Gametrailers.com videos

I liked the effect it made when the mini gun crippled the super mutants limbs. Yeah they don't seem to react at gunshots but it doesn't really kill it for me. What really does is Bethesda needs to hire better animators. I'm taking classes for animation and I can the animation is awful. Also that running on air effect the BOS soldiers had really pissed me off.
 
radnan said:
so we are to believe this is voluntary castration ?

seriously

Well, my answer was serious. It is my opinion as a programmer / gamer.
Yes, I think that the systems are in collision, they could be better merged but it's not really my job to solve it. Toddler will have to try harder next time
 
I watched those videos and I am utterly bored.
Bored because most videos from FO3 show combat, combat and... oh yeah! combat. I feel overfed with all this action stuff.
Bored by slow motion sequences that accompany every time VATS is used.

As I watched this footage I wasn't thinking about anything related Fallout at all. Just another plain shooter, nothing more.

Paul_cz said:
I HATE COMBAT MUSIC.

Hated it in Oblivion, hate it here. Hopefully it will be possible to actually switch it off without messing up the music completely, this time around (but somehow I doubt it).

I hate combat music too. In FO3 combat music seems most of the time too heavy, too symphonic to me.
I was so damn happy that The Witcher allowed to turn down or turn completely off combat music while main soundtrack was left intact. I also doubt FO3 would have similar feature. It's something like: who wouldn't have Liam Neesen as his/her father? - who wouldn't listen fabulous FO3 music during combat? And I do not intend to offend Mr Zur because I really enjoyed his music for Syberia II. It's just not every setting and not every situation in game goes well with symphonic music.

Artisticspaz said:
[...]
quests:
Main-If like oblivion then suck(pretty weak with the whole demon gates, what was this Warcraft 2 portals?)
Side-if like oblivion then Awesome(
But surely - when you say "Side-if like oblivion" - you do not mean let's say Mages Guild quest line, do you? It was mostly one big and boring "search-and-destroy" fest. And to be more fun to all players - no real magic had to be involved - one could become Archmage and head of the University being swordfighter with very poor magic skills. Why even bother to specialize in class other than fighter?
 
Actually there's a reason why enemies don't react. It is a difficult problem to solve, because your animation system has to combine the enemies "continued firing" with their "recoil from your shot". It's more complex than just switching animation states... Gears of War couldn't solve it.

If you just switch animation states to "recoil" then the enemy isn't firing anymore. If you do that for every shot you land, the enemies will become nerfed. Yada yada.
 
Okay. I agree that the combat should be turn based while exploration is in real time, ala the original Fallout.

Even if that was the case, how did your enemies react to gun shots in Fallout 1? They took them like a man/woman/ghoul/mutant! No enemies moved around or used cover.

If they were melee, they bum rushed you to pound on you, and if they were gun toters they shot from a clear position and stayed in place until you were dead or they were dead.

If the argument is 'real time combat should make better use of AI than turn based', then I agree with a previous poster that stated making that level of real time AI integrated into an RPG would be hard to do (and please spare the Beth bashing of 'it is a crappy RPG' unless you've actually played it through yourself and have seen all the dialogue options, etc.)

While I prefer a pure turn-based combat system for Fallout 3, I don't see how this real time system is so inferior as far as the enemy AI is concerned. I will need to see how the game plays and more importantly how my stats affect combat and other actions before passing final judgement.
 
the shooting looks a bit stiff, think its played on a console, hope the pc version is a bit more responsive....

but gotta say the game looks kinda good, like the style and enviroments. enemies looks good to.

too bad about the bos surfers thought, hopefully it wont be to noticable...
 
shihonage said:
Actually there's a reason why enemies don't react. It is a difficult problem to solve, because your animation system has to combine the enemies "continued firing" with their "recoil from your shot". It's more complex than just switching animation states... Gears of War couldn't solve it.

If you just switch animation states to "recoil" then the enemy isn't firing anymore. If you do that for every shot you land, the enemies will become nerfed. Yada yada.

If I remember correctly, UFO: Aftermath/shock/light was able to pull this off. Characters would react to hits in mid-fire or mid-run while keeping the primary animation intact.

Maybe VATS makes it impossible. Whatever the case, it looks bad. Games like CoD, STALKER, and FEAR all have reactive animations, sometimes even realtime physics-generated effects on arms, legs, head, etc.
 
Feels more like a bootleg of some state-of-the-art FPS.

And the environment, it seems as if it was bombed to bits yesterday. Berlin 1945 comes to mind.
 
Doesn't it? I thought the same thing when I saw the combat video in Washington DC.
 
Rorschach said:
Feels more like a bootleg of some state-of-the-art FPS.

And the environment, it seems as if it was bombed to bits yesterday. Berlin 1945 comes to mind.

How do you know? you played the whole game?
 
I agree that the bombing looks more recent than 200 years ago.

I'm going to play the game with the mentality that I am emerging from the vault on the east coast at the same time the Fallout 1 vault dweller is emerging on the west coast (unless the plot forces me into Bethesda's timeframe).

Even 100 years after the bombs dropped would probably be pushing it for the environment, but I do like seeing existing landmarks and structures in ruins, even if they would have decayed more given the time.
 
Quaid said:
Even if that was the case, how did your enemies react to gun shots in Fallout 1?
Visually they did, moreso than Fallout 3.

As for AI and Tactics, Fallout wasn't perfect. But this *is* one of the cases where 10 years make a big difference in the quality that can be expected, and 10 years have shown that real-time combat AI can be done a lot better than this, let alone turn-based combat (which by nature is easier to write a solid AI for).
 
I'm going to play the game with the mentality that I am emerging from the vault on the east coast at the same time the Fallout 1 vault dweller is emerging on the west coast

Ah, pretending - the core gameplay of Bethesda's games.


Seriously, that's fucking dumb.
 
FeelTheRads said:
I'm going to play the game with the mentality that I am emerging from the vault on the east coast at the same time the Fallout 1 vault dweller is emerging on the west coast

Ah, pretending - the core gameplay of Bethesda's games.


Seriously, that's fucking dumb.
Are you saying it is dumb I would rather it be this way, or dumb Bethesda didn't address this themselves?
 
Sander said:
...Visually they did, moreso than Fallout 3...
How do you mean 'react'? Do you mean when a bullet hit them they winced, but otherwise did nothing in response to it?

Because I was using 'react' to mean that after they get hit by a bullet they do something other than stay in position to take more bullets.

One of the many things I didn't like about Morrowind was the lack of animations for whether my hit actually landed on my opponent or not. I would just keep hacking and hope I was actually hitting before my health dropped to zero.

So if by 'react' you mean simply visually then I agree it would be nice to have the feedback that your bullets/hits are landing.
 
Quaid said:
Because I was using 'react' to mean that after they get hit by a bullet they do something other than stay in position to take more bullets.
Yes, which is why I qualified my response with 'visually'. There was a confirmation that your attack did something. Didn't see this with Fallout 3.

Also, your enemies did run away when they got crippled or severely injured.
 
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