How flexible?
How much flexibility in artistic imagery is there when using this BG

A engine? Is it 3 D enough that they can slap skins on wire frames and insert them into a rendered space? Or must they paint over the proprietary "manakin dolls"?
The site's renderings of characters reminds me of "Messiah".
If they couldn't mimic the FO 1 + 2 art, couldn't they have mirrored FO in their drawing software? The vault inhabitant pictured on the Microflash site appeared to be the only attempt. Some one see more? Drawing software tends to make games look the same. (Poser looks like Poser.) But still (Poser's or not), couldn't a continuity of image between FOBOS and FO 1/2, FOT, be hammered out ? If you're investing in a unique look why copy other games when FO could have been rich enough raw material?
If it must look like something borrowed, look like "a " FO?
Or was there no time/money to guild the Lily, paint over the munchkins of BG

A?
How much of our disbelief must we surrender to "pretend this is a FO vehicle"?
After wading through all that 2D vs. 3D verbage over the years,
where is the superiority of this "modern" polydimensional rendering?
Or is it garbage in garbage out?
If the new way is supposed to be cheaper, why isn't a little time spend on the basic world view of the "art"? 'Kewel particle effects'
are icing on the cake, if they bothered. But my impression is they
went to the bakery outlet store and got a plain pound cake,
past it's expiration date, and tarted it up with thongs and fishnets.
Is my frustration clear enough?
4too