Fallout 3 bits and pieces

Per

Vault Consort
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Finnish gaming site Plaza.fi posted a Fallout 3 preview. According to our anonymous tipper and translator, it's the second part of three (where the first one dealt with the game's tutorial stage):<blockquote>About Action points:
-It takes about 20 seconds for action points to charge full.

About Fatman:
- With nuclear grenade launcher you could calm even the suburbs of Paris. But bigsized nuclear nades are so sturdy widgets, that their after-radiation stands up even in the well-bombed Washington. It is not recommended to walk over radiation field that nukes produce. Although nuclear nades are quite effective weapons, at the same time they limit the player - the gun weights a lot and projectiles are rare. If player has too much stuff with him, it's harder to move.

- A funny detail: Enemy was shot in a VATS-mode, but the nuke missed him just slightly. But instead it hit a column behind the enemies, exploded and the pressure wave hurled mutant in to air.

About missions:
- There doesn't seem to be any "kill 50 rats and bring their tails"-style missions in the game.

About AI:
-There is still a question that has not been answered, regarding the A.I of enemies. How will enemies act and move? From what we have seen, we are hopeful. The smarter human opponents could move and take cover during firefight. Occasionally they started firing from their cover, then they hide or changed location. They are not the smartest guys around, but they're not the most senseless idiots either. Some enemies tried to escape when starting to lose, some accepted to stand still and get their ass kicked.

-Even though the AI didn't yet shine, the situation is promising. Game is still unfinished, the tested version was over a month old and there still time before release date. That means that Bethesda has time to work on AI. Lets keep our thumbs up.</blockquote>Speaking of Finland, the Bethblog reminds us Fallout 3 is featured on the cover of the latest Pelaaja magazine.

Meanwhile, German Krawall Gaming Network posted their own preview in German (thanks to Gothardt). Edmond Dantès provides some translations:<blockquote>Handling the menus and inventory is a bit more of a hassle than we had hoped. As in Oblivion, the menus are tailored to the possibilities of the console-controller. Especially the inventory could've been made easier to use by adapting it better to mouse-control. At the start, with few objects, it doesn't really matter much. Later on it can be somewhat annoying.

[..]

The original Fallout-fan can be content with what Bethesda created. But the combat-system doesn't reach the strategical depth of the originals. The dialogue also isn't as great as we remember with for example from Black Isle [translator's note: It reads like he thinks the originals were made by Black Isle, I've 'fixed' the emphasis]. But apart from all the compromises in the interest of the masses and console-friendliness, Fallout 3 clearly offers more than Oblivion did. Creating a character and character-development are more complex, player decisions seem to have heavier consequences. We were especially pleasantly surprised by the variation the game offered.</blockquote>Also there's OnlineWelten (thanks Briosafreak). Edmond again:<blockquote>While in real-time you might easily miss, in V.A.T.S. it seems almost impossible. Even a 33% shot will mostly hit, especially if you just fire three times. Secondly, the AP points fill up very quickly. [..] And thirdly, we seemed to almost always get a ‘critical hit’. If we hit the head, it exploded, if we hit a leg, it got torn off, and always did it lead to the death of the opponent. But that simply hasn’t got a damn thing to do with the old Fallout system and made the game too easy. When we asked Pete Hines about this he dodged our question, and to our renewed questioning Bethesda has yet to answer. We just can’t imagine that this will be the way V.A.T.S. works in the finished game, it would be too powerful.

[..]

In our [half-hour] demo-game we killed a Supermutant with a simple pistol – that would’ve never happened in Fallout 2. Pete Hines tells us that they didn’t want to tell the player how or what he’s supposed to do, you could just go anywhere you want. So far so good, but then he goes on: “But we neither wanted that the player would die in a minute if he’d enter a region that’s too hard for him.” Ack. That sounds a bit like when in Oblivion you’d be able to follow just the main quest which would be, thanks to leveling opponents , possible for even low-level hero’s, so that you’d be able to finish it in record-time. Instead of leveling your character for a while, exploring the world, and then with a feeling of accomplishment to ‘solve’ the game.</blockquote>On the English front, GamersGlobal posted a very short Q&A thing with Pete Hines.<blockquote>1. Was the E3 version "simplified", e.g. by making the hero's character more powerful than he would be in the finished game at that early stage? Or was every V.A.T.S. hit in the E3 version a critical hit?

Pete Hines: It was simplified in terms of giving you the highest stats for the weapons you start off with. Every VATS hit in the E3 version was not a critical hit. Far from it. It's random, so some folks may see more or less of it when they play for any period of time.

2. Will V.A.T.S. head shots be always fatal, if they hit?

Pete Hines: No. there is an amount of damage it will do to the limb, and an amount it does to the enemy's overall health. In the easier creatures you would have faced early on, they don't have much health so they die easier. As you explore out and fight tougher creatures, you find that you can cripple one or more body parts before you can kill the enemy.</blockquote>
 
With AP recharging to full in 20 seconds, VATS really just sounds like a Max Payne style Bullet Time feature more than any turn based system...

I don't know why I'm surprised, but I guess I still can't quite wrap my mind around the fact that Fallout 3 is being made as a console action game.
 
I really hate that enemies cower and let you kill them, I bet you can't talk to them while they're cowering either.
 
Beelzebud said:
With AP recharging to full in 20 seconds, VATS really just sounds like a Max Payne style Bullet Time feature more than any turn based system...

I don't know why I'm surprised, but I guess I still can't quite wrap my mind around the fact that Fallout 3 is being made as a console action game.

Fallout with high combat speed setting, most enemy turns lasted around 20 seconds unless you engaged a town or somthing.
 
Another bit from the Finnish preview: when you run out of ammo in VATS your character reloads automatically, and this takes AP. Not sure if that's new but I hadn't seen it before. Also, you can shoot bursts in VATS. Which isn't exactly surprising but hey, now it's officially confirmed...

He also talks about how some battles can last quite a while because both the enemies and his character could take quite a bit of punishment.
 
Per said:
Pete Hines: No. there is an amount of damage it will do to the limb, and an amount it does to the enemy's overall health. In the easier creatures you would have faced early on, they don't have much health so they die easier. As you explore out and fight tougher creatures, you find that you can cripple one or more body parts before you can kill the enemy.</blockquote>

So basically this means if we keep firing at the head it will run out of its localized healthbar hitpoints, thus becomming "crippled", and of you keep shooting at the crippled head, all it will do is take health from the general hitpoints pool until death?

Yea. immerson for the win...
 
Westbend said:
So basically this means if we keep firing at the head it will run out of its localized healthbar hitpoints, thus becomming "crippled", and of you keep shooting at the crippled head, all it will do is take health from the general hitpoints pool until death?

Yea. immerson for the win...

I almost hope this is the way it's implemented because the only other way I can think of is that your shot do no more damage to a crippled "limb" or you simply cannot target it anymore.
 
The head/limb thing doesn't make much sense...in the context of shooting at a limb it does, but a head is not a limb...

Not to date myself, but in Mechwarrior a black limb was gone. A black head meant death. I would imagine this is how it will work.
 
In the easier creatures you would have faced early on, they don't have much health so they die easier.

This sentence made my brain hurt. Glad Pete isn't writing the dialog. Right...? :shock:
 
Not really bothered with head issue, but would be quite happy if they'd confronted the problem of shooting someone to death in their arms/legs.
 
So basically this means if we keep firing at the head it will run out of its localized healthbar hitpoints, thus becomming "crippled", and of you keep shooting at the crippled head, all it will do is take health from the general hitpoints pool until death?

Yea. immerson for the win...

Why doesn't it make sense? Imagine fighting an enclave soldier in Fallout 2. If you score a critical hit, you can concuss the soldier or even knock them unconscious. More bullets to the head result in the soldier's death, being such a critical region. (Here I imagine Bethesda uses concussions or unconscious blows to replace "crippled", whatever that would mean...paralysis of the neck and facial muscles?? I don't think it would be so silly)

But I agree that continuing to shoot an already bullet riddled and broken arm shouldn't deal the same damage that it would normally; I guess all Fallouts suffer from this (1, 2 and 3)...but oh well.
 
I'll give it a shot to translate the most interesting parts of those German articles. I'll only translate what I haven't seen come across here too often.


Krawall Gaming Network
Compared to the console version the PC version has made some pleasant steps forwards graphics-wise. Although the jaggedness from the inadequate Anti-Alliasing is as before annoying. But the textures appear sharper and appear to have more detail compared to the earlier Xbox-presentations.

I cannot say for sure whether he means there is no anti-aliasing possible (remember Oblivion? If you had the HDR enabled, you couldn't have anti-alliasing on, that stuff) or whether he just finds the game's anti-alliasing lacking. But in the latter possibility, that would mean he's a bit stupid and doesn't know how to change his graphic card settings. So I would guess it's somewhat save to assume that with HDR on, you can't have anti-aliasing.

Handling the menu's and inventory is a bit more of a hassle than we had hoped. As in Oblivion, the menus are tailored to the possibilities of the console-controller. Especially the inventory could've been made easier to use by adapting it better to mouse-control. At the start, with few objects, it doesn't really matter much. Later on it can be somewhat annoying.

Oh I remember that from Oblivion. Seems like the mod community will have to fix the clunky un-optimised console interface yet again. God I'm getting bored and annoyed by Bethesda, it's as if I can only play their games 2-3 months after they come out and only after installing around 10-20 mods.


The original Fallout-fan can be content with what Bethesda created. But the combat-system doesn't reach the strategical depth of the originals. The dialogue also isn't as great as we remember with for example from Black Isle [sic. translators note: It reads like he thinks the originals were made by Black Isle, I've 'fixed' the emphasis]. But apart from all the compromises in the interest of the masses and console-friendliness, Fallout 3 clearly offers more than Oblivion did. Creating a character and character-development are more complex,player decisions seem to have heavier consequences. We were especially pleasantly surprised by the variation the game offered.

Apart from that, the article is somewhat positive. But it doesn't offer a lot of new information.

I don't seem to have the time to translate the other article. It starts of with a rather interesting history of the post-apoc game genre, starting with Wasteland and then going through Fallout 1 & 2 and the other games. The second article is based on the Xbox version by the way. And now I've got to hop off to the shop and buy some food. I'll see whether I can give it another shot later today.
 
the next preview of edome is going to be focused to dialogue, karma system and the things which made fallout. I am really waiting that part, since we have heard these combat things hundred of times...
 
I’ve found some time while eating to translate some interesting snippets of the second article. It’s pretty clear it’s written by an old-time gamer, knowing his Fallout.

OnlineWelten
The maker of the RPG-hit Oblivion might actually be able, even though using new techniques, to step into the footsteps of the renowned Fallout-series, and be able to stun both younger and older gamers equally. But it might also fail miserably.

Then the article goes into the history of the RPG post-apoc genre. Pretty interesting, and a nice touch, but you can read up on that stuff elsewhere, like Wikipedia. He also intentionally leaves out the Brotherhood of Steel console game in his summary of the Fallout universe.

…[Pete Hines] did not want to tell us whether advanced 3D effects or anti-aliasing will be available for the PC version, he did tell us that you’d be able to change the resolution and detail level – oh really, how highly unexpected.

…places like the school or supermarkets are sort of the ‘dungeons’ of Fallout 3…. Many places will slowly respawn after killing their inhabitants, others stay empty. “We didn’t want”, so tells us Pete Hines, “that a region you’ve visited will suddenly be entirely lifeless, but we also didn’t want the opposite. Thus respawning will take quite some time.”

I didn’t know about the respawning yet…

He then mentions that real-time shooting will also be skill-dependent. Even if you’ve got your enemy in the cross-hair, if your weapon is damaged badly and/or your skill sucks, you won’t hit. He says that this was “neither annoying nor adding to the fun”.

He then adds some criticism about the Pip-boy interface.
You just can’t find stuff fast enough. It can be annoying, especially since many actions (using a stimpack, changing weapon, using a skill) seem to only be available through the PIP-Boy. Let’s hope the PC-version brings some positive improvement and adds some keyboard-shortcuts.

While in real-time you might easily miss, in V.A.T.S. it seems almost impossible. Even a 33% shot will mostly hit, especially if you just fire three times. Secondly, the AP points fill up very quickly. […] And thirdly, we seemed to almost always get a ‘critical hit’. If we hit the head, it exploded, if we hit a leg, it got torn off, and always did it lead to the death of the opponent. But that simply hasn’t got a damn thing to do with the old Fallout system and made the game too easy. When we asked Pete Hines about this he dodged our question, and to our renewed questioning Bethesda has yet to answer. We just can’t imagine that this will be the way V.A.T.S. works in the finished game, it would be too powerful.

I sincerely hope that he was playing the same version they were using for the demo, with the tweaked character. But it just seems a little weird to let people play a tweaked demo-character, so I’m confused.

In our [half-hour] demo-game we killed a Supermutant with a simple pistol – that would’ve never happened in Fallout 2. Pete Hines tells us that they didn’t want to tell the player how or what he’s supposed to do, you could just go anywhere you want. So far so good, but then he goes on: “But we neither wanted that the player would die in a minute if he’d enter a region that’s too hard for him.” Ack. That sounds a bit like when in Oblivion you’d be able to follow just the main quest which would be, thanks to leveling opponents , possible for even low-level hero’s, so that you’d be able to finish it in record-time. Instead of leveling your character for a while, exploring the world, and then with a feeling of accomplishment to ‘solve’ the game.

Then he goes on to tell us about the how the weapons are a nice touch, how the ammo is scarce, weapons degrade, and that skill is very important while shooting. He finally wraps it up:

The missions might reach the amount of the earlier games – their quality couldn’t really be tested [in the half hour we had]. We are quite sure that the finished game won’t be as action-dependent as our version [meaning, the half hour]. But it might just be that, in the end, the fighting will take up a significantly bigger part than the deep multiple-choice conversations with NPC’s.
 
Thanks again.

I like the fact that the "dungeons" (i cant imagine I'm talking about fallout-game....) will spawn eventually spawn more enemies. I mean, it feels kinda stupid if elementary school etc. hideout would stay empty forever, but it also feels very frustrating if they fill instantly. Hey, Bethesda does sometimes something right IMO. Although this ain't anything new under the sun, no sir.

Aaarrgh, there is no sense in VATS if you hit almost every time. How the hell could Bethesda fuck this up. I mean c'mon, it's so simply: If it says 33%, it's 33% change to hit. If it says 95%, then it's 95% change to hit. Same goes to criticals. Well, maybe they made them to play with tweaked character, cause they thing it's friggin' cool when heads explode. Or something.
But I have read previews that said that hit percentage of VATS works just like in good ol' Fallouts. Dunno.
I also get very mad when I think that Hines dodged the question about that... Thats just plain pathetic.

So interface of Pip-Boy sucks? If I remember correctly, someone from Bethesda said that: "Fallout had the worst inventory system ever." .................................*long silence*............................

Oh damn, I hope the game wont be too easy. Some previewer said that his lvl 3 character killed 3 supermutants with pistol and iron baseball bat.... lame
 
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