PC Gamer UK previews Fallout 3

Brother None

This ghoul has seen it all
Orderite
The latest issue of PC Gamer UK, now on subscribers' doormats, has a long, 10-page spread on Fallout 3. The basic outline is the same as what GameInformer brought us, and their screenshots are again the same. Still, some choice quotes:<blockquote>The comparisons between this early scene and that of Oblivion won't be lost on Bethesda, developers of both games, nor their divided fan-base. Rarely can a game announcement have been met with such vitriol. The Fallout name is such a sacred cow that amers decried with spittle-flecked rants Bethesda's acquisition of the rights to develop a third in the series. Fears of trite quests, repetitious dialogue and a bland world ran rife among the online chatterati. But they haven't seen what I've seen.
(...)
"There's an undertone of pulp sci-fi adventure," says Todd of the Fallout world. "It's not Mad Max post-apocalyptic future, it's a 1950s tomorrow land...it's how they imagine the world would be."
(...)
[on character creation/tutorial] "We wanted people to experience something they've never had in a role-playing game before," explains Emil Pagliarulo, Fallout 3's Lead Designer and evidently its creative visionary. "In most games you start out at a certain point; you never get to develop your character through the course of his or her life. We wanted to show you what it's like to grow up in the Vault so we start at the point of your birth. You get to know the people in the Vault, including your dad."
(...)
[on selecting Liam Neeson] "We were daydreaming about who would be good as your father," says Todd. "We just thought Liam Neeson would be perfect... We asked him, and he said yes."
But isn't it a bit of a publicity stunt - especially as this was the first snippet of information released about the game? "We could have had a perfectly good voice actor who isn't famous, and I suppose there is a marketing thing to it," admits Todd. "But regardless, he's a seriously good actor. He understands the role completely and has an incredible professional attitude. (...)"
(...)
Emil again: "it's a shock when you find out your dad is missing, and the Overseer [the chief of the Vault] is pissed off. He thinks you had something to do with it and he sends his thugs after you. The Vault is no longer safe for you. In addition to you wanting to find your dad, you're under pressure to get out..."
(...)
Todd warms to the theme. "In Oblivion, we say, here's the good part of the game and here's the evil part. In Fallout we say, here's the situation. You deal with it in ways that feel natural to your character... Later on, we realised a lot of the quests we were making were morally grey, neither definably good nor evil. We asked, do they need to be clear? And decided, no, definitely not."
"We want people to agonise over things," adds Emil, a glint in his eye. "For things not to be clear."
It all sounds dangerously like actual roleplaying. And it's tied in with Fallout 3's character development system, which fans of the original will find happily familiar. The big difference between it and Oblivion's is that you will never become an all-round everyman in Fallout [3], skilled in most things.
(...)
Ah, the weapons. Drawing heavily from the original, we'll be reunited with a host of old friends; from the super sledgehammer, simple pistol and rifles like AK47-alikes, plasma guns and the monstrous Fat man (...) You'll occasionally find or be able to buy schematics for new and unusual toys which can then be built using parts scavenged from the world. The best example of this is the Rock-It-Launcher: a jerry-built projectile lobber that can fire rocks - or any junk you may have clogging up your inventory.
(...)
[On VATS] The VATS system is a reflection of the old Fallout targeting system, which allowed a very similar level of detail and strategic thought (...) Once your orders are selected [in paused mode], up to a maximum governed by your action points, real time continues, with your actions rewarded with slow-motion close-ups if you score a particularly ugly killing blow.
(...)
[sheriff Lucas Simms of Megaton] He's cautiously friendly, but warns you what'll happen if you misbehave in his town. A good man doing a tough job? Or a self-important egotist living out his cowboy dreams? (...) you'll start to realise there are hidden depths to many of Fallout 3's characters.
(...)
[on NPCs] I certainly didn't see anything repeated, anything out of character, or anything that broke the consistent, convincing atmosphere - all complaints that have been leveled at Bethesda's previous works. Lucas is a good example of what Bethesda are aiming to do with NPCs: make them more subtle, less obvious, more human.
(...)
[options on Megaton's quest] You could ignore him and keep pursuing your dad. You could say you'll do it, then rat him out to the sheriff. You could say you won't, then do it anyway, just to piss off everyone. The upshot is that, a couple of hours into the game, you could be standing on a rooftop watching a town and its inhabitants being atomised... or you could still be there, doing odd jobs and getting pally with the lunatic who worships the bomb as a god.
(...)
[side-bar text] A higher charisma score gives more chat options.</blockquote>It strikes me how easy it is to imply now that Oblivion wasn't "actual roleplaying", or how the press recognizes issues with Oblivion's NPCs only now.

PC Gamer UK's cover shows what some suspected; the already emblematic BoS soldier is holding a laser rifle:
<center></center>

Thanks to Moribundus for helping us get a look at the article.
 
OK, I'll admit it - the power armor doesn't look THAT bad. If they label it as T-45d or come up with with a story that BOS developed their own version based on T-51b, I could swallow it somehow.

But what's the point of having a a single sparkle of hope in a cold, dark universe?
 
lisac2k said:
But what's the point of having a a single sparkle of hope in a cold, dark universe?
Couldn't agree more, there's quite a few nice little gem's being mentioned, but they are all shrouded by a plethora of stupid stuff.

I quite like the idea of schematics, sounds arcanumish - but it's not enough to make me warm to the idea of Fatman, VATS etc.

Speaking of Fatman, since when has that been an 'old friend'? - bloody journos and their lies! :)
 
Yeah I have to agree with lisac2k, after seeing the closeup of the armor on the cover, I'm a little more convinced of it. That's more than I can say for the super-mutant however. :P

And while it's taken til now for everyone in the press to acknowledge Oblivions faults in regards to its NPCs (and their dialogue), I'm glad they have, and that Beth has made an effort (at least from what we're reading) to make them more interesting for Fallout 3.
 
Meh, there's more promising in the preview like this. Some bigger things on choice and consequence and dialogue I'm curious to hear more about.

I don't get their approach for design, tho. "We don't decide whether a path is good or bad thus they are morally ambiguous by default." Are they joking or...?

And Mad Max having no influence on Fallout's setting?

And why did they hire Neeson, again?
 
The more and more I read about it, the more I believe the game has the potential to be a lot of fun. I just wish they had called it anything but Fallout 3.
 
RhymeBomb said:
The more and more I read about it, the more I believe the game has the potential to be a lot of fun. I just wish they had called it anything but Fallout 3.

Amusingly, NMA would care a lot less, but cover it a lot more positively if it were just Morrowastes.

Integrity is scarce, I guess.
 
There are some positive noises in all that (shades of grey,1950s,...) and at least one major fuckup (fat man)..but it sounds good..still I have difficulties believing it. The good ideas are there...but do they translate into something worthwhile ingame? Does shades of grey mean what it meant in Fallout 1&2 or will we get AD&D lawful/neutral/evil?

Said it before, I'll just wait and see...
 
As my scanning skills are incredibly shitty, you can't see some of the pretty funny details on his gun. Printed along the barrel is a 'Caution: Laser Radiation' symbol, like the one used in real life, along with the text Class VI Device, which is funny because in real life laser devices only go up to Class IV. The gun overall is pretty 50s but it's worn and corroded, so it fits with the setting. I just found the text on the gun to be a little bit of subtle humour, which cheered me up. Also good from the article were two small details mentioned:
- On a ruined street corner, a Personal Nuclear Shelter (Exact Change Only)
- When you first leave the vault, skeletons of people locked out are there, still holding their placards and signs reading 'Let us in'.

This article is pretty good as the guy is obviously actually a Fallout fan, unlike the other 'Fallout fans' who have been giving us previews so far, so he's written about smaller details that for most of the writers have been second to the OMFG NUKES AND MUTANTS. There are another couple of good quotes about the moral ambiguity and range of choice from the devs in there too, I'm just too lazy to type them out.
 
It has reduced my caution level to roughly the equivalent of yellow-orange, once it gets back up to blue I'll be satisfied. One question though, do you know if a similar article will be printed in the PCG I should be getting here in the states soon?
 
I think, the game can be really cool... as game XYZ... but not as a _real_ Fallout game. Thats the thing. :/
 
Brother None said:
It strikes me how easy it is to imply now that Oblivion wasn't "actual roleplaying", or how the press recognizes issues with Oblivion's NPCs only now.


they're now spitting on oblivion just to promote fallout3
pretty pathetic ...
 
atomicJo said:
Brother None said:
It strikes me how easy it is to imply now that Oblivion wasn't "actual roleplaying", or how the press recognizes issues with Oblivion's NPCs only now.


they're now spitting on oblivion just to promote fallout3
pretty pathetic ...

Yep, they did the same to Morrowind (remember the "Oblivion is better than Morrowind in every concievable way" bull?).
And they'll do it to Fallout 3 when the time comes. I can see it now:
"No, TES V won't have anything like VATS which was clunky and silly. Just real time action! Oh and the NPCs will be far better than Fallout 3's useless drones."
 
Vault 69er said:
Yep, they did the same to Morrowind (remember the "Oblivion is better than Morrowind in every concievable way" bull?).
And they'll do it to Fallout 3 when the time comes. I can see it now:
"No, TES V won't have anything like VATS which was clunky and silly. Just real time action! Oh and the NPCs will be far better than Fallout 3's useless drones."

I'm willing to bet a bajillion dollars you are completely right. They will say that exactly.
 
Vault 69er said:
Yep, they did the same to Morrowind (remember the "Oblivion is better than Morrowind in every concievable way" bull?).
And they'll do it to Fallout 3 when the time comes. I can see it now:
"No, TES V won't have anything like VATS which was clunky and silly. Just real time action! Oh and the NPCs will be far better than Fallout 3's useless drones."

Hello Vault 69er,

Thus all the people who now call themselves the 'new' Fallout fans because Bethesda updated it, will then be disgusted by that game when Elder Scrolls 5 comes out, calling it perhaps backwards and stupid because everyone knows that a real RPG is always fantasy.
 
Designing a good number of morally ambiguous situations could alienate some mainstream gamers, but I would be very pleased to see them make people uncomfortable with interesting issues. However, viable choices should be about role-playing, not choosing the less boring quest area.

I have always had the hopeful thought that they are trying to do a more genuine, 'thinking' RPG, although I don't think they could pull it off well.

It is annoying that they seem to have used a modified version of the game for the demo.
 
Back
Top