Ya podía ser,tiempo real del todo cual juego de acción pasándose por el forro las estadísticas no me mola precisamente para un juego de rol.
Mas previews,ya podían colgar la demo o videos por lo menos
GAF
http://www.gamesarefun.com/gamesdb/preview.php?previewid=34
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.
GAMEHELPER
http://production.gamehelper.com/magazine/features/the-original-fallout-boy
“So why the f--- are we doing
Fallout?”, posits Todd Howard to an audience of game journalists gathered at Bethesda’s HQ to hear the answer to just that question. Most gamers familiar with the
Fallout series won’t care so much for the ‘why’s’ but rather the ‘how’s’. 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 Bethesda’s part the only remaining tools at these fans disposal has been assumption and speculation…until 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 we’re like – have you seen this thing? They’ve got dip switches for violence – all this crazy sh—t. 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, that’d be cool…
But over time – this crack would become much more serious.
It’s 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.
Here’s 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 violence’…let's all just own up to it! Violence done well is f---ing hilarious!
-Todd HowardOK – so it’s true – there were a couple titles in the series post
Fallout 2…
“‘Brotherhood of Steel was kinda of like…so you want an RPG? Here’s 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 3’s 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 team’s 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. It’s like Itchy and Scratchy or Jackass –now that’s 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 it’s evident the game’s systems are based on Oblivion tech – the team has gone to great lengths to ratchet up the engine’s capabilities and address the handful of flaws that tarnished Oblivion’s, 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 3’s 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
Fallout’s world and it’s 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 Oblivion’s 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 Oblivion’s 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 is…um…populated? 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 game’s 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 d—k”, 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 – there’s 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 you’ll be dubbed the Scourge of the Wasteland. Play the nice Sherriff and you’ll be hailed as the Hero.The models for
Fallout 3’s 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 it’s still there – but
Fallout 3 will revert to a zone based approach to creature difficulty. I translate for you…essentially – if you’re too weak to enter a zone in
Fallout 3 – you’ll get your ash kicked. Get it? Got it? Good.
Now let’s 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 we’ve 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, they’re still the game’s currency of choice) and then set off blowing up nearby NPCs or friends.
Now that’s 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. Don’t worry – you’ll be able to tell when it’s time to repair your weapons – visually. They won’t 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 enemy’s 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 don’t 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.
You’ll spend the first nineteen years of your life - and the first few hours of the game – within the vault’s 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 you’ll do when you’re born is choose your appearance and your Dad’s 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 you’ll 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 you’ll 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 let’s just trick the sh—t out of it! The screen flickers – all the buttons work. It’s 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 you’ll 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 Neeson’s 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 - you’ll 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 Oblivion’s 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 I’ll 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 Bethesda’s last RPG. If development of
Fallout 3 continues sailing on this course –
2008 could prove to be an Epic year for RPG fans.
GAYGAMER
http://gaygamer.net/2007/07/e3_07_fallout_3.html
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 token 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.