Ghoul Radiation Attack?

Tyshalle

First time out of the vault
Did anyone catch that from the gamespot article?

"Their deadlier brethren, "glowing feral ghouls," have an unhealthy fluorescent green glow that sets off your PipBoy's Geiger counter and eventually make your character extremely ill if you let them zap you with their radiation-based attacks."

Zap you with their radiation-based attacks...? Am I reading that wrong? Does anyone know anything about this?

It sounds creepily like magick-esque bullshit to me.
 
I have no idea, but I have vision of dungeons with zapping mutants that have to be killed to get a key in a box at end that is needed to open a certain door to another cave with zapping mutants.
 
So far it hasn't been denied by Emil or somesuch person from Bethsoft- though they were pretty quick to shoot down the rumor that FO3 can't be finished without combat.

If it's true, though, it's a stupid, but expected, idea. You know- future orcs (supermutants) paladins (BoS) zombies (feral ghouls) and now... HEALING AURAS (radiation from the undea....sorry.... glowing ghouls).

It's more a surprise that this silly non-thematic "healing by radiation" thing didn't pop up earlier. But I guess they just HAD to put it in some time.... have to cover all the Rogue-like high fantasy RPG cliches and jam it into the Fallout PA world sideways.

*edit* This probably belongs in the Fallout 3 Discussion forum. Mods be moving it?
 
To make this a general Fallout topic: In Fo1, some Necropolis ghouls could inflict very small amounts of radiation if they hit you in close combat. Basically you'd have to stand around all day and let them punch you with no armour before you'd notice anything, and it'd probably be nothing more than a "You feel nauseous" message. In Fo2, rats and floaters could do the same, slightly more effectively, but again nothing likely to have an effect beyond popping up the "Radiated" sign. No area of effect in either case. Could more extravagant ghoul "auras" be made to fit into the Science! world view?
 
I'd say you'd have to stick with the more FO1/2 style of radiation and NOT have the glowing ones radiate an AOE that heals them and their allies while at the same time causing these flashbacks.

Which brings up another point: the flashbacks. Ok, so I could maybe see that the ghoul radiation/healing aura could be an AOE. In fact it sort of makes sense. BUT, what doesn't make sense, and doesn't match up with the retro-50s/SCIENCE! themes of the orginal Fallouts, are having psychically-induced flashbacks from glowing one radiation.

It could fit in with some high fantasy, magic-based game world, where, say, the memory of the zombie was caught and "bottled," used in a spell to create the zombie from the corpse which gave the memory.

Again, though, it doesn't make sense in the Fallout world, which, barring the Tribals and a few other elements, is overall supposed to be a fairly materialistic world. Psychic flashbacks don't fit; hence why that long optional dialogue with Cassady about Faeries was so funny.
 
It was John Sullivan, not Cassidy.

And yes, Fallout supoposed to be a true RPG without the faeries, magic and other crap. It's strange, that it's Bethesda who opted to make a sequel. Now it all turns out to be the other way around - not a true RPG, with fareies, magic and other crap.
 
Per said:
To make this a general Fallout topic: In Fo1, some Necropolis ghouls could inflict very small amounts of radiation if they hit you in close combat. Basically you'd have to stand around all day and let them punch you with no armour before you'd notice anything, and it'd probably be nothing more than a "You feel nauseous" message. In Fo2, rats and floaters could do the same, slightly more effectively, but again nothing likely to have an effect beyond popping up the "Radiated" sign. No area of effect in either case. Could more extravagant ghoul "auras" be made to fit into the Science! world view?

I recall the floaters in Fallout 2 actually giving some pretty heavy radiation if they attacked you in large groups, especially at the bottom of the tanker.

Not anything terrible mind you, but still enough for the incredibly annoying 10 hp hit to your health every now and then.
 
Nope, my last game had me wondering why I kept suffering big HP hits when resting - I wasn't poisoned at all - turns out it was radiation from floaters and the like.
I don't know if centaurs did it as well, but they must have, because I had enough radiation on me from just a few floater battles in the wastes and on the tanker.

I mean, they didn't load you with radiation like The Glow, but they still did enough that if you didn't see a doctor or use some Rad-Away it would cause enough annoyance to be more than just insignificant.
 
I remember getting raped by radiation from floaters. Thats when I avoided them at all costs.

Radiation rays definately 50's. But from a corpse. No. And thats what ghouls are in f3. Corpses.
 
Ah-Teen said:
Radiation rays definately 50's. But from a corpse. No. And thats what ghouls are in f3. Corpses.

Agreed. In all honesty, I take Bethsoft's bad representation of Fallout's ghouls to mean that someone in charge of making FO3's ghouls did play Fallout 1.... but totally missed the humorous subtext in those ghouls who were running around going "rr, brains" in Necropolis.

Whoever made FO3's ghouls probably saw those bits of text and thought, "Oh, so the ghouls are like zombies. We can make zombies! I know.... I've got a great idea: let's have a special healing ability and psychic flashback power for the glowing ones!" At which point you can see where the crazy took over and when the retro-50s style fell way off the rails for Beth's dev team.
 
I guess the flashbacks are for players only, you know, like when you sometimes see something happening elsewhere or behind the scenes just to make the story whole.


Or....it's just another peep show for the fanbois.
 
Moving Target said:
I'd say you'd have to stick with the more FO1/2 style of radiation and NOT have the glowing ones radiate an AOE that heals them and their allies while at the same time causing these flashbacks.

I have read some of the news but not much.. it really says that the glowing ones HEAL the other ghouls?
 
Reminds me of D&D, where the negative energy attacks heal the undead. Kinda wonder why, but what the hell, who cares anyway - D&D is D&D.
 
Azrael-Arkangel said:
I have read some of the news but not much.. it really says that the glowing ones HEAL the other ghouls?

Yuppers it does say that. A few days ago I thought it might just have been one of those strange rumors that got into the previews or onto the Bethsoft forums. But, no, it's pretty well been confirmed that the ghouls are supposed to be like zombies (*sigh*) and that the glowing ones heal each other from their radioactive healing radius abilities (*SIGH*).

So, yea: "evil" healing auras, anyone? Maybe you'll be able to kill the zombie-ghouls with (non-super) stims? Because that's all just SOOOO 50s retro.
 
Moving Target said:
So, yea: "evil" healing auras, anyone? Maybe you'll be able to kill the zombie-ghouls with (non-super) stims? Because that's all just SOOOO 50s retro.

There's probably this "Brotherhood of Steel ANti-Radiation Rod of Injustice", which emits anti-radiation beams . . . and it's not a staff that creates anti-zombie magic, no sir.
 
I wonder if there'll be any joinable cleric NPC in the game. Nothing like a good old Turn Undead.
 
Ravager69 said:
Reminds me of D&D, where the negative energy attacks heal the undead. Kinda wonder why, but what the hell, who cares anyway - D&D is D&D.
Probably because healing spells hurt undead so a healing option for undead parties/players was needed
 
Yea....that was Ravager's subtext there. And one of the reasons why this "healing" radiation idea is fricking stupid.

Ravager69 said:
I wonder if there'll be any joinable cleric NPC in the game. Nothing like a good old Turn Undead.

Most likely it'll be the smaller/tougher to find "splinter" BoS group. Because a basic trope in high fantasy is to make you wander around, almost aimlessly, untli you find the uber-counter item or ability, or someone who can give or teach the item or ability to you.
 
Back
Top