Gamespot UK plays Fallout 3 (again)

Flamescreen said:
I don't like the fire ants thing.
While I don't like the game altogether, it just shows that they want to go over the top without it being needed(evident in how they also changed the looks of other units like SM and Ghouls). Simple mutated ants would suffice. It's not Oblivion, has to be at least partially in check with reality.

Also kills a bit more the immersion factor.
Fire Breathing Bipedal Mutant Geckoes in Fallout 2. The ants at least have a decent parallel since some species are able to spray acid.
 
so fire geckos and fire ants are ok, but fire deathclaws and fire radscorpions are not ? :(

hmm ... fire bees ?

(yes, imo fire geckos was a stupid idea, just like aliens)
 
Fire Gecko's were in the game as a random encounter only remember, I think that in all my playthroughs I only encountered them twice, so I would dump them in the alien blaster, holy hand grenade and bridgekeeper easter egg category. While here they are part of a town/quest which you will probably encounter every time.
 
Yeah, but I would've liked to know how they handle unkillable npc's, Like Mass Effect/HL2 were you simply can't fire at them or FEAR style were you can dump 200 Penetrator bolts in his head without him flinching. The latter would be quite immersion breaking while the former would be nice if your character was good but stupid if you feel negatively karma inclined. Guess we lose both ways :(
 
Blazerfrost said:
Fire Gecko's were in the game as a random encounter only remember, I think that in all my playthroughs I only encountered them twice, so I would dump them in the alien blaster, holy hand grenade and bridgekeeper easter egg category. While here they are part of a town/quest which you will probably encounter every time.

What difference does that make, the fire geckos were in the game - that's all the excuse you need to make a parallel with fire breathing creatures.

I mean, I see the same influences here "Fire Ants" are a reference to fire ants obviously and "Fire Geckos" are a reference to fire breathing lizards like dragons. I think that the whole idea is taking something that was fantasy and giving it an unpractical literal incarnation, or morphing it into its literal form (IE fire ants breathing fire, whopee).

That's part of Fallout's humor, unfortunately, physic retarded ghouls are not. Is everyone the freaking Master now?
 
Fire Geckos weren't random. I think all golden geckos shot fire. They were in that place Smiley was trapped, and in encounters.
 
Well, i hope that in some of the previews we will see if there are a bit more "sophisticated" dialogue tree.

I mean the options for the kid are basically all the same, only said in different manner.

I would like to see: 1. Truth 2. Lie 3. Avoid. something of this sort.

and maybe for each to come along with an attitude version, so they can shove in the "fuck" they want so much, but this maybe going overboard.
 
Golden Gecko's did not breath fire and the fire geckos in the military base were labeled 'what'shisnames' pets or minions or something so maybe they weren't the same thing.

Still, fire critters are stupid this isn't Godzilla, this is Fallout, there was supposed to be rules goddamnit.
 
Speaking of FO2's military base and wacky stuff, did it get any wackier than Melchior Jr. and his pets?
 
Eyenixon said:
Speaking of FO2's military base and wacky stuff, did it get any wackier than Melchior Jr. and his pets?

That's his name, he was like some kinda wizard or something right? That's why Fallout 3 will have radiation magic...
 
Wow, is this the best dialogue bethesda could come up with? Let me guess, the first response is good the second neutral and the third evil.
We get a look at the npc interaction and it is pretty much what I expected, shit.

Look I could think of some better choices on top of those that wouldn't make it so apparent what is good and bad.

1. Your father's gone.
2. Your father is fine, I saw him running off in that direction(point in a random direction).
3. Your father is wounded, I could help him but I need some money up front.
4. Your father is dead kid, but there is still a problem about the payment.

I want more choices for good bad and neutral damnit and I sure as fuck don't want those choices blatantly handed to me.
 
bonustime said:
I'll do you one better, "Your dad killed himself because of your foul language young man!"

Ah yes, I do like that one better.

Ya know I was thinking about all the mutated enemies we've been seeing. Shouldn't they look a bit more.. mutated? Such as the radroaches, they just look like upscaled roaches. I wanna see bubbles under the skin, growths, discolorations, wounds, dead limbs, some thing more horrifying than playing World 4 in Super Mario Bros 3.

identifiable creatures with abnormal attributes or creatures doing unnatural movements or actions surface feelings of uneasiness. With the exception of the ghouls and the behemoth, I just don't see it like this. We see this. It doesn't look like it hurts to be that big, and from what I gathered from FO1-2 Super Mutants, it looks like it does.
 
K.C. Cool said:
identifiable creatures with abnormal attributes or creatures doing unnatural movements or actions surface feelings of uneasiness.
Bethesda's games were seldom responsible for the surfacing of any feelings... At least not uneasiness. It's all so artificial. Crappy AI being the most responsible aspect.
 
i would have preferred the following options:

1) your dads dead, im sorry kid!
2) there is a dead body in your house, it may be your dad
3) i found something interesting at your house, you should check it out
4) your dads dead, and i found a few things there you should have ( give kid loot from house)
5) your dads dead kid, if you dont want to end up the same way get out of my face

now that would have been some good dialogue choices.
 
Scare said:
That's his name, he was like some kinda wizard or something right?

Illusionist, not wizard. (And Sr., not Jr.) The idea was that he kept little pets around for doing tricks, and after the miners mutated he dunked the pets in the goo as well, keeping control over them. It's a little out there, but not as wacky as the talking spore plant or the ghost.
 
I see nothing wrong with those dialogue choices. as has been said earlier, there were many occasions in the earlier games where you didn't even have 3 options. besides, we don't even know if that conversation was over after that.

as for the adult theme... what kind of adult theme do you want? what was so adult about the earlier Fallouts were mainly the blood, gore and harsh language. what's the problem with this game taking the same approach? I really don't get why people complain about this.

or maybe you want the adult themes to be more like stuff adults do in the real world... like going to work every day, watching TV, having dinner with the family... and probably not playing computer games.
 
what's the problem with this game taking the same approach?

You see, it's not the same approach. The previous games rarely, very rarely in fact, used swear words. What Bethesda is doing is just going over the top, even worse than Tactics it seems, and that's not adult anymore.. it's simply childish. And Tactics was annoying enough in this regard, I can only imagine how worse will Fallout 3 be.
 
K.C. Cool said:
bonustime said:
I'll do you one better, "Your dad killed himself because of your foul language young man!"

Ah yes, I do like that one better.

/snip

sorry for the snip, but the quote would be too long...

I like K.C.'s idea much better, especially since it sort of mirrors the 1950's setting in which everything was very clearcut and swearwords were not encouraged. And yes, some fathers (and mothers) would actually have a mild heart attack hearing kids swearing. I mean a 1950's father, evem 320 and then some years from now, probably would have a heart attack as well when and if his kid went around using foul language.

As for the fire ants, I like them. They do fit into the whole 1950's theme with radiation is making giant mutated insects...

edit:

As unkillable npcs, I think I have seen Todd H. and Emil P. in a double interview saying that there won't be as many unkillable NPCs in FO3 as there were in Oblivion. If an NPC dies, they have made provisions for this, meaning that if the guy, you need to go to get a quest, dies, there will be another guy taking his place.

It could be that there will only be 1-2 unkillable NPCs in FO3, I'm thinking...
 
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