Fallout 3 Series At VideoGaming 247

Videogaming247 brings us a series of posts with a small interview featuring Pete Hines, first about the press response at E3 regarding Fallout 3:

“I think we’re pretty pleased,” said Hines. “A lot of folks that came to the booth were surprised they were getting to play the game and outside of a few things (perks, achievements, main quest) could go and do whatever they wanted in the time they had. We sort of feel like that’s what our games do well, let people do things on their own without forcing them.

“So I’d be walking around and people would be in completely different parts of the world. Some just exploring, some talking to everyone in Megaton, or trying a quest, and so on. So I thought that went well and the game showed well and the feedback seems to be pretty good from the articles and previews I’ve been reading.

“Obviously it’s more important what guys like you thought of the game than what I thought.”

Also about their presence in the upcoming Leipzig Games Convention:

“Yup, we’ll have a big presence at Leipzig,” he said. “That presence will take different forms for press and public, just for the purposes of scope, but we’ll definitely be there. Should be fun.”

And about downloadable content on the XBox360 and the PC:

“I couldn’t even tell you right now what the DLC would be, but our plans are for substantial stuff,” he said. “The equivalent of things like Knights of the Nine for Oblivion, where it provides many hours of gameplay, not just a one-off thing of an item (or items) or a hangout, or things like that.

About some perception mismatches that the playabale E3 demo may have caused:

Speaking to VG247, Bethesda’s Peter Hines has said that people may have been surprised by the level of violence in the Fallout 3 E3 demo simply because little of the RPG has been shown so far.

“I would chalk up the ‘mismatch’ to the fact that we hadn’t shown a ton on the game to folks up to this point, and that was intentional,” he said.

“We prefer to hold cards close to the vest and continue to put out new info on the game right up until it’s out, rather than having tons of info out there 9 or 12 months before launch and not having anywhere else to go.

“Once you show folks gameplay, and let them play the game, there’s a very different dynamic from that point forward when it comes to the press and public, and what they expect and want, and we’re very aware of that.”

And what’s next for us now:

“The next milestone for us is ‘get everything done,’” he said. “From a PR standpoint, we still have lots more things to see and show and talk about and we’ll be doling that info out over the coming months.”

Hines was quick to point out, though, that a move into the final push on the anticipated RPG’s development shouldn’t be an indication that there’s nothing left to reveal.

“There is tons of stuff left to see,” he said. “Half an hour you got to see at E3 is barely scratching the surface.”

There’s more on Videogaming247. They also give October 7 as the final release date in the Sates for the game, but that’s not confirmed as far as I could find out.


Fallout 3 Preview In Orange

Dutch Pc Gameplay has a Fallout 3 preview, here in a partial translation at NMA:

On every press conference where multiple games will be presented, there is always one game that is handled in such secrecy that you get the impression that it involves the launch codes for nuclear missile launch facilities.  During the Ubidays 08 this honor fell clearly to Fallout 3, the post nuclear RPG from Bethesda (Oblivion) and long awaited sequel to the successful Fallout-series of the 90’s.

For Fallout there was no flashy stand, no large bill boards or invited booth babes but a small forgotten room in the Louvres where you could only enter with four people at once after you had undergone a thorough bodycheck en had surrender all cameras and other high tech recording equipment. (…)
During each life phase you learn something new. From crawling in your box you learn movements, and during which you find the children’s book ‘S.P.E.C.I.A.L.’ which immediately sets basic skills (Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck). (…)
The real turn based game play of the originals is gone but through VATS (Vault-Tec Assisted Targeting System) you can stop the time to choose your actions.
This is where your perception and Agility choices come into play.

With a high Perception you will be better in discovering the weak points of your opponents and will increase the chances (expressed in percentages) to hit your target.
Each creature has six target zones with each zone reading your hit chance.
A shot in the leg can cripple him and a hit in the arm can disarm him or reduce the effectiveness of using his own weapon. A headshot can be fatal in one blow, cause blindness or can confuse the opponent for a long time.
How many actions you can undertake during such a VATS pauze is the number of Action Points which on their turn depend on your agility skill, the higher the skill the more Action Points[…]

We saw a nice example of the AI when our hero had to cross a camp of enemy raiders.
Confronting these openly would be equal to suicide so that was not an option.
As long as it was daytime the camp would be well guarded, but as soon as the night fell most of the raiders were snoring loudly and our hero could sneak past the guards to continue his journey.

You can read everything in Dutch on the magazine, and a bit more of the translation at NMA.