Fallout 3 Reviews

The reviews of Fallout 3 are pouring in, here are a few examples:

  • PC Action Germany: 90/100
  • Official Xbox Magazine: 10/11
  • Official Xbox Magazine UK: 9/10
  • PSM3: 90/100
  • PC PowerPlay Australia: 90/100
  • PC Gamer Sweden: 81/100
  • PC Gamer UK: 90/100
  • PC Zone: 91/100

Most of this was spotted at NMA and Planet Fallout.

Amazon.co.uk Missteps

From Planet Fallout:

Amazon.co.uk has been sending e-mails for the people that pre-ordered the Fallout 3 Special Edition with some bad news:

Dear Customer,

We wanted to give you an update on the status of your order #XXX-XXXXXXX-XXXXXXX. We are sorry to report that the release of the following item has been cancelled:

“Fallout 3 UK Collectors Edition (PC)”

This item has now been cancelled from your order and we can confirm that you have not been charged for it. Please accept our apologies for any disappointment or inconvenience caused.

If you took advantage of a promotional offer when placing this order, this cancellation may affect your order’s eligibility for that offer. If you discover this to be the case, please contact customer service so that we may investigate. You can send an e-mail to customer service from the following URL:

http://www.amazon.co.uk/exec/obidos/tg/browse/-/502564/ref=cs_hd_cus_1

You can still pre order the game in all the stores in the UK that have the Collectors Edition. Bad Amazon.

Fallout 3 Gold! It’s Official Now

Fallout 3 Special Edition, coming in October

Almost here

From the Official Site:

October 9, 2008 (Rockville, MD) – Bethesda Softworks®, a ZeniMax Media company,  announced today that its highly anticipated title, Fallout® 3, has gone gold and will be available on store shelves and online in North America on October 28, in Europe and Australia on October 30, and in the UK on October 31. Developed at Bethesda Game Studios – creators of the 2006 Game of the Year,  The Elder Scrolls IV: Oblivion®Fallout 3 is slated for release on the Xbox 360®video game and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system, and Games for Windows.

Fallout 3 has been the biggest project we’ve ever undertaken,” said Todd Howard, game director for Fallout 3. “It’s been a long journey and we’re really happy with how it turned out. We can’t wait for everyone to get a chance to play it.”

Fallout 3 features one of the most realized game worlds ever created. Set more than 200 years following a nuclear war, you can create any kind of character you want and explore the open wastes of Washington, D.C however you choose. Every minute is a fight for survival as you encounter Super Mutants, Ghouls, Raiders, and other dangers of the Wasteland.

Fallout 3’s first review is featured as this month’s cover story in Official Xbox Magazine, hitting subscribers now and on newsstands October 21. Hailed as one of the most anticipated games for 2008, Fallout 3 has already won numerous awards including Best of Show from the official Game Critics Awards at E3 2008, a selection voted on by an independent group of journalists from 36 leading North American media outlets that cover the videogame industry.

Fallout® 3 has been rated Mature by the ESRB.

When Emil Speaks An Angel Gets Some Wings and a Beard

Emil Pagliarulo

Emil Pagliarulo

And Emil Pagliarulo decided to reply to an impromptu interview on the Bethesda Games Fallout 3 forum:

Can you target cars in VATS to explode?

Emil: No, you can’t. We actually experimented with that for a while, but found that the “battlefield” got so littered with “explodable” objects that you ended up having too many targets to cycle through, or the the camera would autozoom onto a car instead of the target you wanted, etc. So, like a lot of things, we started off that way, played the game and realized it didn’t work, and changed it.

Does stealing cost less -karma then murder?

Emil: Yes, definitely. I find that’s how I maintain my “Neutral” karma level with my current character (crazy Raider-looking girl named Fahrenheit) — I’ll generally be nice to people (which earns good karma), and then rip them off blind (which earns bad karma). If I were to go around murdering people, I’d jump pretty quickly down to “Evil.”

Can an evil character make a redeeming decision and become good and vice versa? (and it makes sense)

Emil:Yes! That became one of our big goals, actually — redemption. There are ways a completely good character can turn evil, but that’s easy — just go on a killing spree. But there are also ways for a completely evil character to turn good. You can complete quests in an obviously “good” way, donate money to a church, give purified water to a better, etc. etc. So yeah, we definitely support that.

I had one character who was totally evil. I blew up Megaton, went on a killing spree… and then Dogmeat taught me how to love. Role-playing FTW!

Every time Emil speaks on the forum there is much rejoicing in the Elves community and the Brotherhood groupies. Ausir isn’t very pleased with the last answer though. Thanks Incognito for the heads up.

PSU Interviews PH

PSU interviews Pete Hines:

PSU: How do you intend to make Fallout 3 approachable to those who haven’t played the earlier games in the series?

Pete Hines: Well, we make sure you don’t have to have played the previous Fallout games to understand what’s going on in Fallout 3. Obviously the control scheme should be familiar with folks who have played a 1st or 3rd person game. That was one of the nice things I heard at PAX from a number of folks is that they felt like the basic controls were pretty intuitive and seemed to pick up on things like how to use the Pip-Boy or the V.A.T.S. combat system pretty quickly.

PSU: We’ve heard there will be different factions/gangs throughout the game. Can you join any of them and how will they play a role in Fallout 3?

Hines: There are a lot of factions in the world, but you can’t join them. They’re groups you interact with and decide how you’re going to deal with them. How will you deal with the Slavers when you find them? Will you try to free slaves and be a good guy, or try to profit from working with the Slavers? But there aren’t groups you join and try to become the head of or anything like that.

PSU: Are there items, aside from power armor, that boost stats or skills? What can you tell us about them?

Hines: There are items you can find that will give you a boost to certain skills, whether it’s your original Vault Suit or the Sherrif’s Duster or any number of other things.

Joystiq Fallout 3 Special

Fallout 3 booth at PAX/Picture Joystiq

Fallout 3 booth at PAX/Picture Joystiq

Joystiq also played Fallout 3 at PAX, and has an interesting piece to prove it. Here’s a snippet from some quick notes at the end:

  • On the topic of sex. “We haven’t pushed the limits with sex,” said Pagliarulo. “We found that the whole adult content thing, we knew we’d have crazy over-the-top violence and have kids in the game, and dealing with attacking them.” Pagliarulo cited Mass Effect as a game where it was important to the story. In Fallout 3, he said, he didn’t want to make sex “a joke and cheesy,” much like excessive profanity (a lot was cut out, apparently). “The closest you come to any of that is renting a room and [a woman] sleeps next to you. It’s implication.” That happens for either gender.
  • There are characters you can infer are gay. “We don’t make a big deal out of it,” he said. “To us, they’re people.”
  • Here’s an SAT analogy. Computers : Fallout 3 :: Books : Oblivion.
  • For more, check out our interview with Executive Producer Todd Howard.

Again thanks to Incognito.

No Trophies, No Love For the PS3

Sad PS3 box

Sad PS3 box

Thanks to Incognito I saw at Kotaku that there won’t be PS3 Trophies at launch for Fallout 3:

In an interview with PlayStation Universe, the company’s dashing Vice President of Marketing Pete Hines revealed that trophies won’t be making an appearance in the game…at least not initially.

“Not at launch…It remains to be seen what we do down the road. It wasn’t something we were able to incorporate into the game for launch.”Not all that surprising, considering the company’s documented preference for the Xbox 360.

Howard in PAX MP3

Picture Joystiq

Picture Joystiq

Joystiq has an audio interview with Todd Howard:

In an interview with Bethesda executive producer Todd Howard we discussed Fallout 3’s lack of a MOD support and this generation of consoles. While Howard admits the team wants to add support for user generated content he confesses adding the feature — which was included in The Elder Scrolls IV: Oblivion — is a daunting task for a team eager to complete the epic adventure.

Also check their puppet gallery.

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.

New Interview at EuroGamer

Eurogamer interviews Pete Hines, and this one is rather interesting for a change:

Eurogamer: A lot of the humour in Fallout 3 revolves around ironic juxtaposing of cheerful utopianism and grim reality. Is there a line at which that becomes trite?

Pete Hines: If it’s overdone and it’s not in the right tone, it absolutely does. Our lead designer is Emil Pagliarulo, and one of his key functions is to go through and do the humour check. You’re trying to get gradations and you’re trying to be careful about how many times you’re presenting something to the player. I’ll use an extreme example: swearing, when used appropriately, is really funny. If it’s in every sentence you read it’s just annoying; you’re just trying to hard to be edgy. You have to ask, “How much are we using this, and is it appropriate for the person who’s saying it?”

Eurogamer: Do you think there’s a reason games avoid humour so much?

Pete Hines: A lot of times it ends up being a distraction. Done poorly, it is horribly and terribly destructive to the vibe you’re trying to set. Humour gone bad is worse than just about anything else you can try and do in a game. Even violence gone bad can still be almost comical in its execution. But humour? Nothing sucks the soul out of an experience than somebody who’s clearly trying to be funny but is not. So I hope we’ve done a great job of balancing that and not going over that line.

Eurogamer: How much of the design for Fallout 3 is a reaction to your work on Oblivion as much as your ambitions for the Fallout series?

Pete Hines: The reaction to Oblivion is very much a case of, “How do we do this better when we do it in Fallout?” opposed to, “Oh we always wanted to do this in the Elder Scrolls, but now we’re doing Fallout we’ll just put it in Fallout.” There’s none of that. Fallout’s already such a rich series, such a great playground to work in, with the vibe and the tone and the moral choices.

What we really brought from Oblivion is just stuff like feedback on levelling. People didn’t like the way the world levelled with the player, so we’re going to do this differently. It’s things like working out how to sculpt the experience for the player in terms of quests and giving you choices. We want to give you more choices in how to finish a quest rather than fewer choices and a lot more quests.[…]

Eurogamer: Were you tempted to make the Karma system a little more morally ambiguous?

Pete Hines: One of the things we really tried to avoid is surprising the player with whether they’ve been good or bad. We wanted to be clear to you that you’re making a conscious choice to be one or the other. I’ve played games where I made a choice and I thought I was being the nice guy, and then it’s, “Wait, wait, why is he upset?” We didn’t want it to be a surprise. Sometimes it’s a surprise in terms of how a person reacts if you are being a jerk, but it’s not a surprise as to whether you’re good or bad.

Thanks marusia on the Bethsoft Fallout 3 forum.

EB Games Australia: Fallout 3 Release Date

Fallout 3 Special Edition, coming in October

Fallout 3 Special Edition, coming in October

Here’s a press release from EB Games as seen on GamerChip:

Fallout 3 MA15 and coming October 17th!
11/08/2008

Today is a great day for Australian Fallout fans! After recent news that Fallout 3 had been refused classification by the OFLC, many of us were worried that we wouldn’t see one of the biggest game of the year. But fear no more – the OFLC has just awarded Fallout 3 an MA15 rating for Strong violence, drug references and coarse language.

Not only that, but the new release date of October 17th has now been confirmed by RedAnt, as well as the EB Games exclusive Collector’s Edition!

So get pre-ordering Fallout fans! Numbers of the super-hot exclusive Collector’s Edition are limited, and it’s not something you want to miss out on! You can check out more details of this EB Games exclusive Collector’s Edition by clicking on a pack-shot below.

This date is still not confirmed by Bethesda Softworks or the Australian distributor Red Ant.

Also VideoGaming247 adds this mysterious note:

Bethesda has yet to confirm a PAL date despite saying the game will ship in the US on October 7 at E3.

Now that’s new to me…

Australia and Fallout 3: The Saga Continues

This is what happens when you try to understant the OFLC

This is what happens when you try to understant the rating system in Australia

From IGN:

And so, the epic saga comes to a close – Fallout 3‘s OFLC report has been made available to IGN AU; the contents outline the reasons behind the reassessment of Bethesda’s post-nuclear RPG in Australia by the classification board.

The biggest points to take away with you are that the essential nature of drug use in the game has not been altered dramatically:

“The drugs depicted are fictional; drugs are depicted as stylised icons on a menu with the drug use itself not depicted. Whilst navigating a post-apocalyptic futuristic landscape, players can invoke the use of a variety of “chems” listed by fictitious names which include “Buff”, “Rad-X”, “Psycho” and “Ultrajet”. Within the context of the game’s narrative, the player may choose to make use of these “chems” to alter the physiological characteristics of their character in the game.”

The report is vaguely worded, but it suggests the drugs are still present – though, perhaps relabelled and not shown to be imbibed by the player’s character. Is that a big deal? If the end result is the same and you still get the nudge-nudge nature of drug-use and abuse in the game, then we’d argue it’s not. Does it still undermine the artistic process? Or does the decision impact social freedoms? Well, that’s up to your point of view.

Spotted at Videogaming247, you can find the entire OFLC report here.