Sweden's biggest gaming mag Superplay previewed Fallout 3. Starwars provided us with some choice translated quotes:<blockquote>You're walking around the wasteland, and spot a gigantic scorpion (yes, a radscorpion for those of you wondering if they make a comeback). If you want, you can just aim and shoot like in any FPS out there - almost. The difference in Fallout 3 is that you don't necessarily hit just because your crosshair is lined up with the enemy when you pull the trigger. That only means that you're asking the RPG Fallout 3 to decide whether your character hits or not. Then the rules are checked up with how long the distance is to your target, how light it is versus your characters perception, your characters skill with whatever you're firing and the state of the weapon. If those checks succeed, then you will hit. It's logical, but it will feel strange for the generation that are raised on FPS games like Quake.
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Taking care of your weapons is an important factor for how fast your weapon can fire, and how precise they will be.
You can also build new weapons from scratch. All you gave to do is find a schematic, and all the necessary components - and of course you need the skills build them.
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The encounter with the sheriff can end in many different ways. Pleasant and friendly, unpleasant but friendly - or in a total bloodbath (the latter if you choose the dialogue option "There's a new sheriff in town"). Fallout 3 keeps tabs on how you behave, and weighs your actions on a scale that goes from evil to good, but with neutrality in the middle. It's now up to Bethesda to make sure that there is an equally big reason to stay neutral versus playing evil or good. An issue that is high up on the developers agenda right now, is what type of quests to create for a neutral character.
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In many ways Fallout 3 is a further improved Oblivion. Everything Bethesda did in Oblivion they have polished and modified for Fallout 3.
Like their Radiant AI, which made the characters of Oblivion live their own lives - or at least walk from point A to point B a few times a day. In Fallout 3 the developers are trying to get the AI and the characters behaviours to become more appareant to the player.
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The demo is over, and Megaton is gone - together with all the skepticism I brought with me as luggage to Washington DC</blockquote>And from their FAQ:<blockquote>Q: Can you buy a house?
A: Yes.
Q: Is there any contact with the people who made Fallout 1 or 2?
A: No.</blockquote>Thanks again, Starwars.
(...)
Taking care of your weapons is an important factor for how fast your weapon can fire, and how precise they will be.
You can also build new weapons from scratch. All you gave to do is find a schematic, and all the necessary components - and of course you need the skills build them.
(...)
The encounter with the sheriff can end in many different ways. Pleasant and friendly, unpleasant but friendly - or in a total bloodbath (the latter if you choose the dialogue option "There's a new sheriff in town"). Fallout 3 keeps tabs on how you behave, and weighs your actions on a scale that goes from evil to good, but with neutrality in the middle. It's now up to Bethesda to make sure that there is an equally big reason to stay neutral versus playing evil or good. An issue that is high up on the developers agenda right now, is what type of quests to create for a neutral character.
(...)
In many ways Fallout 3 is a further improved Oblivion. Everything Bethesda did in Oblivion they have polished and modified for Fallout 3.
Like their Radiant AI, which made the characters of Oblivion live their own lives - or at least walk from point A to point B a few times a day. In Fallout 3 the developers are trying to get the AI and the characters behaviours to become more appareant to the player.
(...)
The demo is over, and Megaton is gone - together with all the skepticism I brought with me as luggage to Washington DC</blockquote>And from their FAQ:<blockquote>Q: Can you buy a house?
A: Yes.
Q: Is there any contact with the people who made Fallout 1 or 2?
A: No.</blockquote>Thanks again, Starwars.