![]() 06/21/2016 at 15:48 • Filed to: None | ![]() | ![]() |
Well then.
![]() 06/21/2016 at 15:55 |
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I had something similar happen to me.
!!!SPOILER ALERT!!!
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I was outside of the bunker where you go to talk to Danse after you find out he’s a synth. I’m in the middle of the conversation with him and all of a sudden I go flying at the wall. Turns out a deathclaw had run up behind me and decked me in the back.
![]() 06/21/2016 at 15:55 |
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![]() 06/21/2016 at 15:59 |
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Funny story: somebody made a gif of EXACTLY THAT. “I suppose this is goodbye”.
![]() 06/21/2016 at 16:01 |
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Yep, that’s exactly what happened to me. Must be a common thing.
![]() 06/21/2016 at 16:06 |
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What game is that?
![]() 06/21/2016 at 16:11 |
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Fallout 4.
![]() 06/21/2016 at 16:12 |
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OK, thanks. My last FPS game was Doom.
![]() 06/21/2016 at 16:29 |
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What’s interesting is that the original Fallout games were top-down isometric and had the ability to target enemy body parts - they were more sort of turn-based. When Fallout went FPS with Fallout 3, they kept that function in a secondary combat thing called VATS. That’s what’s going on the gif - not normal FPS play. He has slowed down to attack a Giant Enemy Crab, is selecting body parts to put bullets in... and then he’s attacked by a Deathclaw. Or as series veterans might describe it, a GIANT DEVIL FUCK-YOU-UP-LIZARD NIGHTMARE CLAW RAPE AAAAHHHH
Those things can be fought readily enough with a prepared character, but have a horrible tendency to see you before you see them, and many a low-lever character has had the last thing they see before horrible death be this:
Or this:
They have a nasty tendency to make a slight shuffling noise, a muted roar, and then LEAP. The stuff of nightmares.
![]() 06/21/2016 at 16:53 |
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Those graphics look pretty amazing. I’m not sure I could handle it.
![]() 06/21/2016 at 16:56 |
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There are plenty of people who have a strong response to those things. C.f. this gif I found:
![]() 06/21/2016 at 16:59 |
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Makes these guys look pretty tame.
![]() 06/21/2016 at 17:02 |
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I’ve played Doom 3, which of course was quite menacing because it had high-res versions of all of those (well, not the mancubus or Cyberdemon) engaged in jump scares in the dark. Purportedly the new Doom (ironically, by Bethesda, the same guys as the FPS Fallout games) returns to the run-and-gun format and doesn’t spend much if any time on scares.
![]() 06/21/2016 at 20:25 |
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They weren't kidding with that whole go the long way around instead of just going north from the start point to reach the strip.
![]() 06/21/2016 at 20:26 |
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The original Doom was pretty creepy (especially with a proper soundcard instead of just a PC speaker), but yeah, definitely not like Doom 3's infamous monster closets.
![]() 06/21/2016 at 20:31 |
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Sort of near there I encountered a Deathclaw that had apparently levitated some bears:
They are actually floating as opposed to falling (which of course can not easily been seen from a screenshot). The deathclaw is just above the crosshair, but is well camouflaged.
It is the right approach here though, run behind the mirelurk and hope the deathclaw ruins its day instead of yours.
![]() 06/22/2016 at 08:51 |
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The best part of Doom 3 is when you finally crack into a psychotic mode of ain’t care and start laughing like a madman and waiting in anbush for the imps with a chainsaw.
![]() 06/22/2016 at 08:55 |
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I don’t think I ever did find a surefire way to thread the northbound road past the quarry. There was kind of a pocket... I think to the east, which had two or three that seemed like they had ESP. You’d think you were in the clear, when suddenly, *THUNK*. I think technically there may still have been a short way going west all the way around the quarry - the sort of loop road that connects with the overlook where the Great Khan scouts are, but there were other not-safe-for-low-levels things that way.
![]() 06/22/2016 at 11:15 |
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It was definitely the sound effects that did it. Full stereo helped give you the creepy crawlies.