Tags: Bethesda Softworks; Fallout 3
Resolution Magazine blesses us with a retrospective on <a href="http://resolution-magazine.co.uk/content/resurrection-fallout-3/">Bethesda's take on the Fallout franchise</a>, Fallout 3.
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<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">The first is the control system. Oblivion was primarily based on melee combat, with a lot of area effect spells. You could run in, hold down the trigger button, and gleefully hack away at a troll or bludgeon a wolf to death. The thief class could sneak in and make a serious offensive using a backstab, and mages could throw fireballs at the fauna. In short, imprecision didn’t matter.
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In Fallout 3, however, shooting is key. Sure, some weapons work better than others, but once VATS has run its course and I have to cower behind a rock while I wait for it to recharge, I have to trust in my FPS skills. Only, Fallout 3 isn’t an FPS. It’s an RPG, and the floaty crosshairs reflect this. None of the weapons have any real heft, and the controls slide around without weight or substance. It creates a disconnect that I can’t get over, but – more importantly – I keep bloody missing whatever I’m shooting.
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Seems as if the game could use a little streamlining, because there are still some faithful Oblivion fans out there who couldn't enjoy FO3 the way it was supposed to be enjoyed.
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Spotted at: <A HREF="http://www.gamebanshee.com/news/97654-fallout-3-retrospective.html">GB</A>
Resolution Magazine blesses us with a retrospective on <a href="http://resolution-magazine.co.uk/content/resurrection-fallout-3/">Bethesda's take on the Fallout franchise</a>, Fallout 3.
<br>
<br>
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">The first is the control system. Oblivion was primarily based on melee combat, with a lot of area effect spells. You could run in, hold down the trigger button, and gleefully hack away at a troll or bludgeon a wolf to death. The thief class could sneak in and make a serious offensive using a backstab, and mages could throw fireballs at the fauna. In short, imprecision didn’t matter.
<br>
<br>
In Fallout 3, however, shooting is key. Sure, some weapons work better than others, but once VATS has run its course and I have to cower behind a rock while I wait for it to recharge, I have to trust in my FPS skills. Only, Fallout 3 isn’t an FPS. It’s an RPG, and the floaty crosshairs reflect this. None of the weapons have any real heft, and the controls slide around without weight or substance. It creates a disconnect that I can’t get over, but – more importantly – I keep bloody missing whatever I’m shooting.
<br>
</p>
<br>
<br>
Seems as if the game could use a little streamlining, because there are still some faithful Oblivion fans out there who couldn't enjoy FO3 the way it was supposed to be enjoyed.
<br>
Spotted at: <A HREF="http://www.gamebanshee.com/news/97654-fallout-3-retrospective.html">GB</A>