TheGameReviews previews Fallout 3

shorrtybearr said:
section8,appreciate the time you took to write it up and there are some good arguments that i would continue to debate but im not gonna reply to any of it. If i did it would be seen as "trolling" and another trigger happy admin will ban me for it. I dunno i dont care at this point, im tired and i want to sleep so if i get banned for typing any of this crap then what the hell i get banned.

Take care, SB
So you're posting just to say that you're not going to be posting?
That's...useful.

Also, here's a hint: if you don't troll and actually read up on a subject before posting, you don't get reprimanded.

aronsearle said:
You know this is argument is only going to happen more and more as the release date looms closer, and more beth fans find the forums.

So unless you sticky something, expect MOAR.
People read stickied topics nowadays? ;)

aronsearle said:
Also, you’re being a prick.
Yes. Sometimes being a prick needs doing.
 
"Past era"? Do you honestly believe that all the people who loved Fallout ten years ago are now dead and gone? Past era, my arse. There's more demand for a Fallout-like game now than ever before. Are you likewise aware that Fallout went against the trends of its own "era"? The defining points of games circa late 1997 were - real-time, 3D-accelerated, and multiplayer. Those are the three big things that nearly everyone was pushing toward. Quake was the biggest thing that had just come and gone, and Half-Life was on the horizon. In RPG terms, Diablo was the big thing, and Baldur's Gate was looming.

Fallout wasn't the product of any "era". It was something that bucked the trends and defied "conventional wisdom" to give us something that would stand head and shoulders above any "era" of gaming.

Now what is Fallout 3? A shabby-looking Mass Effect clone set in a Fallout theme park. What's exceptional about that? When you talk about product(s) of an "era", I don't think you should look any further than a game that shamelessly chases every trend it can find and lacks any kind of soul or balls.

This belief that all games from before 2000 were somehow all turn based and isometric mostly seems to come from Xboys who only started gaming within the last 8 years or so. It's quite amusing to see this claim repeated over and over again that Fallout 3 some how needs to differentiate it itself from all of those 'turn based isometric crappy graphics' games of the 90's when there were just as many games then that had the same gameplay mechanics as the games nowadays. The 'turn based combat was due to a lack of technology' argument despite the fact that Doom a first person real time game was released 4 years before Fallout, and even Daggerfall that was released a year before is amusing as well. Tired, but still amusing.
 
aronsearle, for the last time i said i was wrong to make that assumtion. People are so keen to tell me to read other peoples comments yet dont read mine.

If you did infact read mine you'd notice that i never said it would be better i just said it was gonna deviate from the original FO and that i for one dont know if thats good or bad until i have played it.

Sander said:
So you're posting just to say that you're not going to be posting?
That's...useful.

I was posting to say the i appreciated the time he took to write it up and that i liked his his arguments. I will post my opinion in the future just not on this subject, the only way you'll stop me from posting my opinion is to ban me.

And no its not useful...just polite.

Take care now, SB
 
Brother None said:
Good to know Bethesda spent time to show off a "chain reaction" of cars exploding. Seriously, how stupid can this get?
In Fallout 3, cars must be the equivalent of those red barrels from Doom/Quake/every other FPS. Put a whole bunch of them together, shoot one, watch the chain reaction kablooey.
Brother None said:
Also, it looks like you can aim in RTwP even with burst shots, as he's aiming with his 10mm SMG and notes these are "little controlled bursts on your submachine gun". Aiming + burst?
Seems like this would be a balance issue, but the combat can't really get much worse, so.... Yeah, screw it, you can aim in burst mode. Why the hell not? This is a game with a handheld mini-nuke launcher, after all.
Brother None said:
And what the hell is up with the Talon encounter? "Look, you see a fight and you can join in...or not! NON-COMBAT OPTIONS!"
When your standards are low, it doesn't take much to impress people. Thus you get comments like "The best thing about Fallout 3 is that you don't have to fight!" (I'm paraphrasing here). Wow, that's never been done before, just like perma-death is a brand-new Bethsoft innovation, as well as opening up new dialogue options based on your speech skill, which every preview goes to painstaking lengths to mention. These are cutting edge gameplay concepts, obviously.

I do like the fact that the game apparently won't babysit players and keep them out of high-level areas early in the game. I've always hated "invisible walls" and other nonsense that keeps you from fully exploring game worlds.

And the reason so many of us find it retarded that every preview points out obvious concepts such as "once Dogmeat dies, he's dead" is that this stuff is old hat to any Fallout fan. Ok, maybe people who never played a RPG before Oblivion don't know this stuff, but to anyone with a few brain cells to rub together, it just seems stupid and unnecessary. But I suppose I'm not part of the target audience that these lousy advertisement/previews are being written for.
 
shorrtybearr said:
They are actually game developers ya know! they might just be able to do their job and pull it off.

Assuming competence of Bethesda's side would be balanced on their last product.

...was Oblivion competently designed? Yes. Did it have a lot of stupid design elements as well? Yes. I don't think anyone denies some of Oblivion's most prominent elements - from character animations to AI to level scaling - were badly implemented.

shorrtybearr said:
However, i saw your top ten things and ive gotta say that its almost like saying

"i like your hat, but i hate you"

Wait - so am I obliged to like stuff I don't? When I like something I say so, when I don't I say so. I like less than you. Does that make me "wrong"?

shorrtybearr said:
i mean the things you liked looked as if you had struggled to come up with them and were largely superficial.

...Are you serious? You consider such things as getting (part of) the setting right or showing promise in dialogue mechanics superficial?

Now there's a stretch of the imagination.
 
I still get a chuckle out of the notion that Bethsoft is some sort of champion of change and progress in the video game industry, when in reality they are just following the market and doing what everyone expects: creating first/third person, action-heavy pseudo-RPGs with the console crowd in mind. Now, a turn-based CRPG with extensive dialog and genuine choices, that would be change!

Oh, and I didn't take any offense from the "newbie" comment, fedaykin. :)
 
Are you serious about this? Change is inevitable in a sequel that is made 10 years after it's predecessor. Not only in the graphic department but also in gameplay,

I'm deadly serious. Take a look at any long running series (10+ years) Civilization, Command & Conquer, Age of Empires, Alone in the Dark, Resident Evil, Quake, Unreal, Mariokart, Gran Turismo, Grand Theft Auto, The Elder Scrolls, Half-Life, Need for Speed, Starcraft, any fighting game you care to name, any sports game ever, etc. - they've all got the same core gameplay. Yes, most of them change in small ways, and that is inevitable, but like dozens of other decade old series, the core gameplay stands the test of time.

On the other hand, look at the major departures and see just how well they're doing these days - X-Com Enforcer/Interceptor, the new Bard's Tale, Doom 3, Fallout: BOS, Starcraft Ghost, etc.

the real problem is, that Bethesda isn't going an 'evolutional' way (looking what worked and what wasn't working and then changing and adding things), but an Revoltionay (in the bad sense) way, by destroying all that was before and wanting 'to reinvent the wheel'.
[...]
And i fully agree on the part that people have the right to be negativ about F3.

Can't argue there. ;)
 
Section8, I believe what he's saying is that any sequel released 10 years after the original game will almost inevitably have a number of changes that will distinguish it from its prequel. Such changes are usually more noticeable in the graphical department (upgrade of a 10-year-old engine), but the fact is that most games update many aspects of their gameplay as well. There's a huge number of differences between Oblivion and Morrowind. Need for Speed underwent a whole range of changes from title to title, making some unrecognizably different from another ones. Unreal turned into completely different Unreal Tournament. Its direct sequel, Unreal 2, obviously took a very conventional approach to the fps genre but still had numerous distinctions from the original. RE2 and RE4 are two games that have very little in common. Same goes for, say, GTA2 and GTAIV.

What you call core gameplay is actually called series-specific (or even genre-specific) features. From that perspective, Starcraft: Ghost, C&C: Renegate, or Fallout: BOS cannot really be called sequels but rather spin-offs, created with the sole purpose of making money off famous franchises. That's actually what is so disgusting about Fallout 3. If Bethesda called its quick money-making scheme "Fallout: Oblivion with Guns", every Fallout fan would more than happy to try out the idea.
 
changes are usually more noticeable in the graphical department, but the fact is that most games update many aspects of their gameplay as well
There's an important distiction that you're missing here.
The gameplay from GTA2 to GTA4 hasn't changed drastically and the word 'update' comes much easier to mind than it does in the RE2 to RE4 example, where the entire genre has been changed.
RE4 turned a survival horror series into a TP shooter, but GTA's main gameplay aspects remain the same even with the change in perspective.

I'm somewhat sure the same goes for Need for Speed: same core gameplay, but various new mechanics (like drifting), and Unreal Tournament seems more of a spin-off than direct sequel.
And I guess that Morrowind to Oblivion was more of a downgrade...
 
Section8 said:
On the other hand, look at the major departures and see just how well they're doing these days - X-Com Enforcer/Interceptor, the new Bard's Tale, Doom 3, Fallout: BOS, Starcraft Ghost, etc.

Doom 3 was a major departure from the series? Wha...?
 
Yes i meant what Ranne said, i'm speaking about 'small changes'.
But i overall got the impression you unterstood it before so...

The question by the way is, what you would describe as core-gameplay, e.g. is it not being able to control your party members core-gameplay or not... i think could discuss about a few things, and have different opinions about that (even while the original creators had choosen their core-gameplay for this two games).
Changes like pushing Fallout 3's combat into the direction of Jagged Alliance 2 (or even a bit further), would have been pretty invetable, also like changing the AI of the companions (maybe giving you more control over them, wich would be a change of the core-gameplay if you counted it toward it ;) ).

I would say the core-gameplay of GTA have changed pretty much. In GTA 1 + 2 you had to get a set number of points to gon on, in 3 + 4 you need to do missions (as far as i know it, and i played I;II;III). Thats a pretty big change...
But as said, i think it's debatable if it's a big change or not, as it sometimes a bit subjectiv you know ? ;)
 
Fallout 3 is like a pepperoni pizza without the pepperoni. In-stead, Bethesda is baking the thing and putting anchovies on it and still calling it a pepperoni pizza.

In this case,
pepperoni = turn-based combat
anchovies = V.A.T.
Pizza = RPG game.


People don't mind getting a 3D-view engine upgrade as long as the isometric camera view, 50-era pulp culture reference, and turn based combat are intact in FO3. Given the current status of FO3, it looks like a very generic FPS shooter.
 
Section8, I believe what he's saying is that any sequel released 10 years after the original game will almost inevitably have a number of changes that will distinguish it from its prequel. Such changes are usually more noticeable in the graphical department (upgrade of a 10-year-old engine), but the fact is that most games update many aspects of their gameplay as well. There's a huge number of differences between Oblivion and Morrowind.

There is, but the core gameplay remains the same. Both games are primarily concerned with giving the player an expansive world to explore in first-person, while loosely defining a functional character. The gameplay of Oblivion is instantly familiar to anyone who has played Morrowind, Daggerfall or Arena, even if there are notable differences.

Need for Speed underwent a whole range of changes from title to title, making some unrecognizably different from another ones.

The only real difference was the change from the first game, which was very much in simulation territory, to the second game and onwards where they're all arcade style racers with cheaty catch-up mechanics. Again, there are significant changes, such as free-roaming mode and so forth, but at their core they're cut from the same mould.

Unreal turned into completely different Unreal Tournament. Its direct sequel, Unreal 2, obviously took a very conventional approach to the fps genre but still had numerous distinctions from the original.

My bad, I should have mentioned the UT series, which has remained a competitive multiplayer FPS with varied game modes through several iterations.

RE2 and RE4 are two games that have very little in common.

RE4 is definitely biased toward action gameplay, but I think that's a product of a superior interface and game camera. Since it's now ten times easier to run around shooting stuff, then there's ten times as much stuff to shoot at. The core of the game is still the same. Umbrella Chronicles (the House of the Dead style lightgun spinoff) on the other hand has completely different core gameplay.

Same goes for, say, GTA2 and GTAIV.

Free-roaming urban action and scripted missions focused mainly on driving and criminal activities. Lots of stuff around that has changed, but the core gameplay is still very much the same.

What you call core gameplay is actually called series-specific (or even genre-specific) features.

That's a clumsy way to describe it, because "features" are not necessarily gameplay, and lets not get into genre when we're discussing RPGs - a term that encompasses everything from Oblivion to Fallout.

From that perspective, Starcraft: Ghost, C&C: Renegate, or Fallout: BOS cannot really be called sequels but rather spin-offs, created with the sole purpose of making money off famous franchises. That's actually what is so disgusting about Fallout 3. If Bethesda called its quick money-making scheme "Fallout: Oblivion with Guns", every Fallout fan would more than happy to try out the idea.

I'm not so sure. They could call it "The Elder Scrolls: Future Shock" and it would still be a poorly thought-out abomination of design, and likely to be as much fun as Oblivion. I'm not sure how many Fallout fans would go for that. ;)

Doom 3 was a major departure from the series? Wha...?

Slight exaggeration on my part - but on one hand you have a FPS where the core gameplay is running around at 100mph shooting thousands upon thousands of enemies, on the other you have a game that trades that for linear storytelling and cheap scripted startles. You can tell how little Doom 3 wants to be a shooter by how terrible that actual shooting in it is. That flashlight that you can't use while using a weapon should tell you Doom 3 has more in common with survival horror games than its predecessors.

The question by the way is, what you would describe as core-gameplay, e.g. is it not being able to control your party members core-gameplay or not... i think could discuss about a few things, and have different opinions about that (even while the original creators had choosen their core-gameplay for this two games).

I think it's pretty clear cut in most cases, simply ask "What does the player spend most of their time doing?" For instance, I'd say "controlling party members" is part of the core gameplay of the BG and IWD series, but not Planescape Torment, where social interaction is king.


Changes like pushing Fallout 3's combat into the direction of Jagged Alliance 2 (or even a bit further), would have been pretty invetable, also like changing the AI of the companions (maybe giving you more control over them, wich would be a change of the core-gameplay if you counted it toward it ;) ).

Well yeah, if changes to the combat mean the player is now spending more time and effort on tactical combat than they are on defining and developing their character then you have a shift in the core gameplay. See Fallout Tactics.

I would say the core-gameplay of GTA have changed pretty much. In GTA 1 + 2 you had to get a set number of points to gon on, in 3 + 4 you need to do missions (as far as i know it, and i played I;II;III). Thats a pretty big change...
But as said, i think it's debatable if it's a big change or not, as it sometimes a bit subjectiv you know ? ;)

GTA has always featured action gameplay focused mainly on driving, and a free-roaming urban environment that also has scripted missions. There are some big changes, but going to the payphones to pick up driving missions and boost your score in GTA isn't far removed from what we've seen since. Luckily it not only works exceedingly well, the guys behind it are very good at doing it.
 
Keeping key game elements within game series for sentimental or marketing reasons is not the same as keeping the gameplay unchanged. And please stop using the term "core gameplay". If you use the term "core gameplay" in its strictest sense, then there are few games within any given genre that don't share their core gameplay elements with any other games of the genre. In fact, you will be speaking about the main characteristics of the genre in 99% of cases. What the nature of the core gameplay in the Doom series? Running grimy maze-like levels, shooting innumerous enemies, and finding helpful items on the way toward the level exit? Running around and shooting stuff, even? How many games share those core gameplay mechanics? Hundreds? Thousands? How about calling things what they really are: moving the camera and interacting with the environment. How many games share those gameplay mechanics? It doesn't really make any sense to look at core gameplay in this discussion, so we better stop before I'll start making comparisons between riding a horse in Oblivion and riding a car in GTA4, which would really be no worse than your mentioning of the scripted nature of the GTA games that can relate to a good majority of all mission-based games on the market.

Anyway, let's take another look at the GTA series. It, among other things, went from a top-down to third-person view several years ago. While the change itself seems to refer to the game graphics, the fact is that such a radical switch always changes the game's gameplay as well. Just ask anyone around here. :roll:

Take a look at the videos, please:
http://www.youtube.com/watch?v=3CM2ItGDFbs
http://www.youtube.com/watch?v=qKb1j2ZUkuU

It's still "action gameplay focused mainly on driving, and a free-roaming urban environment", but this blanket description only refers to the minor, if not minuscule portion of the actual gameplay. I'm not going to go into specific game-altering mechanics (for one thing, I'm not a GTA expert), so I'll point out the obvious. One such quite obvious example of the new gameplay elements in GTA4 would its mini-games:

http://www.youtube.com/watch?v=NuNTKu7sAZw

...Even though they actually compose the minor portion of the game as well. Mind it, we're talking about a largely sandbox game, where "watch television, listen to numerous different radio stations, check out some genuinely funny shows (including some big-name acts) at cabaret and comedy clubs, and use a computer to surf the in-game Internet" choices are also seen as valued elements of the game's gameplay. And what about 15 different modes of multiplayer and entirely new combat and driving components? Might have some relationship to the gameplay variety, don't you think?

Anyway, it's a stupid conversation. You fail to admit gameplay differences in the GTA series yet you use Doom III's flashlight and its bad implementation of combat mechanics as the main argument for emphasizing its doubtful innovativeness and distinctiveness over its prequels...

The main fact is that an average player will rarely notice or think of existing gameplay differences between the games in the series. In your case, you seem to notice them only when a major genre shift happens, and, again, this is not what a successful game series should ever strive for. It is also not innovation, since most spin-offs seem to trade one standardized set of gameplay mechanics to another standardized set of gameplay mechanics while using the same game universe in order to get more profit from its established fanbase.
 
zioburosky13 said:
People don't mind getting a 3D-view engine upgrade as long as the isometric camera view, 50-era pulp culture reference, and turn based combat are intact in FO3.

I actually couldn't care less if the isometric camera view was in FO3. When I'm describing how awesome Fallout is to someone, the camera angle isn't likely to come up. Turn-based combat I would consider a little more important, but still not really necessary.
 
Keeping key game elements within game series for sentimental or marketing reasons is not the same as keeping the gameplay unchanged.

Obviously. Gameplay-wise Fallout 3 looks like a complete departure from Fallout, and yet many elements, particularly the setting, are kept on board for (spurious) marketing reasons.

And please stop using the term "core gameplay". If you use the term "core gameplay" in its strictest sense, then there are few games within any given genre that don't share their core gameplay elements with any other games of the genre. In fact, you will be speaking about the main characteristics of the genre in 99% of cases.

I respectfully disagree. Even in genres with very clearly defined parameters, such as "First Person Shooter" there's a lot of difference. Describing "core gameplay" in simple ambiguous terms serves no purpose, and it's not hard to dig deeper...

What the nature of the core gameplay in the Doom series? Running grimy maze-like levels, shooting innumerous enemies, and finding helpful items on the way toward the level exit? Running around and shooting stuff, even? How many games share those core gameplay mechanics? Hundreds? Thousands?

If you distill it down to that, then sure. You could also reduce RPG to "playing a role and killing stuff" which covers pretty much every game ever, but why would you want to do that? Anyone can see that Doom, Serious Sam, and Kiss Psycho Circus are built on entirely different gameplay fundamentals to SWAT 4, Hidden & Dangerous and Rainbow Six. It's pointless to try and equate either set to the other.

It doesn't really make any sense to look at core gameplay in this discussion, so we better stop before I'll start making comparisons between riding a horse in Oblivion and riding a car in GTA4, which would really be no worse than your mentioning of the scripted nature of the GTA games that can relate to a good majority of all mission-based games on the market.

If you wanted to make (unfavourable) comparisons between GTA's excellent driving and Oblivion's awful horse riding, you could. Just like you could make comparisons between the missions in GTA and the quests in Fable. Likewise, you could make comparisons between the rhythm game bits of GTA and Dance Dance Revolution. But why, unless they're both considered part of the core gameplay?

Anyway, let's take another look at the GTA series. It, among other things, went from a top-down to third-person view several years ago. While the change itself seems to refer to the game graphics, the fact is that such a radical switch always changes the game's gameplay as well. Just ask anyone around here.

"Radical" change? Hardly. Top down and chase cam are really not that dissimilar, but that's beside the point. The gameplay hasn't changed much at all with the addition of a z-axis - especially the console versions where you're auto-aiming most of the time as a pedestrian, and predominantly driving road vehicles that can essentially travel two dimensions.

It's still "action gameplay focused mainly on driving, and a free-roaming urban environment", but this blanket description only refers to the minor, if not minuscule portion of the actual gameplay. I'm not going to go into specific game-altering mechanics (for one thing, I'm not a GTA expert), so I'll point out the obvious. One such quite obvious example of the new gameplay elements in GTA4 would its mini-games

...which are peripheral to the core gameplay. You can pack all the minigames you like into GTA, but so long as the guts of the game is still the same and the main focus, then we're still talking about comparable games because the core gameplay is the same.

Mind it, we're talking about a largely sandbox game, where "watch television, listen to numerous different radio stations, check out some genuinely funny shows (including some big-name acts) at cabaret and comedy clubs, and use a computer to surf the in-game Internet" choices are also seen as valued elements of the game's gameplay.

They may be valued elements of the game but they're not gameplay elements, and they're certainly not core gameplay. Just like there's no gameplay associated with Fallout's 1950's pulp sci-fi setting, yet it's <s>a valued</s> an essential element of the game itself. Or like how Ron Perlman's narration is a valued element of Fallout games, yet has no impact on the gameplay itself, let alone the core gameplay.

And what about 15 different modes of multiplayer and entirely new combat and driving components? Might have some relationship to the gameplay variety, don't you think?

Yep, but even with all that, the core gameplay is still the same. Probably one of the main reasons why GTA has a loyal series following from the first topdown game to the recent "fourth" iteration.

Anyway, it's a stupid conversation. You fail to admit gameplay differences in the GTA series yet you use Doom III's flashlight and its bad implementation of combat mechanics as the main argument for emphasizing its doubtful innovativeness and distinctiveness over its prequels...

I'm not casting doubt on its innovation. It does that very comfortably on its own. What I am saying is that it's a very different game that is no longer about lightning fast first person combat against hundreds of enemies and is instead more concerned with non-gameplay aspects like a narrative and (failing at) startling the player. The core gameplay is very weak and poorly defined, but I'd sum it up as "efficient use of limited ammo in poor visibility against a small number of tough enemies."

The main fact is that an average player will rarely notice or think of existing gameplay differences between the games in the series.

I don't know about "rarely notice", I think it's more about "rarely consider at length". But only if we're talking about peripheral gameplay. If GTA IV has bowling, darts and pool players will notice and probably register a response. If GTA IV got rid of the core driving gameplay and substituted it with bowling, darts and pool, they'd kick and scream.

In your case, you seem to notice them only when a major genre shift happens,

I'm not sure where you get this idea.

and, again, this is not what a successful game series should ever strive for. It is also not innovation, since most spin-offs seem to trade one standardized set of gameplay mechanics to another standardized set of gameplay mechanics while using the same game universe in order to get more profit from its established fanbase.

Well, we definitely agree here.
 
As more or less said before, i count a few different things toward core-gameplay, but i guess that's okay, as long we can overall agree, that to much change on core-gameplay shouldn't be done...
And isometric view and turn-based was surely a core gameplay part of Fallout, that was particually choosen.

Funny how much people say 'isometric is outdated' when even NWN2 was also done with isometric camera in mind (at least in my opinion).
It's as if they also play isometric games, but wouldn't know what isometric means if it would beat them with a sledge hammer...
 
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