Main Menu
Home
Vault 11: News
Vault 12: Downloads
Vault 13: Game Information
Vault 14 : Web Links
Tag Mushroom
parts concept style cover writing perks capital careful enemy different mutants getting played breaking limited break feels similar tester button

Members Login
Home
Sad news for Fallout 3 modders
News Channels - Pre-release News
The last few days Bethesda has been very busy releasing more information about the game and even anounced they will be answering 'all' questions from the community. I've read most of what there is out there now and most of the news is all great stuff about our favorite upcoming RPG. However, there is a small detail here. Bethesda is currently saying that there will probably be NO editor for Fallout 3 released together with the game. What ? No editor ? Oh well, this probably means we will have to do more work ourselves in trying to get the Oblivion editor to work with Fallout 3. We will mod this game, even if it takes a little longer then expected. Stay tuned as we will be the first site with information on how to mod Fallout 3. 
 
Another Fallout 3 preview story
News Channels - Pre-release News

Found this article at Computer and Videogames.com  

It's their second look at Fallout .. even before it's released. These guys seem pretty psyched about the game (and I thought I was). Oh and if you mind swearing, don't read on. You've been warned. 

Sitting in Bethesda's temporary European HQ in the heart of London's trendy Soho, just near the excellent Red Lion pub and some brothels, Bethesda's resident do-everything man Pete Hines is extolling the virtues of the free-roamer RPG.

"I could tell you what you'd be doing every single minute of Call of Duty 4,"
he begins. "Don't get me wrong - that game is fucking amazing, but I could tell you what happens in every minute of every single mission within very small parameters. What weapon you were using... everything.

"With Fallout 3, you could be 10 hours in and I couldn't even guess 20-30 per cent of what you'll have done. We made our reputation by doing big and crazy - things people hadn't tried before. We feel that we've gotten good at it now."

This much is incontrovertible, the open-world structure of Oblivion was sometimes seamless to play through and the AI-driven daily routines of Cyrodiil's denizens a delight to play around with. The same will be true of Fallout 3, when you're out in the wastes.

"You could be walking along and there'll be a diner off to the side, you'll wonder what's over there - and it'll turn out to be a Raider base and there's mutated bodies hanging from the ceiling," explains Hines.

"Suddenly the Raiders could show up - and that's just due to the time of day. If you want to play the game hardcore, you can sit and wait and watch these guys over a period of time and figure out what their schedule is - go in while they're out, or when they're sleeping."

Begin Again

The start of the game though, as it was with Oblivion, will be inherently linear - although perhaps not in the temporal sense. There's probably no need to bore you with the way the action cuts in and out of various events of your childhood, nor with the fact that many of your perks, stats and abilities will be selected at various points within this.

So let's just cut to the meat and reveal that when you're born, a left-click of your mouse will make you cry. And then, when you're a year old and escaping from your wire-fence playpen, the same button will make your character say stuff like, "Dadda!"

No word if you can go rooting though Liam Neeson's cupboards and valiantly attempt to drink bleach just yet though.

As soon as you're out in the wilderness in your late teens, everything opens up before you - the landmass is smaller than that in Oblivion, but Bethesda insist that it won't necessarily feel that way.

"When you started Oblivion you had all these cities around that you knew about - you could travel all over the world, then explore from each one," says Hines. "In Fallout 3, you emerge from the Vault and you don't know shit. You're not getting anywhere in a hurry."

The idea is that being forced to travel around on foot, with no real idea of what direction stuff lies in, will force you to appreciate your immediate environs more - as well as give you a strong sense of exploration.

Much as in the original Fallout games, where you'd only be told settlements were vaguely to the south or were completely unmarked.

This 'less is more' ethic extends to NPCs as well, having a more limited number of wordier tykes milling around, rather than the hundreds of three-line conversation 'tell me rumours!' variety that inhabited Oblivion.

In the new scenes on show in Pete Hines' presentation, the improvement was marked - when bickering with a childhood bully there are at least six or seven different retorts to your foe, for example.

We're also promised that there are at least 60 voice actors and that the more recognisable ones from Oblivion ('You have my ear, citizen!') haven't made the cut. Hines reckons they've nixed the old chestnut of conversation between NPCs being stilted and dull to boot.

Greetings

"When they talk to each other they can do it by name," he explains. "They understand that this person is someone they have a certain sort of relationship with, and so they can talk about a certain set of things.

When the player sees that, it's more realistic. The more we can do to make characters believable when you walk past them, the better."


What of Dogmeat though? We touched on him last issue, but now his full range of capabilities has been laid bare.

You talk to him as if he were a real person - no doubt causing a few raised eyebrows in the wastes - and can tell him to help out in combat, scavenge the vicinity for food, weaponry or stims (which could take him up to two in-game hours if hard pressed) or simply to head back to the entrance to Vault 101 and wait for you there.

He won't level up or learn anything new ("He's just a dog," says Hines) but if he dies then he's dead for good - and you won't meet any other muscular, English-comprehending canines either. Dogmeat's a one-off.

"There are human companions as well," adds Hines by way of consolation. "It'll probably end up as one companion, so you can have a human and Dogmeat with you.

"What kind of companion you have depends on your karma and the karma of those willing to be your companion. The karma has to match up." Dogmeat isn't fussy, as he's a dog. They're dim like that - Hitler had a dog, for example.

Sadly, there is some wavering in my worship at the Fallout 3 shrine. These are more a few moments of disquiet rather than an outraged notice nailed to Bethesda's oaken doors, but a worry nonetheless.

The last thing I was shown was an all-action piece set in a ruined Washington, starting at a battered Washington Monument (that you can climb to the top of) and ending with a Fatboy nuclear explosion battle in front of the Capitol building.

Between these, beautifully imagined, tourist spots was a network of trenches where the Brotherhood of Steel and Super Mutant factions have warred for decades - now riven by trenches, tripmines and bomb scars.

Bedecked in Power Armour (robbing you of perception and agility, but maxing out your bullet-soaking abilities) you'll fight your way through the area, but it did get me worrying how Fallout 3 will work as a shooter.

All the time-halting VATS stuff still looks great, but what of the non-tactical shooting - will it feel as weighty as it should? Are Bethesda biting off more than they can chew when they enter the realm of the FPS?

Time will tell, but the (admittedly max-ammo and max-stimpack) jaunt through the DC trenches didn't allay any fears. Fallout 3 will still be roleplaying game of the year. After all - it's got Dogmeat in it!

 
Eurogamer previews Fallout 3
News Channels - Pre-release News

The friendly folk over at eurogamer have gotten their hands on a preview copy of Fallout 3 and have posted this nice preview article where they share some very interresting details about the up and coming Fallout 3. Of which maybe the most interresting is the quote at the end of the article :

 

'Fallout 3 is due out on PS3, 360 and PC later this year'

Read em and weep folks ! 

Given that the developer is responsible for the most successful Western-style RPG of recent years, Oblivion, it was a little surprising, during Fallout 3's demonstration, to get the sense of a team with something to prove. While there's much about FO3 that recalls Oblivion, there are also regular elements that arise as if to signify, "You know - we're good enough to deal with a legend as big as Fallout. Watch this." In itself, this is a tad touching. A team like Bethesda would probably be justified in going, "Damn the lot of you - our way is the best way." The result is something that - on these impressions - seems to be the next logical step on from Oblivion, while infusing as much of what made Fallout Fallout as they reasonably can.

 

While they showed a lot more afterward, the sensation's most apparent in the opening sequence. The game's central plot - though it allows you to ignore it completely and go and do your own thing - is your Liam Neeson-voiced dad disappearing, and you being sent out into the wastes to try and find him. While having that particular voice be your dad buys significant sympathy, you can easily see this failing to engender enough motivation if you start the game and are given a plain order to Go Get Pops. I don't know Pops! Why should I care?

So, Bethesda's stroke of inspiration is a return to the old RPG standard of moving through your childhood playing out key events and you making decisions which shape your future. Of course, with modern technology this has mutated from simple question-and-answer to a walkthrough of life in the radioactive shelter, the Vault, in which you observe life at birth, one, ten, sixteen and - the start of the game - nineteen years old. It's ten that made me start to see the message-to-gamer most.

'Fallout 3' Screenshot 1

Don't seduce dogs in junkyards, readers. Trust us.

It's at your birthday party, and you've just received your Pip Boy wrist terminal and promised your first work detail, but between the amusement of robots ruining birthday cakes, you get your initial conversations. The first one is standard enough (though it introduces the concept of lying), but the next one we're shown is with a bullying peer by the name of Butch, where you appear to have at least six cake-related options available; everything from a diplomatic, sharing-it-fifty-fifty option, to the openly perverse provocation of spitting in it and then giving it him. Bethesda's Pete Hines, demoing, stresses that these options will all play out differently down the line. The point is to show that we're a long way from the "Yes, I'll help you"/"Yes, I'll help you for three pounds fifty and a cheeseburger"/"I WILL KILL YOU AND TAKE YOUR STUFF" conversation options with which most modern RPGs satisfy themselves. Hines and co. have talked about the game being a much more dense conversational game than Oblivion, and this is them showing how they're walking the walk as well as talking the post-apocalyptic talk. About talk.

There's some other neat stuff in the opening, too: any game which starts you between your mother's legs, looking up at your dad, and being able to bawl by pressing a button deserves a round of applause. It's at this point you also decide what you're going to look like as an adult, and then the game - from your choices - generates what your Dad would have looked like. Also worthy of a quick appreciative nod is the age of one sequence, where as a Toddler you make your way around your room making the literal first baby steps in the game. You also select your future abilities in a fully illustrated kids' book called "You're Special!", arranging your assorted statistics. Is it too much to read this as a pointed eye-rolling at the perennial accusation of dumbing down? I suspect not.

 

Then later, after you've left the Vault, you end up getting your faithful hound, Dogmeat. As well as an ideal thing to satisfy fans of the originals, and keeping up the post-apocalyptic reference of Harlan Ellison's Boy And His Dog, the hound is an ideal companion in a game which promises to allow you a wide variety of moral stances. A dog doesn't care if you're good or bad - just that you're its master. He's a useful pet to have around: you can order him to go off and find something, like a firearm, and he'll go off searching until he finds one lying around. Clearly, telling him to do this near an enemy base may not be that smart. You're also able to order him not to attack or stay safely behind in areas where you don't want a mutt getting hurt. There are other NPCs who can join you, related to your personal karma, which changes depending on your actions. Basically, nice guys tend to get people who are similarly nice, and bastards flock together.

Combat including the VATS (Vault-tec Assisted Targeting System) is also demonstrated - and here my expectations are somewhat confounded. I came not entirely convinced by the VATS system's utility - it struck me as the worst of both possible real-time and turn-based worlds - and leaving quietly impressed. Related to your dexterity, you gain an amount of pause-time, which you can spend on specifically calling shots - for example, aiming at arms to lose their weapons or just pummelling their body to knock them down. This then plays out in a cinematic video of the conflict, with agreeably macho angles. It looks actually stylish - in fact, this turn-based-game with 360-era graphics makes me even think that a fully turn-based game would have worked. Why can't we have a turn-based game which goes for a crazy graphic effect? It'll have the attraction of being distinctive, anyway.

This is especially pointed as the non-turn-based side fails to convince as much as you'd hope. While "Oblivion with guns" has been the rather sarcastic description from cynics, my personal take was... well, I'd kill for Oblivion with guns. Probably using a gun. It'd be everything we traditionally have to opt for an RPG to get at, but with a setting that's a little less derivative. Sold. The problem only struck me after watching a battle with mutants. You see, at the time of release, Oblivion was probably as good as a first-person sword combat game as we'd had. It wasn't mind-blowing, but no-one had done it better. Even now, only the PC version of Dark Messiah is a peer. Conversely, everyone in the world has done gun combat - and the second you take this angle, you're immediately competing on some level with Valve, Bungie, et al.

'Fallout 3' Screenshot 2

Size Zero diets are a no-win.

Which is unfair, but that's how it is. On a personal level, I found Mass Effect had a similar problem - the hope has to be that Fallout has a similar grace to Bioware's game. That is, the combat is just about good enough to serve the purpose the game demands of it, and leaves the rest of the game's charms to get its hooks into you. When there's elements like the nuclear rocket launcher - with very rare ammunition, obviously - which irradiates the area of the strike, you begin to see how placing this sort of combat in a larger setting could lead to something with a character and appeal of its own.

In other words, there's much to be excited about with Fallout 3. With BioShock putting 1950s retro-futurism back on the scene, Fallout's return serves as a timely reminder of who actually applied the approach to games in the first place. S.T.A.L.K.E.R. showed how an open world and claustrophobic setting could pay dividends, but for those of us who found it a little too light, a more true-RPG approach is welcome. And for those who Oblivion was a bit too Land-of-the-Fairies, the dense and atmospheric Fallout universe offers a very different experience. As with any game as big of this, we'll only really get a chance to see how it hangs together when we stride out into the waste to see what's out there. I'm looking forward to it.

Fallout 3 is due out on PS3, 360 and PC later this year

 

 
Polls
Which one did you like best ?