Fallout 3 at PAX: Only the Games

Melchizedek said:
Nope, you can't do isometric games on a console. I never bought or enjoyed the hell out of Civilization Revolution, because turned based isometric games on the 360 just won't work.

So, uh, don't do it on a console?

thefalloutfan said:
I believe Beth chose FPP/TPP because it's is their way of doing their games.

If their design philosophy doesn't fit Fallout's, then they shouldn't be doing a Fallout.

Also, I don't think a lot of people would say the perspective shift alone kills the game. After all, it's far from the only thing Bethesda is changing.
 
Brother None said:
If their design philosophy doesn't fit Fallout's, then they shouldn't be doing a Fallout.

Also, I don't think a lot of people would say the perspective shift alone kills the game. After all, it's far from the only thing Bethesda is changing.

I couldn't agree more. For a company that claims to be full of Fallout fans, Beth sure has taken a shit on the franchise.

Hell, even the PR guys mock the games in public now.
 
I didn't want to pre-order FO3 before I see any gameplay. And the gameplay explains me enough to not buy this game.

If Beth is truely making a faithfull Fallout, and all these videos are just to hype up the masses, then I don't buy them. They suck at marketing for me here, if they really are making this marketing game.
 
but as something of a holy symbol; a relic of their creation. Now, are these pitiful unhinged minds simply filth, worthy of purging? Or are they the acceptable fabric of a new post-apocalyptic world.

No matter how you try and paint it the Megaton quest has one of the silliest backstories of any quest in any RPG ever. People worshipping the same item that destroyed their world? And a guy wanting to blow it up just so he can build a shopping mall on top of it? Only from the hallowed halls of Bethesda Softworks Maryland studios could a quest like that come from.
 
It would've been much more interesting if they had entered some moral slippery ground in the Megaton-bomb quest.

For example, you could show Megaton off as a cesspool of corruption and amorality, enter an occasional murder, perhaps a scripted lynching, lots of theft, lying bastards, quests that are much more dangerous than you thought and so on. Basically, make the player hate the settlement. And then see whether the player can resist pulling the trigger when some 'bad guy' offers the means to blow up the town.

Well, really, is he, Burke, still a bad guy in such a situation? He might have his own agenda and plans, but in the end it will be you who will carry the burden. You won't be the mercenary hired to blow up the town anymore, even though you'll probably still get money for it. The money becomes trivial. This makes the dividing line between good/bad a lot fuzzier, and makes it depend a hell of a lot more on the player. Questions like 'who am I to judge these people?', 'even if they're bad, does that make it 'good' to blow them up?' and so on suddenly enter the arena.

But this doesn't fit with todays black/white dividing line that is prevalent in gaming. It even doesn't fit with the 'karma' system that is in place now, because this karma system is an artificial system of judging the player, while only the player and the world he plays in should be the ones judging, not some statistic. After blowing up Megaton it should be the consciousness of the player and the reactions of the other inhabitants of the world that make you feel either (self)righteous or guilty. The sharp black/white line is becoming more and more a bother in games nowadays forcing you to act in a certain way. It is like a divine being continuously judging your every move, while only you and the world are your judge.

I'm not denying that this might be in the game, but right now it just looks awfully shallow.

Edit: Oh, something I forgot to mention. The game's models and animations aren't helping either with the scenario listed above. If cardboard boxes are talking to you, you could care less about their death or lives. The other way around would also be interesting, have the player bond with Megaton, make it a heaven on earth, a utopia. And then enter the villain with an immense reward. But again, if all you see are rocks with mouths that occasionally try to utter words, you won't care. Morrowind and Oblivion never made me feel like I should care and I doubt Fallout 3 will achieve this.
 
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