Fallout 3 Greek Style

No Mutants Allowed is reporting that there’s a Fallout 3 preview at Greek magazine PCMaster, and Flamescreen provided us with a translation:

Q: Can you estimate total playing time including sub-quests?
Hines: At this point to fully complete the game you’d need to spend over 100 hours.

Q: Do you intend to create a Fallout 3 that will be…mod-friendly? In other words provide people with the toolset to experiment on?
Hines: We have not yet decided on this. Right now, we have not announced any plans for the tools issue. It takes time to perfect a toolset in order for it to be usable by players and so far we didn’t have time, working on the game itself.

Q: There is a sensitive issue attracting the attention of many; the presence(or absence)of children as NPC’s. The impact on game’s rating is a given(especially if the player will be able to chop kiddies in half through critical hits). How are you handling that?
Hines: There are, in fact, children in the game. How we’ll handle them on game is a matter we haven’t concluded on yet.

Q: Can you name the various guilds and factions of the game? Will they work like the ones in Oblivion?
Hines: There are many groups and factions that you shall meet in your way…Super Mutants, Slavers, Brotherhood of Steel, enclave and others. These are groups you shall meet and will have to make choices on how you will interact with – but htey’re not factions that you can join and increase your rank.

Q: We’re curious regarding how stats work during a first person battle. For instance if the player is, say, half a meter away of the target and shoots, will it be possible to miss for some mysterious reason, just for having low stats?

Hines: Your stats and weapon you use, will definitely affect your efficiency during battles.
How often you hit your target, damage done, all that stuff has to be affected up to a point by the character you made.The factor of that influence is something we’re very concerned about at this phase. We’re playing the game ourselves and watch what seems to have the best, most “normal” feeling.

In a possible scenario you’re referring to, well, you’d hit the target most times, but you wouldn’t damage them so much. The goal is the numbers to have a meaning in a way that seems logical to the player.

This is only from the interview with pete Hines, there’s more at NMA.

GI To Harass Todd Howard

Todd Howard

Game Informer is now more available for those that live in the States, it has an interview with Todd Howard:

In honor of Fallout 3’s recently announced fall release[Briosafreak: What?!], we felt it was time to dig up new details on the game. The best way to do that is to harass Bethesda’s Todd Howard with a No Mutants Allowed-like fury[Briosafreak: What?!!].

Previously you told us the game would feature licensed music from the 1940s and ’50s. Any chance you could give us a few track examples?

We have a few from the InkSpots, “I Don’t Want To Set The World on Fire” being one of them. Some tracks from Bob Crosby I love including “Way back home”. Probably my favorite is a song called “Butcher Pete” by Roy Brown, a great song about a serial killer who “chops up all the women’s meat”, but is actually about him having sex with everyone’s wife in the neighborhood. It’s Americana-meets-ridiculous-violence at it’s best.[...]

It’s been almost a year since we saw the game for the first time. What is the biggest thing that has changed in the design since then?

The game’s gotten bigger. We removed some elements we had been working on that fortunately we never announced, but we also added a lot of space and elements for the player to interact with out in the wasteland. We struggled for a while with the “fun” that occurs in a desolate wasteland, but we’re finally beyond that, and the game has the right mix of scavenging and survival, while constantly showing something new.

Seems we won’t have downloadable Dogmeat armor too. I’m sure Killzig is cursing the universe for that.

Spotted this at DuckAndCover.

Canard PC Eight Pages Preview Yet Again

I still couldn’t get the CanardPc magazine but, with the reservations that I haven’t seen it by myself, others did and here are some impressions, starting with Seboss at RPGCodex:

Seboss:I have the preview right here. It’s 6 pages long so I won’t do a full transcript but I could give you guys some more excerpts if you’re interested.

[right after the ability points allocation] Daddy comes back in the room, is very pleased by your agility [...] and cites an excerpt of the Apocalypse (“I am the Alpha and the Omega”), a passage of the Bible your former Mom used to like a lot, an element not so insignificant that should play an important role in the main quest.

Fade to black and you’re now at your tenth birthday, ready to get your Pipboy3000, “the indispensable companion of the modern man”. This scene introduces your first social interactions.
You’ll go then from a little flirt with a girl your age through the confrontation with a little bully desiring to strip you from your birthday cake, to a surrealist discussion with a schizophrenic Mr Handy.
And there, I feel reassured. The dialogs and the argument with the dumbfuck in the making come right into the series spirit. During your conversation with the little scum, the game offers you ten different dialog options: immediate cowardly capitulation, insult leading to a brawl, lies, [...] spitting on the cake before offering it to him. The list is more than satisfying.

Seboss: The author states that many dialog options have tags like [Lie], [Charm], [Intimidation], [Science] and so one. Very Biowary.

A little later, you’ll eventually receive your first AirSoft Gun, the famous RedRyder that allows you to familiarize with the combat system, then you choose your skills on the benches of the Vault’s school.
Teenage hood will also be the occasion to solve a number of optional quests that influence the perception the other vault dwellers might have of you, as well as your karma and your personality. Undoubtedly, these first minutes make me comfortably euphoric.
[...]
While I was expecting an outright treason of the Fallout setting, more because of ineptitude than vice, I have the feeling the game is spot on. The ambiance, scenery and lighting of the Vault seem perfectly faithful to the series, with just the right dose of rust to enhance claustrophobia.
[...]
In opposition to Oblivion and Morrowind that just kicked you into the game without bonds of any sort, this time Bethesda clearly states its will to make you a part of a community, to create relationships right from the beginning. [...] What is the better way to make the player feel lost in the irradiated desert and make him realize the importance of his mission than create a genuine bond to his home just before kicking me out.

Seboss: Well, kicking him out right away worked pretty well in FO1 if you ask me.

About the SPECIAL system:

First satisfaction, the SPECIAL system have really been kept, no facade without substance. Every actions in the game, from the combat to bluff attempts through gambling are resolved by dice rolls against your skills and abilities. However, we can observe a whole lot of discrepancies, starting with this confession painfully extracted from the demonstrator: atypical character builds, like very low intelligence characters, won’t have as many options as in the previous games. Some dialogs are heavily influenced by your IQ, however you can forget about your project of roaming the wastelands with a complete moron barely able to string two syllables together . What’s more shocking for hardcore integrists like me, you can forget about beating the game as a cowardly pacifist weasel: most combats will be inevitable especially during travels and desert and ruins exploration.

Seboss: The wastelands are 65% the size of Cyrodiil, blah blah, the game is supposed to have a lot of landmarks like collapsed buildings, junkyards, diners, motels and baseball fields. These places are inhabited by people influenced by the nature of the location. Baseball fields should have descendants of the Baseball Furries from the movie Warriors, stuff like that.
The author hopes these places won’t feel as generic as the bandit/goblin/wraith tombs of Oblivion , but he seems confident about that.

The game will have a significant dose of level scaling for the main quest. There are three difficuly levels (as you already know), but that seems a bit cheap.

Stimpacks won’t have any side-effects anymore. There are just the regular “Cure Light” potions now.

To this point, the author was pretty confident about the quality of the game. Now there’s the negative part:

Now here’s the point where things get messy. We’re going to get onto the thorny problem of the combat. [...] We’ll note that the developers repeated ad nauseam that the efficiency of your shots depend on your statistics and that the FPS skills of the player don’t have any importance, and that all shots fired in real-time mode will be automatically aimed to the torso. [Here goes a lengthy description of the VATS system]
The idea seems to stand theoretically, but in facts I’m far from convinced. Firstly, during the presentation, either he was wearing a Power Armor and holding a Gatling gun and fighting hordes of super mutants armed with heavy machine guns, bakookas and supersledges or fighting ghouls with a 9mm and wearing just a leather armor, the demonstrator was just standing there, shooting long bursts without using any kind of tactics.
Besides, aimed shots, possible even with a minigun, looked far less effective to me than just “run right next to the baddy and empty my magazine in one burst”.

Seboss: Ouch. He also says that “bullet time” death animations are just as pleasant as stuffing rusty nails in your urethra after the third one. Or something like this.

Continue reading

Bob’s Iguana Bits Market Stand Kit

From NMA:

Hello there, Fallout Fan. Why so glum chum? What? You haven’t gotten any Fallout swag?
Well, fret no more friend. You can make some yourself with the new Bob’s Iguana Bits Market Stand kit. It’s EASY and FUN! Best of all, it’s FREE! Yes, that’s right. So download yours today and enjoy the pride and prestige of owning your very own unofficial swag, suitable for office, den, trophy case, fallout shelter, Fallout shrine, etc.
Get yours today!

Available at an NMA download site near you.

Really good work Octotron, you can also get a Papercraft VaultBoy in the last issue of PCGamer US, but it’s not that good.

NMA: Brotherhood of Steel Contest Winners

nmacontest.jpg

The NMA Brotherhood of Steel Contest has ended, and we’ve got a winner:

Well, it was a busy month for many of us and we got a pile of submissions, but after lots of reading and a short period of fisticuffs over which one was the best, we’re ready to present the results.

Running away with first prize and his very own poster print of Defonten art is Tucker. He had a lot of competition to fight off, and we’d like to congratulate him on his win.

Closely behind Tucker are the two stories by Kirby Go and Aaron Moyer, both of whom just missed the grand prize but are still worthy of publishing here.

Besides the first three places you can check some of the other stories in this forum. Congratulations to the participants and NMA for a great contest.

Look What The Cat Brought In

dsc1.jpg

Right after I got this picture from a friend I also got the mag, I’m leaving for a few hours and will inspect it thoroughly.

In the meantime you can read more about the article and the pictures on the Bethesda Games Fallout 3 Forum, No Mutants Allowed, Falloutnow! (in German) and Nukacola (in French).

Emil Talks, People Talk About Emil

em.jpg

Discussions about Emil Pagliarulo’s interview with Next Gen and his thoughts as posted at the Bethesda Games forum continue, with NMA reporting on diferent reactions at qj.net, Destructoid and Evil Avatar.

On the Bethesda Games Fallout 3 forum Matt “Gstaff” Grandstaff had this to say:

Speaking with Emil this morning, it sounds like it’s something he’s willing to do more often. We’ll see.

Anyways, feel free to continue your discussions from yesterday/today here.

Jay “Radhamster” Woodward brought his idea about what Emil said on the issue of immersion in games:

My point was not the sort of point that needs sources, unless you want me to cite a book of logic. I was just saying that “FPP/RT equals immersion” is a different statement from “FPP/RT implies immersion” or even “for me, FPP/RT is typically the best way to provide immersion.”

On the other hand, quasimodo alluded to a “constant equating of FPP/RT and immersion.” That is the sort of point that needs sources: namely, examples of people saying that immersion in some sense requires FPP/RT. I highly doubt the existence of such examples, but I can’t turn over every rock in the universe to prove that they aren’t there.

The important thing to realize is that there’s actually no disagreement between Emil saying that FPP is the way to achieve immersion for Emil, and Brio saying that FPP isn’t important for immersion for Brio. Both statements are just subjective, personal statements about what’s effective for a particular person. Likewise, the statements, “for many people [FPP] isn’t even the most important way to achieve [immersion]” and “for many people FPP is a very important part of achieving immersion” can both be true. Because there are many “manys” in a “many.” wink.gif

Usermember Rabish 12 added this to what RadHamster was saying:

I think the “for me” in the quote you brought up really illustrates that. Emil’s surprisingly careful with his words a lot of the time, and seems to go out of his way to make it clear with most of his statements that he’s doing what he thinks works best or what he prefers. I think he tries to make it clear that he’s not saying “either it’s done this way or it doesn’t work”, but rather “this is the way we prefer to do it”.

It’s like what’s been repeated several times by Emil and (I think) others on the development team: they’re making the game that they think will be the most fun. I don’t think they’re ignoring the wants of the fanbase entirely, but at the end of the day it comes down to what they think is going to be the most entertaining way of doing things. That doesn’t mean that it’s going to have universal appeal, but… well, I think that designing a game based on what other people like is a huge mistake. Better that they make something that they’re passionate, and pour that passion into their work, than just make something that they’re pretty much indifferent about but that other people have a passion for, and end up releasing a soulless husk of a game.

And that got the seal of approval by Emil:

Rabish 12 — Very well said. You pretty much nailed it.

Later he added:

Damn, this thread gained some serious momentum.

Just wanted to let you guys know I’m still here. Still reading.

I know since that initial impromtu “interview,” a lot of you guys have posted questions about Fallout 3. I’m more than happy to talk about my opinions on things (well, most things). But I’m still not at liberty to share a lot of Fallout 3 information. I just wanted to make sure we’re all on the same page.

Anyway, great discussion.

That might cool things off a bit.

Follow

Get every new post delivered to your Inbox.

%d bloggers like this: