Bethesda's Fan Interview #2

Seymour the spore plant said:
Todd Howard said:
Anyway, when attacked, all children flee and any regular NPCs friendly to the children will instantly attack you, so it feels good in the game, in that there is an appropriate response.

Yeah, running to mommy is a totally appropriate response to being nuked with a Fatman.


new sig.


edit:

MrBumble said:
That bar may look moody but it reminds me of the bar at the beginning of POS...


Anyone have screenshots to use in a comparison ?
 
FeelTheRads said:
Ausir said:
Especially that Fallout 1 and 2 continue to be sold.

But then, in Fallout 1 and 2 the children were what... 4 pixels high?

As soon as I get FO to run on my vistaids box Im so gona play a childkiller characther, been a while since I've done a pure rat bastard kill almost everyone approach.
 
Southpaws said:
...The Bar looks gorgeus...
Really? I like the concept but I'm really hoping that isn't the best the PC version will look. I know I can force AA and AF as well as have higher resolutions but that's no excuse for horrible textures. The color palette is what I would expect out of a Fallout game the lighting, textures, and shadows are NOT.

As for the interview, more of the same. The game doesn't look too bad but it certainly doesn't look all that well either. No, doubt it's going to be Game of the Year or receive a 9.7 from Gamespot. Then five years down the road, they'll be bashing the game once the hype is cleared. :roll:
 
In regards to essential NPCs, it works like Oblivion


Big. fucking. surprise.

Jesus H. Christ, how about you think about what works well in FALLOUT, and not in the "Game For The Masses".
 
I was thinking weather effects could be interesting. Seems like he's doing a lot of back- peddling. How many times does he have to say, "its like Oblivion" before its clear- "Its Post-Apoc Oblivion."

At the same time, how many deviations from Fallout 1 and Fallout 2 does one have to make before the game is no long Fallout?

(I know I am repeating myself, but if they were going to make a game so different than Fallout, then they should have called it Fallout Oblivion).
 
9) Will the PC version of the game include some sort of SDK or level editor like Elder Scrolls games have? If not, might one become available via download in the future? And how about the console versions, what have you done to give them the same options PC players have?

It will definitely not be included on the disk. If and when one is available, it will be a free download. I wish I could promise that an editor will be coming and when, but I can't.

What are you afraid of? That we'll make your game worse?
 
Excuse my French, but Todd's a fucking idiot.
There was nothing in that interview that brightened my outlook on Fallout 3.

Todd's arguments and excuses were incompetent at best.
They honestly couldn't see a huge difference between Traits and Perks?
Harshness and maturity hasn't been messed with and yet you can't kill kids and Todd's example of "good" dialogue is "Gah! What the f*#$ are you?". Grrrrr.

Their approach to stat-boosting armour drove me apoplectic. This is so not Fallout.

The only significantly new picture is the one of the bar, and while the environmental art is fine (if a little blue), the character models are fucking awful and far too remeniscent of Oblivion.

I'm pretty damn positive we won't be getting a SDK, as one of the very first mods to be released would allow the player to kill kids, and Bethesda just won't let that happen.

This obsession with dungeons is narking me off too. Fallout didn't have dungeons. I know, some may argue that old vaults qualified as dungeons, but honestly, how frequent were these things? Let alone which, they were all built to the same template. From the way Bethesda is representing it, it sounds like dungeoneering is going to be a major part of the game.

Todd quite obviously doesn't know what the question about Archetypes was referring to.

There's so much bullshit in this interview, I could go on for hours about how they've completely and utterly missed the point, but I think I'm going to have to stop now. It's far too depressing watching these shysters rip the heart out of a game I care so much about.
 
Pope Viper said:
In regards to essential NPCs, it works like Oblivion


Big. fucking. surprise.

Jesus H. Christ, how about you think about what works well in FALLOUT, and not in the "Game For The Masses".

This brings a question... what happened in Fallout when you killed a key NPC ? Did their quests, etc just vanish ? Were they invulnerable ? It's been a while since I played those games...

The problem with making a world that is more alive and not necessarily isolated into towns event-wise (unlike FO1/2) is that someone powerful can just walk into Shady Sands and blow up Aradesh just because they feel like it, and by the time the Player reaches it, he has lost a bunch of potential content.
 
Oblivion had snow, rain, thunderstorm (violent rain with light flashes and thunders) and fog weather types. Cutting these basic types out is a serious step back for the game environment but they don't even seem to care.
 
welsh said:
snip


At the same time, how many deviations from Fallout 1 and Fallout 2 does one have to make before the game is no long Fallout?.

snip

See the top part of my sig for an easy way to understand that.
 
Ranne said:
FeelTheRads said:
Ausir said:
Especially that Fallout 1 and 2 continue to be sold.

But then, in Fallout 1 and 2 the children were what... 4 pixels high?

You're mistaking them with your penis.

And the Administrator said-

Thou shalt not troll, nor spam, nor flame. Or thy shalt feel Mine Holy Wrath.

- Otherwise- I thought that was confusing too. You can't kill children, but you can nuke a town *with children in it. How is this not Child killing?
 
Mungrul said:
Harshness and maturity hasn't been messed with and yet you can't kill kids and Todd's example of "good" dialogue is "Gah! What the f*#$ are you?". Grrrrr.
Well there were dialog choices like that in the original Fallout. For instance there was that guy who was selling Iguana on a Stick in the Hub and you had a choice to say, "Iguana is people! It's people!" Or something to the "Soylent Green" effect. :lol:

Mungral said:
This obsession with dungeons is narking me off too. Fallout didn't have dungeons. I know, some may argue that old vaults qualified as dungeons, but honestly, how frequent were these things? Let alone which, they were all built to the same template. From the way Bethesda is representing it, it sounds like dungeoneering is going to be a major part of the game.

Well considering the fact that it's in first-person and that the setting is essentially Post-Apoc New York with a bunch of vacant buildings it would feel odd that you couldn't go into those buildings. It would feel even more odd if there was nothing to be found in them...

I don't think there is anything wrong with being able to explore New York and he was only using the term "dungeons" as a reference.
 
Ranne said:
Oblivion had snow, rain, thunderstorm (violent rain with light flashes and thunders) and fog weather types. Cutting these basic types out is a serious step back for the game environment but they don't even seem to care.

This was actually something I was expecting them to do in "FO3". They had the opportunity to make some really stunning PA weather systems.

Guess if it's not blue sky, nighttime, or raining, it isn't "what they do best."
 
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