NMA: indirect Fallout 3 Q&A

Brother None

This ghoul has seen it all
Orderite
There are a lot of questions that've been left unanswered in the Fallout 3 previews that've passed the revue. Searching for answers, NMA was happy to find Critical Hits' Bartoneus (don't forget their high quality Fallout 3 preview) willing to answer a few questions as best he could:<blockquote>VATS. Ok, so I can pause to aim. Does that mean where I aim in RT doesn't matter, i.e. if I click on the head I'd still hit the torso, in RT? Also, when in VATS, can any actions be taken, or is it just cuing actions to happen?

Correct that VATS is a pause to aim idea, but from what I saw and heard at the event the Realtime play is like any other realtime game with shooting, if you aim and actually hit the head the same effects would apply as a called shot. Again, I'm not certain, and anything about that is conjecture based on the gameplay that was shown. From what I can tell, VATS is purely a system for queuing actions and that is all, we did not get to see if your inventory can be accessed/used while paused or if that would use action points also.

Shooting in RT slows down AP recharging. What about moving or other actions?

Not sure about this one, honestly in the demo Todd was pausing every time he really wanted to fight and only a few times did he have to run'n'gun in realtime and that seemed like just when a Mutant got the jump on him. He had modified the system a bit to help the demo along faster so I don't know how much of this was final mechanics and how much was for demonstration purposes.

Viewpoint. A bit unclear on drawing back the camera. Does it allow the camera to be drawn back far enough to be roughly the same bird's eye isometric as Fallout 1 had?

It looked (roughly) the same as the view from Fallout 1, and the graphics engine looked as if it stood up perfectly to the zooming in/out.

I attempted to stress it in my original commentary, but the entire graphical presentation of this game is stunning. Whether in first person view or over the shoulder you literally FEEL the destruction of the environment, the desolation, the abandoned ruins of small towns and junky shanty towns of the survivors. I seriously doubt many people, even die-hard purists who play the game, will end up using the isometric view very often because it simply looks too damn good in the other views (over the shoulder especially). The roleplaying aspects of the game will be improved incredibly by the immersive environments and feel of the interface. The first time a group of giant Rad Insects jump out at you and start chasing you, you'll begin to feel what I'm talking about (if not before that). If you don't think a franchise can stand a technical transition into first person and retain the qualities of the original, you clearly haven't played Metroid Prime.

Dialogue. Matt Miller caused a stir on this with his remark that "the tree is closer to Oblivion." So how does it look (visually, like Oblivion)? The PC has full lines or keywords? Any sign of long NPC replies? Any hint (probably too short a demo) of expansive branching dialogue?

This really tests my memory on the specifics of the demo shown, but I'll try my best to remember exactly. Looking back at Oblivion your choices in dialogue were things like "rumors, cathedral, Glarthir, etc." The visual look of dialogue is similar to Oblivion in how it zooms in on the NPC's face and where the text is displayed, but from the short bits we viewed it looks like PC respones will be phrases much like from Fallout 1, and typically it looked as if there were serious answers, angry answers, and funny answers all mixed in. The dialogue trees definitely looked like they had longer NPC replies also, and there was definitely a HINT of expansive / branching dialogue but really with the demo not enough was shown to say. From how Emil and Todd talked about it, I imagine the level of depth and detail shown throughout the demo expands to every part of the game.

I got a very good sense of "Fallout" from the dialogue shown, and strongly feel that this is one thing the people at Bethsoft are putting a lot of effort towards getting right.

Guns. Do they use schematics to construct?

One example we were given was the lunchbox explosive: you combine the lunchbox with some explosives (C4? something else?) and fill the rest of the lunchbox with bottle-caps and you'd have yourself a regular claymore shrapnel device. As far as schematics/instructions I don't know, but that makes the most sense.

Bobbleheads. How do they work?

This was not looked at in-depth for the demo, just mentioned in passing. It seems to be more of a side-game / additive element then a primary focus of the gameplay.

BoS. Was any explanation offered for their presence?

When Todd finally entered the city, he encountered a group of super mutants and was quickly saved by a unit of them (i believe that's who they were). I didn't catch if it mentioned exactly why they were there, but they help protect the player through what would otherwise be a tougher part of the city. Short answer: Not that I know of, no explanation yet.

Are bottle caps in as a currency?

As mentioned above, they were discussed as being used in the 'lunchbox explosive' so I figure they will be in the game as currency as well.</blockquote>Link: Critical Hits

By a bit of coincidence, Critical Hits also has a "Ridiculous Critiques" editorial up about fan response to Fallout 3.
 
Q&A said:
If you don't think a franchise can stand a technical transition into first person and retain the qualities of the original, you clearly haven't played Metroid Prime.

Well, Metroid Prime didn't mess with the basic formula...

Even though it went first person, it was still more of an adventure game than an action game... (Exploration is the majority of the game, with combat being secondary)

Compared with Fallout 3, which seems to be making lots of stupid mistakes repeatedly... (Bobbleheads, removal of groin and eye shots, etc.)
 
Metroid Prime also called itself Metroid Prime, not Metroid...uhm...Metroid IV would it have been? And even though it called itself Metroid Prime, it still had an initial fan backlast.

Say what you want about Fallout: BoS, but at least Chuck was explicit about the franchise being the "console series called BoS," with Fallout belonging to PC.

VATS sounds utterly pathetic.

I wonder if the aiming in RT thing is really possible. If it is, this combat system just made absolutely no sense.
 
Metroid Prime kept the focus on the upgrades and exploration. It kept the basic formula intact. Fallout 3 would look good if you just looked at the overall presentation of the previews (except for VATS) but if you look at the details you can easily see small deviations that are likely to become bigger once things start to solidify.
 
Brother None said:
Metroid Prime also called itself Metroid Prime, not Metroid...uhm...Metroid IV would it have been?

Not for the Metroid series. Metroid Prime was the official Metroid sequel at the time.. The Metroid series didn't have numbered Sequels.

For consoles, there was Metroid for the NES, Super Metroid for the SNES and then Metroid Prime came along for the Gamecube.

The only other Metroid games were made for handhelds.

For the record, I'm a big fan of Metroid and Super Metroid and I don't like Metroid Prime at all.
 
Brother None said:
I seriously doubt many people, even die-hard purists who play the game, will end up using the isometric view very often because it simply looks too damn good in the other views (over the shoulder especially).

Is he serious?
 
draeke said:
Is he serious?

Looks like. He uses the word immersive enough.

I dunno, first-person view tends to make me nauseous when I play it too long, so it doesn't apply to me.
 
I'm not big on First Person views either myself....but third person/over the top views can work for me, provided the camera is well handled.

From what it sounds like, it seems they've improved it vastly over the spawn of hades that was third person in Oblivion.
 
Brother None said:
Are bottle caps in as a currency?

As mentioned above, they were discussed as being used in the 'lunchbox explosive' so I figure they will be in the game as currency as well.

Thats a bit of an assumption, why blow up currency? I get the impression there would be quiet a few bits of other shrapnel about.
 
In terms of what was said about dialogue, it's a bit of a sigh of relief.
Now on the bobbleheads, you can clearly see on sitting on the desk behind the father character. I imagine for gamerscore on 360 and for PC and PS3 it will more than likely for unlockables of some sort, just my theory.
 
Maphusio said:
Brother None said:
Are bottle caps in as a currency?

As mentioned above, they were discussed as being used in the 'lunchbox explosive' so I figure they will be in the game as currency as well.

Thats a bit of an assumption, why blow up currency? I get the impression there would be quiet a few bits of other shrapnel about.

If I'm not mistaken, one of the grenade, or trap, abilities in Arcanum used coins as shrapnel. It sounds like they've tried to borrow from Arcanum some with the schematics.
 
Autoduel76 said:
Maphusio said:
Brother None said:
Are bottle caps in as a currency?

As mentioned above, they were discussed as being used in the 'lunchbox explosive' so I figure they will be in the game as currency as well.

Thats a bit of an assumption, why blow up currency? I get the impression there would be quiet a few bits of other shrapnel about.

If I'm not mistaken, one of the grenade, or trap, abilities in Arcanum used coins as shrapnel. It sounds like they've tried to borrow from Arcanum some with the schematics.

assuming we get to assume about the assumption. <:
 
Brother None said:
I wonder if the aiming in RT thing is really possible. If it is, this combat system just made absolutely no sense.

As a First person Shooter fan myself.... Yeah it doesn't make much since. If you can just aim yourself... then why even have AP's.

Maybe its true that the AP's count down when you activate the Aimed shot mode. But with out a guarrenteed hit at the target you choose IE:Right Arm 23%. Then technically this is some sort of twisted bullet time. Like in Max payne. Put it fully pauses for a short time instead of slow mo.

Based on whats being said here, if you can control your aim 100% this negates the need for AP's all together. Welcome to Fallout: The FPS.
 
I_eat_supermutants said:
In terms of what was said about dialogue, it's a bit of a sigh of relief.
Now on the bobbleheads, you can clearly see on sitting on the desk behind the father character. I imagine for gamerscore on 360 and for PC and PS3 it will more than likely for unlockables of some sort, just my theory.


Bwahahaha, but you're forgetting that we now use Gamerscores on the PC! Long live Xbox! Death to the demon PC!
 
good questions & answers

however, there are many assumptions in it

and VATS doesnt make any sense to me anymore, if you can do headshots without VATS as well...
 
Based on whats being said here, if you can control your aim 100% this negates the need for AP's all together. Welcome to Fallout: The FPS.
Yeah, I think they shouldn't use an "RPG" tag at all at this point. How the hell can I role-play an agile sniper if I suck at FPS? One of the many things that made Fallout 1-2 great for me is that I could endlessly replay the game using various tactics and combat style. In FO3, it seems, I am stuck with whatever kills the enemy the fastest based on MY skills, not my character's.
 
Brother None said:
PopeViper said:
Brother None said:
Metroid Prime also called itself Metroid Prime, not Metroid...uhm...Metroid IV would it have been? And even though it called itself Metroid Prime, it still had an initial fan backlast.

Say what you want about Fallout: BoS, but at least Chuck was explicit about the franchise being the "console series called BoS," with Fallout belonging to PC.

VATS sounds utterly pathetic.

I wonder if the aiming in RT thing is really possible. If it is, this combat system just made absolutely no sense.

The situation is even worse for Fast Shot players, like me: VATS is, as we know until now, to use AP for aiming shots; but if we Fast Shot players won't use it, we'll be trapped in RT, with no other option than pew-pew in the alien-like muties' faces, à la FPS/Resident Evil 4. That was my major worry since I did read the scans on GI.

If at least they made it hybrid RT/TB... there's still time, IF they wish... :(

Autoduel76 said:
Maphusio said:
Brother None said:
Are bottle caps in as a currency?

As mentioned above, they were discussed as being used in the 'lunchbox explosive' so I figure they will be in the game as currency as well.

Thats a bit of an assumption, why blow up currency? I get the impression there would be quiet a few bits of other shrapnel about.

If I'm not mistaken, one of the grenade, or trap, abilities in Arcanum used coins as shrapnel. It sounds like they've tried to borrow from Arcanum some with the schematics.

Whatever... exploding, burning and/or shredding money is crazy anywhere in the world, anytime.
 
Zero Pike said:
Whats being said here, if you can control your aim 100% this negates the need for AP's all together. Welcome to Fallout: The FPS.
If thats the case, it certainly falls in nicely with his quote of "we dont want to be rewarding twitch play" :roll:

The Norwegian preview i read today did say something of the same though, in that you could play the whole game in real time if you wanted (implying its your average run of the mill FPS game unless you press the magic button for V.A.T.S).
 
Stag said:
Bwahahaha, but you're forgetting that we now use Gamerscores on the PC! Long live Xbox! Death to the demon PC!

That'd be a lot funnier if there weren't a bunch of go-tards running around screaming that at people like me (The kind of people that appreciates games that require cognitive thought to beat).
 
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