Well, well, well. Funny how all the promising stuff is mentioned in passing without providing any kind of example whatsoever, and the stuff that flies in the face of Fallout fandom is glaringly obvious.
Xenophobia is a lifestyle.
...which is exactly why there's a fucking revolving door on the Vault to let people come and go as they please. If they'd put one on Vault 13, then Ed... Ed wouldn't be dead.
Now, after years of work, with the full force of their studio focused on their project, the team that brought us The Elder Scrolls IV: Oblivion is ready to reveal their vision of the Fallout universe. "The spirit of Fallout - we've missed it."
Too easy.
With almost no technical hiccups, the demo revealed how characters are crafted, the flow of combat, the structure of morality and questing, and wide stretches of the land upon which the game is set.
Interesting, let's keep that in mind for later.
Here you are given the chance to choose your gender, body type, ethnicity, facial structure, and physique.
Surely the asiatics and negros aren't allowed into the Vaults, and certainly not the same Vault as good white Americans! The options to change physique
and body type is welcome though. Oblivion's single physique was pretty retarded.
From there, the early hours of the game will check in throughout the long years of childhood in the vault
I hope this is an exaggeration on their part. I don't particularly relish the idea of spending a few hours stepping through character generation and gameplay tutorials every time I play the game. I also have to register concern that this is Fable-like cuteness taking precedence over simple and functional character creation.
Sometime before the Vault's door opens, you're offered one last chance to alter the character you've crafted throughout childhood.
The problem with the idea of "make a save game at the end of the starter dungeon for quick character generation" is that, if Oblivion is any indicator, the tutorial gameplay has a substantial effect on developing stats early in the piece.
Once outside of the Vault, the focus of the game becomes finding a way to survive in the barren wilderness of the outside world.
This sounds promising, but knowing Bethesda, it's likely to be:
You're outside the Vault. In order to survive, you're going to need to defend yourself. There is a rifle in a mailbox near to here. Follow the green arrow on your quest compass.
You've arrived at the mailbox. Press X to open it, and get the rifle inside. Once you have the rifle, equip it and follow the green arrow to the radscorpion
Food, weaponry, and ammo are in short supply, so there's a constant need to ration and improvise new ways to confront obstacles.
Sounds good, provided I'm not constantly forced to improvise and ignore the character choices I've made.
We don't want to be rewarding twitch play
So, if a player using VATS has a 35% chance of a headshot, does the player not using VATS have the same chance to hit, because that's really going to piss people off -
THAT WAS TOTALLY A HEADSHOT! THIS GAME IS A FUCKING BULLSHIT CHEATING PIECE OF SHIT!
Once you complete all your actions in V.A.T.S. you can continue to attack in real time, but this will dramatically slow the recharge of your action points, thereby encouraging tactical targeting over constant twitch shooting.
No, it seems to me that would encourage the player to enter each combat encounter with full APs, burn them up to get a headstart, and then revert to FPS gameplay. If Max Payne 2's bullet time gauge regened over time, you'd do the same, which just introduces an artificial downtime between each combat encounter, rather than calculated tactical spending of a limited resource.
I have to say, this combat system sounds like arse, and is yet another "worst of both worlds" compromise indicative of whores who just don't have the balls to admit they're turning their back on the geeks who made them successful in the first place.
Also in keeping with the tradition of Fallout, violence can and will be disturbingly brutal.
Way to miss the point. Fallout is no more "disturbingly brutal" than Final Destination. It's a comic exaggeration of brutality. Silly, over-the-top and definitely tongue in cheek. Fallout 3 sounds more like Soldier of Fortune, which was a one-trick pony that outlived its appeal after a single level.
If your final shot is about to result in a dramatic near miss, the sickening crunch of an exploding head, or any other dramatic moment, the scene will play out in slow motion, with the camera zooming in and circling around the bullet as it whizzes through the air only to tear into a mutant's leg as it explodes in a haze of blood.
Does this also happen in FPS mode? One of the big advantages of a turn-based system is that you can do this sort of cinematic post-processing and camerawork without disrupting the gameplay. When it happens in a real-time game with direct control, it's a frustration.
And just for gags, it's less realistic and immersive to shift out of FPP arbitrarily.
you'll also have access to melee weapons like the super sledge (a sledge-hammer) and the ripper (a weaponized chainsaw). These tools of war will function under the same V.A.T.S. system
Again, for the player not using VATS, how effectively can he aim a melee weapon? This is always an issue in first person games, because a crosshair is a lousy aiming tool for a weapon that follows any path other than a direct linear one toward the crosshair. Melee weapons and their swing arc fall into this category.
Plus, it's going to be very frustrating if a player is standing toe-to-toe with a mutant in melee combat and missing because of "to-hit" rolls.
Food or soda will help improve your hit points slightly, and stimpacks (a sort of injection) can be a big help. As mentioned before, water can also give a boost. Sometimes the only way to completely fill up on health is to drink from some fixed water source repeatedly
For fuck's sake! What the fuck is wrong with these people? They're incentivising an utterly boring and repetitive task. Why not assume that the player will drink themselves to full health, or at the very least introduce a mechanic like the HEV/health recharge units in Half-Life, which don't require repeated interactions?
This shit is so simple it's unforgivable. It's like a barter system that doesn't let you sell stacks of items, so if you wanted to sell 30 rounds of ammo, you'd have to sell each one individually.
Without medicating to reduce radiation, it will continue to rise until it begins to handicap stats and eventually kill you.
I was thinking, hey this radiation thing is sounding pretty cool, but that medication bit is worrying. If the game economy is even halfway as broken as Daggerfall, Morrowind or Oblivion's was, then it's going to be a big fat "of no concern to the likes of me".
For these injuries, either beef up on your surgery skill or expect to make some long and painful treks back to the nearest town doctor.
Fuck yes! That is, as long as those long and painful treks aren't something you have to "roleplay" as you click the fast travel button on your gamepad.
While the simplest path to an objective is often through violence, Bethesda is committed to offering options that will fit <s>anyone's</s> three different play styles, whether that means sneaking past dangerous foes or talking your way through to a solution.
Fixed.
the quests you'll encounter in Fallout 3 will offer complicated choices that take you down one path or another. If you make one choice, it may close off an entire branch of missions from ever becoming available. However, because of that one decision, an entirely new series of missions will emerge that the other option would never have revealed.
So the moral choice boils down to choosing sides? While that's better than Oblivion's "jack of all trades, master of all" model, it still sounds very artificial when spoken of in terms of "mission branches." Chalk that one up as cautiously optimistic.
Also, what happened to the demo "revealing [...] the structure of morality and questing"? "Pagliarulo informs us" and "Howard explains" sound like unrealised promises to me.
The environmental backdrop through which you'll be making all of these choices is a detailed reinvention
Oops. Kinda shits on the "look how faithful they're being!" comments with regard to the "teaser" which actually turns out to be the opening cinematic.
Characters who know each other won't just engage in generic small talk - they may address each other by name, and talk about things that matter to them as individuals.
While that's certainly a step up from Oblivion, it's still a very limited system. How many "things that matter" can a character realistically say before they begin to repeat themselves? I envision Lucas Simms saying "I'm going to beat you like a red-headed stepchild" to his red-headed stepchild every 30 seconds or so.
It's about choices and consequences
Prove it, motherfuckers. Right now, you're just paying lip service to people you hate because you want their money.
As for the images and such:
The mutant is an abomination. It could be at home in anything from high-fantasy to sci-fi, and is more reminiscent of the goofy orc-like Super Mutants in tactics, right down to the armour and fantasy weaponry. And for the haters, that's not a Daedric mace, because the single most defining element of Daedric equipment is "SPIKY!" I see an ebony mace and a silver warhammer.
And speaking of Fallout Tactics rehashes - the warhead worship silliness reeks of it.
Inside Moriarty's Bar, static-laced, ancient pre-war music blares from a transistor radio.
What the hell is a transistor?
Rolling out onto the main platform, its tin can voice intones: "Tickets, please." As the mutants outside laugh and threaten to tear its puny metal arms off, the bot decides they must not have tickets, and opens fire with its laser cannon.
And something from the KOTOR school of game design. If you can't fight it, there's always a robot to hack into. This seems a bit daft to me. There's a gaping difference between cheerfully executing an enemy POW and lethal force on public transport.
Emerging from the Metro into the ruins of the old capital city of a dead nation, it only takes moments to realize you're in over your head. A swarm of mutants crawl across the old marble stonework, and your scavenged rifle just isn't going to cut it. Squeezing off a few shots, you know you're in deep trouble
So is there the option to not engage in stupid behaviour? You're in over your head, your scavenged rifle isn't going to cut it, so at what point does the obvious choice of action become "shoot them lol".
Their powered armor gleaming, a squad of knight-like soldiers begins to drop your would-be killers.
Gleaming? Are we talking about the same crusty, cobbled together power-armour we've seen in all the pics? Must be the bloom...
And all in all, I have to say that this "quest" to destroy an entire township sounds like something straight out of a script-tacular FPS like Half-Life or its offspring, and doesn't exactly exude an air of differing approaches to resolution.
And then there's the "portable nuclear catapult" and "exploding car" which though retarded within the Fallout setting, sound interesting in the same way deployal of nuclear weapons in the real world is fascinating. Could well be an interesting gameplay choice where the uber-weapons have major drawbacks, but I'm not holding my breath.
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So all in all, it doesn't exactly inspire hope, and this is a single persons take on a developer led gameplay demo, so I'm not willing to accept any of it as actual fact, but rather an interpretation.