go that Highway where the Deathclaws are.
Well, that. Or you can go South, the normal way. And then be worshipped... Like...
I mean.
Both games have pretty boring beginnings.
Well, RPGs tend to be kinda boring. Their long dialogue kinda robs the game of replay value. I mean. This is not true to some RPGs like... Deus Ex has a lot of... Game styles that drastically allow you to play the game differently. And dialogue can be approached in. Oh...
Nevermind.
In general, the concept of a rpg involve some explanation, great number of texts, and some leveling. You know, the tabletop that is a origin of the concept of rpg.
The option to "skip" a battle is for times you just dont want to fight (just passing) or maybe you found an engagement with monsters you might not beat.
anyway, better having this option than not.
I wonder what kind of atmosthere you expected from a 2d plattformer.
If you want more atmo in a monster catch game, you can also have a look at Nexomons. Just startet and there is a huge monster in the beginning and some mystery. Maybe thats for you.
But still catching and grinding.
I think MS is a great game for what it is and they got MANY things more right than they got more wrong. The fusion of the fast movement and powers of a metroidvania game with the aspects of a typical monster catching game and the outstanding depth in each and every single monster had me really liking this game. I'd personally prefer more things to do post-game to grind items, because I think just the infinity arena isn't enough. Now, I know we'll get some post-game content soon with the new fights, but I don't know how re-playable and rewarding those fights are, so I can only really judge the game by how it is and has been for a long time now.
Take another "monster catching" game... Geneforge. The intro is a bit of a text dump to setup who you are/the world... then the first ~10 minutes of gameplay is a tutorial/text dump further setting up the world. After that it is pretty much up to the player how they explore and if they want to choose dialogue options to get more flavor/info.
However, OP's sentiments come across as your typical "omfg I spent 5 minutes reading I want to play the game!1!!! I'm not a baby!!11!!"... then likely has no idea how to do certain things/what's going on. It really could be written better.
That doesn't mean it isn't valid. After all, some people don't care who/where they are... they just know they must kill/loot. Not to mention too much info/dump can be a major put-off to immersion/wanting to play... just as not enough info makes you not care.
(As an aside: Hollow Knight is vastly overrated, and this is coming from someone who 100%'ed it. The atmosphere is basically Dark Souls: A Bug's Life edition. Just as Salt and Sanctuary was Dark Souls: Paper Doll edition. Good games but not really unique/different.)
The difference between Hollow Knight and Monster Sanctuary though is that those items are actually interesting.
And when I read the description of the stupid birds from the intro, it literally goes like...
"These old birds can live long and people keep them as hunting pets. Those who keep them are really cool, but apparently humans dont live as long as these long-living birds. So, long-living birds are kinda sad". OKAY, THANKS... GOOD TO KNOW THAT.
VERY INTERESTING.
Anyway, the focus of this game isn't on the story. It's a monster raising simulator crossed with a Metroidvania, so the emphasis is entirely on the gameplay, which happens to be really fun so far. The lovely music and graphics are a bonus, too.
It is also fairly original for its times. I especially enjoyed Point Lookout, although I kinda hate Operation Anchorage for being a boring CoD rip-off, with some self-awareness.
New Vegas is definitly the most artistic of all the Fallout games, but I don't feel like Fallout 3 deserves the hate it usually gets.
In any case, off-topic to the point so I won't continue it.
In short, Fallout 3 fails to understand the gravitas of the post-apocalyptic world. It masquerades its ineptitude by creating 'wacky' situations and expecting the player to engage with its established faux-morality and cannot even deliver. Let's take Tenpenny Tower, for example. The quest prefaces itself by overtly establishing that Tenpenny and the residents of the tower are bigoted towards ghouls, or at least toward the group of ghouls living in the underground facility nearby. Besides the fact that it's a private property and they're well within their rights to deny entry, the game pushes you toward siding with the ghouls because it's the "good thing to do". I'll brush past the fact that Tenpenny Tower is located in the middle of nowhere, has no obvious water supply, lacks any crops or potential for farming and thus has no food supply outside of trade with Brahmin caravans or Megaton (who Tenpenny has no issue in blowing to pieces because it's an 'eyesore' and thus cannot be evidenced as a meaningful or necessary source of food/trade) and in general is an illogical location.
When you let the ghouls into Tenpenny Tower they slaughter everyone. Maybe some people were fooled by this and thought it 'subverted expectations' or that the people of Tenpenny Tower had this coming, but it isn't the case. Regardless, when you then rightfully kill these ghouls for their blatant act of terrorism, you receive negative karma. It's a case of the game's mechanics not living up to its supposed world-building/internal morality and it's an incredibly blatantly poorly written quest.
As for Tranquillity Lane, it's more of the same. Bethesda thinking that Fallout is about a 50s aesthetic and trying to imitate 'dark humour' whilst failing miserably. Honestly it's pathetic.