EGM article on Fallout 3

there was also a talking plant in fallout 2, but I really don't think that should give Bethesda the right to make an entire army of them attack the player while screaming "feeed mee!"

I think some of you may be taking the negative comments about the glowing ghouls the wrong way.

If they were semi-sentient creatures that had a reason to attack you (ex: tresspassing, or stealing their main source of water) then the attacking "ghouls" wouldn't seem out of character for Fallout.

Making them rabid brainless glowing zombies who want to eat you, and who can heal each other with some sort of radiation aura is another thing entirely.

Even the most rabid ghouls (including the ghoul "crazies") in Fallout and FO2 were capable of speech.

Some of them wouldn't talk to you, but all of them were able to.
 
Bodybag said:
UncannyGarlic said:
but at least it isn't completely changing pre-existing intellegent beings into brainless, bloodthirsty zombies with auras.

There were zombie-esque ghouls in Fallout, and some of them even glowed. Why are you acting like this is some sort of major departure from the original game?

There is no fucking reason not to have zombies in a post-apocalyptic sci-fi RPG; it's practically begging for it.

Different game, different patter; suspension of disbelief.

When the world-map time counter is flipping from day-to-night, and I imagine how long my journey's lasting, then the occasional encounter seems normal - and even then, retard-hostile Ghouls were an exception. You had a better chance of encountering Ghoul Merchants.

Sure, in a REAL world, you wouldn't be fighting bands of robbers every couple days (where would they all come from?), but given that you're wandering across an immense wasteland, it doesn't break the game.

But in F3; should I take a five minute walk out of town, and encounter a horde of these guys - I really start wondering how they've survived 300 years without discovering the local citizens.

There are other reasons why Bethesda's Ghoulies are stupid, but that's one of them.
 
whirlingdervish said:
there was also a talking plant in fallout 2, but I really don't think that should give Bethesda the right to make an entire army of them attack the player while screaming "feeed mee!"

I think some of you may be taking the negative comments about the glowing ghouls the wrong way.

If they were semi-sentient creatures that had a reason to attack you (ex: tresspassing, or stealing their main source of water) then the attacking "ghouls" wouldn't seem out of character for Fallout.

Making them rabid brainless glowing zombies who want to eat you, and who can heal each other with some sort of radiation aura is another thing entirely.

Even the most rabid ghouls (including the ghoul "crazies") in Fallout and FO2 were capable of speech.

Some of them wouldn't talk to you, but all of them were able to.

Put in that context I agree 100%. In the original two games they had a reason for attacking the player, they weren't just extras from a George Romero flick.
 
Goddamnit, another things Beth's does in F3 gets leveled with ground.....this is getting more and more depressive....
 
Another thing to note about Fallout's "feral" ghouls, is that they were pathetic and useless in a fight. Ultimately, getting in a fight with them is like getting in a fight with kids - you're supposed to feel bad about it, especially in context of stealing the glowing ghouls water supply.

Not to mention it's all part of the theme of persecution, and what society views as monsters. But once again, Bethesda save the day by getting rid of all those pesky themes and replacing them with familiar concepts like zombies and orcs.
 
"If I Could Talk To The Animals ..."

"If I Could Talk To The Animals ..."


Per:
... Player: Here boy, what's eating you?

Dogmeat: Woof! Woof! (I guess we know each other well enough now for me to tell you. Some crazy-ass raiders took out my master before we met.) ...

Jidai Geki:
... How can a dog want vengeance? I'm presuming that the part about the Vault Dweller 'asking' him to join is just badly worded. Unless they've decided to make Dogmeat semi-sentient.

generalissimofurioso:
... what's to stop them from implementing talking/evil dogs?

The power of projection made the scripting for FO1's Dogmeat sort of real, tricking Dogmeat into a room with door, (booby traps ahead), looking for Dogmeat after extended time with thieves and Loxley. Where's that god dammed dog? He runs from around corner, returning from a dog's day on the town, happy to see / smell your monkey face / butt.

Interesting how this man - dog relationship appears to change.
Game in a game, the mini-game ...
In FO1 you take care of Dogmeat, in Fo3 Dogmeat takes care of YOU!



Possibly still a symbiosis, dynamic duo through mission creep becomes 'leader of the pack'. The PC, second banana to NPC lead dog.

Scratch: http://fallout3.files.wordpress.com/2008/04/vdanddogmeat.jpg

Sniff: http://www.badmovies.org/movies/boyanddog/boyanddog2.jpg

Could this cross over of dramatic imagery be a potential 'happy accident', or like horse back riding, is it better done in a "Barbie" title?
If canine care is the itch to scratch should we be googling "Barbie's Pet Rescue"?


Easter egg found in considering how this supporting role could evolve into competing 'buddy picture', possible leech into Harlan Ellison IP.

Lick: http://www.archive.org/details/A_Boy_and_His_Dog

Movie I saw at it's first run ... now public domain.

Old egg? Old dog? Old news?





4too
 
Brother None said:
UG said:
If dogmeat ends up being more powerful than your other ally who will be human or possibly goul then I'm gonna be pissed.

Dogmeat was fairly powerful in Fallout 1 too. Mostly because he had a good knock-down and you couldn't give your human companions decent armour.

So they all died, anyway. Which, to me, always made a lot of sense.
I'm not saying that his attack was bad (if you wanted to knock people down) but weapons did more damage for the most part. His primary problem was the fact that he was a melee ally who would charge enemies with automatic weapons, including miniguns, so he tended to die alot. The article makes it sound like (to me) he'll be able to take mutliple barrages of automatic fire before it being something to worry about.

:clap: Section8, you nailed the bigger problem.
 
Section8 said:
Another thing to note about Fallout's "feral" ghouls, is that they were pathetic and useless in a fight. Ultimately, getting in a fight with them is like getting in a fight with kids - you're supposed to feel bad about it, especially in context of stealing the glowing ghouls water supply.

Not to mention it's all part of the theme of persecution, and what society views as monsters. But once again, Bethesda save the day by getting rid of all those pesky themes and replacing them with familiar concepts like zombies and orcs.

Heh, those Glowing Ghouls acted and looked so pathethic that one time I atacked the Vault brandishing a Sledge Hammer, like I usually do when fighting those ridiculous Ghouls. Well, it was kinda of crazy because I had 2 strangth thanks to drug withdraw... now that was weird. They almost pounded my ass in the old concrete ground.
 
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