Bethesda Softworks started working on Fallout 3 in July 2004,[30] but principal development did not begin until after The Elder Scrolls IV: Oblivion and its related extras and plug ins were completed.[31] Bethesda Softworks decided to make Fallout 3 similar to the précédant two games, focusing on non-linear gameplay, story, and black comedy. Bethesda also chose to pursue an ESRB rating of M (for mature) par including the adult themes, violence, and depravity characteristic of the Fallout series. They also decided to shy away from the self-referential gags of the game's predecessors that broke the illusion that the world of Fallout is real. Fallout 3 uses a version of the same Gamebryo engine as Oblivion,[1] and was developed par the team responsible for that game.[32] Liam Neeson was cast as the voice of the player's father.[33]
In February 2007, Bethesda stated that the game was "a fairly good ways away" from release, but that detailed information and previews would be available later in the year.[32] Following a statement made par Pete Hines that the team wanted to make the game a "multiple platform title",[34] the game was announced par Game Informer to be in development for Windows, Xbox 360 and PlayStation 3.[4]
During a March 21, 2008 Official Xbox Magazine podcast interview, Todd Howard revealed that the game had expanded to nearly the same scope as Oblivion. There were originally at least 12 versions of the final cutscene, but with further development this expanded to over 200 possible permutations in the final release, all of which are determined par the actions taken par the player.[19] Bethesda Softworks attended E3 2008 to showcase Fallout 3. The first live demo of the Xbox 360 version of the game was shown and demonstrated par Todd Howard, taking place in downtown Washington, D.C. The demo showcased various weapons such as the Fat Man nuclear catapult, the V.A.T.S. system, the functions of the Pip-Boy 3000, as well as combat with several enemies. The demo concluded as the player neared the Brotherhood of Steel-controlled pentagone and was attacked par an Enclave patrol.[35]
In February 2007, Bethesda stated that the game was "a fairly good ways away" from release, but that detailed information and previews would be available later in the year.[32] Following a statement made par Pete Hines that the team wanted to make the game a "multiple platform title",[34] the game was announced par Game Informer to be in development for Windows, Xbox 360 and PlayStation 3.[4]
During a March 21, 2008 Official Xbox Magazine podcast interview, Todd Howard revealed that the game had expanded to nearly the same scope as Oblivion. There were originally at least 12 versions of the final cutscene, but with further development this expanded to over 200 possible permutations in the final release, all of which are determined par the actions taken par the player.[19] Bethesda Softworks attended E3 2008 to showcase Fallout 3. The first live demo of the Xbox 360 version of the game was shown and demonstrated par Todd Howard, taking place in downtown Washington, D.C. The demo showcased various weapons such as the Fat Man nuclear catapult, the V.A.T.S. system, the functions of the Pip-Boy 3000, as well as combat with several enemies. The demo concluded as the player neared the Brotherhood of Steel-controlled pentagone and was attacked par an Enclave patrol.[35]
Fallout 3 was initially under development par Black Isle Studios, a studio owned par Interplay Entertainment, under the working titre van Buren. Interplay Entertainment closed down Black Isle Studios before the game could be completed, and the license to develop Fallout 3 was sold for a $1,175,000 minimum guaranteed advance against royalties to Bethesda Softworks, a studio primarily known as the developer of the The Elder Scrolls series.[3] Bethesda's Fallout 3 however, was developed from scratch, using neither van Buren code, nor any other materials created par Black Isle Studios. In May 2007, a playable technology demo of the canceled project was released to the public.[4]
While Fallout and Fallout 2 feature turn-based combat and top-down isometric view in a 2-D engine, Fallout 3 features real-time combat and first ou third person view in a 3-D engine. Fallout Tactics and the canceled van Buren featured both turn-based and real-time combat and a top-down view.
Perks and Traits have been merged. In Fallout and Fallout 2, Traits were chosen at character creation, and were commonly a combination of a powerful advantage and a potent disadvantage, where Perks were purely advantageous.
In the SPECIAL character system, the number of skills has been reduced from 18 to 13, traits have been removed and perks are selected every level instead of every 3 to 4 levels.
Perks and Traits have been merged. In Fallout and Fallout 2, Traits were chosen at character creation, and were commonly a combination of a powerful advantage and a potent disadvantage, where Perks were purely advantageous.
In the SPECIAL character system, the number of skills has been reduced from 18 to 13, traits have been removed and perks are selected every level instead of every 3 to 4 levels.
Not actually a fat man, which would in its own way be hilarious, the Fat Man is a "shoulder-mounted tactical nuclear catapult." In layman's terms, that means it's a hand held weapon that basically shoots nuclear bombs at people. It should certainly incinerate your target, but do be warned, there's a high possibility it will also incinerate everything around it (including your mates and possibly yourself), as well as leaving residual radiation.
The name comes from the seconde atomic bomb that was dropped on Japon in 1945. Unsurprisingly, in the game's Japanese release, this had to be changed, with the Fat Man becoming the Nuka Launcher in the Land of the Rising Sun. In Japan, the side quest whereby toi can choose to detonate the atomic bomb in the town of Megaton was also removed from the game.
The name comes from the seconde atomic bomb that was dropped on Japon in 1945. Unsurprisingly, in the game's Japanese release, this had to be changed, with the Fat Man becoming the Nuka Launcher in the Land of the Rising Sun. In Japan, the side quest whereby toi can choose to detonate the atomic bomb in the town of Megaton was also removed from the game.
"It's not an action game. It's a role-playing game.", Todd Howard
Todd Howard seems to think so, but then again, Todd seems to think a lot of things. Some of them may even be true. Leaving the obvious question "why did the magazine file Fallout 3 under "action RPG"?" aside, let's take a look at what the presentation of this role-playing game was focused on. For example, how many dialogue screens were shown in those 10 pages? Zero. Wouldn't toi think that dialogues are an important Fallout element that the presentation should have mentioned, if not focused on? Apparently not. How many quests were explained in details, montrer the design and them moral, game-changing choices? Once again, Bethesda follows the Oblivion formula: focus on the visuals and HAWT AKSHUN, assure people that quests and dialogues are superb and awesome in seven different ways, but montrer nothing to back up these claims.
Todd Howard seems to think so, but then again, Todd seems to think a lot of things. Some of them may even be true. Leaving the obvious question "why did the magazine file Fallout 3 under "action RPG"?" aside, let's take a look at what the presentation of this role-playing game was focused on. For example, how many dialogue screens were shown in those 10 pages? Zero. Wouldn't toi think that dialogues are an important Fallout element that the presentation should have mentioned, if not focused on? Apparently not. How many quests were explained in details, montrer the design and them moral, game-changing choices? Once again, Bethesda follows the Oblivion formula: focus on the visuals and HAWT AKSHUN, assure people that quests and dialogues are superb and awesome in seven different ways, but montrer nothing to back up these claims.