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>
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>