Two editorials for Fallout 3. First Duncan Fyfe writes Fallout 3 - Escape From Vault 101, quite possibly one of the most incoherent op-ed pieces ever published on Gamasutra.<blockquote>Even so, Fallout the third is the sober one in the family. Whether you think that's a deliberate choice or Bethesda's Achilles' heel, it works for this game. Fallout 3 executes its humorous interstitials as well as anything in the first game, while rejecting the broader pop culture excesses of Fallout 2's Monty Python prostitute showcase. It is, after all, the end of the world.
Far Cry 2, another sequel from a different studio, has absolutely nothing to do with the first game. The name is a vehicle for an unrelated design document and the game's called Far Cry 2 only because Ubisoft doesn't own the Mercenaries license.
The new Far Cry team and the new Fallout team offer new perspectives. Far Cry 2's Africa abandons aliens for malaria, item degradation, civil war and all-purpose ugliness -- while Fallout 3's wasteland is deliberately and unremittingly tragic. To the history of their respective series, they introduce a conscience.
They tell gamers that they can have their open-world shooter and post-apocalyptic wastelands, with their bloody conflicts, nuclear weapons, headshots, political intrigue and all the occasionally goofy video game accouterments, but they won't pretend anymore that it's all unreservedly awesome.
You should feel bad in Far Cry 2 or sad just walking around in Fallout 3. That Fallout 3 is able to convey all this entirely through atmosphere, rather than disadvantaging the player (a page out of the survival horror playbook) is a pretty remarkable achievement.</blockquote>Shamus Young returns to his Fallout 3 quests (mostly related to DRM and technical polish) for questions answered. Fallout 3 scores well on most counts except for playtesting.<blockquote>Do you have any plans on playtesting the game this time around?
While far better than the software jalopy that is Oblivion, Fallout 3 follows in the Bethesda tradition of games that feel like they’re held together with masking tape and hope. The problems cover the full spectrum, from amusing flukes to show-stopping crashes. Some of them are humorous. Some are aggravating. Here is a sample of them to give you an idea:
* A super mutant was having a scripted conversation with a victim he was about to eat. From the shadows, I dropped him with couple of sniper rounds to his ugly green dome. He was dead on the floor, but his conversation with the captured NPC continued on for several more lines.
* The interface is a mess for anyone who doesn’t use the default inputs. I can’t imagine that a singe playtester tried re-mapping the keys. One example of the key-mapping problems: You can re-map the “pip-boy” key (something you’ll be pressing a lot) from TAB to something else. But you still have to press TAB to close the pip-boy, and there is nothing you can do to re-map that behavior. Lots of things work like this. Some functionality can’t be re-assigned at all. Some can be “partly” re-assigned. It’s a mess.
* I rescued a couple of guys in downtown DC. As a reward, they pledged to “protect” me while I was in the area. Eventually I left and forgot all about them. Hours and hours later, after many quests and level-ups, I found one of them in my house in the city of Megaton.
* The game seems to crash about 1 in 3 times when I exit. There are also random crashes when roaming around outside.
* In Megaton, citizens keep coming up to me and offering me gifts for “all I’ve done for them”. This has happened a dozen times, despite the fact that I’ve only done one quest related to the town, ages ago. What the heck are these people going on about?
* If you are unfortunate enough to have an NPC follow you around, you’ll discover that they are horrifyingly stupid in combat. They will run right into your line of fire and will think nothing of hitting you if you get in their way. The brotherhood guys I mentioned before were a horrible curse because I was trying to engage foes at close range and one of my “friends” kept using a rocket launcher, which was more likely to kill me than my foe. Just appalling stupidity. Having actors immune to damage from allies wouldn’t fix the shortcomings in the AI, but it would at least stop punishing the player for it.
* I entered someone’s open room in Rivet City. They came in and went to sleep for the night, locking me inside with them. I didn’t have the lockpicking skill to escape the room. I woke them up and talked to them, but there wasn’t any option for “please let me out of your house”.</blockquote>
Far Cry 2, another sequel from a different studio, has absolutely nothing to do with the first game. The name is a vehicle for an unrelated design document and the game's called Far Cry 2 only because Ubisoft doesn't own the Mercenaries license.
The new Far Cry team and the new Fallout team offer new perspectives. Far Cry 2's Africa abandons aliens for malaria, item degradation, civil war and all-purpose ugliness -- while Fallout 3's wasteland is deliberately and unremittingly tragic. To the history of their respective series, they introduce a conscience.
They tell gamers that they can have their open-world shooter and post-apocalyptic wastelands, with their bloody conflicts, nuclear weapons, headshots, political intrigue and all the occasionally goofy video game accouterments, but they won't pretend anymore that it's all unreservedly awesome.
You should feel bad in Far Cry 2 or sad just walking around in Fallout 3. That Fallout 3 is able to convey all this entirely through atmosphere, rather than disadvantaging the player (a page out of the survival horror playbook) is a pretty remarkable achievement.</blockquote>Shamus Young returns to his Fallout 3 quests (mostly related to DRM and technical polish) for questions answered. Fallout 3 scores well on most counts except for playtesting.<blockquote>Do you have any plans on playtesting the game this time around?
While far better than the software jalopy that is Oblivion, Fallout 3 follows in the Bethesda tradition of games that feel like they’re held together with masking tape and hope. The problems cover the full spectrum, from amusing flukes to show-stopping crashes. Some of them are humorous. Some are aggravating. Here is a sample of them to give you an idea:
* A super mutant was having a scripted conversation with a victim he was about to eat. From the shadows, I dropped him with couple of sniper rounds to his ugly green dome. He was dead on the floor, but his conversation with the captured NPC continued on for several more lines.
* The interface is a mess for anyone who doesn’t use the default inputs. I can’t imagine that a singe playtester tried re-mapping the keys. One example of the key-mapping problems: You can re-map the “pip-boy” key (something you’ll be pressing a lot) from TAB to something else. But you still have to press TAB to close the pip-boy, and there is nothing you can do to re-map that behavior. Lots of things work like this. Some functionality can’t be re-assigned at all. Some can be “partly” re-assigned. It’s a mess.
* I rescued a couple of guys in downtown DC. As a reward, they pledged to “protect” me while I was in the area. Eventually I left and forgot all about them. Hours and hours later, after many quests and level-ups, I found one of them in my house in the city of Megaton.
* The game seems to crash about 1 in 3 times when I exit. There are also random crashes when roaming around outside.
* In Megaton, citizens keep coming up to me and offering me gifts for “all I’ve done for them”. This has happened a dozen times, despite the fact that I’ve only done one quest related to the town, ages ago. What the heck are these people going on about?
* If you are unfortunate enough to have an NPC follow you around, you’ll discover that they are horrifyingly stupid in combat. They will run right into your line of fire and will think nothing of hitting you if you get in their way. The brotherhood guys I mentioned before were a horrible curse because I was trying to engage foes at close range and one of my “friends” kept using a rocket launcher, which was more likely to kill me than my foe. Just appalling stupidity. Having actors immune to damage from allies wouldn’t fix the shortcomings in the AI, but it would at least stop punishing the player for it.
* I entered someone’s open room in Rivet City. They came in and went to sleep for the night, locking me inside with them. I didn’t have the lockpicking skill to escape the room. I woke them up and talked to them, but there wasn’t any option for “please let me out of your house”.</blockquote>