Fallout 3 Point Lookout Previews

Brother None

This ghoul has seen it all
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Just a few impression pieces from E3. GameSpot (thanks Ausir).<blockquote>Speaking of the locals, we met some of Point Lookout's savage inhabitants as we made our way up the hill to the mansion. These half-clothed mutants looked like gnarly, inbred hillbillies, the kind that might drag you away in The Hills Have Eyes. After making short work of those goons, we approached the mansion (Calvert Mansion, by name) and saw some high-tech security cameras guarding the entrance. A voice came over the loudspeaker, identifying us "not a tribal" and demanding that we get inside and help him fight off some bad guys. Inside the mansion, we found ourselves in a large entrance hall, with two curving staircases framing a makeshift outpost. Wired turrets were blazing as a man and his two dogs fought off some characters that looked a lot like raiders.

In Point Lookout, the raider niche has been filled by tribals, fervent cultists who paint their faces and utter religiously themed battle cries. Playing as a Level 20+ character, we actually had a tougher time killing a few tribals with a Chinese Assault Rifle than we expected. Point Lookout is more difficult than much of the previous DLC, and is tailored for players who have beaten Broken Steel and are on their way to level 30. In fact, we're told that the initial message clueing players in to Point Lookout's location will include a warning that it is quite dangerous. The lead producer of Fallout DLC translated: Players should be at least Level 17 or so, and even those in the early 20s will face a healthy challenge. </blockquote>1up.<blockquote>Nothing too earthshaking , although it has enough new material to justify the relatively small expenditure these expansions entail. Just keep in mind that the designers recommend characters of at least fourteenth level (although the enemies seemed very difficult even for the twenty-fourth-level demo character I played), so if you're not ready for this one, don't go plopping down the cash just because of the horror aspect. If you've built your character up a bit, though, Point Lookout is one you'll want to, ahem, be on the lookout for.</blockquote>Shacknews.<blockquote>I won't lie, shooting a fanatical cultist in the head was rather satisfying.

Oh, did I mention there's a cult? These "inbred mutated locals," as producer Jeff Gardiner puts it, are certainly fanatic about their beliefs. But are they the bad guys? The good guys? Do such concepts even exist in a post-apocalyptic, ghoul-ridden world? </blockquote>
 
Point Lookout is more difficult than much of the previous DLC, and is tailored for players who have beaten Broken Steel and are on their way to level 30. In fact, we're told the initial message clueing players in to Point Lookout's location will include a warning that it is quite dangerous. The Lead Producer of Fallout DLC translated: players should be at least Level 17 or so, and even those in the early 20s will face a healthy challenge.

So basically, hillbillies and tribals are more challenging than Enclave troops? They must have some powerful voodoo magic at their disposal.
 
That's what is bothering about these DLC's too. Albino Radscorpions are stronger than the standard giant scorpion why?
Ghoul reavers are less fragile then their counterparts because?
Now hillbillies are teh ultimate force to be reckoned with.
 
Brother None said:
But are they the bad guys? The good guys? Do such concepts even exist in a post-apocalyptic, ghoul-ridden world? </blockquote>

Yes. And far too clearly, as the main game has already shown.

Bethesda seems to have gone out of it's way to show that moral ambiguity isn't it's strong point.
 
Inbred hillbillies (is there any other kind?) wearing overalls no less (textiles?), another mansion, high-tech security cameras and turrets (which survived 200+ years IN A SWAMP). It all fits together perfectly to produce an incredibly believable world.
 
I would guess the turrets are not 200 years old and are rather a new thing by either some obscure faction or small settlement Bethesda wants to present you as "town" (just like the Ghoul Town in Fallout 3 ... crowded with, what 20 people after 200 years?).

Making plausible communities or a setting with verisimilitude and that actualy make sense is not on of the things Bethesda can do well. Like dialogues, or voice acting. (well the last time they had a "somewhat" believable setting was with Morrowind. Not awesome dialogues, but the world was very well designed)
 
I won't lie, shooting a fanatical cultist in the head was rather satisfying.

There are people who still enjoy watching exploding heads after all this head shooting in F3 + DLCs :roll: . I know Todd Howard said "it never get old" but, damn...
It's like: Bring whatever you want, just make sure we can still shoot heads and watch them explode, muahahahaha!! :twisted:
 
Unarmored, shotgun totting hillbillies are far more terrifying than anyone wearing advanced power armor hefting winchester p94 plasma rifle. It's just common sense. Living in the swamp all these years has made these rednecks far more hearty and terrifying than any enclave trooper or supermutant. Obviously this swamp was built on an indian buriel ground, and these shotguns made from the bones of their cheiftans. This makes sense guys, just think about it. And how do you know if they're "bad" guys or "good" guys? They're possessed by the spirits of ancient native americans hell bent on revenge for what man has done to mother earth. Makes total sense . . .
 
Could someone pleeease make a mod to strengthen the troopers ... even at BS, a big insectoid was far more dangerous than those extremely well-armoured high-tech plasma experts, and now this ... enclave really deserves an upgrade. ah, and the poor vulnerable muties as well.

I mean, in old-school FO a low-level PC just went SPLAT when encountering a Super Mutant or an enclave soldier (as it should be imho). But this, here, is simply ridiculous.
 
Well, I can see the ... hillbillies-gone –wild aspect of the DLC, but where is the post-apocalyptic feeling in it.

I guess it was left to rest in peace.

*shakes head*
Oh, The Horror!!... The Horror!!
 
I_eat_supermutants said:
That's what is bothering about these DLC's too. Albino Radscorpions are stronger than the standard giant scorpion why?
Ghoul reavers are less fragile then their counterparts because?
Now hillbillies are teh ultimate force to be reckoned with.

The Dark Side of the Force is with them! :twisted:
 
Hoot said:
Could someone pleeease make a mod to strengthen the troopers ...

I imagine that once the last DLC is out someone will make a "makes sense" rebalancing pack: scaling back albino radscorpions and hillbillies, scaling forward Brotherhood and Enclave troopers.

I wouldn't be surprised if the aliens (assuming we fight them and not just ghouls on an alien ship for some reason) are the toughest creatures ever. But that wouldn't be too big a surprise or fall far out of sync.
 
Oh boy... this doesn't feel like a product of stupidity or incompetence anymore. I feels like a right out F-U
 
mountaingoat said:
Well, I can see the ... hillbillies-gone –wild aspect of the DLC, but where is the post-apocalyptic feeling in it.

I guess it was left to rest in peace.

*shakes head*
Oh, The Horror!!... The Horror!!

I've been in some leeched out and dead coal towns in West Virginia that felt downright post apocaliptic, or at least on the poor side of third world. You know, drug dealers on every corner and houses with big gaping holes in the wall. It would be interesting to visit places like this after society breaks down as they would probably be thriving compared to the urban areas.

And I'm sure it will be plenty post apocaliptic in the way that "the road" is, in other words the shacks and houses are there but society is not.
 
lugaru said:
And I'm sure it will be plenty post apocaliptic in the way that "the road" is, in other words the shacks and houses are there but society is not.

"Once they were brook trout in the streams in the mountains.
You could see them standing in the amber current with the white edges of their fins wimpled softly in the flow.
They smelled of moss in your hand, polished and muscular and torsional.
On their backs were vermicular patterns that were maps of the world and its becoming, maps and mazes, of a thing which could not be put back, not be made right again.

In the deep glens where they lived, all things were older than man, and they hummed of mystery."





Could Point Lookout be able even remotely to depict that?

Was FO3 able to accomplish that desolate feeling with all that hordes of robots, radscorpions, deathclaws, raiders, whatever was swarming the wasteland?

Oh, come on, wise up, Bethesda can make fun games but not Fallout sequels.
 
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