Just follow the exact story of F2, including dialogues and quests.
Project Arroyo lead Damion Daponte has discussed how they’ve approached the difficult task of deciding how much to tweak as they reinterpret the 90s RPG.
Just fucking don’t.
Because we could easily just keep it exactly the same, but I will say, especially in this engine, it will be a worse game if we do keep it exactly the same. Even if people don’t realise that.
🤦
Presumably, they’ll be taking a few cues from how Bethesda themselves reinvented Fallout as a 3D first-person action-RPG with Fallout 3.
Fuck, no!
They really need to focus on rebuilding the maps in 3D and working on adapting them to the engine. They definitely shouldn’t touch the missions and narrative.
100% that. That wouldn’t be a F2 remake anymore.
I didn’t react as strongly myself, the thing that I immediately went to when he said that was “encounter design”. Translating the game 1-for-1 from a turn-based isometric game to essentially an FPS is going to require some surgery. But even beyond that (and this is coming from someone who loves the game): FO2 has plenty of absolute atrocious encounter design. Revamping that is something I’d be perfectly okay with.
Even stuff like the introduction of new ways to solve certain quests like the example he mentioned about the church I could probably be okay with.
Now, if they start fucking with the writing, the story or the characters…
Stopped here:
For example, rather than putting together one big open world space to house everything, as was originally the plan, the modders have opted to break things up into hub worlds that are better at translating Fallout 2’s broader geography.
fO2 infamously gave up on an open world’s and used connecting hubs as a compromise…
Traveling between two areas was just the Looney Toons plane over a map. If the RNG generated an encounter, it loaded a small map for it to take place on.
They’d have kept it more try to the OG game if they made each location independent like that. If you can walk from any location to another without going over the map screen, that alone is a huge change from the original.
Im not 100% sure FO2 was the first to use the Looney Toons maps for travel, but they perfected it and it was one of the big charms of the game.
FO1 also used the approach for map travel.
Yeah, so did Wasteland now that I’m thinking about it…
I can’t remember how Baldur’s handled it.
Still a map, but you were clicking known locations to travel to. You couldn’t just click anywhere on the map, you couldn’t enter a randomly generated square of wilderness in the middle of nowhere if you felt like it and there wasn’t an animation showing you traversing the map.




