Fallout 3 at LGC: GamersGlobal

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GamersGlobal played Fallout 3 at the Leipzig Games Convention and updated some of their impressions from E3:<blockquote>V.A.T.S. no longer felt too mighty, and in fact, we were able to cripple the limbs of a super mutant without killing him, as it should be. Still, a successful V.A.T.S. shot can instantly kill an opponent if the damage to the limb brings his overall hitpoints to zero. For example, we shot 2 times at the left arm of a raider; the first shot hit and made him lose his weapon, the second shot crippled his arm, at the same time killing him. We are STILL not quite convinced about V.A.T.S., because our standard tactic was to try to get very near the opponents, who didn't seem to hit us much better than over a greater distance, and than entering V.A.T.S.: With this tactic, the relative low range of our pistol or hunting rifle didn't count, and we could hit our target with a to-hit probability of 80 to 95 % percent. The opponents, on the other hand, do not have V.A.T.S. Also, the Action Points still filled up pretty quickly, so running away from a Super Mutant for half a minute would replenish them to the maximum, allowing us to fight him effectively again. But to make this clear: the fighting no longer felt far too easy or flawed. As in Oblivion, opponents will run or swim towards you in order to reach you, or fight from afar when they have appropiate weapons. Some will throw grenades at you, others will fight you with poles or clubs.

Overall, we liked the PC interface better than the Xbox interface, for obvious reasons: You don't need to scroll to get to a specific weapon in your PIPboy (which you acticvate by pressing TAB), you simply click on it. Most actions like V.A.T.S. are confirmed with "E", which is also used for "use something". There are specific graphical settings (sliders) for the distance actors (npcs), items, objects (whatever the difference is), grass, shadows, light, specularities fade. You can also chose the level-of-detail distance for objcts and trees. Of course, most buttons Fallout 3 uses on the console gamepads are mapped to the keyboard. For example, you can apply Stimpacks by pressing "2" or switch to the world map by pressing "F3".</blockquote>Spotted on the BGSF.
 
V.A.T.S. no longer felt too mighty, and in fact, we were able to cripple the limbs of a super mutant without killing him, as it should be. Still, a successful V.A.T.S. shot can instantly kill an opponent if the damage to the limb brings his overall hitpoints to zero.

This absolutely sucks. There is going to be absolutely no challenge to this game whatsoever.
 
Pope Viper said:
V.A.T.S. no longer felt too mighty, and in fact, we were able to cripple the limbs of a super mutant without killing him, as it should be. Still, a successful V.A.T.S. shot can instantly kill an opponent if the damage to the limb brings his overall hitpoints to zero.

This absolutely sucks. There is going to be absolutely no challenge to this game whatsoever.

I guess you could turn the difficulty slider up...if there is one.

But then you could make the argument you shouldn't have to.
 
I didn't get my hopes up with this VATS thing, but in Fallout at least you could get crippled by a enemy aim shot, which made the skill doctor even more valuable.
How are you gonna get crippled here, with a explosion only?or random dmg from firefights?
I guess they don't want to annoy the players with this trivialities too much, so they are making even combat more simple.
 
I absolutely hate difficulty sliders. If you can't figure out how to beat a game, then you need to not play it.

I had a few games stuck on my hard drives for weeks if not months because I got stuck on a certain point, and didn't want to ask for help. Part of the fun in gaming is the challenge, but the damn kids of today don't seem to understand or care about that.

I'm extremely bitter and angry today.
 
Pope Viper said:
V.A.T.S. no longer felt too mighty, and in fact, we were able to cripple the limbs of a super mutant without killing him, as it should be. Still, a successful V.A.T.S. shot can instantly kill an opponent if the damage to the limb brings his overall hitpoints to zero.
This absolutely sucks. There is going to be absolutely no challenge to this game whatsoever.
What? I'm not following your logic here. How is this any different than the old Fallouts?

A guy has 10 HP in his right arm and 50 HP overall.(just example numbers) You shoot him in his right arm and he takes 25 damage, reducing it to 0 HP and crippling it. He still has 25 overall HP. You shoot that arm again and it doesn't do anything to the 0 hp arm but it does kill him by taking his HP down to 0. I don't know if the extra damage will be evenly distributed across the rest of his body or if the individual limb damage is a separate pool, but I don't see how it indictes anything about the difficulty.
 
Pope Viper said:
I absolutely hate difficulty sliders. If you can't figure out how to beat a game, then you need to not play it.

I had a few games stuck on my hard drives for weeks if not months because I got stuck on a certain point, and didn't want to ask for help. Part of the fun in gaming is the challenge, but the damn kids of today don't seem to understand or care about that.

I'm extremely bitter and angry today.

The fun for YOU is the challenge. This is not the case for everyone. Some people enjoy setting, interactions, etc. As well many games that have difficulty sliders do so that the person that wants a higher degree of challange can have that. Imagine if you will games designed at max challenge only, the fan base would dwindle very fast as people don't want to repeat a level of a game 100 times because they were not up to the challenge for 99 of those times. Games are generally made so that the average person gets a bit of a challenge, which still leaves those who find it too easy and those that still find it too hard. Why not have a slider and make it accomidate a wider range of players?
 
Pope Viper said:
This absolutely sucks. There is going to be absolutely no challenge to this game whatsoever.

What ? I don't get it. It was already the case in the previous games, right ? And I'd say that it's also the case in most shooters. Shoot an enemy in the legs a few times and he will eventually die regardless of realism.
 
The part that made me feel the game is easier on combat was not the one about the limbs, i don't know if i interpreted that right but the part about the range of the weapon really bugs me.

In fallout if you come too close with a long range weapon(scoped hunting rifle) the accuracy goes down like when you use a pistol from afar (which had its limit max. range also).

The way i interpret the article the closer you get even with the long range weapons the higher the percentage is. That takes away even more tactics to make the game more simple.
 
Pretty sure the scoped hunting rifle is the only weapon that works that way
 
Yeah you are right i remember the sniper rifle getting 95% at close range, but at least the pistols and small range firearms had a limit max. range even outside aimshot, which seens non-existent in VATS.
 
VATS still sounds overpowered (they mention the unbalancing created by only the player having it), not entirely functional (they mention the two shots in the arm with the last crippling the limb and killing the enemy, no limbs HP bar should be equal to or greater than their total HP bar), and very easy to "abuse" (ie use strategically to destroy any enemy, their example with the super mutant). It's nice that they've tweaked it some to make it better but it still sounds like they have work to do.
...the "Glowing One" -- a tough, glowing, zombie like creature which attacked us with a sort of radioactive blast.
I think that this is the third article to talk about glowing ones' attacks in a way that it sounds like some sort of ranged radiation attack...
We also noticed the day-night-cycle for the first time. We presume we started from Vault 101 in the morning, so one day-night-cycle seems to take about 45 minutes. In our travels, we encountered a mine field, a desolate power plant and other places, but overall, the world of Fallout 3 felt rather empty. We avoided to go into Megaton, and did not meet a single friendly or neutral NPC in the roughly 60 minutes of play. It's a Wasteland, after all, it seems...
Another article saying that the world feels too empty.
Also, we've counted 58 traits like "Gun Nut", "Child At Heart", "Adamantium Skeleton" or "Thief".
I think that there was some discussion about the devs saying that there were something like 107 perks recently so here might be the non-padded number (doesn't include multiple ranks) but it could also be incomplete if they got it from in the game and couldn't see every perk.
Barter
Big Guns
Energy Weapons
Explosives
Lockpick
Medicine
Melee Combat
Repair
Science
Small Guns
Sneak
Speech
Unarmed Combat
I might be mistaken but I thought that they said that they had combined sneak and lockpick into a new skill called stealth? I always waver when I see speech and barter as separate skills, they are both useful enough to have their own skill but I'm not sure about how much since it makes.
 
GamersGlobal said:
Adamantium Skeleton

Good to know that they are sticking more to the original and not overdoing the pop-culture references like Fallout 2. Nice going there, Todd.

Now, if they kept Fast Metabolism, you can LARP as post-apocalyptic Wolverine! They better add a snarky extra option ending in "bub" for every dialogue with this perk, or it'll break immersion.

EDIT: Apparently there will be perks who come with disadvantages. I wonder if having an adamantium skeleton will make you heavier and thus slower or capable of carrying less.

GamersGlobal said:
we were able to cripple the limbs of a super mutant without killing him, as it should be.

Good news, and quite a change from that "lose a leg and die" stuff from the e3 demo.
 
Also, we've counted 58 traits like "Gun Nut", "Child At Heart", "Adamantium Skeleton" or "Thief". All of these give you special advantages (often linked with disadvantages) -- Fallout fans know the drill

Wait a minute... I thought 'traits' were out and we were only getting 'perks'. Yet, AFAIK, perks do not have disadvantages, right?
What's going on here?

58 seems like a good number, though.

We also fought various opponents like the Centaur (a spitting obscenity on four legs) or the "Glowing One" -- a tough, glowing, zombie like creature which attacked us with a sort of radioactive blast.
:shock:

SUPAHPOWAHZ!!!!!
 
damn. and i thought the stalker combat was way too easy. is there even a specific range applied to weapons or can you kill the master (metaphorically speaking) from your starting point with your measly starting pistol, given enough time and motivation?
 
We also fought various opponents like the Centaur (a spitting obscenity on four legs) or the "Glowing One" -- a tough, glowing, zombie like creature which attacked us with a sort of radioactive blast.
Holy shit hax
 
horst said:
damn. and i thought the stalker combat was way too easy. is there even a specific range applied to weapons or can you kill the master (metaphorically speaking) from your starting point with your measly starting pistol, given enough time and motivation?

I think they will not repeat the mistakes of Oblivion, since they already said no enemies leveling up with you, because in Oblivion you could kill in level 1 one of the most powerful chars around Tamriel, The Worm King (in Daggerfall you messed with him and thats probably the last thing you did :) ).

Its just bad when you don´t have anything to fear while wondering around the game world at level 1.
 
to be fair people really do die from just being shot in one limb, the legs especially have high pressure arteries
 
oihrebwe said:
to be fair people really do die from just being shot in one limb, the legs especially have high pressure arteries

And it'd be pretty retarded if enemies only died from head and chest shots.

It'd be like the Black Knight from Monthy Python and the Holy Grail...

That's not a bad idea for an Easter Egg though.
 
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