GamePro Fallout 3 preview

zioburosky13 said:
JR Jansen said:
Uhm, ever meet Seth and his cronies or the other 'above ground' ghouls in the first part of Necropolis ? They were carrion eaters you know. It didn't matter to them if the flesh was human or not. So as far as the 'feral' ghouls go, it does make sense that they are in there.

'Feral' ghouls don't use weapon and tactics to fend off super mutant invasion. :P

Just as none of the above ground ghouls in the first part of Necropolis do.

The point i was making was that i don't have a problem with the fact that 'feral' ghouls are in the game. I do have a problem with other parts of the design of these ghouls. There shouldn't be a horde of them for example and they shouldn't be 'fast' but i have no problem with the inclusion. The biggest problem i had with Fallout 2 and tactics, with regards to the ghouls, was that they had become the charity case of the wasteland. Seriously, they would jump into an oil barrel if their asses where on fire. At least this is something Beth did well (of course taking in mind the other problems i have with how Beth treated the ghouls).
 
JR Jansen said:
Just as none of the above ground ghouls in the first part of Necropolis do.

The point i was making was that i don't have a problem with the fact that 'feral' ghouls are in the game. I do have a problem with other parts of the design of these ghouls. There shouldn't be a horde of them for example and they shouldn't be 'fast' but i have no problem with the inclusion. The biggest problem i had with Fallout 2 and tactics, with regards to the ghouls, was that they had become the charity case of the wasteland. Seriously, they would jump into an oil barrel if their asses where on fire.
That's not really all that different from the ghouls in Fallout 1, though. Those ghouls were pretty pathetic and couldn't really do anything harmful, even though Seth insisted on talking like he could. The ghouls weren't scary or threatening, they were sooner pathetic than anything else.
 
Sander said:
That's not really all that different from the ghouls in Fallout 1, though. Those ghouls were pretty pathetic and couldn't really do anything harmful, even though Seth insisted on talking like he could. The ghouls weren't scary or threatening, they were sooner pathetic than anything else.

You've missed the point. The point wasn't that they were a huge threat. The difference between a number of the ghouls in Fallout 1 and those in Fallout 2 is that those in Fallout 1 were independent, with some having a more raider like attitude. Those in Fallout 2 were just, well, completely helpless.

If you look at the differences between how the ghouls were handled in Fallout 1 and those in 2 and tactics, you will notice a huge difference (and i mean aside from the fact that they were a physical threat). In Fallout 1, you had more 'shades of grey'.
 
JR Jansen said:
The difference between a number of the ghouls in Fallout 1 and those in Fallout 2 is that those in Fallout 1 were independent, with some having a more raider like attitude. Those in Fallout 2 were just, well, completely helpless.

You mean the Broken Hills Ghouls?

Because the Gecko ghouls were more independent and "powerful" than the Necropolis ghouls.
 
junkevil said:
Section8 said:
As a shooter veteran, I'm fucking insulted by this. So we're all supposed to "sit up and take notice" because something looks nice? As a shooter veteran the last thing I want is some system kludged over the top of the shooting mechanic that makes me artificially miss based on a to-hit roll, rocket launchers and miniguns be damned.

did you ever play vampire the masquerade: bloodlines? you had to build your firearms and melee skills before you could shoot a gun well or use a katana well. you would miss with the gun and do little damage with melee weapons of your skill was not high enough.

Yep, played it and loved it, though mainly for the gameplay beyond just combat. The dialogue in particular, but also the density of non-combat interactions. It seemed that just about everywhere there were locks to pick, computers to hack, shadows to hide in, and so forth. The magic was pretty entertaining too.

But. The combat was pretty passable, I know a lot of people weren't fans, but I enjoyed it. I don't think it would work in a pure FPS, but for a hybrid it was solid. A shade better than System Shock 2 in that regard, though not quite up to Dark Messiah standard.

However, I also played Arcanum, where the combat tried to be turn-based and tried to be real-time, and ended up failing at both. That's the vibe I get from Fallout 3. Take a look at this screenshot. How exactly are those percentages reconciled with a player manually aiming? And to further complicate the issue, Compare the aiming efficiency of a pair of thumbsticks to a keyboard/mouse combo.

Bethesda have a track record of not even getting the simple things right, so why would anyone expect them to somehow devise a system that is perfectly balanced for VATS users and manual FPS players on two vastly different input methods? Since they seem to be focusing on VATS as a primary mode of play, is anyone not expecting the "straight FPS" mode to be gimpy and awkward?

And on the other hand, what's so exciting about the tradeoff? VATS sounds about as deep and interesting as KOTORs shitty drudgefest of a combat system. Actually, less so, since force powers are unlikely.

That's why I'm skeptical. I've played and enjoyed a fuckton of FPSs and FPS hybrids, and know my way in and out of the common systems they use. The problem is, Bethesda's take on FPS/RPG hybridisation is poorly thought out, not innovative in the slightest, and likely to cause all sorts of difficulties. It's almost like they're deliberately trying to emulate the mistakes made by Arcanum and Fallout Tactics with relation to combat.

also, it was the best fpsrpg ever made. (to date that is, but i don't see any competitors really.)

/me misses troika

System Shock 2 holds a special place in my heart, but Bloodlines is right up there. Fantastically good game that deserved better, just like the guys who made it. :cry:
 
Brother None said:
JR Jansen said:
The difference between a number of the ghouls in Fallout 1 and those in Fallout 2 is that those in Fallout 1 were independent, with some having a more raider like attitude. Those in Fallout 2 were just, well, completely helpless.

You mean the Broken Hills Ghouls?

Because the Gecko ghouls were more independent and "powerful" than the Necropolis ghouls.

That's just how you look at it, isn't it. Granted they had their own 'town' but they were also faced with an imminent threat from the outside (the reason is irrelevant here). So they needed help to survive. Again no 'shades of grey' here. The Gecko ghouls and those in Broken hills are just the same only difference being that those in Gecko have their own 'town'.

The Gecko ghouls asked you to 'help us so VC wont have a reason to wipe us out'. Seth asked you to 'help him so his shadow could grow'. I don't know about you but this, to me, is a very big difference between the two. Again more 'shades of grey' in Fallout 1 then in 2.

Otoh, i shouldn't be surprised that so many people see it differently because i always get the same reactions when i post this. Just goes to show how good Interplay was at hiding it.
 
I think the bottom line is that there cannot possibly be shades of grey when ghouls are turned into feral beasts led by other ghouls who shoot radiation out of their asses.

Ghouls might be down and out and they might be pathetic. I think that's the whole point. They aren't some hackneyed zombies. They are human beings struggling in a difficult world.
 
JR Jansen said:
That's just how you look at it, isn't it. Granted they had their own 'town' but they were also faced with an imminent threat from the outside (the reason is irrelevant here). So they needed help to survive. Again no 'shades of grey' here. The Gecko ghouls and those in Broken hills are just the same only difference being that those in Gecko have their own 'town'.

The Gecko ghouls asked you to 'help us so VC wont have a reason to wipe us out'. Seth asked you to 'help him so his shadow could grow'. I don't know about you but this, to me, is a very big difference between the two. Again more 'shades of grey' in Fallout 1 then in 2.

Otoh, i shouldn't be surprised that so many people see it differently because i always get the same reactions when i post this. Just goes to show how good Interplay was at hiding it.

Uh-huh. Or you're confusing motive and situation.
 
Brother None said:
Borathian said:
I think you guys need to read more carefully, "harmless" is not describing the feral ghouls but rather the NPC ghouls.

Yeah, I think most of us got that.

"most" being the key word there as 2-3 people apparently didn't get it according to there comments...that or my sarcasm flags aren't working.
 
Borathian said:
Brother None said:
Borathian said:
I think you guys need to read more carefully, "harmless" is not describing the feral ghouls but rather the NPC ghouls.

Yeah, I think most of us got that.

"most" being the key word there as 2-3 people apparently didn't get it according to there comments...that or my sarcasm flags aren't working.

Sarcasm generally doesn't translate to straight text, and does even worse on the Internet, where you can have people believing just about any crazy thing and posting it, making most attempts at divining another person's sarcasm level nearly impossible.

Which is why it seemed like you were being dead serious.
 
Section8 said:
However, I also played Arcanum, where the combat tried to be turn-based and tried to be real-time, and ended up failing at both.

hahaha, i would never claim arcanum had good combat by any stretch, since we were talking about fpsrpg. mages pwnd in turn base and technicians pwnd in real-time, no balance at all between the two. i still loved the game though.

It's almost like they're deliberately trying to emulate the mistakes made by Arcanum and Fallout Tactics with relation to combat.

yeah, hybrid turn based and real time is almost always fail. in fact, i'm having a hard time thinking of a game where it wasn't.
 
Moving Target said:
Borathian said:
Brother None said:
Borathian said:
I think you guys need to read more carefully, "harmless" is not describing the feral ghouls but rather the NPC ghouls.

Yeah, I think most of us got that.

"most" being the key word there as 2-3 people apparently didn't get it according to there comments...that or my sarcasm flags aren't working.

Sarcasm generally doesn't translate to straight text, and does even worse on the Internet, where you can have people believing just about any crazy thing and posting it, making most attempts at divining another person's sarcasm level nearly impossible.

Which is why it seemed like you were being dead serious.

I was being serious I merely responded to clarify, as people were apparently not correctly differentiating between "harmless" referring to NPC ghouls and the feral ghouls.

my remark about sarcasm which was in itself sarcastic, was refer to the commenters to whom I posted to clarify there apparent misreading, not my own post.
 
Blast and bother, these quote pyramids have always given me trouble! Trouble they are!
 
Brother None said:
Uh-huh. Or you're confusing motive and situation.

No, i didn't confuse the two and i wasn't talking about this. What i was talking about is more fundamental, morality.

Besides that, the ghouls in both Fallout 2 and tactics were set up as the 'damsel in distress' archetype. While in Fallout 1 some were (the 'sewer' ghouls in Necropolis) but you also had the 'psychopath' archetype.

Anyway, i'll say it again, i don't have a problem with Beth implementing 'feral zombie-like' ghouls because wether you (and i'm not pointing at BN here but at some of the others) like it or not, some in Fallout 1 WERE like that to. I have other problems with how Beth implemented them. What i'm saying here is, don't bitch about something just to bitch about it.

Anyway, this is starting to become a circular discussion so this is the last thing i'll say about this subject.
 
Many ghouls in FO1 were hostile but they weren't "feral" just like the super mutants or Enclave Patrols weren't "feral". They just didn't like you.
 
Ausir said:
Many ghouls in FO1 were hostile but they weren't "feral" just like the super mutants or Enclave Patrols weren't "feral". They just didn't like you.

First part of Necropolis. They didn't attack you because they didn't like you but because they wanted to EAT you, ok.

Damn, and i said not to post anything on this subject anymore.
 
Even if they did, so did the cannibal tibals in FO2, and I wouldn't call them "zombie-like" either.
 
Why do they dehumise the ghouls, there just a end result of FEV\radiation. Fuck wenn i played fallout i felt great compason fore the ghouls, they are the ultimate vitktems of war. Why make them just a horror and not show the humanside like harold. Even fore Set i fellt he had good in him even thoth he didn like norms.
 
jr jansen said:
]Uhm, ever meet Seth and his cronies or the other 'above ground' ghouls in the first part of Necropolis ? They were carrion eaters you know. It didn't matter to them if the flesh was human or not. So as far as the 'feral' ghouls go, it does make sense that they are in there.

I do this again because every week we get another guy defending bethesdas zombie ghouls.

http://fallout3.files.wordpress.com/2008/04/fallout09.jpg

and compare that to this

http://fallout.wikia.com/wiki/Image:Set_0028.jpg

or this

http://fallout.wikia.com/wiki/Harold

Like I said in another post, I love zombie movies. The biggest thing Romero wanted to show was that zombies had no soul, no personality. They were just killers. The best way to do this was to milk out/whiten the eyes. You know, the whole "eyes are the window to the soul bit".

Bethesda clearly intended the ghouls to be their staple zombie enemy. Why else the fuck would the zombies all be stricken with glaucoma, jump and attack swiftly like cheetahs (cheetah zombies in the dawn of the dead remake), and have their eyes "Thrillerized".
 
DarkCorp said:
jr jansen said:
]Uhm, ever meet Seth and his cronies or the other 'above ground' ghouls in the first part of Necropolis ? They were carrion eaters you know. It didn't matter to them if the flesh was human or not. So as far as the 'feral' ghouls go, it does make sense that they are in there.

I do this again because every week we get another guy defending bethesdas zombie ghouls.

http://fallout3.files.wordpress.com/2008/04/fallout09.jpg

and compare that to this

http://fallout.wikia.com/wiki/Image:Set_0028.jpg

or this

http://fallout.wikia.com/wiki/Harold

Like I said in another post, I love zombie movies. The biggest thing Romero wanted to show was that zombies had no soul, no personality. They were just killers. The best way to do this was to milk out/whiten the eyes. You know, the whole "eyes are the window to the soul bit".

Bethesda clearly intended the ghouls to be their staple zombie enemy. Why else the fuck would the zombies all be stricken with glaucoma, jump and attack swiftly like cheetahs (cheetah zombies in the dawn of the dead remake), and have their eyes "Thrillerized".

And i'll say this again, because you obviously didn't read my earlier posts and if you did, you jumped to a conclusion wich isn't there.

I AM NOT DEFENDING BETHS ZOMBIE GHOULS.

Read it, what i said is that i DO NOT have a problem that Beth implemented 'feral zombie-like' ghouls but i DO have a problem with HOW they were implemented. There is a difference there. If you haven't got it by now, i'll try to make a simplified analogy. A company creates a war game and makes a tank. Nothing wrong with that right ? But now that tank can climb steep inclines and can be stopped by a bullet from a normal pistol. The problem isn't that there is a tank in the game but rather that it is badly implemented.
 
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