Gry-Online previews Fallout 3

Sander

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Gry-Online, a major Polish gaming site, has put up a Fallout 3 preview, based on a London presentation by Pete Hines.

Lots of new information:
<blockquote>The intro, narrated of course by Ron Perlman, consists of static images put in motion only by a dynamic color filter. A standard dose of ruined cities, apocalyptic landscapes, broken swings. And a nuclear blast rendered in 3D.

Your mother dies early on.

While you're using full sentences for a change, the conversation mechanism is a lot like the one in Oblivion. Lots of possibilities - e.g. when Butch, the vault bully wants you to give him your sweets, you can propose dividing it into two halves, spitting on it, or even insulting his mother. "We show the character's childhood so that the player feels a connection to the Vault and its inhabitants" says Pete.

A completely different savegame is loaded - a pseudo-random encounter with mercenaries attacking Dogmeat. If we kill them, he joins us. They show the CNPC interaction system that also works with the human CNPCs. To give the dog an order, you need to approach him and "talk to him". No possibility of issuing commands from a distance nor assigning keyboard shortcuts. Some standard RPG commands (stay here, follow me), Fallout standards (e.g. healing with stimpaks), as well as telling him to go to Vault 101 entrance, which works as a default "HQ", where we can retreive him later. We can also order him to search for valuable items. Whether a given character joins us, depends on our Karma.


Another scene. A loading screen with a 50s-style billboard. A demolished fast food booth decorated with human intestines. They explain VATS (pretty accurately for a Fallout 3 preview). They're worried whether the VATS slo-mo is practical with the multitude of fights in FO3. 10 seconds of non-interactive cutscene during every shot? Hmmm. Bloody Mess trait confirmed.

Another scene - radio tower. We can switch it on and then receive a call for help with our Pip-Boy. The only clue as to where the signal is coming from is its quality. We find a shelter and a few skeletons inside. Looks like we're too late.

The last part of the presentation are two combat scenes - in the Underworld taken over by feral ghouls and in the ruins of Washington, DC, overrun by super mutants. Fat Man. Rock-It Launcher. They like the appearance of the ghouls and super mutants and how they vary from one another. The Third Person Perspective view sucks.

Bottlecaps are the currency again.

There's no "police" as such in FO3 and breaking the "law" will have no arbitrary, universal consequences - the inhabitants of this world take justice into their own hands.

The PC will be able to get addicted to chems, which will lead to stat penalties. Getting rid of an addiction will require visiting a specialist.

The Pip-Boy has a radar on which the opponents are visible. Its range depends on the player's perception. It also has a built-in flashlight.

The main Capital Wasteland area will be one, seamless location. The loading screens will appear only while entering buildings or dungeons. There are no vehicles, but there will be fast travel between previously visited locations.

Pete mentions Cormac McCarthy's "The Road" as one of the main inspirations.

The developers hype combat all the time, but avoid discussing non-combat skills</blockquote>

And the final conclusion:
<blockquote>
"It all looks like it's getting pretty commercial. While it's nothing new, let's say it again: there's no point in counting on Bethesda fulfilling the expectations of hardcore fans and making a game as deep as previous Fallouts. On the other hand, it would be a bit unfair to dismiss their work at this stage. So far, we've seen lots of good and some worrying things. We're waiting for new information - we'll certainly see Pete and Todd at E3."</blockquote>
Thanks Ausir for reporting and translating.
 
The developers hype combat all the time, but avoid discussing non-combat skills

There is a huge surprise.

The Pip-Boy has a radar on which the opponents are visible. Its range depends on the player's perception. It also has a built-in flashlight.

Oh COME ON! A flashflight???


The Third Person Perspective view sucks.

Also another big surprise.

They're worried whether the VATS slo-mo is practical with the multitude of fights in FO3. 10 seconds of non-interactive cutscene during every shot?

Why the hell would BS think this is a good idea? Especially if they are so proud of their combat "system".


While you're using full sentences for a change, the conversation mechanism is a lot like the one in Oblivion

Great. We get watered down, generic, and boring conversations. Wonderful.


It all looks like it's getting pretty commercial.

Amazing, BS is catering to the LCD and console crowd so they can make a buck, while butchering the franchise.
 
To give the dog an order, you need to approach him and "talk to him". No possibility of issuing commands from a distance nor assigning keyboard shortcuts.

I just hate that many developers choose to do this. How immersive can a game be when you have to put the whole world on pause each time you want to talk to somebody, especially in combat or on the run? It wasn't a big deal for turn-based games, but it really sucks in real time.

EDIT: Just got to me, a radar with a flashlight? How about an in-built toster?
 
FeelTheRads said:
Its range depends on the player's perception.

Que? What is the logic behind this?

Better not to know. The very answer could cause aneurysm with it's sheer stupidity.

On topic: Nothing new to read here but at least it's not a over hyped review.
 
There really is no logic in the PipBoy having a radar which depends on the user's perception. I mean, since when does the accuracy of a calculator depend on how good grades one has in math? :roll:
 
The ability to smell, hear and see, FeelTheRads. They had to implement it somehow, either by a compass (sloppy way) or by having more intense/louder/better sound effects, higher field of view and the likes. Apparently the radar is more of a "sense" than a feature of the Pipboy.

It's extremely sad, because i suspect the perception stat will be nothing more but an 'enemy finder'.



BTW: just joined, Hi people!
 
Bofast said:
There really is no logic in the PipBoy having a radar which depends on the user's perception. I mean, since when does the accuracy of a calculator depend on how good grades one has in math? :roll:
maybe with low PE you're colour blind and can't differentiate dots on the radar or sth... ;p
 
there seem to be a good few things in there, i like the open seamless world and the "call for help" thing was good, also the areas being dominated by different races is good.

The perception thing was a bit off, dont really understand the thinking behind that. Also the need to be close to dogmeat to give him commands should be changed

Pope Viper, i think your being a bit negative there mate, its not 'that' bad. Flash light idea is not really an "oh COME ON!" situation, it more of a "ehh not my cup of tea but.."

Maybe they over exaggerated the 10 seconds thing. i doubt any developer would do that.

Also the ‘generic’ conversation thing you’ve kinda taken out of context, i think they were referring to the number of possibilities you have when talking. “Conversation mechanism” to me suggests the possible conversation paths and whether or not each path will influence the person you’re talking to, it doesn’t really mean anything in terms of conversation content.

Take care, SB
 
The flashlight is really just you turning the radar-display brighter. This was confirmed a long time ago. Perception influencing the radar-range makes no fucking sense. That's about it.


Oh, and finally we get a confirmation that the game will be 80% you shooting things, 10% getting new quests through dialogues and 10% sending your dog to hunt for awesome loot.
 
I admire how a lot of you guys still have expectations and hope. I abandoned mine when beth released the extraordinarly evasive trailer. Hope is good, faith is good, i'm a bad person.
 
I'm just really really glad to see a review that isn't "omg omg bethesda rocks oblivion rocks omg fallout 3 game of the year!!!!1".

Seriously.
 
Pope Viper, i think your being a bit negative there mate, its not 'that' bad. Flash light idea is not really an "oh COME ON!" situation, it more of a "ehh not my cup of tea but.."

The flashlight is just another check on the listing of negative things about what I've seen. Granted, it is minor, but when you take in the entire list of things that just don't make sense I think I'm more then justified in my negativity.

I'm not interested in a predominantly FPS Fallout. I never have been.

I'm glad you have positive thoughts toward the game.

I do not share them, and based on what has been shown so far, I won't.
 
To me perception and radar would be ones ability to interpret the info on the radar and or differentiate one blip from another. Maybe not a perfect explanation but if I needed an excuse that one would work for me.

Just because 2 people are trained equally on how to use a piece of equipment doesn't mean that they will be equally good at using it. Some people will simply have a better knack for it, and I guess that's where perception comes into play...
 
ArmorB said:
To me perception and radar would be ones ability to interpret the info on the radar and or differentiate one blip from another.

. . .

Please use your ability and interpret these 3 dots for me please. They are speaking about the range of the radar, not about the blurriness of its screen.

Also, about the greatness of the seamless world: the main worldspace is what, 3/4 of Oblivion's main worldspace of amazing 16 square miles? Of course it's seamless. It's not the contiguous United States we're talking about, for crying out loud...
 
I recall this radar-Perception bit being discussed before, though having actual confirmation is all the more saddening.

Should the game use a GTA-style "radar" - as in an automap which is simply part of the GUI, being NEVER mentioned within the game - then this would be acceptable, since it would in actuality be just a visual rendition of your PE stat. There's a red dot behind you because you hear, smell or otherwise sense it, and that's that.

Now we know the radar is an actual in-game gizmo. Tying a human attribute to a mechanical device which was in fact created with the specific purpose of minimizing or even replacing our flawed and limited ability to know our surroundings - that's VERY stupid.
 
Pope Viper said:
I'm not interested in a predominantly FPS Fallout. I never have been.

I do agree, i wasnt over the moon with the fps element but its a new way of looking at fallout. Granted its probably gonna seem off and no very fallout-esc but like i said its a new take on the game and might just might be good.

Taking a leap is the only way to improve, if they recreated fallout 2 with updated graphics how happy would we all be? it would be nice but it wouldn’t be great. Fallout is dated now (albeit still a great game which i still play from time to time) but its got to move on. When i saw the 3d version a few years back that was cool i liked it and that might have been a good way to go but like i said this is a new take on it and it might be diabolical but then again it might be fantastic.

Long story short if you assume its gonna be bad and leave the fallout name in tatters from the outset your not gonna enjoy it no matter how good it is.
 
Pope Viper said:
The flashlight is just another check on the listing of negative things about what I've seen. Granted, it is minor, but when you take in the entire list of things that just don't make sense I think I'm more then justified in my negativity.

I think it makes perfect sense to have a built-in flashlight on the arm-mounted Pipboy, from both a retro-futurism style angle and in terms of practicality.

Let's hear why you think it's shouldn't have one.
 
From this preview it sounds as though Beth might not be making well on their promise of an improved third person camera.
Irks me, I never saw the purpose of playing real time RPGs first person, it only serves to make combat even more unmanagable.
 
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