I don't know how an low-rez isometric game can compare, honestly.
The comparison would be apples to tomatoes. What I see put up as atmospheric in most threads is Fallout 3's use of 3D graphics and sound to depict a dynamic setting /sandbox. The original Fallout does not use a 3D accelerator, in fact it only needs DirectX 5 to get by [windows version]. It is based on a PNP role Playing game where players would use a visual prop (like a hillside and battered wall, say..) just to have a common orientation, and know where the people stood. This prop could be used a hundred times in the game to depict different parts of the wall, and its no problem, because everyone playing knows that it is a representation of 'A wall segment' on 'a hill side', and no one would point out that this wall has the same cracks and dented trash cans as the one before. It is only the base essentials of the display that matter.
Folks deride Fallout's use of about three ruined city areas to depict ruined city areas all across the wasteland (in between the towns). A role player has no qualms whatsoever with this, because those "sets" depict the core essentials of a ruined city block, and that's all that it needs to. The game sprites for the people and creatures are handled the exact same way. The Vault Dweller has an 'obviously female' and an 'obviously male' version ~that's all that is needed to role play him or her. The Player assigns a uniqueness to their PC every time they make one. The sprite shows where it stands and generally what it is. :shrug:
Its the same for animals and monsters, but its ironic here in that most games (including Fallout 3) do the same; they use the same asset for every creature ~just as Fallout does. In FO3 every feral Ghoul is the exact same model as the last time. They all look the same; it doesn't matter. The difference is that Fallout3 makes it rather obvious that every vicious dog, and every Ghoul and Mole-Rat are identical, because of the upclose detail ~where Fallout usually depicts from a distance, and those minor identifiers fade ~plausibly, and the sprites tend to look like 'What' they are as opposed to 'Who' they are. In a large world, this is a far better thing for an RPG.
Fallout has the atmosphere in spades...(I should say the essential atmosphere) when it comes to visuals (and music). Fallout used atmospheric ambient tracks to indicate an appropriate impression of an area ~and it works VERY well. Just compare /examine Vault City, the GLOW, Necropolis, and the Brotherhood bunker. (and Redding)
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***There is another aspect to mention that has nothing to do with Fallout, but may play into visual RPG's as a whole. Most people can only track about 149 friends (tracking entails knowing your friends, and their relationships to your other friends. * IE. "don't invite Jane to Robert's party ~they hate each other." ). Its just me, I'm sure, but I wonder what effect is happening when you play enough RPG's to recognize individual faces and their allegiance? (FO3 is a game with 300 factioned NPC's)
