C'mon dude, even the SNES controller had shoulder buttons.Cimmerian Nights said:Fuck me, controllers have shoulders now?
You'll have to pardon my "faded memory", I'm an "aged" 33, my Intellivision controllers didn't have no fancy shoulders on them. shoot.
That's the problem, Fallout 3 isn't being made for people with common sense. It's being targeted towards 13 year olds who play Halo and call each other racial and sexual slurs on Xbox Live.Edmond Dantès said:If the game 'runs' on common sense, and you can find this out by playing, then you don't need a damn red marker magically telling you that what you're about to do is wrong.
Taskeen said:Unfortunately, being a thief and sneaking/stealing all the time made your character weak as enemies level-scaled with you (at least that was my experience for the very short time I played that awful game). I believe the rage was to be in the Assassin's Guild to make your character ungodly unbalanced and powerful.
Forhekset said:I didn't play much of Oblivion, which apparently this concept is a holdover from, but this reminds me of Mass Effect's dialogue trees. The nicest dialogue choices are marked in bright blue and the most evil choices are marked in bright red. Just in case you couldn't tell from the context of the conversation, ya know.
Phil the Nuka-Cola Dude said:No. The 'Charm' dialog option (which required a skill) or the 'Intimidate' option (which also required a skill) were the only ones that were color coded... and they were few and far between. With it being commonplace in Mass Effect to have the actual spoken dialog not even vaguely resembling the sentence you chose in the dialog tree, this was necessary.
Well said. I personally like a minimal level of tedium (not a big fan of dice rolls for stealing and picking locks in CRPGs) but stuff like this is entirely damaging to the experience. It not only encourages metagaming but forces it which, for a RPG, is major problem. Unsurprisingly it's yet another thing that flys in the face of their claimed total immersion.Edmond Dantès said:Partly I can understand the red-marker thing.
In most RPG's it's pretty nice to get rich, and if stealing is allowed, it's usually the preferred way to do so too, simply because its usually fast. So, the automatic impulse at first is to get your grubby hands on whatever you can get, take a look at the consequences and then save/load after you've seen what the consequence is. So, having the red icon removes this hassle. But....
I remember how in Baldur's Gate this was what I first tried. I quickly found out that people generally don't like me stealing from them so I basically switched over to another approach. I quit stealing.
What this basically means is that, for me, not having an indicator, was an actual deterrent from committing to crime, just like it should be. If the game 'runs' on common sense, and you can find this out by playing, then you don't need a damn red marker magically telling you that what you're about to do is wrong. It should be common sense that going into someone's house and picking up stuff is not what people generally like you to do.
With a marker in, you know what will happen, so there is no ambivalence as to the consequence, no grey area, even not an imaginary one. Unless you're actually roleplaying, you'll probably steal everything that isn't checked and leave everything that is checked.
psycho for a stronger attack
and my personal favorite, Nerd Rage, grants you a stat bonus when your hit points fall below a certain point.
You also have the option of using brute force to open the door, but if that fails, the door is forever closed to you unless you can find a key.
I emerged beneath a rather pretty starry sky into the dark wasteland.
As the blurring effect subsided and his eyes began to adjust to the toxic outside world, I could see the partially destroyed U.S. Capitol Building in the far distance--so far that I didn't make it to exploring the Statue of Freedom up close within the half-hour allotment. That's how great the draw distance is.
Apparently my warning shot meant war and is one of countless choices players can make that determine the nearly 10,000 versions of the game's final outcome.
About mid-way through the town, I barged into one house and was confronted by a woman who mistook me for a drug dealer's thug.
Confirmation that they changed Psycho?
TorontRayne said:I'm interested to see what they come up with for the Chinese story.
no previewer that I know of has mentioned being able to zoom out and get a near-isometric view in third person.
Brother None said:You think it'll be in Mandarin? I expect English with heavily coated Chinese accents.
Ausir said:Yeah, I expect silly Engrish as well.
Ausir said:But do you think the devs care? They already have a Chinese Spec Ops Manual in the game, which can be read and used to increase your skills, even though it's not really plausible for your character to be able to read Chinese.
Ausir said:And it's hard to imagine an American Vault Dweller with, say, 1 INT, who is fluent in Chinese.
golfmade said:So the PC can read Chinese?