Gamespot's Fallout 3 Preview

No, it's not a good sign. Good sign would be Bethesda making Fallout 3 a cTRPG, not a survival horror ARPG with weird gimmicks.
 
AP in Fallout 3 is nothing like Fallout AP, it's just a mana-like system that allows you to freeze the game and make targeted shots, so I don't see how it is a good sign.
 
What is VATS, exactly? Has it been used in other games?

Also, I thought the combat in KOTOR demanded quite a bit of input from the player. In many of the tougher fights, I literally had to pause every turn and direct each character manually. If Fallout 3 can be sufficiently challenging to not allow the player to leave his characters on autorun, as most of KOTOR was, I think there's some interesting potential there.
 
Ausir said:
It's just a real time with pause system with a fancy name.

Yes, I think the description "nerfed RTwP", which I gave it in a newspost weeks ago, fits it well. The amount of pauses you have is limited, aiming is included in cues. Pretty standard, uncreative system. But giving it a fancy name = hype.
 
Destructoid said:
an awesome gun that can be used to suck up items in the environment and fire them at enemies

What? Is this now Halfout?


...I don't even know how I feel about this. It could be done, I guess, but I would need some sort of crazy 50's Science background. But damn could it go wrong.
 
KOTORs combat was one of the worst systems ever. I've said it before and I'll say it again, RTwP is complete and utter shit. It has neither the tactic advantage of TB nor the adrenaline action of RT and it claims it has both.

Fuck RTwP.
 
You fanboys need to understand that Bethesda's right. The true spirit of Fallout isn't found in it's gameplay, mechanics, art, style, storyline or setting. The true spirit is in.. erm.. Vault Boy bobble-heads! Yeah.
 
Vault 69er said:
You fanboys need to understand that Bethesda's right. The true spirit of Fallout isn't found in it's gameplay, mechanics, art, style, storyline or setting. The true spirit is in.. erm.. Vault Boy bobble-heads! Yeah.

The spirit of Fallout is whatever Bethesda says it is CAUSE THEY OWN THE LICENSE GUNGDAMMIT!
 
In some ways Todd Howard reminds me of a spoiled little boy who's daddy (Zenimax) bought him the biggest, bestest toy that nobody else can ever have (Fallout) and now he's happily tearing it to shreds.
 
Vault 69er said:
In some ways Todd Howard reminds me of a spoiled little boy who's daddy (Zenimax) bought him the biggest, bestest toy that nobody else can ever have (Fallout) and now he's happily tearing it to shreds.
Great words indeed.
 
This caught my attention:

Weapons and armor will deteriorate with use, but you'll be able to restore them by using your character's repair skill along with duplicate versions of whatever you're repairing. In other words, you can cannibalize parts from one item to fix another, as long as they're identical.

now at first I was a bit skeptical, as degrading weapons aren't very much fun, even if it's trying to be realistic...but then I saw this line:

Having a fully restored weapon versus one that's falling apart is like the difference between night and day. Or, you can create your own weapons from various parts.

I'm quite interested in seeing how that would work....as stripping parts from different weapons to create a custom weapon sounds pretty fun. Especially in an environment such as this where it's very much about what you can find as opposed to what you can buy.
 
Actually degrading weapons (if done realistically) are a good idea. This idea is so good that it was brought up on NMA some time ago.
Finding not working weapons would be cool too.

Too bad it's FINO3...
 
degrading weapons is a double edged sword, as recently shown by STALKER for instance.

like most features: if implemented well, it can work nicely. if not, it'll be a clusterfuck. simple ;)
 
I think that weapons shuldn't degrade unless there's a specific reason to it - i.e. mishandling, harsh environment, etc.
 
Sorrow said:
I think that weapons shuldn't degrade unless there's a specific reason to it - i.e. mishandling, harsh environment, etc.

Critical failures?
Oh wait, we probably won't have those. :x

I'm betting it'll be a TES type system. Weapon degrades no matter how you use it.
 
Vault 69er said:
I'm betting it'll be a TES type system. Weapon degrades no matter how you use it.

I'd guess the same...with your repair skill being used in place of a repair hammer. :shrug:

Well, I won't mind so much provided weapons/armor cannot be destroyed and lost entirely due to lack of repair, and also if the suggested schematic and item creation (from bits and pieces of existing items) feature works out well.
 
Vault 69er said:
Critical failures?
Oh wait, we probably won't have those.

I'm betting it'll be a TES type system. Weapon degrades no matter how you use it.

That seems likely.

Critical failures are of critical importance and should rationally have their own BS slow motion cinematics, although I wouldn't be that surprised if critical failures are left out entirely.

I am sad that it appears that the interface bar is no more. Actually, that implies there will be no damage displayed as well as no textual descriptions, thanks to misguided ideas about immersion.
 
Back
Top