Your definitive thoughts on Fallout 3.

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I don't want a discussion, at least not until I get a good amount of responses.
I would like to know your stances on Fallout 3, and specifically:

Toilet Healing.
Dialogue.
Fat Man.
Rock-it.
G.O.A.T. character creation.
Mr. Liam Neeson's role.
Weapons being degraded over time.
How the environment has been translated.

-Kharn/Brother/Sister Nun mentioned that I left ou the VATS. This isn't intentional, though I think it's been discussed a lot already. If you want to to talk about that, that's fine.


This way I can see where people stand on everything in one place rather than just weird anecdotal posts (which are a staple of NMA, I realize).
 
Toilet Healing.

Dumb idea. Healing in Fallout should be done via stimpaks or through using the doctor skill. Stimpaks at least have a basis in 1950s SCIENCE - they inject super advanced medicines and chemicals to heal the character. On the other hand, there's no valid reason, SCIENCE! or otherwise, for water to heal that festering bullet wound on your torso.

Dialogue.

Worried, I guess, but I'm not sure I know enough about F3's dialogue system yet.


Fat Man.

Ugh.

Just... Ugh.

Junk-it.

I'm sorry? I don't remember this one.

G.O.A.T. character creation.

I'm actually okay with it. If it's tedious, it might be nice to have an option to skip the whole "growing up in the vault" sequence, though.

Mr. Liam Neeson's role.

Don't care.

Weapons being degraded over time.

Ehh. If I didn't have a problem with anything else in the game, I might not care about this. As it is, though, the idea of having to deal with degrading weapons strikes me as more annoying than anything else.

How the environment has been translated.

Depends on what you mean by "environment."

I think they seem to have a genral PA and retro 1950s style feel down. On the other hand, elements of what they're doing - from the "Motherf**er sign" outside the vault, to the Fatboy, to cars that cause "kwel nuklear explosians," to Metrobots that have heavy, military weapons to deal with turnstyle jumpers, all sound outside of the general "attitude" of Fallout, at least in my opinion.
 
Toilet healing- stupid idea, what happened to stimpaks, first aid kits etc.? And how can toilet water actually HEAL!? Does it close your wounds?

Dialogue- they said it won't be oblivion like, other said it is oblivion-like... Anyway, I don't know any good dialogue by bethesda, so I'm not too optimistic.

Fat Man- it's supposed to be Fallout, not Doom... Another stupid idea, nuking everything doesn't fit Fallout world. Besides, idea for such a weapon is... retarded.

... ?

G.O.A.T. character creation.
It's okay, I guess.

Mr. Liam Neeson's role.
I don't care as long as he won't be the main part of Fallout 3.

Weapons being degraded over time.
Good idea I suppose... I always wondered how those pre-war guns always worked anyway.

How the environment has been translated.
Environment? Exploding cars? Stupid.
Whole world? BoS on the east coast? Enclave running radio station? Towns with nukes in it? Stupid, stupid, Todd.
 
Tough thread, normally it would be Vats material, but since you were pretty specific...

Toilet Healing. - infinitely stupid

Dialogue. - sounding surprisingly good so far. If they insist on going fully voiced, they'll have to cut out expansive dumb and female dialogues, and that'd be a step back from Fallout 1/2. Which is a shame, but if the dialogue is still good, c'est la vie.

Fat Man. - grotesquely stupid

Junk-it. - do you mean the Rock-It Launcher? Didn't get a good idea of what it was, sounds Ratchet & Clank stupid.

G.O.A.T. character creation. - cool idea, as long as I don't have to do it every time.

Mr. Liam Neeson's role. - Liam Neeson? Fine, who cares. His role sounding intrusive? No thanks.

Weapons being degraded over time. - why not? As long as it doesn't get on the obsessive mini-managing type side of the bridge, it's a good addition.

How the environment has been translated. - not sure yet. It sounds like they might be closer than GI made it sound, but it still sounds like they're turning Fallout's unique PA setting into something more bland. And that's a shame.
 
Toilet Healing. - The fact that it's toilet-drinking in specific being hyped up, instead of the fact that you can drink from all bodies of water... THAT annoys the hell out of me.

There are Stimpaks and a Medical skill in Fallout 3 but you sure couldn't know it from the previews.

Dialogue. - It's better than Bethesda's past fare. The problem is, almost all of the dialogue (and thus, almost the entire game) is set in stone because it's already been recorded. If it's horrendously bad, guess what? Fall 2008!

Fat Man. - Davy Crockett-style cannon? Fine. The Reservation had a Howitzer in Van Buren (dilapidated, but it worked... once). But a close-range hand-held nuclear catapult? What the fuck?

Rock-it. - Ratchet and Clank is a good analogy here.

I like the idea of using junk from the environment in general, like using scrap metal for armor.

Yet Bethesda would rather fire bottle caps and Barbie dolls out of a Toaster. This is an eye-roller.

G.O.A.T. character creation. - First time, cool. Afterward, not so much. Bethesda doesn't really expect the majority of their target audience to play Fallout 3 more than once, so this is pretty win-win for them.

Mr. Liam Neeson's role. - Okay, I guess. He's a good actor, but unless his character was completely motion captured from him I'm just not seeing the benefit of his hiring. When I hear his voice, I'm going to hear characters from his movies- not the character he's playing. It destroys the suspension of disbelief.

He's fully capable of changing his voice for roles, but he's not playing a role, here. He's playing Liam Neeson who, as your father, sets the tone for the entire game. That's not good.

But hey, who wouldn't want him for a Dad right? Right?

I had a similar problem with Patrick Stewart and Oblivion.

"On screen. You are the Number One from the Enterprise. So the Star Dates were right."

I know for a fact I'll have the same problem with the voice actors carried over from Oblivion. I won't be able to get them to shut up about Grey Fox and the Fighter's Guild.

Weapons being degraded over time. - Tough one. It can't get too intrusive (Arcanum), and it can't get too laissez-faire (Diablo 2). One's aggravating, the other's just another mindless click (Repair All) every visit back to town. They gotta pull a Johnny Cash. I Walk The Line.

However, I love the idea of stripping weapons for parts and retrofitting them to other weapons. Just hope they weren't lying about this one (and have it be like Bioware's joke of an upgrade system in KOTOR).

How the environment has been translated. - They tried, but they don't get it. They're to the point now where they're pretty locked in to a visual and environmental paradigm.

Nobody can, or will be able to get them to think any differently, let alone to change it. After all, Bethesda were incredibly successful at capturing Fallout's atmosphere! They captured Fallout's atmosphere better than the original developers themselves!

After all, they've been working on Fallout 3 longer than any of the previous developers worked on a Fallout game, so they have seniority, you know.

Just look at the "Vault Secure" billboard, Mr. Handy, Vault Suit, Power Armor, Laser Rifle, Super Mutants, the Vault itself... All of them fairly recognizable, but off in dozens of subtle, or sometimes not-so-subtle ways. It's like what happens when you run something through Babelfish, then retranslate it back to the original language.

It's garbled to the point of insanity.
 
Toilet Healing.
I havent read that toilet drinking heals you, and I also think the quote that this misnomer originated from was just a 'for-instance' that has NOTHING inherently wrong with it. Totally blown out of proportion.

Dialogue.
Sounds A-O-K so far.

Fat Man.
Doesn't do anything for me, but I don't see it is the cataclysmic detractor that many of you do.

Rock-it.
I actually think this weapon as a sort of projectile IED makes sense to me and will be fun with the "item crafting" that, once again, won't detract from the game at all.

G.O.A.T. character creation.
Looks neat, but I seriously don't need another temple of trials. Then again, this game won't move as slowly as fallout, so maybe it'll be easy to rush through it.

Mr. Liam Neeson's role.
Don't care, he has a good voice.

Weapons being degraded over time.
Sounds fun in the same sense as the Rock-It launcher, also see nothing wrong with it as far as story goes.

How the environment has been translated.
Not bad for a FPP version of fallout. I hope the humor is more than jsut crude.
 
Toilet Healing. - An idiocy and unforgivable crime against Fallout. Both drinking water from toilet and drinking water to heal.
Dialogue. - I was optimistic about dialogue, but now I see it will be below level of Fallout - all voiced, which means less dialogue options, no low Int dialogue... Definitely sucks.
Fat Man. - An idiocy and unforgivable crime against Fallout.
Rock-it. - What? I mean WTF? What the fuck? Is this Fallout or Incredible Machine?
G.O.A.T. character creation. - Another ES gimmick. I want my character sheet back.
Mr. Liam Neeson's role. - No. Just no.
Weapons being degraded over time. - may be good if made right, may be horrible if done wrong.
How the environment has been translated. - Where is Fallout?
 
Toilet Healing.

Stupid stupid stupid stupid stupid stupid stupid stupid!!! Also, stupid!

Dialogue.

Full voice acting + Bethesda = No hope.


Just because it's nuclear, it doesn't mean it's Fallout.
Fatman would be out of place in Duke Nukem, let alone Fallout.


I can buy handmade weapons. But handmade rocket launchers? Whatever.

G.O.A.T. character creation.

What kind of stupid name is that?
Also, sounds like unecesarry fluff that should be skippable, at least.

Mr. Liam Neeson's role.

Look forward to hearing the same 4 voice actors over and over since they blew 99% of the acting budget on Mr. Neeson's fee.

Weapons being degraded over time.

Good idea, but I'll be surprised if this doesn't turn out exactly like Oblivion's.

How the environment has been translated.

It hasn't.
 
Toilet Healing. Sounds pretty dumb... if a toilet can gather air moisture, it surely can also gather radioactive dust. Yes, I find it impossible for a toilet to actually hold century-old water without evaporating, thus the "air moisture" bit. And if the creators actually intended the water to be century old, it would probably taste chocolat-y.

Dialogue. Don't know enough about it yet. Fully-voiced would be nice, if nothing else is sacrificed for it. Deus Ex was fully-voiced, and the voice acting was pretty bad in some places, but it was still better than nothing. Ideally, we should be able to have PS:T-class text with FO-class voice acting (the talking heads), but that's very unlikely to happen.

Fat Man. A nuclear catapult. I actually had to read that twice the first time I saw it. Enough has been said about the stupidity of this weapon.

Rock-it.
It will also boast many new weapons, like the "Rock-It-Launcher," which is basically a toaster which can fire numerous items at your enemies.
A toaster. What the fuck. Is this their brand of dark humor?

G.O.A.T. character creation. A gimmick. Could be interesting to muck around with it the first time, but that's all.

Mr. Liam Neeson's role. I don't even know who the guy is, but since everyone's talking about him he should be pretty famous. I wonder if the money wasted on this guy would be better spent on something else.

Weapons being degraded over time. Improves realism, degrades fun. Sounds like an excuse to force the player to walk around the wastes looking for parts in random-generated caves, even if it doesn't happen that much.

How the environment has been translated. What immediately comes to mind about this: the screenshots don't show 50s style buildings.
 
Stag said:
I don't want a discussion, at least not until I get a good amount of responses.
I would like to know your stances on Fallout 3, and specifically:

Fallout and Fallout 2 are among my favourite games of all-time, and I played both of them extensively when they were first released. Wasteland was one of my favourite games on my old C-64 (along with Bard's Tale III and Pool of Radiance), and I grew up playing "traditional" CRPGs -- on both computer and console -- throughout my teenage years and my twenties.

I am pretty excited about Fallout 3, and everything that I have read and seen so far about it -- which includes everything linked to on this site's news page -- indicates that it's going to be an amazing game and that Bethesda has nailed the style, tone, and themes of the original Fallout almost perfectly. Will it be an identical experience to Fallout 1 and 2? Of course not, nor do I want it to be; if that's what I wanted, I would play Fallout 1 or 2 again.

Toilet Healing.

An extremely trivial "feature" from the game, most likely mentioned by the developer being interviewed simply to lighten the mood, and has now been taken drastically out of context and blown up to ridiculous proportions by the fans.

Nobody said that stimpacks and "traditional" ways of healing in Fallout are not in the game. Drinking water will heal you a small amount (which is far better than having to monitor a "thirst meter" such as in Dark Cloud on the PS2), and giving the example of being able to drink from a toilet demonstrates the level of consistency in the world design and the amount of thought that goes into trying to cover everything that a player might try to do in the game.

Dialogue.

Looking good so far, and seems very much based on the dialogue system in Fallout 1 and 2. The fact that there isn't an entirely separate branch of dialogue options for characters of low Intelligence doesn't bother me in the least. It was good for a cheap laugh in the original games, but certainly wasn't a way I wanted to play the entire game.

Unless they are going to penalize low Intelligence characters in other aspects of the game, such as forcing you to fail to solve a puzzle even when you, as a player, have figured it out or forcing you to make stupid tactical decisions in combat -- you have to stay in-character, after all -- then it's an inconsistent and ultimately pointless "option" to include.

I don't think that traditional dialogue trees are the ultimate evolution in interactive conversations, either. Honestly, the dialogue system that Bioware has been previewing from Mass Effect is far more intriguing than what we've been seeing in RPGs since the early 90s. The conversation system in the Elder Scrolls games is utterly dull and uninteresting, however; but from what we've seen, the conversations in Fallout 3 are not going to be like that.


Don't see the problem with it. So it's a slingshot/catapult/whatever that launches little nuclear grenades. It's probably an amusing but rather inaccurate weapon that may very well damage you or bystanders. I highly doubt it will have a prominent role in the game; it's just a fun and slightly amusing weapon to run around the demo with.


An amusing novelty weapon like the Fat Man, above. I don't see it playing a prominent role in the game. Just a cool way to show off the physics engine and dispose of extra junk that you're carrying around in a useful manner.

G.O.A.T. character creation.

I honestly like this sort of in-game character creation that doesn't explicitly remind me that I'm playing an RPG. It's more fun if you just answer the questions honestly rather than try to play the system to get the results you want (i.e. the gypsy fortune-telling in Ultima). The previews said that you can skip it or override it if you want and distribute your attribute points and skill points on your own, so I don't see why any reasonable person would object to it being an option. I thought that we liked options, as Fallout fans?

Mr. Liam Neeson's role.

I think it's a cool idea to have your character's father reflect your choices in character creation. He's a good actor with a voice that players might actually want to listen to and not skip over. I like voice acting in RPGs, as long as it's done well and the writing doesn't suffer. Good examples: Knights of the Old Republic I & II, Jade Empire. Bad examples: Ultima IX.

I don't see how having your father's disappearance as a plot device to get you out of the vault is really any different than sending you out in search of a water chip or the G.E.C.K. They're just a game-world incentive to get your character on his or her way, and at least this time there is a more personal nature to your quest.

Weapons being degraded over time.

So long as it doesn't happen too quickly and you can repair them (which you can), I'm okay with it. It wasn't a problem in Betrayal at Krondor and it wasn't overly irritating in Morrowind. Other games made it a huge pain in the ass though (The Summoning, Drakhan II)

How the environment has been translated.

I think it's a pretty faithful translation of the old 256-colour mode tilesets into a full 3D environment. The look of the environments so far feel very faithful to the themes and styling of the originals, as far as I am concerned.

One major problem with the original games' environments is that they were extremely repetitive, as is often the case with tile-based games. In any given town, every building looked pretty much identical but conformed to a slightly different rectangular shape. Oh, and they were different sizes, too. It is a challenge to really convey a sense of scale in a 2D isometric view engine, particularly in terms of vertical scale.

-Kharn/Brother/Sister Nun mentioned that I left ou the VATS. This isn't intentional, though I think it's been discussed a lot already. If you want to to talk about that, that's fine.

The VATS is a way of incorporating the targeting system from the original games into a real-time combat interface.

"Twitch-based" gameplay is largely a matter of pacing rather than the simple fact that it takes place in real-time. Your accuracy with ranged weapons is still affected by your weapon skills, and from the previews I see ranged combat very much like the original Deus Ex and the ranged combat in Daggerfall and Morrowind. You make the decision to act in real-time, but your success rate is largely determined by your character's skills.

Not having specific "Eyes" and "Groin" targets doesn't seem like a big deal to me. Choices are really only meaningful if they give different results, and in actual play shooting your enemy in the eyes or in the head in the original games didn't generally have very different results. The only times that I ever really blinded opponents was when I had a lower skill level and weaker guns. As soon as my Small Guns skill hit 150+ and I found better weapons, the vast majority of critical hits to the eyes simply killed the opponents instantly.

The point isn't to make it "realistic," which isn't really possible, but to give the player meaningful choices.

I make a similar argument when referring to the elimination or combination of some skills from the previous game (likewise in the consolidation of skills from Daggerfall to Morrowind to Oblivion). A greater number of skills is not necessarily better, nor does it necessarily translate to more choices for the player. When there are choices that are obviously stronger and more widely useful and choices that are obviously weaker and less widely useful, then the meaning of that choice is diminished.

"Traps" in Fallout 1 and 2 was not a skill that I ever found worth taking. "Lockpicking" was a lot more useful, but was still a bit on the weak side. Combining the two into "Security" creates a much more meaningful choice as now you have to seriously consider "Security" on the same level as a skill like "Small Guns." I noticed that the Van Buren demo had combined these two skills into "Security," so I'm not alone in that thinking.

"Bartering" was similarly a rather weak and rarely useful skill. Folding it into "Speech" is logical, and while "Speech" was already one of the more useful skills, having it affect prices when trading doesn't make the skill unbalanced.

"Doctor" and "First Aid" are both on the weak side, particularly "Doctor." The two are highly related, and it would make much more sense to me to combine the two and simply have the features of the "Doctor" skill only be available at high levels of the "First Aid" skill.

Given that Fallout places a higher emphasis on guns and ranged combat than hand-to-hand combat, I could make a compelling argument to combine the "Melee" and "Unarmed" combat skills, but it looks like Bethesda has chosen to keep them separate.

To my way of thinking, having a dozen skill choices of relatively equal strength and usefulness provides far more meaningful choices than having two dozen skills where six of them are clearly more useful and are overall stronger choices and where another six are not useful enough in the game to warrant spending points on them.

Choices and consequences are very important concepts in Fallout, but if you aren't really sacrificing anything that useful to pick the stronger options, then there really aren't any consequences.
 
Wr4i7h said:
Dialogue. Don't know enough about it yet. Fully-voiced would be nice, if nothing else is sacrificed for it. Deus Ex was fully-voiced, and the voice acting was pretty bad in some places, but it was still better than nothing. Ideally, we should be able to have PS:T-class text with FO-class voice acting (the talking heads), but that's very unlikely to happen.

Planescape: Torment had excellently-written dialogue, but it would not translate well to full voiceovers, primarily because people do not actually speak that way in real conversations. It takes most people less time to read a paragraph of dialogue than it would for somebody to speak the same words out loud. There's a good reason why when adapting a novel to a film you can't just use all of the dialogue from the book as written. Not only is it too long, but people generally do not use the same sentence structures and grammer when communicating verbally.

There are also many subtle nuances that are expressed entirely in tone of voice (sub-verbal) or facial expressions which require a fair bit of written text to convey. There are trade-offs to be sure, and novel-style versus film-style dialogue both have their advantages and disadvantages. In a game, the designers need to decide early on whether to go the text-only or full voice approach; if you're simply recording full voiceovers to accompany text written in a more literary style, then they are not going to mesh well.

And while I loved PS: Torment, there were times when I honestly wanted some of the characters to shut up and get to the point. :-)

Mr. Liam Neeson's role. I don't even know who the guy is, but since everyone's talking about him he should be pretty famous. I wonder if the money wasted on this guy would be better spent on something else.

He played Qui-Gon in Star Wars Episode I, as well as the title role in Schindler's List (among other roles). In all likelihood, they probably used him to voice some other minor roles as well. Neeson would certainly cost more than some unknown cartoon voice actor, but in the grand scheme of $15-20 million budgets, it's probably not as much more as you would think.

How the environment has been translated. What immediately comes to mind about this: the screenshots don't show 50s style buildings.

And what does a 50s style building look like?

The in-game graphics in Fallout 1 and 2 don't really convey distinctly 50s-style buildings. The buildings in the smaller towns look more like Luke Skywalker's home on Tatooine more than anything else (which were actual buildings in Tunisia).
 
Stag said:
I don't want a discussion, at least not until I get a good amount of responses.

I take it this means Stag's had his good amount now?

Eternal Dragon said:
everything that I have read and seen so far about it -- which includes everything linked to on this site's news page -- indicates that it's going to be an amazing game and that Bethesda has nailed the style, tone, and themes of the original Fallout almost perfectly.

Uh-huh.

Anyway, don't double post.

edityourpost
 
It's a Fallout game. I think i'll like it. How much is gonna be seen in *looks at watch* about a year or so.

Anything they put in or leave out is fine, FO1 was different then FO2 and FO2 was out 10 years ago. Sometimes it's good to change a bit.

Eternal Dragon said pretty much all. People shouldn't take these news and tidbits too "fanboi"'ish, i mean, we don't want to turn into trekkies or something like that :D
 
Eternal Dragon said:
I don't think that traditional dialogue trees are the ultimate evolution in interactive conversations, either. Honestly, the dialogue system that Bioware has been previewing from Mass Effect is far more intriguing than what we've been seeing in RPGs since the early 90s. The conversation system in the Elder Scrolls games is utterly dull and uninteresting, however; but from what we've seen, the conversations in Fallout 3 are not going to be like that.

You're kidding, right?
Mass Effect's dialogue is completely retarded, and reminiscent of the options in the so-called "interactive movies" of the early 90's like Wing Commander 3. Only more generic.
Evolution? More like regression.
 
Per said:
Uh-huh.

Anyway, don't double post.

I didn't double post, unless the meaning of double-posting has changed to "posting two different messages in a row."

This is hardly a meaningful discussion board if everyone just sits around saying "this game is going to suck hard" and patting each other on the back for reinforcing their own opinions.
 
Vault 69er said:
You're kidding, right?

No.

Vault 69er said:
Mass Effect's dialogue is completely retarded, and reminiscent of the options in the so-called "interactive movies" of the early 90's like Wing Commander 3. Only more generic.

How is it reminiscent of those games?

The game obviously has dialogue trees, much like KOTOR, Jade Empire, or even Fallout had. The most obvious difference that I see is that the on-screen responses are a general attitude and tone rather than several lines of text. The protagonist still speaks in full dialogue. The fact that you have the ability to wait until the person you are speaking to is finished or interrupt him or her can add an entirely new dynamic to conversations. It looks like the exact words that your character says are at least partially dependent upon when you decide to speak, which is rather cool.

The conversation just seems to flow much more naturally when you can input your choices almost immediately, rather than waiting for the other person to finish and then spending 15 seconds reading through a few paragraphs of text to figure out which response you want. Not that 15 seconds is a huge amount of time in the grand scheme of things, but it's long enough to disrupt the flow of the conversation. Why on earth would you prefer conversations that feel more artificial?

Facial expressions are a major component of human interactions, and video games have been missing this rather vital aspect. I'm sure that Mass Effect doesn't handle facial expressions perfectly, but it is the first game to really make an effort.

It's certainly different enough from what the convention has been for the past 15 years to at least give it a try rather than dismissing it outright. I have a feeling though that Mass Effect, like Fallout 3, is going to be hated by a vocal minority of RPG "traditionalists" without being given a remotely fair chance.
 
Eternal Dragon said:
I didn't double post, unless the meaning of double-posting has changed to "posting two different messages in a row."

Actual,y double posting is posting twice in a row, instead of editing new responses into your last post..

its a simple concept really.

In any case, not everyone here is a pessimist.

I am looking forward to the next game, and I don't appreciate with being compared to all the other assholes who post here. :twisted: :lol:
 
They feel more artificial to you, Dragon. Don't state opinion as fact.
To me, voice actors going on and on feels artificial. I often skip voiced dialogue because I get sick of it.
And what you describe is almost exactly what the interactive movies tried to do as far as attitude choice instead of dialogue goes.
Interruptions and expressions were also done in old, old adventure games such as Sentient for the Playstation. It never amounted to anything more than a gimmick.
 
Vault 69er said:
They feel more artificial to you, Dragon. Don't state opinion as fact.
To me, voice actors going on and on feels artificial. I often skip voiced dialogue because I get sick of it.
And what you describe is almost exactly what the interactive movies tried to do as far as attitude choice instead of dialogue goes.
Interruptions and expressions were also done in old, old adventure games such as Sentient for the Playstation. It never amounted to anything more than a gimmick.

I find that I also skip voiced dialogue.... until I turn the subtitles off. Then suddenly it becomes very interesting. It's amazing how that works, I've known other people to have the same feelings.
 
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