Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Bethesda Softworks; Fallout 3
A crack team of the finest <a href=http://www.nma-fallout.com>NMA</a> ninjas, disguised as respectable citizens, managed to infiltrate Bethesda brainwashing booth, witness Fallout 3 <a href=http://www.nma-fallout.com/article.php?id=38620>PowerPoint presentation</a>, and even ask our old buddy Pete Hines <a href=http://www.nma-fallout.com/article.php?id=38623>a few questions</a>:
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<blockquote>Fallout 3 looks like a well-produced, very pretty, very fun game that'll provide quite a few people with a lot of hours of enjoyment. However, I don't think it's anything more than a very pretty and fun game.
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The only times this game really shines is when it is copying from the originals directly. The moments of inspiration outside of that are rare, limited to a few jokes and the Protectron's excellent design.
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But what does that mean? Pretty much that we're looking at a pretty bland, uninspired game here, and that people expecting the next big break-through in RPGs or gaming in general to come from here should probably look the other way. And who knows how it'll hold up against competing RPG or RPG-like games in late 2008? Only time will tell. But suffice it to say that despite flashes of brilliances, I'm not overly impressed by this game, and hate to see a franchise tag that once stood for being so different now applied to something that is so humdrum and potentially dull.</blockquote>And here is a snipet from the interview:
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<blockquote><b>Will you be able to finish the game without killing anyone?</b>
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We don't know yet. We're trying to make it so that you have options to use stealth or dialogue. The lead designer of Fallout 3 is Emil Pagiarulo, who worked on the Dark Brotherhood questline in Oblivion and on the Thief games. He has a lot of experience with using stealth to solve problems. <b>But obviously, when you're talking about supermutants, dialogue really isn't a viable option</b>. So I can't really say whether or not you can finish the game without killing anyone, but implementing alternative paths is very important for us.</blockquote>Obviously?
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Great job, NMA!
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A crack team of the finest <a href=http://www.nma-fallout.com>NMA</a> ninjas, disguised as respectable citizens, managed to infiltrate Bethesda brainwashing booth, witness Fallout 3 <a href=http://www.nma-fallout.com/article.php?id=38620>PowerPoint presentation</a>, and even ask our old buddy Pete Hines <a href=http://www.nma-fallout.com/article.php?id=38623>a few questions</a>:
<br>
<br>
<blockquote>Fallout 3 looks like a well-produced, very pretty, very fun game that'll provide quite a few people with a lot of hours of enjoyment. However, I don't think it's anything more than a very pretty and fun game.
<br>
...
<br>
The only times this game really shines is when it is copying from the originals directly. The moments of inspiration outside of that are rare, limited to a few jokes and the Protectron's excellent design.
<br>
<br>
But what does that mean? Pretty much that we're looking at a pretty bland, uninspired game here, and that people expecting the next big break-through in RPGs or gaming in general to come from here should probably look the other way. And who knows how it'll hold up against competing RPG or RPG-like games in late 2008? Only time will tell. But suffice it to say that despite flashes of brilliances, I'm not overly impressed by this game, and hate to see a franchise tag that once stood for being so different now applied to something that is so humdrum and potentially dull.</blockquote>And here is a snipet from the interview:
<br>
<br>
<blockquote><b>Will you be able to finish the game without killing anyone?</b>
<br>
<br>
We don't know yet. We're trying to make it so that you have options to use stealth or dialogue. The lead designer of Fallout 3 is Emil Pagiarulo, who worked on the Dark Brotherhood questline in Oblivion and on the Thief games. He has a lot of experience with using stealth to solve problems. <b>But obviously, when you're talking about supermutants, dialogue really isn't a viable option</b>. So I can't really say whether or not you can finish the game without killing anyone, but implementing alternative paths is very important for us.</blockquote>Obviously?
<br>
<br>
Great job, NMA!
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