Pete Hines, Bethesda’s charismatic VP of Marketing is taking us through the game. “It’s set in Washington DC 200 years after the bombs have fallen. You have to eke out an existence and survive in this wasteland. It’s all about player choice.” […]
The Vault Boy is from the original Fallout titles on PC, and is the representative/mascot for Vault-Tec. “He epitomises that thumbs-up, smiley face, hair-just-so sensibility that makes the setting of Fallout so great,” says Hines.[…]
Indeed, the boys have really done their research, packing the locale with landmarks and scenery from the alternate-history Washington that you explore. “This is a different timeline from our own,” explains Hines. “Post-World War II this breaks off; buildings that existed before that split will still be there, like Capitol Hill or the Jefferson Memorial, but there’s also a lot of stuff there built after 1945. You might see a nuclear power plant or a factory just sitting in the middle of all these other buildings and go ‘that’s not supposed to be there!’” Walking out of the vault, through the mammoth circular door, past the bodies of the protesters trapped outside two centuries before, we spotted the Washington Monument in the distance, past the blasted buildings, warped terrain and giant ants…[…]
The Super-mutants are humans infected by FEV – the Forced Evolutionary Virus, designed by the military to adapt humans to survive in the post-nuclear world. Sadly, as well as making them tough, near-immortal and super-strong, it also normally renders them stupid and aggressive. “Once this virus takes hold it makes you sterile,” says Hines “so the only way to continue the race of Super-mutants is to capture people and infect them.”[…]
So why did Bethesda choose this setting for their next game? “I can’t speak for the original creators,” says Hines, “Tim Cain and those guys, but definitely what makes Fallout memorable is that 1950s sensibility set against this post-nuclear world. It was the Americana future they realized, that tomorrow land with robot maids and rocket cars and that sensibility that they had, that Leave It to Beaver ‘everything’s going to be okay’ outlook. In Fallout 3 people still cling to that idealistic view of how things are going to turn out, but everything’s just blown to hell. A lot of its flavor comes from this juxtaposition.”[…]
We can’t help but ask how the game is going to end, but thankfully Hines doesn’t spoil it for everyone by blurting it out. “We’re aiming for between nine and 12 different endings, based on the different choices made during the game.” Can you completely mess up and get a stuffed-up ending? “Depends upon what your definition of ‘stuffed-up’ is,” Hines says. “Can you get the complete evil bastard ending? Yes. Can you get the goody two-shoes ending? Yes, and all the variations in between. But you don’t get one choice; it doesn’t make sense that at the end of the game you get one choice that results in the Good or Evil ending, like Deus Ex. We wanted it to be based on what you did along the way, so those things have some meaning and bearing. You get to the end and you may still have a choice, but it’ll be limited.”[…]
The way Fallout 3 plays isn’t a million miles away from Oblivion – traversing the massive play area and spending your time taking on quests or simply finding interesting-looking locations and searching them for loot. It’s all freeform, apart from the storyline quests that drag you into the vast conspiracy that, presumably, your Dad has got mixed up in. True, the combat is far different from Oblivion but this is still set to be a masterclass in first-person role-playing. Horses are replaced by an on-foot fight for survival, potions are out and replaced by stimpacks and narcotics. This is an RPG with the airy-fairy goblin nonsense ripped out and replaced by pure grit.
Pete Hines delivers with some good answers, but the way the author of the piece talks about the game makes it like seems we’re talking about TeS IV:Now with Grit and not Fallout 3…
Anyway take a look at the awesome environmental art on the picture.