Joystiq, Kotaku. GameSpy Fallout 3 previews

Brother None

This ghoul has seen it all
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In case you haven't figured it out yet: yes, we're in another one of those Fallout 3 preview waves that roll in every now and again. Probably the last one before release, though. Kotaku offers a preview (thanks Incognito) entitled "How Fallout 3 Is Different Than Oblivion". Seriously, guys? Just let it rest already.<blockquote>The big ticket item is the combat system that incorporates Action Points. I’m glad they decided to make combat real time, because nothing screams “I’m afraid of evolving” like turn-based fights. You might think, then, that strategy goes out the window and the game devolves into shootouts whenever an enemy is encountered. To a certain extent, it does (if you’re a trigger-happy spaz like me); but if you keep your cool long enough to press R2 instead of R1 (I was playing on PS3), you get a healthy dose of strategy by opening up VATS mode.
(...)
I arrived at the small northern settlement – a cluster of tin shacks out on a broken overpass. Right away someone shot at me, but then had the good grace to come and apologize. He thought I was someone else.

Here again is a place where Fallout 3 blends its Fallout roots with the best of Oblivion: the dialogue exchanges. In Fallout and Fallout 2, there were complex trees of lines that led to completely different outcomes. Being polite over being sassy could be the difference between a firefight and a gift. In Oblivion, the voice acting and facial expressions were visual cues as to what you should say to placate characters; but often as not, those conversations usually had only one outcome. In Fallout 3, you can hear how a character talks and reasonably predict which response in your menu they want to hear. There isn’t a charisma mini-game, alas, but certain dialogue options will open up based on perks or skills. (I heart Lady Killer/Black Widow because you can seduce people into telling you passwords.)</blockquote>Also, Joystiq.<blockquote>Conversing with NPCs was fairly basic stuff; we could ask them about the Wasteland, the town, themselves, and, in some cases, missions they had. It's not on the same level as Mass Effect's, but the dialog system does its job well.

A young lady in the saloon, who asked us to deliver a letter to her folks in a town called Arefu, gave our first task to us. It turns out that Arefu was actually built on top of what remained of an old freeway overpass, but that hadn't protected it from the many Raiders wandering the Wasteland. We ran into a few of them while en route (along with some mutated dogs and other radioactive beasts) which we took down using the V.A.T.S. (Vault-tec Assisted Targeting System).</blockquote>GameSpy (thanks PlanetFallout).<blockquote>I'm hesitant to reduce them to the sorts of courier runs, fetch quests, and hunting forays that have come to pervade MMOs, but I'm afraid that they're going to sound similarly prosaic if I give you a blow-by-blow description. At their best, the quests I played directed you toward sites where interesting things were going on. One started out as a "fed ex" quest from Megaton to a remote settlement built on a ruined overpass overlooking the Potomac. When I got there, I found that the settlers were under siege by a group of vampire people. My arrival triggered a far more interesting task: to go find their lair and slaughter them. I had three choices of locale. Behind door number one, an abandoned drive-in theater, were a pair of super mutants. Too bad that our play time ended while I was en route to the derelict metro station where I suspect they were hiding.

I may be wrong, but I'm inferring from what I've played that Fallout 3's world is designed around sites like these. In some cases, you'll be directed to them by quests. In others, you may just stumble on them in the middle of something else entirely. So long as players are not encouraged to bypass any potentially interesting scenarios simply because they're not on a quest to engage them -- a common problem in MMOs, once players learn that nearly every monster has a kill-quest associated with it -- then this could lend itself to some interesting meanderings in Fallout 3's world.</blockquote>
 
I’m glad they decided to make combat real time, because nothing screams “I’m afraid of evolving” like turn-based fights.

There isn’t a charisma mini-game, alas,

I heart Lady Killer/Black Widow

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Have a clue, will you ?
 
I like how people without a clue try to contradict what bethesda's said.
B- it is oblivion with guns, isn't that cool?
Journalists- lol it's not.
 
Todd Howard in the OXM article :

The game it's closest to is Oblivion. So now when someone asks, 'Is it Oblivion with guns?' my main answer is, 'in all the best ways.'

( 03.07.08 )
 
Well....that isn't quite the same thing now is it. He is saying that it has the best qualities of oblivion, not that it is oblivion with guns.
 
'In all the best ways'. Yes but not Oblivion with guns. You don't expect people to listen to you when you miss-quote like that do you?

Oh and Bumble 'Have a clue will you?'

The guy is only giving his views. As it stands, he actually has more of a clue than you because he's actually played the game. He might say things that you do not agree with but that does not make him 'clueless'. Try making some valid points instead of just one line flames eh?
 
So what did he mean, exactly?

Let's do a little experiment--here's Mr. Howard's statement once again;

"The game it's closest to is Oblivion. So now when someone asks, 'Is it Oblivion with guns?' my main answer is, 'in all the best ways.'"

Now, in normal conversation when answering a question, a person usually assumes the question as subject of the answer (for example, do you like boats? A lot! i.e. I like boats a lot), and I think that's fair to do here, so effectively his answer is; it's Oblivion with guns in all the best ways.

So, essentially he is saying that while it IS Oblivion with guns, it's a somehow streamlined version that drops all the bad bits of Oblivion.

Ultimately this is all rather silly, because anyone who has seen any of the numerous E3 demo runs can see EXACTLY what sort of game this is, and to argue whether or not it is just like Oblivion plus firearms is semantics.


Oh, and as for the afraid to evolve thing, I think it's finally happened, I'm dead inside...didn't even faze me.
 
I was sort of annoyed that my quest didn’t update at this point – no marker appeared on my map to tell me exactly where the cannibals had gone. I had only the vague directions of “northwest or north of here” from the dude to go on.

hehe, clueless reviewers get annoyed by thinking and exploring.
Hand holding FTW!
 
Some of these previewers must honestly be thinking something along these lines, about 75% of their day...

"Halo 3... giggidy!... RACING GAMES!... giggidy giggidy giggidy!... *drools on controller*"

If an inventory screen pops up they probably immediately proceed to eject the game and break the disc in half, eat it, use it as a sex object, or all of the above.

Unprofessional much? If you're going to be biased, then you shouldn't be in any type of media. "This game sucks because I don't like this type of game!" Does not cut it. Get out please.
 
we could ask them about the Wasteland, the town, themselves, and, in some cases, missions they had. It's not on the same level as Mass Effect's, but the dialog system does its job well.

I just hope that will not be like those one word "questions" in Oblivion.

Wasteland
Town
You
Mission

Yeah just like the old games, not even with very low INT in Fallout could you do that.
 
JESUS said:
I just hope that will not be like those one word "questions" in Oblivion.

We already know that's not the case. Though quite frankly, if you're going to have stock dialogue I don't mind stock tell me about... options either. Call a horse a horse and a cow a cow: Oblivion's dialogue was just bad, even without the keyword options

JESUS said:
Yeah just like the old games, not even with very low INT in Fallout could you do that.

What? Fallout had an "ask me about" option.
 
I was sort of annoyed that my quest didn’t update at this point – no marker appeared on my map to tell me exactly where the cannibals had gone. I had only the vague directions of “northwest or north of here” from the dude to go on.

Oblivion had one of these too, a quest without map markers. ONE of these.

Oh wait... two. There was the nirnroot thing too.
 
I think I recall someone complaining about short dialogue options, where your character would actually say something completely different than what was expected. Is that Mass Effect or some other game?

Anyways, this is interesting. Would players not really care that much about short dialogue options if the actual dialogue was umm.. verbose in comparison?

Greet
Job
Harass
Threaten
Bye

Greet - Hello. What's going on in town?
Job - I'm looking for some work. Do you know of anything that needs doing?
Harass - Nice outfit. Which graveyard do you shop at?
Threaten - Tell me what I need to know or someone's going to get hurt.
Bye - I have to go. Goodbye.

Just short things I come up with off the top of my head, but you get the idea, in addition to the responses being verbose as well.
 
PaladinHeart said:
Would players not really care that much about short dialogue options if the actual dialogue was umm.. verbose in comparison?

Greet
Job
Harass
Threaten
Bye

Greet - Hello. What's going on in town?
Job - I'm looking for some work. Do you know of anything that needs doing?
Harass - Nice outfit. Which graveyard do you shop at?
Threaten - Tell me what I need to know or someone's going to get hurt.
Bye - I have to go. Goodbye.

So how do you create branching contextual dialogues of which the player will be aware, if the player can't see exactly what's going to be said before saying it? Your system only seems to work if your interaction with an NPC has only one goal/context.
 
Brother None said:
At their best, the quests I played directed you toward sites where interesting things were going on. One started out as a "fed ex" quest from Megaton to a remote settlement built on a ruined overpass overlooking the Potomac. When I got there, I found that the settlers were under siege by a group of vampire people.

Have I missed something here whilst lurking? Vampire people? wtf?
 
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