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POST OFICIAL: FALLOUT 3(Actualizado 21-03-08)

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There will be fewer "quests," but unlike Oblivion each one has their own set of good / evil morals.

Si el juego es un Oblivion apocaliptico más esto que cito, a mi me vale. Lo demás es liarse en aspectos tangenciales.


Bueno, y el gore, pero eso ya he visto que lo hay por las fotos.

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Bethesda Softworks has a way of upping the ante with every new release. They take what they know and refine it from game to game to create unparalleled experiences. Oblivion was arguably unmatched in terms of size and scope, and while it did have its problems, it served as a valuable research tool for Bethesda to begin work on Fallout 3.

The team has been working on this new Fallout since 2004, but they finally had enough of a base to show off a live demo at E3 this year. What they've created is jaw-dropping.

Fallout 3 is running on the Oblivion engine, but don't think for a minute that means you'll be getting The Elder Scrolls V: Fallout. For one thing, character faces now resemble attractive humans! That's a good start, but Bethesda didn't stop there. The game is defaulted to first-person mode, but can be played in third-person as well. The development team redesigned the third-person camera system from Oblivion to make it functional, and now the player can play the entire game outside the main character's body without a problem. Additionally, the camera can be fully controlled to allow for different viewing angles; if you want the traditional 3/4 view from the old Fallout games, you can have that. Otherwise, the default third-person cam is situated behind the main character and slightly off to the right, allowing you to still see everything directly in front of you as well as your character.

While we're on the subject of the main character, Bethesda said they wanted to make the game first-person by default in order to immerse the gamer and suspend their disbelief. They want the gamer to see the world and events in Fallout 3 as if they were actually a survivor of a nuclear holocaust. Like Oblivion, the game begins with the player creating their character from scratch. You can choose the looks and stats, just like Oblivion. One interesting element is that of the main character's father. Voiced by actor Liam Neeson, the model of Father will actually change depending on what you design your own character to look like. So it's conceivable that Father will look slightly different in each particular player's game of Fallout 3.

The game's story should be familiar to Fallout fans: after a golden age of nuclear-powered everything, the world is destroyed by warfare. U.S. citizens are moved to underground radiation shelters, called vaults. Once the fallout settles, humanity opens the vaults and returns to its scarred planet's surface to move on with life as best it can. Well, except for one vault. Vault 101 never opened, and the people inside Vault 101 live permanently contained inside. Until, that is, the main character's father leaves, prompting the player to go after him and solve the mystery as to why. Thus opens the surface world of Fallout 3 to the player. Like in Oblivion, if you can see it, you can go there (for the most part), although Bethesda says the first hour or so of the game takes place inside Vault 101.

The remainder of the demo was spent showing us how the gameplay and battle system works and taking us through some of the different environments, including a small town called Megaton that grew up around an undetonated nuclear bomb, as well as downtown Washington D.C. An improvement over Oblivion in terms of the game world is the destruction of objects and surfaces. Bethesda showed this off by shooting into the ground; bullets carved out holes in the pavement and sent small puffs of debris into the air.

Guns will be one of the major weapons in Fallout 3, and for the most part, the game will play much like a first-person shooter. There will also be laser rifles, melee weapons, and my favorite, a portable nuclear bomb launcher. A neat feature of the weapons is their condition: you'll find different guns, and sometime they won't be in the best shape. You can repair them, however, by finding a duplicate of that weapon and cannibalizing it for parts. This will increase your original gun's accuracy and firing rate, and provides incentive for exploring to find new equipment.

In battle, the game will play like an FPS, as I mentioned, but it can also play like a semi-turn-based shooter, using what Bethesda is calling V.A.T.S. (an acronym for the targeting system in the game). When you scan an enemy, time freezes and you can see the status of its different body parts. Each body part has its own HP bar, as well as a percentage indicating you how likely you are to hit it. You can then choose to target a specific body part and how many times to attack (each attack uses up AP, or Action Points). When you finish with the scan, the game returns to real-time, and your main character loads up his shots. You don't have to control him here, only watch; each bullet is fired according to the instructions you gave (which body part, how many times, etc.) and the camera follows the bullet from muzzle to impact across the battlefield. A successful hit, and you're treated to a Gears of War-like explosion of gore. Targeting specific appendages has other advantages, too. If you take out the antennae of giant mutated ants, they won't be able to distinguish between friend and foe and will attack each other. It's a wonderful system that will allow you to play the game either tactically or run-and-gun style, depending on your preference (though Bethesda says the game will be awfully hard without V.A.T.S.).

Another element in battle is radiation. By blowing up objects in the environment (resulting in some really awesome-looking mushroom clouds), you'll release radiation into the surrounding area and damage all living things, enemies and friends alike. Take too much radiation, and it will alter your stats, or even kill you. This same caution must be exercised when healing, too. You can restore HP by drinking water, but not all water is clean, and most of it is irradiated, so the key to restoring health is to find the cleanest water you can (sometimes that may be out of a used toilet bowl, as Bethesda eagerly displayed).

What struck me most about the game, though, was the emotional nature conveyed through the screen. Seeing such destruction on a wide scale, even though it was virtual, was depressing. The feeling only deepened when the musical score became audible on the overworld; it was a sad, melancholy tune that reflected the lonely devastation of the world. In addition to the score, Fallout 3 also contains 20 licensed songs from the 1940s to further propogate that mood, and those songs can be listened to on the in-game radio. Radios are located in certain areas, like the town bar, but you can also tune in to them via your Pipboy, the main character's personal computer that acts as the menu interface for equipping weapons, managing items, and viewing stats. If you want to hear a little "I Don't Want to Set the World on Fire" by The Ink Spots while blasting mutants through the cranium, you can do that.

Bethesda has a hit on their hands, plain and simple. They're promising a detailed main quest with multiple endings, robust character-building, and semi-fixed leveling (as opposed to Oblivion's scaled leveling). Fallout 3 comes out in the fall of 2008 for the PS3, 360, and PC, if you can survive going that long without playing it. It's going to be a long-but-worthwhile wait.



So why the f--- are we doing Fallout?, posits Todd Howard to an audience of game journalists gathered at Bethesdas HQ to hear the answer to just that question. Most gamers famliar with the Fallout series wont care so much for the whys but rather the hows. One glance at the community forums hints at the fervor and froth foaming on the turbulent sea made up of the series ardent fans. With almost no information forthcoming on Bethesdas part the only remaining tools at these fans disposal has been assumption and speculationuntil now.

So why the f--- are we doing Fallout?We had just made Daggerfall (1996) so we were very into our elves and swords and such, explains Todd Howard, and then along comes Fallout. We all start playing and were like have you seen this thing? Theyve got dip switches for violence all this crazy sht. And then Fallout 2 came out the next year. It kinda became this when are they gonna make another Fallout? We loved the series! And then the crack began ah, we should do it! I was like yeah, thatd be cool

But over time this crack would become much more serious.

Its mid-2004 and Todd returns to his desk after lunch to find a stickey note posted to his keyboard that reads Fallout is yours! After years of kicking around the concept of redoing Fallout sorely lacking any meaningful follow-up since Fallout 2 the guys had finally contacted Interplay and the negotiations to gain rights to the IP began. With the IP now in-house, and Oblivion not even announced yet the team would begin setting aside weekly pre-production meetings to flesh out their vision of what would ultimately become - Fallout 3.

Heres a Poke In Your Eye!
Todd Howard When we begin working on a new game we like to do a lot of research We went back and played both games and we read a lot of reviews that were written at that time. Going back and reading reviews written in the moment kinda takes the aging away which helped us understand what kind of impact the game had at the time.

People forget but Fallout was one of those first games where [people said], Hey, look at the violencelet's all just own up to it! Violence done well is f---ing hilarious!
-Todd HowardOK so its true there were a couple titles in the series post Fallout 2

Brotherhood of Steel was kinda of likeso you want an RPG? Heres your RPG! exclaims Pete Hines, VP of Sales and Marketing at Bethesda, as he mimics a Three Stooges style poke in the eye over a Crown and Coke. And then there was Tactics! take that! Nyuck, Nyuck, Nyuck... for the guys at Bethesda however, the existence of the aforementioned Brotherhood of Steel and Fallout:Tactics would be ignored when approaching Fallout 3s design spec, Much like I ignore the existence of Aliens 3 and 4, adds Todd.

Fallout I in particular would become the model or the tone setting for the teams approach to Fallout 3, paying particular attention to the key iconic elements of the original game; The interface bar along the bottom, the PIPBoy 2000, (your personal Dick Tracy style PDA) the violence would all be key elements the team wanted to retain.

Violence people forget but Fallout was one of those first games where [people said], Hey, look at the violence.(the journalists chuckle) Hey, Violence is funny lets all just own up to it! Violence done well is f---ing hilarious. Its like Itchy and Scratchy or Jackass now thats funny!

Indeed Fallout was known for its violence and all hints from the demo we saw show that this element is definitely intact; limbs sawn off with laser rifles, headshots that put Quake to shame and more mutant guts than you can shake a stick at. With its 640x480 Super VGA graphics, full character lip-syncing and cutting-edge animations - Fallout proved to be one of the most technically advanced games of its time.

So how do we approach that?

The Oblivious Connection
When we looked at what we did with Oblivion and we started Fallout 3 while we were making Oblivion we kinda felt we could make some very, very big jumps on the second round - on these systems.

Before you go leaping to the conclusion that Fallout 3 is going to be a Post-Apocalyptic Oblivion let me assure you that while its evident the games systems are based on Oblivion tech the team has gone to great lengths to ratchet up the engines capabilities and address the handful of flaws that tarnished Oblivions, otherwise platinum, shine.

Destruction is the new trees, jokes Todd referring to the obvious difference in approach to visual style from Oblivion to Fallout 3. Where many hours were spent ensuring that the flora and fauna of Cyrodiil were as lifelike as possible Fallout 3s nuclear aftermath setting called for a more bleak approach to the environment one devoid of much vegetation one in which the elements of degradation and decay would play as important a role in bringing Fallout 3 to life as the living, breathing characters roaming its wasteland. The accompanying screenshot entitled Springvale serves as an excellent example of the destruction that awaits you once outside the vault. For a more detailed look at the 'destruction' check out our sidebar: Visualising DC as a Wasteland.

The shot also displays the over-the-shoulder camera setting that is optional in the game. The team felt a first-person approach was more conducive to creating a sense of immersion within Fallouts world and its themes of sacrifice and survival - though the Resident Evil style over the shoulder cam (shown above) and a nostalgic isometric view are available by panning the camera outward. [Window breaking hellhounds not included. ]

The Radiant AI system that powered the NPCs roaming Oblivions sprawling terrain has been tuned up for Fallout 3 as well. Fallout 3 is a very character driven story and with a relatively small group of NPCs, 140 as opposed to Oblivions thousands, it will be up to this small group of survivors to carry the storyline. Their improved ability to simulate daily routine in their interactions with other NPCs will serve to create the illusion that this sparsely populated wasteland isumpopulated? Yeah.

Out is the conversation wheel that made up that hellish little dialogue mini-game in Oblivion and in is an upgraded dialogue system more akin to your Mass Effect. Instead of random luck, your play-style will affect the games outcome. Todd sums it up, With each character I can be a d--k, I can be a good guy the whole game is how do you want to role-play what kind of character do you want to be?

Be a dk, and you might just miss out on some quests turn a town against you or end up in hell hey, all the cool people are there! Leave a town and they will remember you when you return theres no karma reset here and yep Karma is back too. Oh, did I mention there are some 12-13 different endings? So you may want to try playing as Mr. Nice Guy too just to ensure you get the whole story. Note: Karma is a representation of your current play-style and affects how NPCs will see you in-game. Kill everything, and everyone in sight, and youll be dubbed the Scourge of the Wasteland. Play the nice Sherriff and youll be hailed as the Hero.The models for Fallout 3s cast of characters far surpass those in found in Oblivion. Gone are the patchy flesh textures and overly similar facial features which made everyone look related. Attention to detail is evident right down to the veins visible just below the skin giving these characters a much more lifelike appearance. The improved variation in appearance and style has been carried through into the voice-over sessions with many more distinct voices empowering the performances, including Liam Neeson as the central character. No, Lynda Carter will not be voicing all the female characters ahem.

Oh, that whole level scaling thing from Oblivion which often resulted in Uber-Warriors being taken down by average mountain lions after leveling up too far yeah, gone that too well, Todd says technically its still there but Fallout 3 ill revert to a zone based approach to creature difficulty. I translate for youessentially if youre too weak to enter a zone in Fallout 3 youll get your ash kicked. Get it? Got it? Good.

Now lets move on.

VATS What We Like

VATS Nice!What would a Fallout game be without weapons? As Todd puts it, Fallout is a game where weve found you can just go crazy [designing] weapons. You can even make your own weapons! As an example Todd shows off the Rock-It launcher one of the weapons you can build yourself which shoots rocks and other items found throughout the game. Not sure what to do with it? Try firing off some records or scissors at an incoming mutant!

The range of homemade weapons one can fashion runs the gamut from traditional ranged affairs like the aforementioned Rock-It launcher to the likes of the Vault Boy lunchbox that can be filled up with explosives and bottlecaps (yes, theyre still the games currency of choice) and then set off blowing up nearby NPCs or friends.

Now thats some funny violence!

Weapons can also be repaired and upgraded if your skill is high enough. Collect a couple duplicate weapons and apply your repair skill to combine the best parts of both weapons to fashion a new and improved Chinese AK. Dont worry youll be able to tell when its time to repair your weapons visually. They wont shoot so well and your targeting will be crap so not a bad skill to have Tex.

NOTE: The abundance of left over Chinese assault rifles hints at some of the back-story. First pet food and now this? One of the biggest concerns the team repeatedly heard from the community revolved around the use of weapons in an RPG more succinctly will elements like Action Points and Targeted Shots be making a return from the original? The answer to this comes in the form of the Vault-Tec Assisted Targeting System or VATS.

So how does it work? The simple version the VATS system allows you to pause the action during combat, target specific body parts on an opponent, and then sit back and relax as the system executes your commands. Depending on the number of Action Points (APs) your character has on tap you can even queue up multiple attacks which is a great tool to have at your disposal when outnumbered.

As the screenshot shows above once in VATS mode - each target is flagged with a respective percentage to hit, calculated on the fly based on the characters skills and primary statistics. A successful hit on an enemys leg may slow him down. A hit on his firing arm may get him to drop or lose control of his weapon. A successful hit on the head of an incoming mutant ant can send it into a frenzy attacking other nearby mutants or, if the hit is deemed critical split that puppy open like a watermelon on the sidewalk. Every weapon will have its own set of critical hit outcomes.

The VATS mechanic take on the original Fallout combat system, while early in development, offers a slick strategic element to combat though, from what we saw, those who prefer to run and gun may do so as well just dont expect to be rewarded for twitch play. Those who want to survive in Fallout 3 will take the time to master the VATS system.

Growing Up Bradiated or - Father Knows Best
As the Overseer says we are born in the vault we die in the vault. - Liam Neeson as your father.

Youll spend the first nineteen years of your life - and the first few hours of the game within the vaults confines long before seeing any of the previously mentioned DC decay. The player will experience and play through several stages of his growth the choices and decisions made during these quests will help shape the character you will become prior to stepping foot into the wasteland right down to the appearance of your father, played by Liam Neeson. [One of] the first things youll do when youre born is choose your appearance and your Dads look will then be based upon you, explains Todd.

As an example of an early activity at the age of one your father will gift you a book called Your S.P.E.C.I.A.L. in which youll learn about, and choose from, the various bonuses that may affect your base skills such as strength, luck and agility. These S.P.E.C.I.A.L.S.s will be very difficult to change throughout the game so even at age one you have to make tough decisions!

At age ten youll finally get your coveted PIPBoy (see above) as a birthday gift along with a BB-gun to help you learn the basics of combat. We spent way too long on [the PIPBoy] our joke is this has more pixels on it than all of Oblivion. We felt like this is an iconic thing for since us you spend a lot of time looking at [it] on your wrist so the thought was lets just trick the sht out of it! The screen flickers all the buttons work. Its cool!

NOTE: The PIPBoy also picks up in-game radio broadcasts no, no 80s tunes here but you may find some useful side-quests if you tune in at eleven! At age 16 youll take The Generalized Occupational Aptitude Test or GOAT. The GOAT is a test meant to help determine the appropriate job path read character class you may choose. Liam Neesons character quite ironically promises that most come away from the GOAT without a scratch as if it were some sort of Jedi Academy gauntlet or something.

The story finally kicks off at the age of 19 when you awake to find your father has left the vault. No one has ever left the vault and so not to be left out of the fun and maybe simply to prove it can be done twice in 24 hours - youll follow in his footsteps out the door of Vault 101 and into the Wasteland Where your true adventure awaits

Faithfully Recreated

Whatta Waste...War never changes but Fallout sure has. We tend to look back through nostalgic rose-colored glasses at the games of yesteryear until those rare occasions arise in which we load them up again and discover just how terrible they look alongside the Gears of Wars and Oblivions lining our shelves today. And in time even these games will show their age. But time is something Bethesda has on their side - at the moment.

At this stage of development nearly 18 months before the planned release in 2008 - Fallout 3 already appears to be in a highly playable state and the level of detail the team has managed to wedge into the code makes me long to explore the DC wastes mano a mano. It would appear that time is something the team has plenty of at the moment.

For now Ill just have to be content with my lone bottle of vanilla tinted Nuka Cola and my Vault Boy Bobblehead whose glazed over eyes elicit fond memories of the hours lost in Bethesdas last RPG. If development of Fallout 3 continues sailing on this course

2008 could prove to be an Epic year for RPG fans.



Destruction, destruction, destruction. That's the mantra at Bethesda for creating Fallout 3's world - where it's been hundreds of years since the fall of civilization. That means that not only is the environment a beautifully ruined one, but its ruination has layers and depth: while the world died years ago, time and war have continued to erode the wrecked world.

The developers told us they looked at Oblivion as a learning experience for Bethesda's next-gen ideas, and the fruits of that process were immediately evident. While the presentation wasn't much more than a narrated demo, essentially an extended trailer of live gameplay, it proved (to me, at least) that not only is Fallout 3 worth the years of waiting, but that Bethesda's focus on enormous worlds with exacting details makes an amazingly well-realized fit with the Fallout legacy. And most importantly of all, the toen traits of Fallout are still intact: retro-future design, radiation, stims, super mutants and the lot.

In a world where Oblivion is merely a preparatory stage for anything, you can expect to be impressed by its successor. The essential play style doesn't vary too much from Oblivion, although the over-the-shoulder 3rd person view looked awesome and surprisingly unique, as the camera hovers not behind you, but behind and beside you.

We saw a brief view of the destroyed capital, accompanied by the Brotherhood of Steel, but most of the demo focused on working your way in and out of Megaton, a town whose population worships an unexploded nuclear bomb (thank you, Planet of the Apes), and is guarded by sliding gates made from the engine and wings of a downed aircraft carrier. The mission? To either destroy the town, a blight on the burgeoning urban metropolis or, you know, not destroy the poor villagers. Naturally I thrilled at the shockwave of finally-detonated atomic fun - Pip-Boy would be devastated if I felt otherwise.

In other atomic news, the miniature nuclear bomb launcher looked just awesome in action, and Oblivion's rather massive inventory system has been repaired with some help from traditional Fallout skills: rather than accumulating 15 identical items, you can salvage parts from a weapon to upgrade any weapon of the same type. If your repair skill is high enough, of course.

Fallout fans, our time has come.

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Hey, Violence is funny lets all just own up to it! Violence done well is f---ing hilarious. Its like Itchy and Scratchy or Jackass now thats funny!


Joooder :?


paying particular attention to the key iconic elements of the original game; The interface bar along the bottom, the PIPBoy 2000, (your personal Dick Tracy style PDA) the violence would all be key elements the team wanted to retain.


The VATS mechanic take on the original Fallout combat system

Da verguenza ajena. :|


Un saludo









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Nota de prensa de Bethesda sobre Fallout 3


Limitless Freedom! Take in the sights and sounds of the vast Capital Wasteland! See the great monuments of the United States lying in post-apocalyptic ruin! You make the choices that define you and change the world. Just keep an eye on your Rad Meter!

Experience S.P.E.C.I.A.L.! Vault-Tec® engineers bring you the latest in human ability simulation the SPECIAL Character System! Utilizing new breakthroughs in points-based ability representation, SPECIAL affords unlimited customization of your character. Also included are dozens of unique skills and perks to choose from, each with a dazzling variety of effects!

Fantastic New Views! The wizards at Vault-Tec® have done it again! No longer constrained to just one view, experience the world from 1st or 3rd person perspective. Customize your view with the touch of a button!

The Power of Choice! Feeling like a dastardly villain today, or a Good Samaritan? Pick a side or walk the line, as every situation can be dealt with in many different ways. Talk out your problems in a civilized fashion, or just flash your Plasma Rifle.

Blast Em Away With V.A.T.S.! Even the odds in combat with the Vault-Tec® Assisted Targeting System for your Pip-Boy Model 3000! V.A.T.S. allows you to pause time in combat, target specific body parts on your target, queue up attacks, and let Vault-Tec take out your aggression for you. Rain death and destruction in an all-new cinematic presentation featuring gory dismemberments and spectacular explosions.

Mind-Blowing Artificial Intelligence! At Vault-Tec®, we realize that the key to reviving civilization after a global nuclear war is people. Our best minds pooled their efforts to produce an advanced version of Radiant AI, Americas First Choice in Human Interaction Simulation. Facial expressions, gestures, unique dialog, and lifelike behavior are brought together with stunning results by the latest in Vault-Tec® technology.

Eye-Popping Prettiness!* Witness the harsh realities of nuclear fallout rendered like never before in modern super-deluxe HD graphics. From the barren Wasteland, to the danger-filled offices and metro tunnels of DC, to the hideous rotten flesh of a mutants face.

*Protective Eyewear Encouraged

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paying particular attention to the key iconic elements of the original game; The interface bar along the bottom, the PIPBoy 2000, (your personal Dick Tracy style PDA) the violence would all be key elements the team wanted to retain.


The VATS mechanic take on the original Fallout combat system

Da verguenza ajena. :|


Un saludo

Si eso es lo que ellos creen que son los iconos y piezas claves del éxito de los Fallout como juegos de rol vamos apañados... :roll:


Y vamos, una cosa es que una compañía decida hacer algo de forma x o y, en vez de z como un juego anterior que da título al nuevo, pero es que además vengan las revistas tipo pelotas lameculos intentando hacer que parezca que no hay cambio cuando sí lo hay... (no) tiene precio... :lol:

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Bethesda ha mostrado su nuevo y ambicioso proyecto en el E3 y las novedades entorno al juego han crecido enormemente. La demo, de una considerable duración, dejaba bien claro que estamos ante un proyecto tremendamente ambicioso. De vuelta al refugio.

No esperábamos una demo como la mostrada por Bethesda durante la feria, tanto por su avanzado estado de desarrollo como por su duración. El proyecto, que lleva ya dos años en desarrollo, tiene todavía por delante uno más, aunque ya se ha ofrecido suficiente información como para revolucionar a los fans. Fallout 3 es a día de hoy una realidad, y la compañía se está esforzando para hacer uno de los mejores juegos de rol de lo últimos años. Basándose en el trabajo de Interplay en los dos anteriores juegos de la saga, los creadores de Oblivion están preparando su particular interpretación del futuro apocalíptico. Fallout 3 tendrá lugar en el año 2277 tras unos incidentes nucleares que sumieron al país en el caos y la desolación. Los refugios permanecieron cerrados mucho tiempo, resultando seguros para los afortunados habitantes de estas localizaciones.

En Washington, el refugio 101 será el punto de partida para el jugador, que asistirá a su propio nacimiento y a los momentos más destacados de su infancia. Esta serie de eventos pseudo-interactivos nos permitirán definir el carácter de nuestro personaje de una forma mucho más entretenida y trabajada que los clásicos editores del género. También nos ayudarán a conocer detalles de la vida en el refugio, y los problemas asociados con la convivencia en el claustrofóbico recinto. La tecnología, directamente importada del siglo XX, recuerda inmediatamente a la utilizada en los refugios de Fallout 1 y 2. Con este recurso se consigue dar la impresión de que la humanidad está escasa de recursos tecnológicos en este punto de su historia. Como superviviente que somos desde el día de nuestro nacimiento, la historia de nuestro personaje no será fácil y pronto nos veremos envueltos en una rocambolesca trama que nos llevará a abandonar el refugio de forma casi forzada.

Después de definir todos los atributos de nuestro personaje, que se heredan directamente del sistema S.P.E.C.I.A.L utilizado habitualmente en la saga, nuestro personaje estará listo para entablar la travesía por el mundo exterior. Por supuesto, dos siglos de devastación nuclear han hecho estragos en la humanidad y las ciudades se encuentran infestadas de criaturas horrendas y enormes mutantes. Desarmados y confusos, nuestro personaje emprenderá un viaje que le llevará a través de la ciudad hasta la primera zona habitada, Megaton City. Pero antes de llegar allí viajaremos por la red de metro de la ciudad, también destruida, pero que resulta un pasaje rápido para movernos distancias medias. La seguridad de los túneles se verá interrumpida por fornidos super-mutantes que patrullarán los estrechos conductos. Por suerte, podremos hackear algunos robots de seguridad para acelerar y facilitar nuestro viaje. Tanto para pasar desapercibido como para utilizar los robots echaremos mano de nuestra puntuación en las habilidades requeridas.

Como el RPG que és, Fallout 3 pondrá un énfasis especial en nuestros atributos, pericias y habilidades, de la misma forma que sus antecesores. La lista de pericias está siendo ampliada por Bethesda, aunque se ha confirmado que muchas de las ya conocidas volverán a hacer acto de presencia. Destaca sobre todo la vuelta de Bloody Mess, elección que incrementaba nuestras posibilidades de contemplar las muertes más sangrientas posibles. Ahora, con el nuevo motor visual, esta pericia nos otorgará espectaculares explosiones de cuerpos y demás detalles gore que probablemente aumenten la calificación por edades del juego hasta el umbral de los 18. Ni en este aspecto quiere Bethesda desmerecer a la saga original, por lo que está preparando un argumento cargado de humor negro y situaciones donde nuestra moralidad se pondrá a prueba.

Las elecciones del jugador marcarán una gruesa línea que muy a menudo evitará totalmente el acceder a determinadas zonas y misiones. Como muestra de esto, la demostración de Bethesda situaba al jugador en la mencionada Megaton City. Esta ciudad alberga en su interior un proyectil nuclear sin explosionar, que los ciudadanos del lugar han llegado a venerar religiosamente. A los oídos de nuestro personaje llegará que cierta organización desea explosionar el proyetctil por miedo a que pueda usar utilizado como arma, mientras que los habitantes de la ciudad se oponen a dicha decisión. En un punto de la trama seremos parte directa de los acontecimientos, hasta llegar a tener que decidir que hacer con la bomba. Obviamente, explosionarla devastará la ciudad, pero nos ofrecerá ciertas ventajas con la organización que nos ha contratado. Por el lado contrario, podremos optar por cumplir con las leyes y ayudar a las autoridades a preservar dicha bomba, arrestando a los que planean destruirla.

Cualquiera que sea nuestra respuesta, Fallout 3 tendrá algo preparado para nosotros, y del mismo modo variará nuestro karma. Este medidor de moralidad nos situará en una posición determinada respecto al orden, e influirá directamente en ciertos factores. El principal será la interacción con los NPC´s, que podrán incluso ignorarnos si detectan nuestro alineamiento mediante la conversación. Afortunadamente, las capacidades de disimulo y engaño se han implementado como opción en los diálogos, contando con un porcentaje de acierto asociado a cada respuesta que haga uso activo de dichas habilidades. El engañar a la gente será primordial para llegar a buen puerto en un mundo donde la desconfianza es el sentimiento más común en la gente.

Como no podía ser de otra forma, el PipBoy volverá a ser nuestro asistente personal durante el juego, mostrando tanto las estadísticas del personaje como sirviendo de radio. Podremos estar al tanto de los sucesos de la ciudad, así como conocer cualquier noticia de última hora, incluso las relacionadas con nuestras acciones. Como se puede ver, gran parte de los elementos de los Fallout clásicos se están recuperando y remodelando para esta tercera entrega, lo que sin duda satisfará a los fans de la serie. Lo que quizá no les guste tanto es la evolución visual, que pasa de la perspectiva isométrica en 2D a una posición en primera persona. También podremos acceder a una cámara en tercera persona por detrás del hombro o una perspectiva panorámica e isométrica de la que no se han dado muchos detalles. En cualquier caso, los combates serán en tiempo real hasta que utilicemos el sistema VATS de apuntado automático.

Mediante este sistema podremos pausar el juego y apuntar a zonas del cuerpo de los elemigos, de una forma casi idéntica a como se hacía en los juegos de la serie. En cualquier caso, ya nos enfrentemos en tiempo real o no, las probabilidades de golpeo vendrán determinadas únicamente por nuestras estadísticas de personaje. La demo llegaba más allá de Megaton, envolviendo al jugador en aún más decisiones y una interacción profunda con los personajes. La calidad de los personajes secundarios se ha cuidado especialmente, dotándolos de una vida y un repertorio de frases muy variado e interesante. La utilización de más de treinta actores de doblaje también ayudará a la sensación de realismo que transmite el juego en las conversaciones con los distintos caracteres no jugables.

A modo de última nota, las armas tendrán un papel importante en el juego, ya que se podrán romper y reparar, incluso con piezas de otras armas o para crear otro tipo de objetos, como por ejemplo explosivos. Respecto al apartado técnico, pese a ser una versión prematura Fallout 3 promete un nivel visual y de personajes de gran factura, avalado por la evolución del motor de Oblivion. El gore y la destrucción de entornos estarán disponibles junto al motor físico para mayor realismo de las escenas de combate. La puesta en escena de los escenarios se aprecia soberbia, representando más que convincentemente un futuro devastado. Con esta primera impresione os dejamos hasta el momento de disponer de material más sólido para poder emitir un segundo avance más cercano a la salida del juego.

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RASKOLNIKOV Caballero Esclavo Gael

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Que haya "minijuegos" para hackear ordenadores y no dependa de una habilidad suena rematadamente mal si esto pretender ser un rpg. :|


Un saludo

Es la primera vez que estoy de acuerdo contigo en tus criticas al Fallout 3. Me parecen absurdos los minijuegos y no se si seran evitables de algun modo. En Oblivion los evitaba basicamente jodiendome o recurriendo al soborno en los dialogos, pero para Hackear una terminal no veo como narices evitar el minijuego.


Lo del gore me parece cojonudo. :D


Puedes seguir destilando negatividad sobre Fallout 3 que le da vidilla al hilo. :D

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Fodel Gran Lobo Sif

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Lo del gore me parece cojonudo.


Si, pero no es seguro que se puedan matar niños :| (por mantener la negatividad :D )


Un saludo









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Anoik Stinger

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Que haya "minijuegos" para hackear ordenadores y no dependa de una habilidad suena rematadamente mal si esto pretender ser un rpg. :|


Un saludo

Es la primera vez que estoy de acuerdo contigo en tus criticas al Fallout 3. Me parecen absurdos los minijuegos y no se si seran evitables de algun modo. En Oblivion los evitaba basicamente jodiendome o recurriendo al soborno en los dialogos, pero para Hackear una terminal no veo como narices evitar el minijuego.


Lo del gore me parece cojonudo. :D


Puedes seguir destilando negatividad sobre Fallout 3 que le da vidilla al hilo. :D

Yo no me preocuparía demasiado sobre cómo reparar ese problema.


En el Oblivion también hay mini juegos para la persuasión y para abrir cerraduras, y a día de hoy, y desde hace tiempo, hay mods que eliminan los mini juegos y hacen que todo dependa de tus estadísticas y habilidades, como en el Morrowind :)

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2ª mejor juego de XBOX 360 del E3
2ª mejor juego de PC del E3
2ª mejor juego de todo el E3


Mejor juego de rol del E3


Mejor juego de todo el E3


Mejor juego de rol del E3


Mejor juego de todo el E3



Con la faz de la tierra devastada hace siglos por la radiación de una guerra nuclear, la humanidad lucha por sobrevivir bajo tierra en una sociedad restringida e hipocondríaca. No hay más horizonte en tu vida que la enorme bóveda metálica que se levanta sobre tu cabeza marcando los límites: Hasta aquí puedes llegar, a esto puedes aspirar, aquí vives y aquí mueres. Tu norma. Tu vida. Hasta hoy

El momento tan ansiado por millones de aficionados a los videojuegos se acerca y tiene fecha, otoño de 2008. Será cuando Fallout 3 suponga el nuevo episodio de la legendaria saga de rol. Más de diez años nos separan de la primera entrega de las series, y tras una peculiar sucesión de compras de derechos y cancelaciones, por fin hace unas semanas se confirmó que sería Bethesda, los creadores del inefable Oblivion, los encargados de resucitar a Fallout del injusto olvido en el que se encontraba sumido.

Bethesda ha sido pues tremendamente audaz, y lejos de acomodarse tras el éxito comercial de Oblivion ha decidido arriesgarse, apostando por revivir una saga de gran valor tanto en términos de calidad como de cariño y empatía. Lo que Fallout representa para mucha gente debe ser tratado con sumo cuidado; y de hecho muchas personas, nada más conocerse las primeras noticias como el cambio de perspectiva, han saltado a degüello sobre Bethesda, acusándolos de peseteros y de destrozar Fallout con mero interés comercial.

Con un mejorado engine de Elder Scrolls como telón de fondo, Fallout 3 nos presentará un entorno ligeramente inferior en tamaño, pero con un nivel de detalle, riqueza de texturas y animaciones, que prometen marcar un nuevo referente visual.

War, War Never Changes...
Las alarmas han saltado en Internet, Bethesda + Fallout = The Elder Scrolls futurista. Concepto totalmente erróneo. Poco o nada tienen en común Fallout 3 con The Elder Scrolls: Oblivion, aparte de estar a cargo de la misma desarrolladora, de ser juegos de rol, y de emplear el mismo motor gráfico y similar perspectiva: en primera persona con opción de tercera.

¿Las diferencias? Notables. Ambientación, apartado tecnológico evolucionado, historia, sistema de combates, desarrollo del personaje y diferente concepto de la libertad en el mundo. Fallout es una cosa, y Elder Scrolls es otra totalmente distinta; desde Bethesda son plenamente conscientes de esto, y por lo que sabemos de Fallout 3, el escrupuloso respeto por la esencia del juego está siendo primordial, aunque eso no quita que se estén realizando sustanciosas modificaciones con la intención de adaptar su visionado a los tiempos que corren.

Para empezar, como ya hemos señalado, se ha optado por una vista en primera persona alejado de la clásica isométrica de la saga, que con un botón nos permitirá alternarlo con otra en tercera, muy del estilo Gears of War, que se situará casi al hombro del personaje.

El sistema de combate también ha sido debidamente actualizado a los tiempos que corren, y supone un híbrido entre tiempo real y lucha por turnos, que parece una de las propuestas más originales e interesantes que hemos visto en este sentido en los últimos años. La idea es lograr algo a medio camino entre Los Caballeros de la Antigua República y los dos primeros Fallout.

Por lo tanto Bethesda apuesta sobre seguro modificando los aspectos que se prestan a evolucionar de la saga, como son la vista o el combate; siendo plenamente conscientes de que es la historia, la libertad y la inmersión lo que siempre ha caracterizado a Fallout, y lo que supone los elementos verdaderamente imprescindibles de ésta.

I Don't Want to Set the World on Fire
Al abrir los ojos lo primero que vio fue a su madre moribunda sobre la mesa de partos, y a su padre cogiéndole de las piernas y llevándole al panel de análisis de ADN con curiosidad por descubrir que aspecto tendría cuando creciera.

Siendo sólo un bebe aprendió a caminar, y con sólo 10 años ya se le proporcionó su primer arma una BB, y también se le facilitó el Pip-Boy 3000, un pequeño ordenador que llevó siempre consigo para registrar sus datos y facilitarle sus diversas opciones.

El tiempo pasó despacio en la ciudad acorazada. Los minutos parecían horas y las horas días enteros. A los 16 años llegaron los duros tests de aptitud, se preparó durante meses, ya que con este examen se le ayudaría a escoger que hacer con su vida. Por fin a los 19 ya estaba preparado, era adulto y plenamente consciente de sí mismo y de sus capacidades; pero su mundo dio un vuelco cuando su padre huyó de la gigantesca cámara acorazada dejándole sólo. Desamparado y sin encontrar explicación a su comportamiento decidió cruzar el umbral, y adentrarse en el peligroso mundo del Washington D.C. post apocalíptico.

Otra de las grandes actualizaciones respecto a la serie recaerá en el sistema de combate, contando en Fallout 3 con una especie de híbrido entre tiempo real y lucha por turnos gestionado por el denominado sistema VATS (Vault-tec Assisted Targeting System), una herramienta que comparte ciertos elementos de los shooters en primera persona pero con la profundidad de un juego de rol.

La primera visión de la superficie de la tierra devastada fue desoladora. Los edificios en ruinas y los coches destartalados se amontaban en las calles. Sólo sabía lo que le habían contado, que en 2077 una guerra a gran escala arrasó la civilización; y que ahora, doscientos años después, la humanidad todavía no había logrado recuperarse de la hecatombe nuclear.

Aún sin recuperar el aliento un ruido a su espalda le hizo volverse casi instintivamente. Una criatura imposible de aspecto monstruosamente humano buscaba algo que comer entre unos montones de basura en medio de una avenida hasta que le olisqueó. Con rabia animal el monstruo corrió hacia él, y sólo detuvo su avance cuando un certero disparo de la pistola BB de éste hizo estallar con furia su cabeza.

Manos temblorosas, sudor frío, mirada perdidallevaba apenas cinco minutos en el exterior del búnker nuclear y ya había tenido su primera sorpresa. Todavía no sabía la cantidad de bares mugrientos que tendría que frecuentar, clubs de streaptease que tendría que visitar, enemigos que tendría que abatir y todavía desconocidos amigos junto a los que tendría que luchar. Nadie dijo que fuera a ser sencillo.

You are S.P.E.C.I.A.L.
Como en la mayoría de juegos de rol podemos personalizar a nuestro gusto al personaje. En Fallout 3 será al inicio cuando, como recién nacidos colgando de brazos de nuestro padre, podremos elegir el sexo, la raza y el aspecto, en un editor de personajes que según Bethesda es mucho más complejo que lo visto en Oblivioon, y que por fin nos permitirá decidir con un control total la apariencia del héroe.

Pero el rol por supuesto no va sólo de aspecto físico, y también escogeremos las siete habilidades del juego. El padre del protagonista nos dará a los pocos minutos de juego la tarjeta llamada You are Special, donde escogeremos como distribuir los primeros puntos entre los caracteres del personaje. Strength, Perception, Endurance, Charisma, Intellgence, Agility, y Luck; son las diferentes disciplinas del protagonista, que conformaban la palabra Special; en español fuerza, percepción, resistencia, carisma, inteligencia, agilidad y suerte.

Desde sus orígenes, la saga Fallout se ha caracterizado por su gran personalidad en todos sus elementos. Su historia, carisma, el notable doblaje, su decadente y característica decoración de loa años 50, el interfaz Bethesda, sus nuevos desarrolladores, han mostrado desde el inicio un profundo respeto por los cimientos de esta notable saga, pero también han comentado que su labor es adaptarlos a las posibilidades de hoy en día.

Estos parámetros se complementan con las 18 destrezas clásicas de la serie que incluyen robo, empleo de armas, sigilo, capacidad de reparaciones, etc. En Fallout 3 dispondremos de un máximo de 20 niveles para evolucionar nuestro personaje; a algunos quizá les parezcan pocos pero debemos recordar que esta cifra le empareja con otros títulos de rol recientes como Guild Wars.

Por otro lado vuelve el sistema de Karma, que ya estaba presente en las dos primeras entregas, y que reflejará nuestra ética y la moralidad de nuestras decisiones además de nuestra relación con otros personajes. No todo será tan fácil como elegir lo bueno o lo malo, desde Bethesda se trata de conseguir una gran escala de grises que no hagan tan sencilla la experiencia como limitarse a ser el más bueno del lugar o, por el contrario, ser un tipo sin corazón como un malo de tebeo.

Comparándolo con Oblivion y volviendo a establecer diferencias con éste, si que veremos que podremos pertenecer a organizaciones, pero la cosa no será tan sencilla como en el cuarto episodio de la saga Elder Scrolls, donde podíamos ser el campeón en todos y cada uno de los gremios aunque estuvieran enfrentados. En Fallout 3 cada decisión tiene consecuencias, el hacer de una manera u otra una determinada misión abre y cierra a su antojo decenas de ramificaciones de misiones y personajes, lo que nos impedirá disfrutar en una sola partida de todo lo que la tercera entrega de Fallout nos ofrece.

A Quemarropa
A pesar de la orientación con visualización en primera y tercera persona Fallout 3 no es un vulgar juego de acción, así que los fans del rol pueden estar tranquilos. Bethesda se ha ocupado personalmente de que los combates no caigan en la trivialización y el simplismo. El sistema VATS ha sido la herramienta escogida para dotar de profundidad a la lucha, sin hacerla caer en el tedio del doy un golpe-recibo un golpe de muchos juegos de rol recientes.

VATS es un sistema táctico que significa Vault-Tec Assisted Targeting System, y que comparte algunos elementos en tiempo real de los first person shooters, pero que permite detener el tiempo a nuestro antojo para plantearnos las situaciones con calma y escoger con cuidado donde efectuar los disparos.

Esto se realiza de forma sencilla. En medio de un combate pulsaremos un botón para acceder al modo de pausa, que hará un zoom sobre el personaje apuntado y que nos permitirá gastar una serie de puntos de turno en disparos. Gracias a este zoom veremos a nuestro enemigo dividido en diferentes extremidades y puntos corporales, todo ello acompañado de unos porcentajes de acierto, que teniendo en cuenta parámetros como la distancia o nuestra habilidad con las armas, nos permitirán valorar las posibilidades de éxito de dispararle en uno u otro lugar.

Una de las principales variaciones respecto a sus episodios precedentes es la adopción de una vista en primera persona que podremos alternar con otra en tercera al estilo, por ejemplo, de Gears of War, alejándose de la clásica en perspectiva isométrica que reinó en los dos primeros Fallout.

Cada punto tiene una consecuencia. Si impactamos en una de sus extremidades posiblemente la inutilizaremos, si es una de las inferiores entorpeceremos su avance y si es una de las superiores su capacidad de ataque; si directamente hacemos blanco sobre su cabeza muy posiblemente el enemigo morirá.

Una vez acabado el turno de pausa, es decir nuestros puntos del turno, volveremos al modo de tiempo real o, si decidimos seguir en el modo de pausa, esperaremos a que el turno de nuestro rival se agote para volver a disponer de puntos. Estamos sin duda ante un sistema flexible, un sistema respetuoso con el desarrollo de los tiroteos en el clásico, pero que aporta novedades para no estancarse en un estilo de juego de hace diez años que ahora podría resultar un tanto anacrónico.

Sólo para Adultos
Según Bethesda el inabarcable número de personajes que encontrábamos en nuestro camino por los dos primeros episodios de Fallout se ha reducido drásticamente en el tercero. Pasaremos pues de los miles de NPC de Fallout y Fallout 2, a sólo cientos de ellos en su tercera entrega. Una reducción importante de cantidad en aras de aumentar la calidad.

Como es costumbre podemos interactuar de casi cualquier manera imaginable con los personajes no jugables de Fallout. Amistad, amor, muerte todos los elementos de la vida están presentes en el juego con todo lo que ello conlleva.

Según Bethesda se está tratando de lograr una sensación de libertad total en la que el uso de la violencia sea totalmente opcional, y donde la totalidad de la aventura pueda ser superada charlando con personajes o infiltrándose sin causar bajas. Puede resultar muy interesante enfrentarse a Fallout 3 con la intención de no matar a nadie, pero suponemos que será complicado no emplear la violencia para lograr nuestros objetivos; y aprovechamos desde ya para advertir del altísimo nivel de crudeza del juego en casi todos los sentidos.

La polémica estará servida, eso desde luego. El sexo y la violencia ya estaban de sobras presentes en los dos primeros Fallout, pero en esta tercera entrega el rango de libertad aumenta considerablemente, y los contenidos adultos alcanzan nuevas cotas de intensidad. Por si los clubs de streaptease, el uso de drogas, las relaciones sexuales, los brutales asesinatos y los prostíbulos fueran poco para coronar a Fallout 3 como nuevo icono de la controversia, desde Bethesda se ha confirmado ya que habrá niños en el juego. La violencia hacia éstos será a buen seguro el nuevo caballo de batalla de los sectores más críticos con la industria del videojuego.

Y es que las mutilaciones y los asesinatos más sanguinarios siempre han estado presentes en las series; pero en esta ocasión, y con el realismo gráfico que puede aportar la revolución tecnológica de Fallout 3, la inmersión en este mundo violento y convulso restringirá de forma considerable el espectro de usuarios de un juego que, posiblemente, se ganará a pulso una calificación +18.

El uso de una evolución del motor de Oblivion ha revelado al engine gráfico de la ya clásica cuarta entrega de The Elder Scrolls como una herramienta tecnológica muy versátil y muy capaz, confirmando todos los extremos de su brillante aparición del año pasado.

El juego moverá, con mayor fluidez que Oblivion, un entorno ligeramente más pequeño que éste, pero con un nivel de detalle mucho mayor y con una riqueza de texturas y modelados de personajes realmente espectacular. Mención especial merece el trabajo de iluminación y el de las animaciones corporales de los personajes, que ha sido reconstruido desde cero para evitar la cierta ortopedia de los movimientos de Oblivion y para lograr una iluminación verdaderamente sensacional.

Se trata de hacernos sentir miembros de un mundo extraño, al que pertenecemos pero del que no conocemos nada. Por ello los guiños siempre han sido una constante en la serie, y en esta ocasión no parece que vaya a ser una excepción. El primer trailer ya mostraba una calidad gráfica notable a todavía más de un año de la salida del producto, y los regustos de la decoración de los años 50 que caracterizaban a las dos primeras entregas sigen muy presentes.

Pero la nueva generación no aporta tan sólo mejoras gráficas a nivel puramente estético, también la tecnología se orienta a mejorar considerablemente la experiencia jugable y el comportamiento de los enemigos.

Las consolas y PCs de nueva generación, capaces de gestionar muchísimos más cálculos que sus predecesores, posibilitan espectaculares reacciones en los habitantes de este mundo que ante todo pretende dar sensación de vida. Buscan cobertura, se esconden, flanquean y sacan partido de los entornos estén donde estén. La aventura se presenta difícil, pero como siempre en esta clase de juegos contaremos con mucha ayuda. Las clásicas comidas, bebidas o inyecciones serán una constante en nuestro periplo, pero en una fórmula de la que sacó partido el reciente STALKER deberemos estar al tanto de nuestro nivel de radiación al, por ejemplo, beber agua de un río o incluso de un inodoro, si estamos tan desesperados.

Una ambientación basada en un post-apocalíptico y rudo futuro, con abundantes y tenebrosas zonas industriales, parajes devastados, e inmundas metrópolis, encandilaron a muchos aficionados en sus dos primeras entregas. Unos años después, Fallout 3 seguirá esa misma línea, sólo que en 3D y con una tecnología y nivel artístico que prometen dejar huella entre viejos y nuevos seguidores de la saga.

En caso de sufrir una lesión seria, un hueso roto, una bala incrustada en nuestro cuerpo de poco servirá comer y beber o medicarse. Nuestra cadencia de paso se verá considerablemente reducida si se nos rompe una pierna, y no será esto lo peor, si no que para curarla deberemos o bien tener fuertes conocimientos médicos, o viajar hasta la ciudad más cercana para visitar al doctor. Todo en aras del realismo.

En conjunto podríamos resumir que Fallout 3 apunta a clásico; desde el, no nos cansaremos de repetir, escrupuloso cariño y respeto por el legado de la saga, hasta el remozado aspecto gráfico y el empleo de un espectacular reparto de doblaje que incluye al brillante Liam Neeson como el padre del protagonista, y la recuperación para las series de Ron Perlman como el narrador.

Si los fans extremistas de sus orígenes, que consideran erróneamente que cualquier tiempo pasado fue mejor, consiguen vencer sus miedos y enfrentarse al juego libres de prejuicios, a buen seguro descubrirán una experiencia que cuanto menos será merecedora de echarle un vistazo por el mimo que está poniendo Bethesda. Para los que nunca se han acercado al universo Fallout y a los que les echa para atrás sus gráficos desfasados, en primer lugar recomendarles repasar las dos entregas iniciales, y en segundo lugar recomendarles a todos paciencia, pues hasta finales de 2008 no verá la luz este título, uno de los destinados a coronarse como mejor juego de rol del año que viene.

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I don't know if you guys saw the teaser trailer we released about a month ago," began Bethesda producer Todd Howard. "That was actually shot in the game in real time, it's the beginning of the game's intro, as you'll see here."

There we were, sitting in a well-furnished miniature theater watching a giant screen display the opening visuals of Fallout 3, one of the hottest games at this year's E3. As Todd elaborated on how the teaser was pulled from the game, the footage everyone has already seen played in the background (complete with the music-"I don't want to set the worrldddd onnnnn fireeee"; classic).

"War..." began Ron Perlman. "War never changes. Since the dawn of humankind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything..." The intro speech goes on for quite a bit longer, but I don't want to ruin it for anyone, because it kicks ass. Suffice to say, Ron Perlman does a great job at making the beginning of the game draw you in.

As many know, Fallout takes place in the future, after the world has been decimated by nuclear war. Humanity has lived on, however, both on the surface and underground. Ron describes Vault 101, and reminds us that no one ever enters, and no one ever leaves...

"The game does start in the underground vault," Todd tells us. He also made it known that what we're seeing isn't the official beginning portion of the game; just the right area. When the screen loads up in first person, Todd continues. "People always ask us: Why are you doing this, why are you ruining Fallout by making it first person!'" He went on to explain that for them, first-person is the only way to truly make the game come alive.

"This chair is in Fallout 1, for example, 4 pixels high," he tells us. "But here it is. Same with this vent you can click on to make it go rattle-rattle-rattle-rattle." The crowd chuckled slightly when he mentioned that first-person also helps them as developers, because they get very anal about making their world right.

Unlike Oblivion, Todd demonstrates and explains how the third-person mode in Fallout 3 is fully playable, and easily done so, and more than a way to look at your blue jumpsuit. At the start of the demo, the main character is 19 years old, but he begins at a very early age (one!) before this point, and ages through a few events (I'm guessing).

The main character's father is the main vault scientist, and is also voiced by Liam Neeson. He's trying to get the main character to take the G.O.A.T. to find out what he has to do for the betterment of the Vault. "I had to take it, you'll have to take it, and so will everyone else," his father tells him.

According to Todd, the G.O.A.T. is basically an oral exam, and will determine your future character in Fallout 3.

The father does more than just sound cool and get lost (setting up the story), too. As your main character ages from baby to adult, your father ages as well; his looks are also based upon how your character is designed.

It was about that time that we got our first mention of Oblivion. "Think of Oblivion as our freshman effort on next-gen," he tells us, "and Fallout is our revision and upgrade."

We were then treated to a demonstration of how the Pipboy works in Fallout 3. According to Todd, one of their main goals in upgrading it for Fallout 3 was to make it entertaining for gamers, since they'll spend a lot of time in its menus. Part of how they did that is the humorous animations; skills and stats have their own picture and description, and most of them are pretty damn funny. One of them, science, features a bespeckled toon sitting in front of a giant retro computer. "This is our actually our lead developer, this is what he looks like," Todd jokes. "And this is a very early PS3 devkit."

The Pipboy also allows you to view your special stats, which will determine a lot of what you can do. According to Todd, these are assigned at a very young age. When you're one, your father will give you a book titled "You're Special!" and you learn to walk, for example. It's also "very hard" to change the stats later in the game, so you'll likely be stuck with what you pick.

The vault portion of the game will take about an hour to complete, and will allow you to learn how the game plays, and complete some quests. One instance of a quest-like encounter occurs when Todd runs into a group known as the Tunnel Snakes (a greaser gang, as he described them) tormenting your female friend. "You can help her," Todd says, "or you can join in, call her fat, make her all sad..."

Rather than take the G.O.A.T. (by the way, before you leave the vault you can change your skills and stuff, which is familiar to Oblivion), they skip that portion and go straight on through the story. We learn that the main character's father has escaped the hatch, and to avoid suspicion we'll need to attempt to find him in the outside world.

It was at that point we ran into Mr. Handy. "Good day new sir!" the cheerful robot chimes. "If I may be so bold the blue in the bolt suit contrasts BEAUTIFULLY with your eyes!" As Mr. Handy moves away, he mutters, "you stupid git." Oh, Mr. Handy!

The exit of the vault is a fairly epic area, and as Todd explains, given its seriousness it really has to be. You need to hack into a computer (or use a password) to open the vault, which involves a lot of whirling gears and shifting metal. After a few moments, Todd is out into the beautiful post apocalyptic sunlight!

"Here's some people we wouldn't let in," he jokes while walking over skeletons.

After exiting the vault, the game shifts to a wide shot of the Wasteland. Sand blows through the ruins of a city, while cars remain deserted. "This is the wasteland, everything you see is open to explore," Todd tells us. Unlike many developers, Bethesda loves to make everything you can see the actual game, which is great.

Demonstrating how drinking worked (and how radiation poisoning effected the main character), Todd treated us to a small nuclear detonation by blowing up a car with an active charge in it still. The explosion had some awesome lighting effects, and the sand and objects near it kicked up and flew around. Standing in an area where a car blows up also causes continuous radiation damage; sort of like a DoT spell. It's a good tactic to use against trapped or tightly packed enemies, but blow up too much, and you'll eventually kill yourself.

After taking a rifle and some drugs from an abandoned mailbox, Todd was attacked by a giant ant. In Fallout 3, all of the enemies (at least what we've seen) have location based damage modifiers. While fighting the ant, Todd could shoot its leg to hopefully cripple it, and he could shoot its antenna which would cause it to enter a frenzy due to the lack of senses.

Some point here, we were given an explanation of how Fallout 3's parallax inclusion mapping worked. Suffice it to say that I'm horrible at technical details like that, so I'll explain it in words I understand: it lets you break and damage things better by changing the environment on a pixel level.

Not only is this present in the gameplay, but Bethesda also used it in their world building to help spread damage and decay (which is everywhere - as Todd joked, "Our motto is Deca: it's the new tree!'")

More giant ants quickly appeared, and after dispersing of them we arrived at the city of Megaton, which is built around an atomic bomb which didn't go off. Before entering, a robot deputy scans the main character's threat level, and deems him okay to enter. Entering the city brings up a loading screen, which is still being worked on in order to lessen load times. Even now, though, it's much faster than Oblivion.

Once inside, the sheriff greets us, and we're shown how you can choose two radically different paths. In this instance, Todd can either be peaceful and friendly with the sheriff, or enter the town mocking his hat ("Nice hat, Calamity Jane"); guess which he picked?

After mocking the hat, the sheriff is peeved, and Todd has the choice to try and make things okay again, or keep pushing the sheriff which will end in a fight. Todd ended up switching his mind, so we entered the city proper.

Not only are the load times improved from Oblivion, but almost everything else limiting the game has been, too. For starters, the visual density in Megaton is much greater than anything seen in Oblivion. Each building is built of many separate scavenged parts, and it looks more like a movie than real-time gameplay footage.

The Radiant AI has also been vastly improved. This time, each NPC is given a full 24-hour schedule, and they'll interact with each other much more than the NPCs in Oblivion, making the world truly seem alive (at least as alive as it can be...).

As we're shown the city, a few bits of the typical Fallout humor rise up. Near the bomb the town was built around, a man is preaching a gospel about the bomb to the bomb; just past him is a sign leading to "local cult." Nothing drop-dead funny (yet), but the tongue-in-cheek and dark humor is obviously present.

The animation is also improved, as is the motion. Rather than have scripted moves for things such as going up steps, the game registers how the feet need to move to go up the stairs, and the character's body corresponds. Bethesda used a lot of mocap in this game, and it showed.

At the top of the stairs, Todd entered Moriarty's bar in order to search for his missing father. Here he displays the ability of the Pipboy to play songs from the radio. According to Todd, if you meet the DJ of the radio station in the game, he'll also mention you at points. You can listen to the stations while you normally play the game, offering a slew of authentic period songs (including one by Bob Crosby, Bing Crosby's less successful brother).

In the bar, we run into a character named Mr. Burke. Mr. Burke has an interesting proposal for us; it turns out the bomb isn't a dud after all, and he wants us to go and place a charge to explode it. Naturally, Todd accepts the task. He mentions here that had he befriended the sheriff upon entering town, this quest would have never happened.

In the center of the town, Todd faced the bomb and was still given the choice to change his mind, but nah, he went for it. Whoops, his skills aren't high enough. "Luckily I have these drugs I found in the mailbox, and as we all know, drugs make you smarter," Todd joked. They did the trick, and allowed him to place the charge. With the bomb armed, Todd took off through the metro to arrive at the meet-up spot Mr. Burke decided upon, which happened to be on top of the Galaxy News radio station building (ironically, he was listening to a song at this moment which was talking about a "Happy, happy life!").

In the underground, Todd was quickly attacked by a super mutant. These guys were big, greenish looking, and very mean. Here he once again displayed VAT attack mode, shooting it in the head, causing it to explode, showering brain bits, jaw bone, and eyes everywhere. "E FOR EVERYBODY!" he jokingly shouted as he shot the corpse to display the effects.

After showing how you can use similar weapons to repair damaged ones, Todd displayed some of the sneaking action in the game, sneaking past two mutants into a security room, where he found a password and used it to turn on a Protectron. Once activated, it attempted to contact security headquarters, and after getting no response, entered a mode with permission to terminate. It spied two mutants outside the door, and when they couldn't produce tickets...well, let's just say mutants have a lot of internal organs.

The robots are scattered throughout, and most of them will be a benefit to you (notice that Todd said MOST will be good).

Exiting the metro, Todd was met by a group of human soldiers who helped him fight off a squad of mutants, and escorted him to his meet-up. There he was attacked by a giant mutant, but before it could kill him, he stole a nuclear catapult and laid waste to it (and a few friendly troops, most likely). He then went to the roof of the building (how Mr. Burke made it no one will ever know, and even Todd couldn't offer an explanation), and blew up Megaton. The city erupted in light as a giant mushroom cloud rose, and several seconds after the initial blast the shockwave hit, knocking Mr. Burke backwards and sending debris flying past the main character as the demo ended.

All and all, I was very impressed with what we saw of Fallout 3. The game is very similar to Oblivion in ways, but also vastly different. The Fallout theme is very strong throughout, and the ability to play in a top-down zoomed out mode should please fans of the franchise (whether or not it will work in fights we didn't see). Will fans of the game like it? I can't say, because everyone will like and hate some of the things Bethesda has done. What is obvious, though, is that Bethesda is treating this game very seriously, and is trying their hardest to please old fans, as well as bring in the new.

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Fodel Gran Lobo Sif

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pero que aporta novedades para no estancarse en un estilo de juego de hace diez años que ahora podría resultar un tanto anacrónico.


¿Anacronico el combate por turnos en un rpg? >:-\ , hay juegos en tiempo real como Deus Ex cuyo combate era muy bueno, pero en un rpg el combate por turnos es mucho mas apropiado porque refleja las habilidades del pj y no del jugador, y desde luego hay rpgs modernos con combate por turnos excelentes, Templo del Mal Elemental por ejemplo. :)


Otra historia es lo de calificar al sistema de combate como hibrido o mezcla, es combate en tiempo real puro y duro, no hay turnos, el VATS solo es una opcion para parar la accion y apuntar, nada mas, desde luego hasta que se juegue no sabremos como funcionara.


Un saludo









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varga Saitama

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Trascripción de la intro de FALLOUT 3 con Ron Perlman como doblador

War. War never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything, from God to justice to simple, psychotic rage.

In the year 2077, after millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation. But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. For man had succeeded in destroying the world - but war, war never changes.

In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters, known as vaults. But when they emerged, they had only the hell of the wasted to greet them - all except those in Vault 101. For on the fateful day, when fire rained from the sky, the giant steel door of Vault 101 slid closed... and never reopened. It was here you were born. It is here you will die because, in Vault 101, no one ever enters and no one ever leaves

Entrevista con Emil Pagliarulo,diseñador jefe de FALLOUT 3


By now, all Fallout fans have heard what a great presentation Bethesda put on at this year's E3. It was standing room only in the demo I attended (which was the last one given at E3), and quite a few people were turned back at the door. The 45-50 minute walkthrough started at the beginning of the game and moved the character through the Vault and into the devastated ruins of Washington DC. Within the Vault, the player gets to choose the character's SPECIAL primary statistics and traits before leaving "home". Using both the characters reactions to situations within the Vault and the GOAT aptitude test, the player's tag skills will be determined. Bethesda hopes that this will add to the realism of the game. The player can, however, change the tag skills before leaving the Vault.

In any event, the character made his way out of the Vault, following his father after Dad found a way out/escaped. The philosophy of the Vault's Overseer seems to be that if you were born in the Vault then you should damn well die in the Vault and be a happy, productive citizen while you're at it. After leaving Vault 101, the character arrived at Megaton, a town built around an unexploded A-Bomb. There he met a few NPCs and received a quest that led him into DC proper. The character made his way through a Metro subway tunnel occupied by Super Mutants and a Protectron robot (very nicely done and in keeping with the 1950's image of the future). The character arrived in DC only to find the Brotherhood of Steel battling it out with invading Super Mutants. The Brotherhood did well until a 20 foot (6 meter) tall Super Mutant showed up. The character conveniently found a catapult-launched nuclear grenade which incinerated the giant Super Mutant. Throughout the demo, the audience was shown how the VATS pause-in-real-time combat system worked. The gamer can choose not to use the VATS system, but Fallout 3 will be harder to play that way. Bethesda is still modifying the combat system so time will tell.

The demo certainly captured the imagination of the audience, and was received with a round of applause at its conclusion. All-in-all it was a riveting, action packed and graphically beautiful-to-behold performance which I would gladly watch again and again. The change to first person is definitely much more visceral than the isometric graphics of Fallout 1 and 2. Bethesda has also tried their hardest to make the NPCs come to life, using pixel shaders, animation and lip syncing, and they have succeeded.

Some fans who loved Fallout 1 and 2 will find a number of features which will piss them off. The 20 foot tall Super Mutant was something out of Lord of the Rings and fit poorly with the earlier Fallout universe. It would have been more in keeping to have created an all-new Super Monster rather than including a giant Super Mutant. After all, the Super Mutants could have used the mutagenic virus on a Deathclaw or some other wasteland creature. Maybe the reason for the giant was explained in the storyline, but it was out of place from what I saw. Regarding the VATS combat system, I couldn't tell how well it will work. After killing a hundred giant ants, Super Mutants or whatever, the slo mo cinematic playback may become tiresome. VATS does stop the game from becoming a twitch fest, but turn-based combat could have achieved the same result.

Fallout 3 will be a worthy addition to the Fallout universe. It won't please those fans that want an isometric, turn-based game, but will please those who love the Fallout atmosphere and are willing to play the game from a new perspective. With its branching storylines and the ability to create a character in all shades of gray, it should be fun for the same sick and twisted individuals who enjoyed the original games.

For those gamers that like turn-based, isometric combat, please read StrategyCore's Jagged Alliance 3 preview due within the week (sorry, but I'm a slow writer).

Mike Nino, StrategyCore

Post-presentation Question & Answer Session

StrategyCore (and a few other journalists) had a chance to sit down with Emil Pagliarulo, Fallout 3's Lead Designer, and ask him a few questions after the presentation.

"What it comes down to is that we're all Fallout fans. We love the original games. (But) not every Fallout fan wants a turn-based isometric game." Emil Pagliarulo, Lead Designer, Fallout 3

SC: How is the GOAT system going to work? Is it like a quiz?
EP: The GOAT is sort of like an oral exam that helps you determine your tag skills. Your tag skills are your three main skills. It sort of harkens back to the type of character generation quiz we had in Morrowind. But if you don't like the tag skills GOAT determined, when you leave the Vault you have a chance to re-spec your character anyway.

SC: So what happens when your character levels? You choose the skills you want to boost?
EP: Yeah, when you level you get skill points, and the number of skill points you get are based on your intelligence. So you can put those toward your skills and the primary tag skills get more points added when you level up.

SC: The same as the original game?
EP: Really similar to the original game.

SC: So you get to choose where you put your points?
EP: Yes you do. Its not like Oblivion, skills don't increase with usage. Its definitely an experience point based game.

SC: So the experience points aren't allocated in a GOAT-like manner?
EP: It kind of does. It's not a hard and fast system, it doesn't lock you into a character type. It gives you a guide that you can change if you like.

Other interviewer: The presentation mentioned that unlike Oblivion the enemies are not going to scale to the character. Is that going to make a more linear game play, since that will limit free roaming, do-what-you-want-to gameplay.
EP: A couple of responses to that. Because its an experience point based game and you get the majority of the experience points from questing, its a lot easier for us to guess where the player is going to be and what level he will be at. We know that if youre doing a main quest path you will be at least this level so we can tailor those areas. Now if youre outside the main quest path, its really a matter of giving the player the right kind of feedback. If you're a level 2 and you go far out into the wasteland and you find a group of five super mutants decked out in ful body armor with rocket launchers and laser rifles, I think the player is smart enough to turn around and come back later.

Other interviewer: Do you run into instances where NPCs are fighting?
SC: Or random encounters?
EP: We love to do that and we have good tools to do it. We didn't do this in Oblivion, but for the first time we actually have a designer completely dedicated to free-form encounters out in the wasteland. You'll definitely encounter people fighting rad scorpions and other creatures out in the wasteland. It's definitely a single character game, but there are companions that you take. Your companions are based on your karma, so there's a sunset of companions that are good guys, evil guys or neutral. But you need to find those guys, take them with you, and watch the interaction between those characters.

Other interviewer: How many voice actors will there be?
EP: There are many different voice types, we're talking 30-40 different voices. Because the world is smaller and we have fewer NPCs, its allowing us to customize and detail the voice acting.

SC: Are there going to be a lot of new weapons? The FatMan (essentially a nuclear hand grenade launcher) in the presentation is new, but what other new weapons will there be?
EP: There are a lot of weapons. I was surprised looking at our weapon list and seeing how many we had. There are the Fallout weapon skills: big guns, small guns, energy weapons, melee, unarmed which are all fully exploited, so we have weapons for them all. We also have a series of custom made weapons that you can construct if you find a schematic and the right junk in the wasteland. So yes, there are quite a few weapons.

SC: Can you add scopes or silencers to weapons?
EP: No, you can't. We don't allow you to modify existing guns to customize them. For example, you can't take a pistol you've been using and add a scope to it. It's more like finding an old motorcycle gas can and an old sword blade and creating an entirely new weapon.

Other interviewer: What about traveling in the game? Is everything done on a walking basis?
EP: You are walking everywhere. There are no vehicles. Maybe there will be some kind of fast travel system based on the map but we are still working that out.

SC: Regarding the Metro Subway, it doesn't look like it is functioning. Are they just tunnels?
EP: They are not functioning. The trains are ruined.

Other interviewer: What is the square mileage of the game?
EP: We haven't calculated the square mileage. A lot of games do that now but its always sort of a fudged number. In Oblivion, its a really big area, but the borders kind of stretch and curve. The game play map in Fallout 3 is much more of a solid square, so a lot more of the map is actually accessible game play space. Its smaller than Oblivion but still huge. The approach is smaller, more manageable and more detailed. Its DC and its environs. That is where the game is set.

Other interviewer: Could you actually play the game without using the VATS system?
EP: You could. If you were to do that I would compare it to Deus Ex 1, which would have a similar feel. You certainly could. It would be harder. Its harder to play the game that way tactically. In VATS, we are sort of still playing with that. For example, if you are trying to shoot the antennae off a giant ant, its really hard to target that in real time. So we might jack the percentage up a little bit to make it a viable option. But you could certainly play the entire game without using VATS. But we've found in the office playing the game that the third person playback (which only happens in VATS) is a lot of fun to watch. When Todd and I first started prototyping VATS, we played other real time games like Call of Duty and Halo. We'd sit there and say "if I were playing this game and could freeze this moment and go into some kind of targeting system, how would that feel?" Sometimes you want to take a breath and think tactically and not feel rushed. We struggled a long time with the first versions of VATS whether the game should be paused or should we do some slo mo thing. We decided to pause the game and let the player think, be more tactical and not pressure them.

SC: No shots to the eyes?
EP: No, and I'll tell you why. We talked about that, we prototyped it, and when you play the game and see it in such high def, when you shoot someone in the eyes you expect the head to blow up anyway. Shooting someone in the head has the same effect. If you get a critical on them they get dazed and stuff.

SC: It doesn't look like you could finish the game without killing a lot of people.
EP: Not entirely true. It depends on the quest. You saw all the speech options and dialog in the demo. As far as dialog options go, that's just the tip of the iceberg. The amount of interaction through dialog is three times what we had in Oblivion. There's a really strong stealth component. There are a lot of paths through the quests and some are non-violent. That said, you can't wander off into the wasteland and expect to live.

SC: Can a character dodge?
EP: That is part of the real time engine. You can definitely move to take cover behind stuff and duck down.

Other interviewer: Will the PipBoy evolve with your character? As your character gains skills, will it add abilities?
SC: Can you add anything to it?
EP: No, its a pretty consistent piece of equipment throughout the game. The PipBoy itself really doesn't change.

Other interviewer: How many radio stations are there?
EP: I'm not saying. (laughter and moans) Several, though. The cool thing about the radio stations, obviously there's the music and the DJ, but you can use it tactically by picking up the frequency of the enemy out in the wasteland and listen in on their transmissions. You can get quests that way. We use it a lot.

SC: Is the Enclave in the game? The presentation mentioned their radio station.
EP: I don't know what youre talking about. (laughter) We're not talking about that.
SC: Thank you.
EP Quite welcome (laughter)

SC: Will there be aliens in the game?
EP (makes a face) No. (laughter)
SC: Alien weaponry?
EP: (pause, another face) These are things I'm not supposed to talk about.

SC: Do you get a dog?
EP: Mmaayybbee Yes.

SC: Are there any new mutant animals?
EP: New mutant animals. Let's see. We're still going through our creature list. I don't want to say what they are, but yes.

Other interviewer: What kind of creatures are in the game?
EP: All of the Fallout classics are back. There's a full line of robots: you saw the Protectron in the presentation (a Robby-the-Robot-type robot that was in the Metro Subway), Mr. Handy, Robobrain and Sentrybot. Right before E3 the rad scorpion just went in fully animated. There's also the classic deathclaw. There are lots of creatures are in the game.

SC: So is the DC Brotherhood of Steel the same Brotherhood of Steel that was on the West Coast? Is it nationwide?
EP: Youre the only person that asked me that question. I'm surprised that no one else has. Let me just say that its come up a lot that "How did the Super Mutants and the Brotherhood of Steel get on the East Coast?". We answer those questions in the game and there's a reason why they're there. They are somehow connected to the other Brotherhood of Steel but we cover those bases within the game. (Note: it appears that the Brotherhood of Steel in Fallout 3 is not the West Coast one but an offshoot that was mentioned in Fallout: Tactics. In that game, a blimp expedition from the West Coast was sent over the Rockies to follow the retreating Super Mutants. The lead blimp crashes near Chicago and the survivors set up their own version of the Brotherhood of Steel. It may be that BOS that is battling the Super Mutants in DC, or maybe anothe one created by the blimps that did not crash in Chicago but continued eastward. Just an educated guess...)

SC: Why Vault 101? Seems like it would be Vault 1 if it was in Washington DC?
EP: We looked at the Fallout fiction and how many Vaults there were. We decided that we should go with higher number Vaults since the lower number ones were on the West Coast.

SC: Will we see any NPCs from the previous games?
EP: Maybe. We're not talking about that.

SC: From the demo, it looks like the currency is bottle caps?
EP: That is correct.

SC: Do you have a favorite technological marvel?
EP: I do, but I can't tell you what it is.

Other interviewer: Can you give us a generalized development timeline over the next year?
EP: Sure. You look at our 45-50 minute long demo and it looks like there's a lot there. But on the design side we want to have these important character interactions. We want players to feel like they are real people. In order to do that it simply takes a lot of time. In Oblivion there is what we call essential characters, characters that you cannot kill. A lot of games have them. For Fallout 3, our goal was not to do that. If a NPC gives the player a quest and the player blows his head off, how does that affect the quest? We have to deal with that, and it takes a lot of time to do that. Multiple pathways to fulfill a quest take a lot of time to develop. In Oblivion, the player makes his decisions on a higher level: if I want to be evil I join the Dark Brotherhood, whereas Fallout quests have multiple pathways to complete the quest.

Other interviewer: Is there a centralized storyline or is it completely free branching?
EP: There is definitely a storyline. We use the character's dad as a device: Dad leaves the Vault, you follow him. But why did he leave? What was he up to? And all that ties into the players relationship with the Capitol wasteland and are those people worth saving.

Other interviewer: Are there going to be DX10 capabilities? Would we see any difference?
EP: I can't imagine that we wouldn't but we haven't yet. We're sort of taking a wait and see attitude and see what on-line games do.

Other interviewer: Are you planning to develop expansion packs?
EP: We've talked about it and we just don't know yet. We're so focused on making the game. Ironically, if I say "yes", and the game comes out without the new features, we'll be accused of ripping the players off by not releasing the full game. The truth is, we really don't think about expansion until after the game is out.

Other interviewer: So are you looking for a simultaneous release for all three platforms?
EP: Yup, all platforms the
same day.

Other interviewer: How much are your actions and how you address each quest going to affect both the game play and the story? How does being good or evil affect the game?
EP: When we first started we had that very convention, the good or evil thing. But we realized that a lot of Fallout is about these shades of gray. So we're fully supporting a neutral path as well, which has been interesting for us. I can be the good guy or this evil guy, but what if I don't want to do that? What if I want
to be this sort of mercenary guy in the middle? And that plays into the quests, too.

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Anoik Stinger

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Se va descaradamente hacia una aventura con acción con elementos de rol que siguen teniendo su importancia, pero al menos parece que se están tomando en serio el poder hacer las quests como quieras, incluso matando al que te da la quest.

Eso es un paso adelante con respecto al Oblivion.

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