Hines and Trade Shows

Fallout fans at PAX2008/Photo Zacbond

Fallout fans at PAX2008/Photo Zacbond

Talking to Videogaming247:

Bethesda’s Peter Hines has admitted that showing RPGs like Fallout 3 at tradeshows like E3 and Games Convention can be a frustrating business.

“Sometimes, yeah,” he told VG247, when asked if showing such a large game to people in such a short space of time was problematic.[…]

Fallout 3 did come under some fire after E3, where journalists were allowed to play the game for 30 minutes.

“You play the game and you see what you think,” Hines said previously on the matter.

“At E3 we let people play the game for a half hour, and if in a half hour you can make up your mind one way or the other, OK. I don’t really get into judging the rightness or wrongness of it. I just give people a chance to play it and they draw their own conclusions.”


Soleil Noir Goes Into Fallout 3

Image Gryonline

Image Gryonline

Patrycja “Soleil Noir” Rodzińska played Fallout 3 at GC and published her impressions at Polish gaming site Gry-Online:

No recent game caused as much controversy and emotions as Fallout 3. For 4 years the fans of the series wondered whether the makers of Oblivion will manage to make a game as good as previous parts of the famous series.

Will Todd Howard’s team manage to compete with Timothy Cain’s? The Fallout brand is an enormous force. On one hand, it’s a self-driving locomotive, but on the other hand it might end up being a trap. Fallout, thanks to its post-nuclear atmosphere and immersive plot, ended up being a cult title. And every cult leads to fear of “desecration”. Therefore Bethesda should be admired at least for their courage.

* She likes the voice acting of Silver and sheriff Simms
* Silver is an ex-prostitute and a junkie, who’s trying to forget her past with the help of chemicals. She can tell you about the town and her history. However, all dialogue options, even the ones mean to Silver, seemed to lead to only one solution – helping her in her issues with Moriarty, the saloon owner.
* She thought that if she helped Silver settle the score with Moriarty, eating the squirrel-on-a-stick from her fridge won’t be anything bad. But it was – she lost Karma.
* She likes the art style, but is not very impressed by the graphics – in low details they’re too blurred, in high details they’re too sharp, with no middle ground.
* She doesn’t like the Lady Killer perk because it’s chauvinistic. Pete says that it’s not, because there’s also Black Widow.
* They do not plan to release the editor for now.
* They will make Fallout 4 and 5, and don’t count out making a new title aside from Fallout and TES.
* Pete says that all they did in Fallout 3 was initially based on Oblivion.

Her final word is that even if Fallout 3 does not live up to the expectations of the fans of the series, it might simply end up being a good game, whose biggest flaw will be it having the “Fallout” brand.
Furthermore, Fallout 3 and its promotional activities might remind players and non-players about Fallout 1 and Fallout 2.

Australians Go All Fallout 3 In Europe

Another piece about Fallout 3 from Leipzig, this time from Ausgamers:

I didn’t get enough combat time to determine if this is definitely the case, but I certainly found it harder to finish fights without using V.A.T.S. – even with all my leet FPS skills I struggled to take out some of the opponents. Using V.A.T.S. made it pretty simple, although there’s some initial weirdness because of the disconnect flipping between the free-flowing FPS mode and the cinematic V.A.T.S. mode.

The V.A.T.S. thing looks cool – some of the deaths are particularly spectacular and satisfying – but I’m not sure about the long term appeal. I found I couldn’t skip some of the death animations, which I wanted to, after some casual engagements.
I also would have liked the ability to move the camera around during these engagements – at least once in close-quarters fighting the automatically selected camera angles were up way too close against the character and very awkward. […]

There are some freaky random things that happen to keep you on your toes – I had a woman run up to me in the middle of nowhere begging for help because she was strapped with explosives. She ran off, not really giving me any opportunity to help her (bug?) and then exploded. Weird.

When I first saw video footage of Fallout 3, I was a bit disappointed with the movement. It really looked like you were just gliding across the landscape, with no sense of true movement at all. Playing it though felt nothing like that and even though there’s the normal bobbing gun animation (indicating movement), overall it felt pretty cool.

One thing that did bug me though was the jumping – it’s like slow motion moon jumping or something; you just bounce in the air and can actually move through the air as well (dislike because it’s just a bit of a disconnect from the gritty realism of the surrounding environment).

A Bit Late For Leipzig

Enclave Soldier

There’s a lot of catching up to do by this blog regarding Fallout 3 in Leipzig, so let’s start, with the help of NMA’s Leipzig news coverage.

First the spoiler heavy UGO Gamesblog Vault 106 walkthrough:

In no time I had my task: deliver a letter from a Megaton denizen to her relatives in Arefu, a nearby settlement built in the middle of a raised section of the DC highway. And so I was off, setting my waypoint on my pipboy and heading straight for it. A few giant moles and rabid dogs pestered me along the way, but for the most part, things were going smooth, until…

Until I got distracted. You’re a man with purpose, and suddenly something pings on your map, and you just have to check it out. The phenomenon happened all the time in Morrowind and Oblivion (and even in Fallout 1 and 2), so it’s not a big shock that it happened. I was just more surprised as to how easy it was for the game to take me off course.

What drew my attention was a sign pointing to a nearby fallout shelter. Not Vault 101, mind you…I was quite a ways from my old home. No, this was Vault 106. I made my way into a cave dug into a large cliff and quickly discovered the telltale massive vault door. A switch in front of it blinked expectantly and, much to my surprise, the vault door clanged open the moment I touched it, gears and levers sliding out of place like the day it was built.

Next up is Gamespot:

We encountered some new enemies after leaving the house: huge insects such as the bloatfly, as well as new armoured human characters called raiders. We used the VATS system (see previous coverage) to take out most of the enemies that we came across, and then played around with stealing more of the things that were left behind. One of the raiders was wearing a hockey mask for protection, and we were able to remove it from the dead body and wear it ourselves. You can press the left bumper to switch to a third-person view, and you can then use the right analog stick to tilt around your character to check out the view from the front.

After making it through the Meresti Trainyard and its abandoned train wrecks, we came across the outskirts of a small settlement. The problem was that it was protected, and we were immediately shot at by a sniper upon entering. We spun around and tried to use the VATS system to hone in on the sniper, but we couldn’t see them, and they’d soon incapacitated us via our arms and legs. When we reloaded the game, we decided to head back and check out the school that was not too far from the starting bunker. The building had been torn apart, but a number of books and chalkboards remained complete, with writing from children and teachers. Underneath the school, a small dungeon with a number of raiders awaited, and we were able to pick up a sawed-off shotgun as a reward for heading inside.

And now MTV Multiplayer Blog:

During press demos, I like to try things I don’t think the developers are expecting. So when I stepped my character out of the vault and fumbled with the buttons on my Xbox 360 controller, I wasn’t just reacquainting myself with the mechanics of a game I hadn’t played since a pre-E3 event in June. I was also trying to find surprises. Hitting the 360 controller’s back button, I got my wish. Tapping the button brings up the option to make time pass more quickly. I jumped the game’s clock 12 hours. I would roam the D.C. outskirts at night. I bet the E3 gamers didn’t do that either![…]

I chose a different path, a path that left me securing my very own house in Megaton with my very own robot butler. I could get a haircut from this butler. Or I could get amusement. That’s what I selected, and he/she/it told me a joke. It was about two electrons walking into a bar. One saying it lost an electron. The other asking: “Are you sure?” Response: “I’m positive.”

I asked my robot butler to tell me another joke. The robot butler replied: “My humor emitter ray needs recharging.”

And finnally GameSpy:

Killing enemies in Fallout 3 is very satisfying, and not just because of the finely blended real-time first-person shooting and the tactics-heavy strategy of the VATS system. It’s also fun because of all the loot. You’ll literally strip your victims down to their underwear when you loot their armor, steal their guns, and empty their pockets of valuable bottlecaps, the currency of the wasteland.

The itemization abounds, with many different kinds of food (like delicious dog meat, squirrel-on-a-stick, and Fancy Lads snack cakes), drink (dirty water, Nuka Cola, all kinds of booze), weapons, armor, and drugs. You may want to indulge in some recreational drug abuse to fight off the effects of radiation or to give yourself a little performance-enhancing boost, but the dangers of addiction are very real.

Again thanks to NMA.

IGN Leipzig Fallout 3 Hands On

SuperMutants guarding the Police Station

From IGN, also with the PC version:

Outside the doctor’s quarters I ran into a man named Flash who was eager to brag about the amazing gun he was carrying. He also informed me that Big Town is constantly raided by Slavers and Super Mutants and that the former had just taken a few people hostage in German Town. I picked up the quest Big Trouble in Big Town when I offered to help out with the hostage crisis and had German Town added to my map.

Heading toward the waypoint I accessed my Pip Boy to get an overhead view of the terrain and see how long the walk would take. I only had to kill a few Raiders under a glowing moon before arriving at the German Town police station where I really got to put VATS to the test.

In my previous encounter I had dispatched of my enemies quickly without running out of the necessary action points required to queue up more attacks. The Super Mutants guarding the police station were a completely different story. I was able to land a few shots with my new rifle before one of the mutants barreled toward me to lay on some damaging blows. I had to change my grenade hot key to stimpacks and took to running away instead of charging forward. Unfortunately it was here that my time with the game ended, though I could’ve easily spent the rest of the afternoon entranced by Bethesda’s latest.

So far the only apparent differences between the two games, besides the controls are that the PC version is slightly superior in the graphics department. Both versions were running well and suffered from none of the hang-ups that usually bog down unfinished games. You can be sure we’ll have more on this game in coming months.

Gamersglobal Plays Fallout 3 PC

From Gamersglobal in Leipzig:

Now, at GC in Leipzig, we spent about an hour with the PC version of Fallout 3 (which is supposed to have the same gameplay) and could verify most of what Pete told us. V.A.T.S. no longer felt too mighty, and in fact, we were able to cripple the limbs of a super mutant without killing him, as it should be. Still, a successful V.A.T.S. shot can instantly kill an opponent if the damage to the limb brings his overall hitpoints to zero. For example, we shot 2 times at the left arm of a raider; the first shot hit and made him lose his weapon, the second shot crippled his arm, at the same time killing him. We are STILL not quite convinced about V.A.T.S., because our standard tactic was to try to get very near the opponents, who didn’t seem to hit us much better than over a greater distance, and than entering V.A.T.S.: With this tactic, the relative low range of our pistol or hunting rifle didn’t count, and we could hit our target with a to-hit probability of 80 to 95 % percent. The opponents, on the other hand, do not have V.A.T.S.[…]

Overall, we liked the PC interface better than the Xbox interface, for obvious reasons: You don’t need to scroll to get to a specific weapon in your PIPboy (which you acticvate by pressing TAB), you simply click on it. Most actions like V.A.T.S. are confirmed with “E”, which is also used for “use something”. There are specific graphical settings (sliders) for the distance actors (npcs), items, objects (whatever the difference is), grass, shadows, light, specularities fade. You can also chose the level-of-detail distance for objcts and trees. Of course, most buttons Fallout 3 uses on the console gamepads are mapped to the keyboard. For example, you can apply Stimpacks by pressing “2” or switch to the world map by pressing “F3”.

There’s more info there, and I’m sure I know the screenshot they use from somewhere 🙂

Atomic Ninjas talk Fallout 3: The Compilation


In late August I reported that No Mutants Allowed got inside the Fallout 3 demo presentations and got a few Q&A sessions with Pete Hines. They went to the Bethesda Games Fallout 3 forum and replied to questions about their viewing of the Fallout 3 demo. You can find part 1 here, part 2 here, part 3 here, part 4 here, part 5 is here, part 6 here.

Or you can go to the articles section and read Atomic Ninjas talk Fallout 3 and the Sequel, a compilation of most of the exchange of words on the forum. Thanks to everyone that posted the questions, and kudos to Brother None and Suaside, the intrepid Atomic Ninjas!


Fallout 3 at GameBanshee


Gamebanshee has a new Fallout 3 preview, made by Brother None:

Fallout 3, the sequel to the 90’s RPG classics Fallout 1 and 2, has been in pre-production since Bethesda Softworks purchased the rights to work on the title in July of 2004. The latest sequel has had a bumpy ride even before Bethesda started with its latest production after finishing The Elder Scrolls IV: Oblivion. The media reception has been nothing short of ecstatic, while discussion across the web shows that there are some doubts among consumers.

All said and done, the game surely has captivated the interest of many. There have already been many previews based on the same demo, but you can never have too much information. So I sat down, pen at the ready, as Pete Hines took control of the demo at the 2007 Games Convention in Leipzig, Germany to show us around Bethesda’s imagining of Interplay’s classics.[…]

Did you like Oblivion? Well, Fallout 3 is promised to be a much-improved version of that game, and with no significantly different design approach is almost guaranteed to be at least enjoyable by fans of the previous Bethesda game.
Are you a big fan of the recent evolution of RPGs? Well, the sand-box action-filled Fallout 3 might be right up your alley, though this will depend on how well the combat system plays out and how much Bethesda is able to fix its own vision of the game.
Are you a big fan of Fallout and did you expect a sequel to hold close to the originals design in both setting and gameplay? Set it and forget it.

Bn the game isn’t set on the West Coast. Please fix.

Fallout 3 Atomic Ninjas part 6


In late August I reported that No Mutants Allowed got inside the Fallout 3 demo presentations and got a few Q&A sessions with Pete Hines. They went to the Bethesda Games Fallout 3 forum and replied to questions about their viewing of the Fallout 3 demo. This is the sixth of a series of blogposts with an edited version of those sessions. You can find part 1 here, part 2 here, part 3 here, part 4 here and part 5 is here. So let’s roll:

Will AP become useless if you never use the V.A.T.S. system?

BN: It does not appear to have any function outside of VATS.

Sua: From what we saw, probably, yes.

I hope npc reactions are improved allot more in the final game. Like when you pick up the laser rifle from the soldier the BoS soldiers should force you to give it to them and give you one of their Chinese assault rifles instead.

Considering their excessively possessive nature in FO1/2 when it came to technology… well. Pretty unlikely they’d even let you near the laser rifle.
The lack of helmets is also unsettling I would rather have BoS soldiers wearing patched up helmets and marking their armor to show rank or identification. If the only reason they don’t wear helmets is so you can identify them. Then just have them remove their helmets to talk to the PC when no combat is going on.

Not to mention (grandfather) Maxson was killed, hit in the head during a raid because he wasn’t wearing his helmet. I’m pretty sure the BoS learnt their lesson after that…

But of course, a helmet doesn’t let you show much facial expression during dialog. I could understand the leader being helmetless for that purpose, but nearly the entire squad? Un-bloody-likely.

I’m more concerned about the disparity in rad counts between the too-ubiquitous mushroom clouds and the “tap” water… sure, one is ingested and that explains the rad count to an extent but… come on?

Probably just a demo thing, tho’

Relaxing? Or maybe tired of all the (endless) fighting? Like in war-weary and disenchanted by the whole mess? You know, like in the anti-war movies.

No, it’s definitely just bad/unfinished AI scripting, just like the soldier shouldering his gun the moment the bomb hits. They need to do some work there.
Which I think is the value here:

Remember how all those previewers were ecstatic about the improved RAI? Well, guess what, you don’t actually *see* improved RAI anywhere in the demo, all those previewers have to go on is the promise that RAI will be better. All the RAI I saw in the demo was *exactly* like it was in Oblivion (with the possible exception of combat AI)

Does this mean that mutants are only out to kill you or what?

Basically, Pete Hines was talking about dialogue as a valid option and then just threw out “obviously, that doesn’t go for supermutants.” Might’ve been a joke, might’ve been inaccurate, it didn’t sound very definitive to me. But supermutants are “the enemy”, that much is clear. Whether or not you can talk to them and how much backstory they have I don’t know.

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The Mags Happy Hour


Jeff Green

In the October issue of Games for Windows there’s a piece by Julian Murdoch about Fallout fans, with the mandatory complaints by Jeff Green. I will read it before passing judgments though.

Still in the magazines side Portuguese gaming mag BGamer has a GC Fallout 3 demo article, here’s a rough translation of the introduction:

You can’t hide that we’re on a post-nuclear Oblivion, a mix of a futuristic period full of guns, vehicles and past architecture- something similar to the universe of the old Mad Max series.

The truth is weren’t all the features that sent the last Elder Scrolls to the top of the consoles and PC that we were dying to see in this new Fallout 3?

Er, no, I wanted something different this time,maybe it’s just me.

Fallout 3 Atomic Ninjas part 5


In late August I reported that No Mutants Allowed got inside the Fallout 3 demo presentations and got a few Q&A sessions with Pete Hines. They went to the Bethesda Games Fallout 3 forum and replied to questions about their viewing of the Fallout 3 demo. This is the fifth of a series of blogposts with an edited version of those sessions. You can find part 1 here, part 2 here, part 3 here, part 4 here.

I’m always against heavy focus on graphics, but I have to say that from Hines explanation (and a bit of reading up since I was unfamiliar with the technology), the parallax occlusion mapping helps *a lot* on designed a wrecked, ruined world, and it works extremely well on a number of ruins.
The “realistic bullet holes in ground!” thing I can take or leave. But it works well for environmentals, too

Why, oh why is behemoth a colector of corpses which he apparently enjoys carying around on his back?

The Behemoth kind of strikes me as a irrational monster type. A kind of bad version of Frankenstein (Frankenstein’s monster was actually a highly rational though evil being, read the book), a horrible result of an experiment.
Little wrong with the Behemoth itself. Its introduction is stupid and unfitting and its description as an endboss just physically hurts.

The only fallout part of all of this is the vault. Once they go out everything basically falls apart.

Looses much of its consistency. Not really ‘falling apart’.

Hey guys, I got a question regarding the dialogue. When you start to talk to someone and the dialogue options come up, how was that handled, visually? I mean, on the original games, there came up a little HUD thing, you know?

Same as Oblivion.

Well…at least you can still shoot people in the eyes..or there is a chance that when you shoot someone in the head, it may blind them.

You can’t target eyes. Headcrits can blind.

All that said, Brother None, you say that one of the ants got stuck in a tree. What did this tree look like, and how often were trees seen as part of the landscape?

Didn’t see much trees. They all looked dead.

Were the NPC voices very different from one another? Was the voice acting believable?

BN: Very different? No. But different. But I’ve only heard key NPCs talk.
Voice acting was somewhat bland. I hate to rag on Liam since I kinda like him as an actor, but voice acting just isn’t his thing, and it shows here.
Sua: We didn’t have many dialogs, but from random sounds it seemed just fine. Of course hard to tell from such a short and scripted demonstration…
Those that did have longer dialogs, they didnt seem very ‘special’. In FO1, each person had his own character and it was easy to see and hear in the talking heads. From fatass Gizmo’s slobbering, to Aradesh’s “Yes Yes Yes”, to Sulik’s “what can we and I do you for?”, etc. the npcs didn’t have such extremely distinctive characteristics.
And Liam Neeson came over as rather bland. Especially for the price they probably paid him…

How did the interface look and did you like it?

Interface is ok, though I’m not sure if the whole compass thing is a good idea…
I liked the pipboy interface (though too ‘console-y’) it looked nice. The scanlines etc were well done.

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Fallout 3 Atomic Ninjas part 4

In late August I reported that No Mutants Allowed got inside the Fallout 3 demo presentations and got a few Q&A sessions with Pete Hines. They went to the Bethesda Games Fallout 3 forum and replied to questions about their viewing of the Fallout 3 demo. This is the third of a series of blogposts with an edited version of those sessions. You can find part 1 here, part 2 here, part 3 here. Most of the answers on today’s blogpost come from Suaside:

Stupidly unimportant question, but when sneak was activated was there a change in animation, reduced speed?
Obviously change in animation would not be noticeable if the camera was in FPP.

I do believe he went into a crouch (or duck a bit) & slowed down a bit. there was as we mentioned a sneakbar in the middle of the screen.

Was there any mention of Burke being a real estate developer, or was it just a bad joke of one of the other previewers?
Well, it’s only an early demo, maybe it will be fixed in the final game.

No mention of it, but he does kinda look like one (which is what I assume was the previewer’s point)

On the Mr Burke dialogue, would certainly hope that what was reported from the demo: “I represent certain interests”, “Megaton is a blight, want to help me destroy it?” is not the extent of his entreaty (certainly likely to be more, doubt they’d reveal all in the demo). How realistic would your character be to accept such a weak proposition? I’m sure the monetary gain could not be that large, assuming the quest is early in the game (certainly could be invalid), that would break the economy somewhat.

Blowing up a town with a nuke for a pittance does look farfetched…
But I usually play a good guy anyway. Kinda my nature.

Just noticed that you can ask for 500 caps extra, seems caps are in as currency, guess everyone already knew this, but I must have missed it previously.

Already noted many times before.
You can also use the caps as shrapnel on an explosive you can craft (why not use tin cans, sheet metal, lead balls or simple bits of metal instead of currency baffles me…).

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Fallout 3 Atomic Ninjas part 3


In late August I reported that No Mutants Allowed got inside the Fallout 3 demo presentations and got a few Q&A sessions with Pete Hines. They went to the Bethesda Games Fallout 3 forum and replied to questions about their viewing of the Fallout 3 demo. This is the third of a series of blogposts with an edited version of those sessions.

I’d imagine they’ll give Perception more skills, since with the real time system it’s losing Sequence.

Perception heavily influences VATS and I think influences to-hit percentages (which operate in RT too) already, so it’s not losing much.

I only saw the skill screen for a split second. I *think* I saw all the gun skills, unarmed, melee, speech, barter, science and repair, but I’m very unsure.

Stupidly unimportant question, but when sneak was activated was there a change in animation, reduced speed?
Obviously change in animation would not be noticeable if the camera was in FPP.

Camera was FPP, so I don’t know. I think the PC slowed down a bit, don’t remember how much.
Pete had an easy time of it sneaking past the supermutants. Might’ve been a buffed up sneak skill, too

The whole cannibal thing was bad enough. This reminds me, I think I forgot one thing. Time to check my notes…

Oh yeah, two other stats that showed up besides “corpses eaten:”
unique weapons created” (or “crafted,” my handwriting got a bit scribbly there)

Stupid I forgot to note that down. Oh well, consider it a Bethesda forums exclusive.

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Fallout 3 Atomic Ninjas part 2


In late August I reported that No Mutants Allowed got inside the Fallout 3 demo presentations and got a few Q&A sessions with Pete Hines. They went to the Bethesda Games Fallout 3 forum and replied to questions about their viewing of the Fallout 3 demo. This is the second of a series of blogposts with an edited version of those sessions.

So let’s see what SuAside and Brother None had to say:

I’m 85% sure the 38 character limit is history. Thank Frith for that.

I liked the sound and look of speech mechanics. I’ll have to see more, tho’, a lot was left unclear. Too little speech in the demo.

I’m still not swayed by the whole THE SUPERMUTANTS ARE ORCS thing, as the old ones were basically shrek meets a hardware store.
It’s a tough one. I guess I’m too allergic for generic looks, and this was just too generic for me.

I do not completely understand this bit. I loved the floating texts in Fallout, will this be similar or different (or completely different, nonexistent)?
I also can’t remember the greeting text in Oblivion, so if someone can explain in detail or give examples.

Well, floating texts in Fallout’s had more of a filler or single reply purpose. It didn’t happen (often) that you would walk up to someone and he’d go “come here, I’d like to talk to you,” this happens here. While you’re walking up to the sheriff, he starts talking about Vault 101 and your jumpsuit. You can then chose to initiate dialogue, he doesn’t. I remember Oblivion doing the same.

Since we still have no official screenshots of ladies in Fallout 3, what was your impression of her looks?
She was covered in plated armor with most of her head covered too. So “no impression.” Her face was just a face, not noticeably female from my memory, but better-looking than Oblivion

And the random floating texts (from bums and such) are replaced by speech or are they present?

No floating text. They’re talking, RAI-Oblivion style. Examples include the people in Megaton carrying on a conversation I couldn’t quite catch, the guy praying to the unexploded nuke and the man and woman in Moriarty’s bar

So not even in the demo did they show any women, properly *sigh* shrug.gif

Well, I *think* one of the NPCs chatting in Megatron was a woman, and one of the NPCs in Moriarty’s bar definitely was, but I didn’t get a close look at either, I was scribbling.

I’m especially curious about AI and how ‘far’ they got in programming it yet after the desciption of some of the gameplay.

Depends on what AI. A lot of events looked scripted to me. Combat AI was sloppy according to SuAside (I wasn’t paying attention to that)

If I read it right the Nukepult did damage but ‘seemingly’ no area damage?

The BoS also took no notice of standing in/near the blast radius of an exploding car. I think something was wrong with their damage reaction, period. Maybe they were just immortal for sake of the demo.

And you saw shooting with projectile weapons and with laser – anything else? And did the effects differ? (When hitting a target)

Hunting rifle, Chinese assault rifle, laser gun, Fatman. That’s all you see the PC use, NPCs also bite (ants) and swing with super sledges and a fire hydrant.
I did not see the effects or death animations differ (the Behemoth appeared to have a separate, special death animation). Laser didn’t have a different effect from bullets that I could see.
I do remember seeing one supermutant reach for his right shoulder with his left hand after being hit there in slow motion.

So is the behemoth a USA (Ultra Super Mutant) or is it something different? (from what I have seen from the behemoth, i find them “better” looking then the SM, or atleast having more character and more buffed like the original ones)

The Behemoth is unexplained beyond being “the super mutant endboss”

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