Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Bethesda Softworks; Fallout 3
One last Fallout 3 news item. <a href=http://www.critical-hits.com>Critical Hits</a> has posted a <a href=http://www.critical-hits.com/?p=890>Fallout Q&A</a> transcript, revealing some new and exciting stuff. The best parts are:
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<blockquote>...most radiation from things like blown up cars (nuclear engines) and the mini-nuke weapon will dissipate given a little time.
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...your choices of dialogue can open up more quests, more options for places to go and things to do in the game. Emil really seemed to stress a high level of detail written into the game as far as Dialogue and Quest interaction. (I really want to believe that - VD)
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...there were many loading screens which displayed random stats from your time in the game, one of which popped up said, “Corpses Eaten: 0†Someone asked about this and Todd Howard seemed kind of surprised that it had gotten in to the demo, simply saying it is a “perk thingâ€.
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The main quest centers around your dad mysteriously disappearing from the Vault one day, and your quest to find him and find out why he left and where he is/has gone.
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(You could see that <a href=http://www.rpgcodex.com/phpBB/viewtopic.php?t=18598>a mile away</a> - VD)
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Yes there will be fast travel...
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...melee will be playing a large part...
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...they are putting as few unkillables [NPCs] as they possibly can. (Unkillable NPCs are in? Yay! - VD)
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The main quest they estimated at about 20 hours of gameplay, with about 20 hours more of possible miscellaneous quests and side stories.</blockquote>I saved the best for last:
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<blockquote>Q: Are they doing a lot of things to make Fallout mainstream?
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A: They’re “just doing what is coolâ€</blockquote>Bethesda's trademark.
One last Fallout 3 news item. <a href=http://www.critical-hits.com>Critical Hits</a> has posted a <a href=http://www.critical-hits.com/?p=890>Fallout Q&A</a> transcript, revealing some new and exciting stuff. The best parts are:
<br>
<br>
<blockquote>...most radiation from things like blown up cars (nuclear engines) and the mini-nuke weapon will dissipate given a little time.
<br>
<br>
...your choices of dialogue can open up more quests, more options for places to go and things to do in the game. Emil really seemed to stress a high level of detail written into the game as far as Dialogue and Quest interaction. (I really want to believe that - VD)
<br>
<br>
...there were many loading screens which displayed random stats from your time in the game, one of which popped up said, “Corpses Eaten: 0†Someone asked about this and Todd Howard seemed kind of surprised that it had gotten in to the demo, simply saying it is a “perk thingâ€.
<br>
<br>
The main quest centers around your dad mysteriously disappearing from the Vault one day, and your quest to find him and find out why he left and where he is/has gone.
<br>
(You could see that <a href=http://www.rpgcodex.com/phpBB/viewtopic.php?t=18598>a mile away</a> - VD)
<br>
<br>
Yes there will be fast travel...
<br>
<br>
...melee will be playing a large part...
<br>
<br>
...they are putting as few unkillables [NPCs] as they possibly can. (Unkillable NPCs are in? Yay! - VD)
<br>
<br>
The main quest they estimated at about 20 hours of gameplay, with about 20 hours more of possible miscellaneous quests and side stories.</blockquote>I saved the best for last:
<br>
<br>
<blockquote>Q: Are they doing a lot of things to make Fallout mainstream?
<br>
A: They’re “just doing what is coolâ€</blockquote>Bethesda's trademark.