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Fallout’s strength lies in its flexibility. Players can easily create any type of character through a simple interface. The game’s plot isn’t linear, either; you can seek out people who’ll help you build a new water chip, or just steal one from another vault, or you can even blow off your quest altogether.

Just be ready for the consequences. The iconic, mouse-driven interface makes navigation and combat a breeze though it’s worth taking a peek at the manual, too. Conversations come to life through eerily realistic facial animations, and the main graphics shine with detail, while expressive dialogue and other crisp audio elements complete the post-apocalyptic scene.

Interplay set out to create a « real » role-playing game for the PC, and it’s more than succeeded. Even mild fans of RPGs will find Fallout easy to fall into. World War Three has come and gone with the attendant nuclear holocaust, and life is rough. Stop me if you’ve heard this before Assuming that the radioactive world outside your door does not contain a friendly Wal-Mart, you pack up a gun, a knife, some flares, and head out to Mad Max your way to finding salvation for your friends and family back in Vault While Fallout certainly offers almost nothing novel in terms of storyline, it does have some interesting points.

Unfortunately, being turn-based and rather short, it falls somewhere in the « OK, but nothing to write home about » category. It fails to live up to the graphical sophistication of the Crusader series, which predates Fallout by two years, and it fails to capture the excitement of Diablo ‘s real-time combat, or Ultima Online ‘s role playing possibilities. Fallout employs a basic point-and-click interface that is somewhat cumbersome to manage in combat situations and can easily lead to your character choosing to look at the guy he should be stabbing, rather than using that movement point to stab him.

The main actions your character can undertake vary depending on the situation, but they are usually a combination of moving, looking, talking and attacking. Maybe it’s just me, but even when I encounter an overwhelming force to fight in a turn-based game, it just fails to get my pulse pounding.

The biggest challenge in Fallout is not finding your way around the world — even after a nuclear war and the rise of a supposedly savage dog-eat-dog « society, » the folks you run into while walking around the world of Fallout are much more helpful and friendly than most of the people I pass on the street or stand in line with at the grocery story these days.

What is tough, however, is simply surviving the combat situations. From packs of rats right outside your front door at the outset, to giant radioactive scorpions whose venom takes your hit points down until you figure out to cut off a stinger and take it to a nearby doctor who can make you an antidote , to the various thugs that for some reason the game repeatedly forces you to confront and kill, there are plenty of ways to die. In fact, it seems that your character is constantly putting him- or herself into bad situations, sometimes needlessly.

Maybe all those years cooped up in the vault made you anti-social One cool aspect of Fallout is its attempt to really make itself an RPG. There are extensive opportunities to talk with NPCs, many people you run into will trade items with you, and there is a definite structure to the world of Fallout — it is not just level upon level of new monsters or bad guys to kill.

While all of this is somewhat refreshing, it is nothing new in the RPG realm, but rather a return to the more pure RPG. I am reminded of the later Ultima titles, or the more recent likes of Postal — the graphics are clear enough, good colors, decent environments, but after seeing tons of games that constantly attempt to boggle the mind and the eye with innovations Diablo’s wondrous caverns, Quake ‘s true 3D, Tomb Raider ‘s silky cinematics, Crusader’s intricate environment, etc.

Again, it is an attempt to place substance over style and admirable pursuit these days , but the substance here is just so much Zork eons after the basics of gaming have necessitated new approaches and a more stylish look.

Fallout in this sense is a victim of the times. The very best part of Fallout is the opening sequence in which a great old 40’s record plays to a newsreel of the events that led up to the world war. After that, the audio is adequate, but nothing more — no real attempts at anything environmental or sophisticated, just the basic necessities. Basic mouse controls cover everything in the game, but as mentioned above, the navigation between combat, movement and other actions is not always as smooth as it might have been.

When I finally rocked up at the gates of Megaton after my lengthy sojourn in the north-east I may have seen a lot but I wasn’t the most tooled-up road warrior the apocalypse had ever seen. In my journey so far I had come across the rusted, water-filled underground hulk of Vault , stared at a bearded trader jabbering insanely about « the great one » and a « green mountain » before he collapsed on the spot and I had ferreted around a burnt-out school shooting punks and collecting charred books.

What I certainly didn’t have was many decent armaments apart from a purloined sniper rifle with no ammo, a crap hunting rifle, a dodgy Chinese pistol and a machine-gun that was gradually breaking down, becoming increasingly ineffective.

At this point I didn’t know I could cannibalise parts from weapons I picked up and use my repair skills to fix my guns. I had been, what we call in the business, somewhat ofanoob. So it was with great joy, then, that I met Crazy Wolfgang and his Travelling Junk Store – a man willing to barter with me for a shotgun one of my favourite Fallout weapons. Sadly, my ploy of wandering around radioactive Washington poking things hadn’t been all that lucrative so far – and I can only imagine that outside of the bartering screen my offerings of pool cues, burnt books and pistol ammo was roundly sneered at by Herr Wolfgang.

It was at this point that I decided to kill him with a grenade. I watched Wolfgang and his guard wander off, away from the guarded gates of Megaton. Wolfgang turned towards me and frantically began to slap at his legs to find the offending article, but , unfortunately had become a shower of body parts before it was discovered.

Those expecting a succession of run-of-the-mill ‘go here, fight these men or monsters, kill this particular man or monster, bring sorflething back’ Oblivion-type missions may well be in for a pleasant surprise too. Fallout 3s missions – perhaps with thought being given to the originals’ over-arching quests like « find the water chip » – are more long-running and convoluted than in Bethesda’s previous works.

One character in Megaton the first hub town you’re directed to, whose interior is like some multi-layered, nightmare vision of the Swiss Family Robinson’s treehouse wants you to find her family, and points you in the general direction of far distant Arefu. Once there, before you know it that same quest has morphed into a tale of a local populace beset by a group of Brahmin-killers called The Family, and the missing characters are revealed to be in any one of three locationfrso you’re off on a chain of subquests that could take hours to complete.

To add subtlety and texture, meanwhile, smaller quests aren’t flagged up in your Pip-Boy. Leo Stahl, son of a local family who own one of the two Megaton bars has a drug problem and hangs around the water treatment plant at night snorting Jet – as you discover either through sharing an affinity with medicine with the local doctor, or by hacking into the Stahls’ computer at night and reading their personal logs, while simultaneously opening up their safe and stealing all their worldly goods.

Then, when found, you can gabble at him that you’re a drug fiend too and you want to buy off him, or you can very patiently explain how his vices are upsetting his family and persuade him to give up his nighttime pursuits. The dialogue and voice-acting throughout seems fine – good even. You shouldn’t go in expecting the reams and reams of dialogue that could present itself in Fallout of old, but you should expect the same variation, number of replies and tone.

Can I vouch for it being better, worse or « Argh! So much worse! No, as I haven’t met enough people or delved deep enough into their characters sorry, nma-falloutcom but I can scientifically state that both acting and dialogue are at least a bazillion times better than Oblivion’s. They can put that one on the posters.

Although there’s a woman called Moira who sends you off to research her book by stealing food from the Super Duper Mart and disarming mines who does sound a mite irritating. Fears then? Well enemy battle chatter in the build I played was a bit duff, but is apparently up for a spot of re-recording, and you do have to suspend disbelief from the rooftops to believe the fact that no bugger had fixed an armed nuclear bomb in the century or so before a spunky 19 year-old and a packet of Mentats appeared on the scene.

My biggest raised eyebrow probably swings around the token of appreciation given to you by the Megaton populace if you decide to save their necks. You essentially get a house, complete with Wadsworth the robot butler who can cut your hair and a place to store your foraged Vault Boy miniatures. You can then customise said shack in a variety of different styles through the local store – with themes like Raider, Science, Pre-war and Love Machine to choose from.

To me, this seems incongruous to the post-apocalyptic setting – it may have worked in the prosperous boroughs of Cyrodiil, but you honestly feel that in Fallout you shouldn’t be able to order in much more than a rusty bucket and a blanket.

Away from all the technical combat palaver and the frothing one-way debates over authenticity though, my enduring memory of Fallout 3 is simply exploring the wasteland. This is a very different game, a very special game, and one simply cannot wait to I contaminate myself with come Autumn. In the original game you could hoodwink him into joining your party by wearing his master’s leather jacket – but now it seems you find him in a junkyard facing off against some bandits, and can then heal and tame him.

As well as having a new best friend to fight alongside, you’ll also be able to send him off to forage for ammo and pick-me-ups while you’re snorting Jet on a ruined sidewalk.

What’s plain to see in these screens is how similar Bethesda’s world looks to that of Black Isle’s – notably on display in the design of ghouls and in the gun models. Here he is – Dogmeat is back and fully trainable, although there’s no word of whether he’ll level up alongside you or gain extra abilities. Fans of nerdlore will recognise that this shot echoes the final scene of Fallout – when the exiled hero walks back out to the wastes, spurned by his own people.

This scene is your 10th birthday. As well as enabling you to customise your character, a young Amata – the Vault Overseer’s daughter and probable future love interest -will be eating too much jelly, while the Mr Handy robot will hilariously mess up cutting the cake.

And note the red buttons at its base – they carry the same sheen and design as those in the first games. A worry for Fallout 3 is just how involved the dialogue will be, with the chat shown here being of an Oblivion standard, rather than a Fallout. Bethesda better have hired in a good director for the voice talent to boot. This chap looks like Fallout’s Harold the Ghoul, even if he doesn’t have a tree growing out of his head.

Maybe another sign of Bethesda’s standpoint on art design. The question is, if you can blast bits off thundering great mutants, can they do the same to you? Still, imagine this slow-motion scene coming after you’ve selected a risky shot in a paused combat sequence – satisfaction is not the word.

What weapon you were using We made our reputation by doing big and crazy – things people hadn’t tried before. We feel that we’ve gotten good at it now.

The same will be true of Fallout 3, when you’re out in the wastes. You could be walking along and there’ll be a diner off to the side, you’ll wonder what’s over there – and it’ll turn out to be a Raider base and there’s mutated bodies hanging from the ceiling, » explains Hines. If you want to play the game hardcore, you can sit and wait and watch these guys over a period of time and figure out what their schedule is – go in while they’re out or when they’re sleeping.

The start of the game though, as it was with Oblivion, will be inherently linear -although perhaps not in the temporal sense. There’s probably no need to bore you with the way the action cuts in and out of various events of your childhood, nor with the fact that many of your perks, stats and abilities will be selected at various points within this.

So let’s just cut to the meat and reveal that when you’re born, a left-click of your mouse will make you cry. And then, when you’re a year old and escaping from your wire-fence playpen, the same button will make your character say stuff like, « Dadda!

As soon as you’re out in the wilderness in your late teens, everything opens up before you – the landmass is smaller than that in Oblivion, but Bethesda insist that it won’t necessarily feel that way. The idea is that being forced to travel around on foot, with no real idea of what direction stuff lies in, will force you to appreciate your immediate environs more – as well as give you a strong sense of exploration. Much as in the original Fallout games, where you’d only be told settlements were vaguely to the south or were completely unmarked.

This ‘less is more’ ethic extends to NPCs as well, having a more limited number of wordier tykes milling around, rather than the hundreds of three-line conversation ‘tell me rumours!

In the new scenes on show in Pete Hines’ presentation, the improvement was marked – when bickering with a childhood bully there are at least six or seven different retorts to your foe, for example. We’re also promised that there are at least 60 voice actors and that the more recognisable ones from Oblivion ‘You have my ear, citizen! When they talk to each other they can do it by name, » he explains. They understand that this person is someone they have a certain sort of relationship with, and so they can talk about a certain set of things.

When the player sees that it’s more realistic. The more we can do to make characters believable when you walk past them, the better. What of Dogmeat though? We touched on him last issue, but now his full range of capabilities has been laid bare. You talk to him as if he were a real person – no doubt causing a few raised eyebrows in the wastes – and can tell him to help out in combat, scavenge the vicinity for food, weaponry or stims a which could take him up to two in-game hours if hard pressed or simply to head back to the entrance to Vault and wait for you there.

He won’t level up or learn anything new « He’s just a dog, » says Hines but if he dies then he’s dead J for good – and you won’t meet any other muscular, English-comprehending canines either.

Dogmeat’s a one-off. I’ve A Confession to make: I never played the original Fallout games. There’s no real reason why, they just passed me by somehow. I really can’t answer that question satisfactorily. So I wasn’t one of the people fearing the integrity of Fallout 3, especially as I liked Oblivion more than Moirowincl you can spit on the floor and call me names now. However, I haven’t been ‘grabbed’ at all by this one. At least I can have a stab at answering this one.

I don’t think it’s the scenario, as the radiation-soaked landscape and post-apocalyptic settings interest me. Maybe it’s the potential of playing Oblivion, maybe it is the cool-but-lacking-in-any-required-skill VATS combat system? Maybe there are just too many other games that offer me an experience I haven’t yet had before which links back to the playing through Oblivion point.

I think Fallout 3 will be a game I complete to say « I finished it ». But there isn’t any other reason for me to do so. Maybe I’m just a cynical bastard. What Can Be said about Fallout 3 that has not already been said earnestly and with stabbing finger motions in a pub by Will Porter already?

Not a whole lot, it must be said. The sprawling post-apocalyptic adventure captured the imaginations of millions, and the downloadable content, at the very least, scrubs memories of Oblivion’s horse armour right out of our memories. In exchange for a booster shot of Rad Away, lead designer Emil Pagliarulo offered up some inside info on the game’s development.

What a nice guy. We knew we needed to somehow replicate the body-targeting system used in Fallout and Fallout 2, but in a realtime, primarily first-person, environment And we also knew we needed to make it really visceral.

Todd Howard had this image in his head of the crashes in the Burnout series – in those games your vehicles’ smash-ups get repeated in slow-motion – somehow applying that to whatever cinematic mode we came up with. It’s both tactical and visually exciting, but it’s also very fast and easy to use. Really VATS is everything we had hoped it would be. At the same time, you have to be confident in your own creative abilities, and confident in your team.

You have to trust your own creative judgment. If you can’t do that, then what’s the point? The whole reason we acquired the Fallout license was so that we could make a Fallout game we wanted, one we thought would be great. That’s what we did, and it was definitely the right way to go. For us, it was more a matter of doing tons and tons of concept work before finally deciding on the appropriate art styles.

Especially for the really key visual elements, things like the Pip-Boy , the Vault suit, all the robots – we really wanted to make sure we nailed them at the concept stage. It was a challenge trying to find one that was both appropriate and wasn’t too oppressive. It’s a wasteland, so everything’s dead, so the atmosphere is pretty darned bleak. So the trick was making the world seem dismal, but not so much that it’s depressing to actually play through.

We made a conscious effort to make the gameplay identical for both male and female characters. If your character is female, and you take the Black Widow perk, you’ll do extra damage against male characters.

The majority of enemies are male. So if you go that route, you’ll have an easier time. It was unintentional – a by-product of the way the systems worked. So in that sense, it was a very specifically crafted moment. You leave the Imperial Prison, and emerge out into this beautiful forest scene.

How can we make a wasteland beautiful? And there were other things to consider, too. Like, what if the player decides to wait while in the Vault, and they end up leaving at night? How will the wasteland look then? We knew that initial introduction to the Wasteland would be critical to the way people responded to the game. A great guy, and a consummate professional. It was as if the Dad character was sitting there in his lab, making his holotapes.

Todd and I sort’of looked at each other; you could feel this sort of creative electricity in the air. It was amazing. Every piece of clothing modifies a skill or attribute. So what they lack in damage resistance, they tend to make lip for in skill or attribute modification. And it makes sense. If I’m a doctor, I’m going to perform my medical duties better wearing scrubs with medical equipment stuffed in the pockets than I am wearing raider armour.

They definitely give your character much more personality. But Tranquillity Lane is morbid enough. I wish I could give you an answer as to where that quest came from. I sometimes dredge these things up from my sub-conscious.

 
 

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