It seems there won't be enough European hands-ons to do proper round-ups (at least not before Leipzig), so here's a four-pager from bit-tech we've been sitting on for a day or so.<blockquote>Previous Fallout games have always funneled the player into a particular character type based on past actions and responses. Act like a fabulously magnanimous arse for your first few quests in Vault City and certain quests will start dropping out of reach for you – you can’t become Captain of the Guard if you’ve got false citizenship papers and a liberal, peaceful attitude to nearby towns.
Fallout 3 however has a slightly different ethic and has spun this round somewhat because there’s a hidden flaw wrapped in the model of the previous games – that the player doesn’t always know how their options are being trimmed, their choices culled. You might miss out on important quests and information without knowing it, so as well as extending development time by factoring in all this redundant content, you can leave players feeling falsely trapped or locked into a game they don’t want to play.
Fallout 3 avoids this neatly then, giving players a constant string of second chances. You’re reputation is still tracked locally and globally via the karma evil-o-meter that labels you with different titles and insults based on your allegiances and actions, but you have a permanent ability to disobey your own ethic.
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A surprising amount of Fallout 3 is focused on learning how to find your way around the environment and traverse the piled up tumbleweed car wrecks and gutted cement skeletons to get to your destination. If you get tired of it then you can fast-travel, but only to places you’ve already been, so the first journeys are always a strange cross between a parkour assault course and the orienteering course from hell.
Exploration is central to Fallout 3s appeal though and it’s clear that Bethesda has learned lessons from the endless forests of Oblivion and vast expanses of Morrowind. With a ruined cityscape to play in and the constant threat of ambush or reward of salvage, there’s more incentive to look around and you’re no longer limited to identi-kit dungeons, castles and farmsteads. This hammered home quickly in our playtime.
[..]
Fallout 3 though is different [with regard to enemy levelling] and we’re happy to see that the balance has been built back into the game. True, the game still does level with you, kind of, but it works differently now. The game world now has areas that it will always keep as a few levels above you, below you or just at a fixed stage – thus, the game can offer you predictable, easy combat if you stay in the easy areas, but can he-bitch-man-slap your ass if you want more of a challenge.
That sounds a little unfair. It sounds a little stupid. It works brilliantly. Frankly, it restores purpose to the game. When your character gets cooked by a flamethrower-wielding psychopath that you can’t defeat in repeated combat then the game is offering you a challenge you want to accept. You have to get creative with your tactics and find a way to overcome the obstacle.</blockquote>Thanks to kyle.
Fallout 3 however has a slightly different ethic and has spun this round somewhat because there’s a hidden flaw wrapped in the model of the previous games – that the player doesn’t always know how their options are being trimmed, their choices culled. You might miss out on important quests and information without knowing it, so as well as extending development time by factoring in all this redundant content, you can leave players feeling falsely trapped or locked into a game they don’t want to play.
Fallout 3 avoids this neatly then, giving players a constant string of second chances. You’re reputation is still tracked locally and globally via the karma evil-o-meter that labels you with different titles and insults based on your allegiances and actions, but you have a permanent ability to disobey your own ethic.
[..]
A surprising amount of Fallout 3 is focused on learning how to find your way around the environment and traverse the piled up tumbleweed car wrecks and gutted cement skeletons to get to your destination. If you get tired of it then you can fast-travel, but only to places you’ve already been, so the first journeys are always a strange cross between a parkour assault course and the orienteering course from hell.
Exploration is central to Fallout 3s appeal though and it’s clear that Bethesda has learned lessons from the endless forests of Oblivion and vast expanses of Morrowind. With a ruined cityscape to play in and the constant threat of ambush or reward of salvage, there’s more incentive to look around and you’re no longer limited to identi-kit dungeons, castles and farmsteads. This hammered home quickly in our playtime.
[..]
Fallout 3 though is different [with regard to enemy levelling] and we’re happy to see that the balance has been built back into the game. True, the game still does level with you, kind of, but it works differently now. The game world now has areas that it will always keep as a few levels above you, below you or just at a fixed stage – thus, the game can offer you predictable, easy combat if you stay in the easy areas, but can he-bitch-man-slap your ass if you want more of a challenge.
That sounds a little unfair. It sounds a little stupid. It works brilliantly. Frankly, it restores purpose to the game. When your character gets cooked by a flamethrower-wielding psychopath that you can’t defeat in repeated combat then the game is offering you a challenge you want to accept. You have to get creative with your tactics and find a way to overcome the obstacle.</blockquote>Thanks to kyle.