- Joined
- Jun 18, 2002
- Messages
- 28,547
Tags: Bethesda Softworks; Fallout 3
... or strangely enough, that's how I read IGN's title initially before doing a double-take. <a href="http://au.pc.ign.com/articles/912/912819p1.html">IGN have some more info about Fallout 3</a>. The interesting stuff? This bit plus the perks:
<br>
<blockquote>Take for example my early ignorance of explosives. When stepping into a minefield I was given a few short warning beeps and before I knew what to do my limbs where scattered over the horizon. Later, when exploring the backlot of a derelict supermarket I was confronted by a terrified women who claimed that raiders had strapped her with explosives. I wanted to help, I really did, but my low explosive skill meant that I failed at disarming the bomb and her terror was cut short as she erupted in a fountain of blood.
<br>
<br>
It was this moment that I decided to bump up my demolition skill, and hours later I reaped the benefit. Mines can be disarmed and reused, traps can be set, and chains of explosives can be left in strategic locations so when a patrol wanders through you can set the whole thing off with a single shot from a gun. In short, the more points I allocated to explosive, the more I used them in a unique fashion. This is what a deep RPG is all about.
<br>
<br>
But let's be straight – you've seen skill-sets in other games. You don't need to be told what affect "small guns" will have on your character, it's pretty straightforward. The twisted world of Fallout is better represented through the unique set of Perks that become available throughout the story. At the first level-up I was offered the same Perks that we've previously written about. But my decisions and style of play led to the unveiling of new and distinctive options. Here are a few of the new perks I saw, with more on the next page.
<br>
<br>
<b>Animal Friend</b>
<br>
Ranks Available: 2, Requirements: Level 10, Charisma 6
<br>
At the first rank of this perk, animals simply won't attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.
<br>
<br>
<b>Solar Powered</b>
<br>
Ranks Available: 1, Requirements: Level 20, Endurance 7
<br>
With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.
<br>
<br>
<b>Child at Heart</b>
<br>
Ranks Available: 1, Requirements: Level 4, Charisma 4
<br>
The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.</blockquote>
<br>
If you want to read something else, <a href="http://www.ugo.com/games/fallout-characters/">UGO have some article about The Master or something</a>.
<br>
<br>
Thanks <b>Kthan75</b> and <b>Mech</b>!
... or strangely enough, that's how I read IGN's title initially before doing a double-take. <a href="http://au.pc.ign.com/articles/912/912819p1.html">IGN have some more info about Fallout 3</a>. The interesting stuff? This bit plus the perks:
<br>
<blockquote>Take for example my early ignorance of explosives. When stepping into a minefield I was given a few short warning beeps and before I knew what to do my limbs where scattered over the horizon. Later, when exploring the backlot of a derelict supermarket I was confronted by a terrified women who claimed that raiders had strapped her with explosives. I wanted to help, I really did, but my low explosive skill meant that I failed at disarming the bomb and her terror was cut short as she erupted in a fountain of blood.
<br>
<br>
It was this moment that I decided to bump up my demolition skill, and hours later I reaped the benefit. Mines can be disarmed and reused, traps can be set, and chains of explosives can be left in strategic locations so when a patrol wanders through you can set the whole thing off with a single shot from a gun. In short, the more points I allocated to explosive, the more I used them in a unique fashion. This is what a deep RPG is all about.
<br>
<br>
But let's be straight – you've seen skill-sets in other games. You don't need to be told what affect "small guns" will have on your character, it's pretty straightforward. The twisted world of Fallout is better represented through the unique set of Perks that become available throughout the story. At the first level-up I was offered the same Perks that we've previously written about. But my decisions and style of play led to the unveiling of new and distinctive options. Here are a few of the new perks I saw, with more on the next page.
<br>
<br>
<b>Animal Friend</b>
<br>
Ranks Available: 2, Requirements: Level 10, Charisma 6
<br>
At the first rank of this perk, animals simply won't attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.
<br>
<br>
<b>Solar Powered</b>
<br>
Ranks Available: 1, Requirements: Level 20, Endurance 7
<br>
With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.
<br>
<br>
<b>Child at Heart</b>
<br>
Ranks Available: 1, Requirements: Level 4, Charisma 4
<br>
The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.</blockquote>
<br>
If you want to read something else, <a href="http://www.ugo.com/games/fallout-characters/">UGO have some article about The Master or something</a>.
<br>
<br>
Thanks <b>Kthan75</b> and <b>Mech</b>!