RPGamer covers Fallout 3 at E3:<blockquote>We walked around the Vault a bit and took in the sights. As we moved through the underground community, we again came across a few points where the hero had different choices for how he'd act in a situation. It emphasized the extent to which the player will have the ability to shape the sort of man (or woman!) the character becomes. There was also a nice bit of humor at certain points. When we encountered a robot named Mr. Handy, a muttered comment had most of the audience laughing out loud.
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This was the first opportunity we got to see how combat played out. There were two modes available. The first seemed pretty reminiscent of first-person shooters. The game's cursor was moved overtop the enemies and the hero fired his gun. In the second mode, Todd brought up a targeting HUD that displayed different sections of the enemy's body (like arms, legs, torso, head). Each section had a health gauge and an attack success percentage. Attacking through this method seemed much more like a typical RPG setup and should be more comfortable with those leery of FPS games. However, it definitely seemed like a lot of work was put into both styles of attack, and later battles in the demo showed that there was a lot more to both of them. For instance, our hero got into a pretty intense shooting firefight later on in the midst of DC's ruins, and this involved lots of rapid running and gunning. Meanwhile, a battle in some old abandoned metro tunnels showed us how the targetting system could be used to strategically queue up successive attacks against multiple enemies, and another battle against some giant ants demonstrated how hitting their antennae could cause them to become frenzied and attack their own allies.
(...)
Part of creating a realistic world is being able to interact with it, and a lot of that was demonstrated. Back in your father's lab, you could pick up a bobble head from his desk and drop it. The precise movements of the object are guided by the Havok physics engine. Out in the Wasteland, Todd showed us how he could shoot the road and create bullet holes. He also took aim at one of the nuclear-powered cars. A few hits were all it took to cause it to explode, leaving a ring of radiation in its wake. Moving in too close caused the rad counter to start creeping up. Though the first examples were just for show, and the latter seems like something downright dangerous, the ability to heavily interact with the environment can also be used to the player's advantage. Luring enemies into the radiation zone, or igniting such an explosion near them, would certainly make for strategic maneuvers.
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We met the sherrif of Megaton, and again got a nice look at the player's ability to choose different courses of action. Want to be nice to the guy, become his friend? That's doable. You can also be rude, turn violent... it's all a matter of choice. It was interesting how the townspeople engaged in conversations with each other as we walked by them. There was just a natural sense of interaction and vocalization within the town. The highlight here, however, was definitely a mysterious individual named Mr. Burke who was sitting by himself at the bar. He had quite a proposition for our hero. Megaton, he said, was a blight, and he wanted to offer the hero a whole lot of money to place a device inside the bomb that would allow Burke to detonate it. In talking to Burke, we saw how the hero's talking skill count have an impact on the game. The hero could try to persuade Burke to offer up more money, or persuade him to drop his ambitions to destroy Megaton. Again, choice was paramount.
For the sake of seeing an interesting conclusion to the demo, Todd accepted Burke's offer. Down to the bomb we went, where a device was inserted into Megaton's nuke.</blockquote>Link: RPGamer E3 - Fallout 3 - Guided Tour Impressions.
Thanks JohanNYC.
(...)
This was the first opportunity we got to see how combat played out. There were two modes available. The first seemed pretty reminiscent of first-person shooters. The game's cursor was moved overtop the enemies and the hero fired his gun. In the second mode, Todd brought up a targeting HUD that displayed different sections of the enemy's body (like arms, legs, torso, head). Each section had a health gauge and an attack success percentage. Attacking through this method seemed much more like a typical RPG setup and should be more comfortable with those leery of FPS games. However, it definitely seemed like a lot of work was put into both styles of attack, and later battles in the demo showed that there was a lot more to both of them. For instance, our hero got into a pretty intense shooting firefight later on in the midst of DC's ruins, and this involved lots of rapid running and gunning. Meanwhile, a battle in some old abandoned metro tunnels showed us how the targetting system could be used to strategically queue up successive attacks against multiple enemies, and another battle against some giant ants demonstrated how hitting their antennae could cause them to become frenzied and attack their own allies.
(...)
Part of creating a realistic world is being able to interact with it, and a lot of that was demonstrated. Back in your father's lab, you could pick up a bobble head from his desk and drop it. The precise movements of the object are guided by the Havok physics engine. Out in the Wasteland, Todd showed us how he could shoot the road and create bullet holes. He also took aim at one of the nuclear-powered cars. A few hits were all it took to cause it to explode, leaving a ring of radiation in its wake. Moving in too close caused the rad counter to start creeping up. Though the first examples were just for show, and the latter seems like something downright dangerous, the ability to heavily interact with the environment can also be used to the player's advantage. Luring enemies into the radiation zone, or igniting such an explosion near them, would certainly make for strategic maneuvers.
(...)
We met the sherrif of Megaton, and again got a nice look at the player's ability to choose different courses of action. Want to be nice to the guy, become his friend? That's doable. You can also be rude, turn violent... it's all a matter of choice. It was interesting how the townspeople engaged in conversations with each other as we walked by them. There was just a natural sense of interaction and vocalization within the town. The highlight here, however, was definitely a mysterious individual named Mr. Burke who was sitting by himself at the bar. He had quite a proposition for our hero. Megaton, he said, was a blight, and he wanted to offer the hero a whole lot of money to place a device inside the bomb that would allow Burke to detonate it. In talking to Burke, we saw how the hero's talking skill count have an impact on the game. The hero could try to persuade Burke to offer up more money, or persuade him to drop his ambitions to destroy Megaton. Again, choice was paramount.
For the sake of seeing an interesting conclusion to the demo, Todd accepted Burke's offer. Down to the bomb we went, where a device was inserted into Megaton's nuke.</blockquote>Link: RPGamer E3 - Fallout 3 - Guided Tour Impressions.
Thanks JohanNYC.