xdarkyrex said:No one said the out-of-combat gameplay wasn't turn-based. (And if they did they're an idiot)
I think the word you're probably looking for is "was", not "wasn't". Delicious irony. The idiot part I mean.
xdarkyrex said:No one said the out-of-combat gameplay wasn't turn-based. (And if they did they're an idiot)
Uh, actually, his statement made perfect sense and was correct.Zeb said:xdarkyrex said:No one said the out-of-combat gameplay wasn't turn-based. (And if they did they're an idiot)
I think the word you're probably looking for is "was", not "wasn't". Delicious irony. The idiot part I mean.
Fallout 3 is really strongly character driven, and we really concentrate on the relationship between the player character and his/her father, voiced by Liam Neeson. Dad has raised you in Vault 101 your whole life, and then one day, he takes off. He leaves the vault. Nobody has ever done that. Why did he leave? Where did he go? So you leave the vault in search of your father. Along the way, you learn about the Capital Wasteland, the plight of its inhabitants, and Dad's connection to this "outside world."
Nim82 said:Heh, the Jeremiah comparison had gone through my head as well (though only on the basis of series, i've not read the comics). Maybe they will have little cut scenes where you update your journal with entries beginning 'Dear Dad'![]()
You're wrong Kyuu.Kyuu said:Uh, actually, his statement made perfect sense and was correct.Zeb said:xdarkyrex said:No one said the out-of-combat gameplay wasn't turn-based. (And if they did they're an idiot)
I think the word you're probably looking for is "was", not "wasn't". Delicious irony. The idiot part I mean.
"No one said the out-of-combat gameplay wasn't turn-based."
Or, in other words, the out-of-combat gameplay wasn't turn-based, and no one claimed otherwise.
So the delicious irony is on you, I guess.![]()
Vault 69er said:Well golly gee you sure are ungrateful. After all, that there Emil only wants to give us the immersion we never had before, and to save us from those 4 pixel high chairs!
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Yeah, I think I'll put a wager on the end story resembling Jeremiah too.Hah, it goes beyond comparison. It actually appears to be pretty much the same thing from what we know. Just check this out:
What steps are being taken to ensure that players cannot exploit zoned in areas by returning to them when levelled-up and more powerful?
Well that's the key term right there, isn't it? Exploit. Video games always have been, and always will be, an imperfect medium. If a player wants to use exploits or power game, if they're bound and determined to beat the system, there's usually little you can do to stop them. Now, with that in mind, we're doing everything we can to ensure that the player's challenge level is consistent and balanced throughout the game, and we've spent a lot of time any energy re-evaluating Oblivion's creature levelling system to find just the right balance for Fallout 3.
But Fallout 3 definitely stands on its own. Setting the game in Washington D.C. after the events of Fallout and Fallout 2 has really allowed us to tell our own story without treading on all the great fiction from the previous games, which were set on the West Coast.
The comparisons between Fallout 3 and Oblivion are easily made - will there be a similarly vast landscape to explore, stuffed full of NPC's and little incidental dungeons? Can we wander the land as carefree as a sociopathic, heavily armed cloud again? How scalable is the setting of the nuked cities.
Emil: You certainly just described the hallmark of any Bethesda RPG - a large, freeform world filled with NPCs to interact with, "dungeons" to visit (in Fallout 3, these run the gamut from old subway stations to entire ruined towns), plenty of NPCs to interact with, and the ability to be as good, bad, or morally ambiguous as you'd like.
I'm not sure I get it. Are you being sarcastic, or are you actually saying I'm wrong? If the latter, then kindly point out how I'm wrong? It's certainly possible I'm looking at it incorrectly, but I don't see anything wrong with xdarkyrex's statement.Morbus said:You're wrong Kyuu.
I have spoken.
Oh good lord, please tell me they did not put in meaningless, random dungeons all over the place. Honestly, how they expect people to NOT think they're incapable of producing anything but dumbed down versions of their previous games with more shiney doing crap like that I have no idea. Fallout was never about dungeon crawling, and never, ever about random dungeons that serve no purpose but to give leveled loot. Ugh.Emil said:Emil: You certainly just described the hallmark of any Bethesda RPG - a large, freeform world filled with NPCs to interact with, "dungeons" to visit (in Fallout 3, these run the gamut from old subway stations to entire ruined towns)
Zeb said:xdarkyrex said:No one said the out-of-combat gameplay wasn't turn-based. (And if they did they're an idiot)
I think the word you're probably looking for is "was", not "wasn't". Delicious irony. The idiot part I mean.
You can definitely play the game without ever going into V.A.T.S., and if you do, the combat is pretty similar to other first/third-person RPGs, like Deus Ex, or stat-based action games like No One Lives Forever.
Blazerfrost said:So after the events in the originals (Blowing up the mutant spawning grounds and the Enclave main base) suddenly moving the setting across a whole continent allows you to make these severely weakened factions now appear in strength without treading on the "great fiction" of the previous games?Well done on contradicting yourselves. AGAIN.