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posted by vagos
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]
added by vagos
posted by vagos
Ok. Let me get this straight. Some idiots built a town around an undetonated nuke. Some guy wants toi to detonate the nuke because it's a "blight on the urban landscape". Looks like the fact that a nuclear explosion would wipe out and contaminate that very landscape doesn't occur to him. Then again, in this setting people use nuclear explosions to light up cigars, so maybe it's not that bad. A well designed quest!

Anyway, did toi notice that the article does not mention any option to do something differently? One would think that Todd would have illustrated ou at least mentioned all the options...
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added by PandoriumPanda
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Source: Me
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posted by vagos
Leonard Boyarsky, one of the creators of the original Fallout, when asked about Interplay's sale of the rights to Bethesda, a dit that he felt as though "our ex-wife had sold our children that she had legal custody of," admitting that he feels very possessive of the series,[8] but also admitted that his concerns have nothing to do with Bethesda.[9] Considerable concern was also raised par some members of the series' fan community, largely concerning major changes in game play style compared to the original games and Fallout 3's similarity to Oblivion. The reaction from the press, however, was...
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On July 4, 2008, Fallout 3 was refused classification par the OFLC in Australia, thus making the game illegal for sale in the country. In order for the game to be reclassified, the offending content in the Australian version of the game would have to be removed par Bethesda Softworks and the game resubmitted to the OFLC.[16] According the OFLC board report, the game was refused classification due to the "realistic visual representations of drugs and their delivery method (bringing) the 'science-fiction' drugs in line with 'real-world' drugs." Despite this, Australia's Fallout 3 was expected to...
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posted by vagos
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.
posted by vagos
The Karma system is an important feature in Fallout's gameplay. A player's actions, including conversation and combat choices, affects the player's status in the game world; a player who makes good decisions is received plus positively par non-player characters, and a player that makes bad decisions has the opposite reaction. Crimes can also be committed par a player, and whichever faction ou group that is harmed par a crime are fully aware of the player's action in most cases. Other factions that were not affected par the crime will not be aware of it, and since a town is usually its own faction,...
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posted by vagos
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 case of Broken Steel, however, seems to be an exception to the rule. Aside perhaps from Mass Effect 2's Arrival – whose effects on your Mass Effect 3 playthrough are yet to be revealed – never have I found DLC that is fundamental to my understanding of a game's overarching story. And that's got to be a good thing.

Of course, not every single game out there is long enough to justify premium post-release content. If a developer releases DLC on haut, retour au début of a game that's just way too short, I feel like I'm being ripped off, because why couldn't this content have been included in the main release?...
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"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.
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added by vagos
When I saw Fallout 3 at last year's E3 I thought it looked cool but not being one of the cult of Fallout, I viewed it with the same sort of interest that I do most games I know nothing about: Curious, but not what I would call overly excited. All this changed however, this past Tuesday when I headed downtown to check out the new build of the game that Bethesda was montrer off.

From a training system tied to a child's development to the fifties-meets-Steampunk look of weapons, Fallout 3 may not have a solid rendez-vous amoureux, date yet, but after seeing this build, I can honestly say I am well and truly smitten....
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