5 new gameplay videos

@UncannyGarlic
Where did you read or see this? I've been keeping up to date and the only thing that ever mentioned bashing/breaking locks was the G4 interview in which Todd explicitly said that you couldn't.

I entered Megaton, tried to find the mob boss’s bar in order to kill him and avenge her death (it still counts as avenging her death even if I’m the one who killed her), and found the front door locked (thus making it the least patron-friendly bar in history). Trying to pick the lock initiated a little lockpicking minigame, which I was in too much of a hurry to read the instructions to (it didn’t look all that enthralling). I had the option to force the lock open at risk of breaking it. So I forced it. And it broke. And I couldn’t get in.(Destructoid E3 08 Hands on)

Couldn't find the other post on the forum.
 
UncannyGarlic said:
The Sheriff's swearing was extremely forced and completely unnecessary.
Very much agreed. It didn't make the character seem to be a badass, it just sounded like the writer was trying to be badass. That kind of over-contrivedness sticks out in a bad way.
Brother None said:
Cow said:
He knows who you are.
And he's waiting for you.
He's been waiting for the right vault dweller all his life. And now, finally...
*sings* Isn't it romantic... music in the night... *sings*

Sorry about that. But, come on, I couldn't have been the only one thinking that. ;)
 
ookami said:
He's been waiting for the right vault dweller all his life. And now, finally...
*sings* Isn't it romantic... music in the night... *sings*

Sorry about that. But, come on, I couldn't have been the only one thinking that. ;)

Fallout 3 would own some Fallout Browny points if it turns out you can romance Mr Burke

That's typically the kind of open-choice anti-cliche headfuckeries Fallout loved.
 
That is actually pretty damn cool.

Like with Tandi. "Well, there is something you could do for me...." But what are the odds that'll be in there? Probably not very good. Chaotic evil types hardly ever get any romantic attention. *Sigh*
 
Some thoughts on the 5 gameplay videos and a surprise;)

I'll begin with a little introduction. My first name is Robert and i was born , raised and currently reside in Poland, Warsaw( though spent many years in various countries, which may be unimportant but getting to know other cultures, societies and points of view helps:P and widens one's horizons a bit or maybe a lot ;)) This is my first post on this well known and respectable forum ( although one game developer starting with the letter B. would possible disagree, right ;) ) and i was and I'm following NMA very closely for years now and regard it as my no.1 source of Fallout news. I am and always be a passionate admirer ( not fan, which some of u know derive from the word fanatic ;) Fallout universe. Although my passion is limitless , i still welcome any critique or discussion on the subject :) . During all that time i prefered to remain a neutral bystander, observer if u will (i never felt that sharing my opinions with u all was necessary or needed:) . U all did very well without my humble soul;). And now finally after all time passed , i decided to share some of thoughts on the upcoming Fallout 3( or better Fallout 3,5 or even 4, Van Buren will always remain the one and only successor imo) . Let's write some Fallout:) than. U wonder how ii all started? Well, u might have read it many times b4. Back in 1998 i listened to my friends intriguing tales of playing a mysterious game in which he wandered through endless wastes ,visited desolated towns( he played on his old Pentium60 and 8 MB of Ram;)) , how sluggish the game run during combat and how he in the end bravely fought some mutants and finally blew sky high a strange creature named the Master:). It wasn't until some years later when i finally got a copy of Fallout 2 and instantly fell in "love":). The story, the "no-hope" feeling, the bloody combat, the dialogues , the deep immersion phenomenon from the start and last but not least the music by Mark Morgan, my favorite score "Vats of Goo", the most "falloutish" of them all . One could write stories all day. After playing through as the "Guardian of the Wastes"( i have a tendency of playing as the good guy though sometimes couldn't resist the urge to exterminate Vault City , New Reno or San Francisco;)) , i also got acquainted with Fallout 1 and to be frank , was little disappointed to finish it so "quickly". Taking a break from both games for a while, i returned to Fallout after Killap's Restoration mod:) was available and enjoyed it immensly. Thanks Killap and all the others for your contribution.

After the lengthy and much needed introduction( though some of u might think otherwise;)) i will share with u my impressions of the gameplay videos.

1. The vault interior and the first few moments are fine( but as a person who by nature loves perfection, i will stay very critical and "picky" to say the least) . Furthermore one must ignore the fact that such vault would have never been built so close to a populated area!! and the cave, hole ? is too close to the surface!, ( also the "tunnel" is too short and too shallow). Considering the fact that some people in the area were still alive after the bombs fell( hard to imagine if u ask me), the vault itself could have been very easily found by anyone(I repeat, just anyone, especially by all the evil or not so evil factions of Fallout universe which as u know possessed prewar knowledge on many vaults locations, although some info must have been lost) , i find it disturbing and completely out of touch with realism that Bethesda wants us to believe such nonsense. I imagine that every vault builders ( in our or any alternative reality) would want to keep its location secret and well hidden but Bethesda defies any logic:) and common sense which of course saddens me deeply.

2. What stopped others to try to get in during a 200 years after its closure ? I hope to find a good answer to that mystery... but don't expect me to have my thumbs up to be honest:).

3. Thirdly the "looks", the graphics , the feel is ok, better than oblivion but as many of u pointed out i couldn't see any dynamic shadows, strange but true. Terrain is good, some level of immersion is achieved but other aspects ruin the experience...

4. Exploding cars after a few gunshots ? In what reality:)? Complete nonsense again.Try that in home, it won't happen. Any fuel left after 200 years:)? No. Shooting gasoline doesn't lead to explosions or any fireworks like Bethesda wants us to believe. Very sad again. Feels like a slap in the face, doesn't it? Flying sky high cars after a "explosion":)? Again, it must have been packed to the roof with explosives and equipped with a detonator but who really cares:)? Cars will fly sky high 300 years from now ;) ,just by shooting with a 9 mm gun.

5. Megaton is just around the corner, doesn't it disturb u:)? . Will somebody explain to me how the hell the protagonist, no matter how evil and twisted he or she is , would agree to arm and detonate a A-bomb in such great proximity to his home:)? The only place he knew all his life . U also have to ask yourself why does he or she so willingly agree to take part in such a risky and mindless enterprise so quickly( to blow up Megaton) without acquiring any background knowledge. It's all rubbish and totally unrealistic. One could easily expose Burke's intentions:) and that's it. No cause and effect explained, nothing. And the radiation afterwards, how could one travel back to that area and revisit the protagonist's home, i know, powerarmor and a pack of RadX, very safe, yes:). No trial quests b4 Burke's "big" job? Nonsense again. How could one trust his life with a complete stranger? . Where is the good old Fallout formula? Prove yourself worthy, gain some trust( vide New Reno families, Broken Hills by Marcus , Vault City quests and so on ) and then get the tricky ones.

6. The dialogues? I imagine most of the people being alive in such reality would be on "edge" so the language is acceptable, though i would advise more caution when dealing with non-hostile strangers and wouldn't dismiss everyone just by "looks". Too little info to comment further.

7. Animations? Without doubt there are really, really bad by the most part. Most characters just "slide" and movement is far from being natural. They appear to be stiff and wooden. But that's not the worst part. They ALL have been deprived of the selfpreservation instinct and lack any intelligence. Get a closer look the at Super Duper Mart "massacre". Charging when firing a long range rifle. Not hiding and just waiting to be slaughtered. No tactics, just taking space, nothing more. Look at the lady coming down the stairs in the Tenpenny tower in the upper left corner .No comments on that i' m afraid. Games ten years ago managed better.

8. The V.A.T.S ...Looks nice but the death animations can be dismissed again as unrealistic. Getting a deadly head shot seems easy, too easy:). Want to shoot off ones arm, leg, go on, easy again. I wonder what was the difficulty setting, maybe very low:), one has to have hope:P. What about getting shot many times and still being able to shoot, move? Again, no further comment needed!!

9. Combat training. Where the hell would the vault dweller, (someone who comes from a community which lived underground for generations ) , would acquire combat experience? Ok, reading books, shooting static targets, practising in the gym , going to classes won't make u a killing machine, does it? No study on that by Bethesda, no explanation so far again, no realism, not a bit. Sad once again and the list of improbabilities goes longer and longer.

10. No comment on the Crab "people" . U can guess what i think;). The FEV virus, radiation combined caused to mutate;). What a lovely story.

11. And finally, what feeling comes to your mind when u see all those frenzy , bloodthirsty ??;) enemies shooting straight away? Did it happen in FO 1 or FO2? Rarely( though it depended on the area), mostly in random encounters but never in the cities. One had to get under someone's skin to provoke aggression. Remember the raider camp in FO1? Or slaver camp in Killapp's expansion? There was almost no blind aggression. I imagine that being a evil character isn't as Bethesda sees it a simple matter of white and black , it's rather much more complex. I for instance would from to time time, depending on the circumstances, try to meet "the stranger", get to know him, even try to ally with him and if that fails then surround him or her and only then go for the kill:). Being evil requires a lot of wits;), most of the time . Of course one can't exclude the possibility that shooting first and asking questions later is only and right way to deal with strangers in eastern wastes...

That's all folks and i hope to see some good responses. Be well and never stop loving , playing Fallout.

Yes, i will buy the game , i already pre-ordered it;).

Remember, War might never change, but games do:P and yes the formula that goes with it...
 
Hmm, I've just noticed that FO3 has quite the same system for finding quests like in Oblivion.

Mainly, you need to listen to rumours and people talking on the streets to hear something that might be a quest. In Fallout you're just finding quests and jobs by dialog, asking random people about any jobs where you can get some money, not by gossiping and rumours.

In these viedos you see people randomly talking to themselves, liek they didn't know what else they can do. In previous Fallouts most people were there for a reason, they had a personal scenario of life, liek every character was designed seperatly. Don't this here though :/

heh, maybe Beth thought "In Oblivion this system worked fine, so it will in FO3 too!" but I think it's just going the easier way...
 
I don't understand one NMA user's chagrin with regards to the camera zooming in to speak to the characters. How on Earth does this process effect the feeling of immersion any more than in the original games, in which we were actually taken out of the world entirely, into a seperate box containing our dialogue tree?

As somebody that never had the pleasure/displeasure (depending on personal taste) of playing Oblivion, I feel totally uneffective by the similarities of both titles' visual style. Judging by the reactions in these forums, I'm looking upon this as a massive positive. It is for this reason that I actually look forward to holding many a conversation with FO3 NPC's. I actually prefer the 3d representation and 'in- game' talking heads to the original, static character models. I know, I know, we're very much working with ultra- modern gaming technology here, but I feel that the effort Bestheda have made Re. NPC's is a definite plus for the title.
 
CxBxW said:
I don't understand people's chagrin with regards to the camera zooming in to speak to the characters.

Uhm...who would these people be, exactly? I'm not seeing anyone expressing chagrin with regards to the camera zooming in for this purpose. Chagrin at the wooden animations and NPCs staring stupidly into the camera, sure, but the mechanic of zooming in? You'll have to quote someone complaining about the basic mechanic, there.
 
Umm what..... so you dig around to find out about points of interest, what is wrong with that. FO3 and oblivion are hardly the first games to use that mechanic. FO 1 and 2 you asked for jobs, but that isn't a big deal, it works.

The areas outside of towns function much as the random encounters in the originals. Raiders are always agressive in the other games in random encounters.

I am confused on one point, some people have encountered characters that were friendly, or allowed them to make peace after a warning shot, while others have gone straight ahead and killed them. The area of "minefield" would be an example of this. In some previews, the character is attacked by Evan King, but is able to make peace with him and eventually get a quest, others have just flat out killed him. I am wondering i fthe example of killing the doctor in another preview functions this same way??

As for people randomly talking to themselves, moriarties bar would fit in with both FO's very well. Most NPCs were either standing around their shop or lounging in a bar in the originals, or they were in their house. Trust me, all the guys in the casinos and bars and every hour of the day who never went home, weren't designed individually. Note: This is not a case of saying it is ok because it was in the original, it is a case of saying you are wrong.

The NPCs in FO3 are supposed to function as having a true daily routine. Lucas Simms (who I wish they had named Mr. Tibbs) for example, patrols the town of Megaton, visits various parts of town and then goes home, that is a point to it.

Heck the guy in the video who curses at you is just lounging outside leaning on the rail looking at the town getting some fresh air, that is definitely a reason to be there.
 
Brother None said:
CxBxW said:
I don't understand people's chagrin with regards to the camera zooming in to speak to the characters.

Uhm...who would these people be, exactly? I'm not seeing anyone expressing chagrin with regards to the camera zooming in for this purpose. Chagrin at the wooden animations and NPCs staring stupidly into the camera, sure, but the mechanic of zooming in? You'll have to quote someone complaining about the basic mechanic, there.

Misty said:
I don't have a problem with their use of cuss words but everything else...do I really have to say it?? It looks like Oblivion. From the zooming in to the bad dialog to the lack of dialog choices, it's Oblivion over and over again. And I really dislike the zooming effect when you talk to an NPC, it takes me right out of the game. The guy you get the Megaton quest from is an Imperial Guard if you couldn't tell. ;)
 
Brother None said:
That's one. It's what we normally call "person" and not "people".

You claimed the following: 'I'm not seeing anyone expressing chagrin with regards to the camera zooming'. Which would normally indicate that you hadn't seen anybody, not even one.

But i'm only being pedantic in response to pedanticism.
 
CxBxW said:
You claimed the following: 'I'm not seeing anyone expressing chagrin with regards to the camera zooming'. Which would normally indicate that you hadn't seen anybody, not even one.

That's because I hadn't. I don't read every post on this forum with great care. But I thank you for pointing it out.

A single post by a person who expresses clearly that this is a case of his personal preference is not really worth a "I don't understand people's chagrin" post, is it? You act as if we were all ranting against the way the camera zooms in on NPCs. Were we?
 
Re: Some thoughts on the 5 gameplay videos and a surprise;)

R2O3B4E5 said:
1. The vault interior and the first few moments are fine( but as a person who by nature loves perfection, i will stay very critical and "picky" to say the least) . Furthermore one must ignore the fact that such vault would have never been built so close to a populated area!!

There is a slim chance that it will be moved a bit further away in the final version.

R2O3B4E5 said:
2. What stopped others to try to get in during a 200 years after its closure ? I hope to find a good answer to that mystery...

Same thing as with other Vaults - they were to well hidden. Remember how the Master couldn't find Vault 13 without a map, even though he had tracker centaurs (well, OK, he DID find it eventually... but I suspect a lot of resources and SUper Mutant sweat went into that.)

R2O3B4E5 said:
4. Exploding cars after a few gunshots ? In what reality:)? Complete nonsense again.Try that in home, it won't happen. Any fuel left after 200 years:)? No. Shooting gasoline doesn't lead to explosions or any fireworks like Bethesda wants us to believe. .

But those are NUKULAR cars, so it's all right!
 
Re: Some thoughts on the 5 gameplay videos and a surprise;)

Silencer said:
Same thing as with other Vaults - they were to well hidden. Remember how the Master couldn't find Vault 13 without a map, even though he had tracker centaurs (well, OK, he DID find it eventually... but I suspect a lot of resources and SUper Mutant sweat went into that.)

Not the case for 101. It overlooks Springvale and Megaton, and the Sheriff of Megaton is aware of its existence.
 
..and persons say we nitpick.
well, when in rome..

CxBxW,
how did you develop the opinion that a 5 year old game engine that wasn't good in it's day when compared to other 3d engines, is somehow "ultra-modern gaming technology"?

Maybe you were referring to the lie they call radiant AI which has yet to deliver on any positive promise made about it?

It's also years-old now, and the only thing ultra-modern about it was the technique used to overhype it and make fraudulent claims about it that somehow don't stick in the minds of gaming journalists.


Surely you can't be referring just to the NPC interaction mechanic of showing a talking 3d rendered head with facial expressions by which to gauge their relative mood, while you converse, because that is exactly what Fallout already had and did better than most games in it's day. (now 10 years ago)


From what I've heard and seen, Fallout 3's facial movements are more bland and unconvincing than the rubbish strewn landscape, which a truly ultra-modern game like Rage has already shown potential of blowing out of the water.


Please clarify this for me. I'd love to learn more about the ultra-modern aspects of Fallout 3.
 
Brother None said:
CxBxW said:
You claimed the following: 'I'm not seeing anyone expressing chagrin with regards to the camera zooming'. Which would normally indicate that you hadn't seen anybody, not even one.

That's because I hadn't. I don't read every post on this forum with great care. But I thank you for pointing it out.

A single post by a person who expresses clearly that this is a case of his personal preference is not really worth a "I don't understand people's chagrin" post, is it? You act as if we were all ranting against the way the camera zooms in on NPCs. Were we?

That's your problem with my post? The use of the single word 'people's' over 'person'? Christ. Edited, then. Sorry for the misunderstanding.

As far as I can see, I came in and posted something which expressed my opinion, an opinion which conflicted with another user. You asked me to quote someone (note the one portion of that word), and I did so. You then questioned whether my comment was warranted in the first place. I argue it was warranted because it was my opinion. Obviously you felt it was aimed at many people's chagrin due to my choice of word, which I have edited, and appologised for. So taking into account the fact that my original post was, indeed, aimed at one user, I stand by the fact that it was warranted.

This entire discussion is rather anal.
 
whirlingdervish said:
..and persons say we nitpick.
well, when in rome..

CxBxW,
how did you develop the opinion that a 5 year old game engine that wasn't good in it's day when compared to other 3d engines, is somehow "ultra-modern gaming technology"?

Maybe you were referring to the lie they call radiant AI which has yet to deliver on any positive promise made about it?

It's also years-old now, and the only thing ultra-modern about it was the technique used to overhype it and make fraudulent claims about it that somehow don't stick in the minds of gaming journalists.


Surely you can't be referring just to the NPC interaction mechanic of showing a talking 3d rendered head with facial expressions by which to gauge their relative mood, while you converse, because that is exactly what Fallout already had and did better than most games in it's day. (now 10 years ago)


From what I've heard and seen, Fallout 3's facial movements are more bland and unconvincing than the rubbish strewn landscape, which a truly ultra-modern game like Rage has already shown potential of blowing out of the water.


Please clarify this for me. I'd love to learn more about the ultra-modern aspects of Fallout 3.

I was talking about Fallout3 being ultra- modern in relation to the original Fallout games, which i'll fully admit to not clarifying in the post. By today's standards it obviously doesn't touch the like of Crysis etc.
 
Not the case for 101. It overlooks Springvale and Megaton, and the Sheriff of Megaton is aware of its existence.

Nor for Vault 12, which was in the middle of Bakersfield (or Barstow, depending on who you ask).
 
CxBxW said:
That's your problem with my post?

No, my problem was that you sounded like you were attributing a single person's opinion to multiple people here.

We already have enough to complain about without people ascribing complaints to us that most of us would not share.

It's like how people kept quoting Sorrow to show how stupid NMA could be, even though Sorrow was never representative of any major part of the community.

Also, don't double post

Ausir said:
Nor for Vault 12, which was in the middle of Bakersfield (or Barstow, depending on who you ask).

That one wasn't intended for prolonged isolation, tho'. Vault 13 is. Since Vault 101 is, it'd make sense for it too to be well-hidden.
 
Back
Top