Fallout 3 has got a rigth to its name :)

Boomrooker

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Guys if you liked Fallout 1 & 2 your gone LOVE 3 check it out i got special edition after playing 30 hours into it i can just say its awesome i was expecting oblivion with guns and that far from what fallout 3 is :)
 
Very keen to get into Fallout 3. Unfortunately there's an upgrade waiting before I can even think about it.
 
Game is awesome. I always wanted to see Fallout in a 3D setting like this.
This will be the only thing I play for a while ;)
 
Its a good game but its not close to Fallout 1 + 2. Fallout 1 + 2 pushed the envelope of what you can do while bethesda censors what the player can do.
 
Its a good game but its not close to Fallout 1 + 2. Fallout 1 + 2 pushed the envelope of what you can do while bethesda censors what the player can do.
I could do pretty much anything i could in Fallout 1 & 2.And i am a guy that played those games thru more than 3 times.
Interplay was planing to let fallout die glad these okes picked it up.
And they did awesome job.

They gave Fallout new live and its got its own feel to it.Even people that have NEVER played Fallout 1 & 2 will enjoy this.

They did bring back all the old guns only thing that was dissapionting till now was how easy it is to kill a centaur hatted them in fallout 2 was hard buggers to kill.
 
I could do pretty much anything i could in Fallout 1 & 2.And i am a guy that played those games thru more than 3 times.
Interplay was planing to let fallout die glad these okes picked it up.
And they did awesome job.

They gave Fallout new live and its got its own feel to it.Even people that have NEVER played Fallout 1 & 2 will enjoy this.

They did bring back all the old guns only thing that was dissapionting till now was how easy it is to kill a centaur hatted them in fallout 2 was hard buggers to kill.

No they censored things. You can't kill whatever you want like you could in fallout 1 + 2. There's is also no sexual content while there was in 1 + 2.

While Fallout 3 is a good game its not as good as 1 + 2 imho.
 
No they censored things. You can't kill whatever you want like you could in fallout 1 + 2. There's is also no sexual content while there was in 1 + 2.

While Fallout 3 is a good game its not as good as 1 + 2 imho.
ONLY thing i could not kill is children and there arnt that many around anyways.O yeah and a stupid dog that killed 5 raiders then i tried to kill it with baby nuke and it dint die just whent unconcouis.
 
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Like I said in the other thread:
I'm enjoying it so far. I have a few minor annoyances with it so far though...

1. The AI is occasionally atrocious. Bad guys running into walls, circling you, running backwards and forwards, etc before actually going, "Oh hai! I killz you nao!"
2. Conversations are pretty Bethesda through-and-through. NPC's will say similar things regardless of differing dialogue options - their replies will just be worded differently.
3. It also feels like whatever you say is forgotten right after you say it. Example - saving a guy's life. You get one, "Oh yeah, thanks" and then it's forgotten. No, "Wow... you saved his life!" from other NPCs that witnessed it or some form of, "Thanks again for saving my life!" or anything. Just feels sort of blandishly Bethesda :(
4. Same when you kinda, sorta insult someone or whatever - they don't take offence... There's no sort of personal rating going on with them... They just go back to a default sort of standing with you.

I'm still having fun though...

It's by no means a bad game... But there are just moments where it feels incredibly bland. Goes both ways, methinks :) It's definitely the best work Bethesda's ever done.

Very keen to get into Fallout 3. Unfortunately there's an upgrade waiting before I can even think about it.

It's not graphically heavy at all. I'm running it on the other half's computer while I wait for my graphics card to get back - P4 3.2 GHz, 1024MB RAM, 256MB ATi X1650 Pro - and it runs smooth as silk. No shadows though :o
 
Like I said in the other thread:


It's by no means a bad game... But there are just moments where it feels incredibly bland. Goes both ways, methinks :) It's definitely the best work Bethesda's ever done.



It's not graphically heavy at all. I'm running it on the other half's computer while I wait for my graphics card to get back - P4 3.2 GHz, 1024MB RAM, 256MB ATi X1650 Pro - and it runs smooth as silk. No shadows though :o

Well i am runing it on high with Core 2 duo 3ghz 8800gts and 2gig ram going fine so far and looks awesome.Well oblivion dont play so well on this system as fallout does weird thing is fallout looks better too.
 
any of the DRM issues (Nero and such) that were spoken about on the Bethesda forums?
 
any of the DRM issues (Nero and such) that were spoken about on the Bethesda forums?

Nah... Didn't give me any trouble at all. Only gripe I have in that regard is that the disc is still needed to play. Was sort of hoping to keep it sanctified in its wittle boxie :D

I saw on the Bethesda forums that a lot of people seem to suffer from CTDs though. It's happened to me once or twice, but nothing hectic - usually back in game a minute later.

@ Boomrooker - I agree, I think Fallout's graphics out-do Oblivion's as well. Still amazed at how smoothly it runs :)
 
Nah... Didn't give me any trouble at all. Only gripe I have in that regard is that the disc is still needed to play. Was sort of hoping to keep it sanctified in its wittle boxie :D

I saw on the Bethesda forums that a lot of people seem to suffer from CTDs though. It's happened to me once or twice, but nothing hectic - usually back in game a minute later.

@ Boomrooker - I agree, I think Fallout's graphics out-do Oblivion's as well. Still amazed at how smoothly it runs :)
Almost 30 hours into the game had only 2 CTDs.Was on the first day since then i have not gotten one :)
But i press quik save in this game as much as i press wwwwwwwww.
I reload alot some times just to get crit on shot did the same in fallout 1&2
 
I broke into Megaton's armory and got busted. So I had to start over...
 
I broke into Megaton's armory and got busted. So I had to start over...
If you play evil way bother nuke the place down evil quest guy in the Salloon.
I playing good guy first time thru so i waisted him.
 
Almost 30 hours into the game had only 2 CTDs.Was on the first day since then i have not gotten one :)
But i press quik save in this game as much as i press wwwwwwwww.
I reload alot some times just to get crit on shot did the same in fallout 1&2

LOL :D Yeah, I hit F5 pretty much every 5 meters. I'm glad it saves so fast :D Think that's pretty awesome.
 
ONLY thing i could not kill is children and there arnt that many around anyways.O yeah and a stupid dog that killed 5 raiders then i tried to kill it with baby nuke and it dint die just whent unconcouis.

The point being in fallout 1 + 2 you could kill the kids if you were so inclined. Bounty hunters got put on you and nobody in the kids home town would talk to you . But you could still kill them if you wanted to. This was an essential element of the fallout experience.

Gamsutru's article on Bethesda's censorship.

October 31, 2008

Opinion: 'Fallout 3 - I Kill Children'

Opinion: ' Fallout 3 - I Kill Children' [In a new opinion piece, game producer and journalist Simon Parkin examines Fallout 3's block on harming children in the game, suggesting that, even with its obviously good intentions, it has proved "video games' ineffectiveness in providing meaningful disincentives and negative repercussions for in-game atrocities".]

Washington D.C. is a bleak and difficult place to eke out an existence. From the moment you exit the relative safety of Vault 101 and take your first lungful of radioactive breeze, it's clear that Fallout 3's development team has created a post-apocalyptic capital wasteland of grim authenticity.

Indeed, if a player harbors any sort of perverse attraction to the idea of living in an anarchic, rubble strewn, radiation-soaked America, Fallout 3 soon dampens it. These streets, or what's left of them, are relentlessly hostile. Every can of Coke requires a chemotherapy chaser, every rival scavenger you meet while traipsing over the endless debris would put a bullet in your eye sooner than look into it.

This is an America whose dream died a long time ago; whose selfish, writhing instincts were revealed in full when the blanket of social responsibility and respectability burned up in nuclear fire. But while Fallout 3’s America is a bleak place indeed, it is still very much the land of the free.

You see, with anarchy comes a giddy sort of liberty. Despite the hostility of its geography and inhabitants, Fallout 3's world is pregnant with opportunity. As with all contemporary open world video games, you are free to be the kind of person you want to be.

Should you so choose you can steal from the poor or help them; you can speak with unshakable politeness or unflinching rudeness; you can make friends and share resources or make enemies and take them. Post-Christian as well as post-apocalyptic, the sum of your moral choices in Fallout’s world is then represented by a karma stat.

But, as with any open-world video game, the opportunities, while wide and not always binary, are subject to their own limits and boundaries. These are the restrictions imposed by both technology and premise. Technologically, you cannot build a plane from scrap metal in Fallout 3 and fly away to a new, radiation-free existence as a sheep farmer in Australia, for example.

And the boundaries of the scenario mean that you could never be a pacifist in this world. Instead, the choices you have are whether to sneak past the shotgun-wielding leper or to take his head off with a Fatman missile. The basic need to survive in a city whose inhabitants' existence depends on depriving others of resources is common to every player, whomever they want to be. To play Fallout 3 is to embrace violence: it's a dog eat dog existence where cruelty and murder are an inescapable reality of the setting.

There is also a third kind of restriction on player freedom in the game, one that forbids a particular action both technically possible and narratively plausible.

In Fallout 3, you cannot kill children.

Writing for Edge Online this week, lead designer Emil Pagliarulo explained the decision to restrict murder to men, women, and animals in the game, forbidding the use of violence against children, something that was present in the previous Fallout titles.

"We began to think, really what benefit would there be in killing the kids?" he says. "It just seems gratuitous, unnecessary and cruel."

Pagliarulo states that killing children using Fallout 3's impressive engine is not something that would have passed ESRB checks anyway. That some violent games have grisly features cut or dulled in order to secure a specific rating is news to no-one, so why the need to elaborate on and justify the decision in the public sphere? Because, says Pagliarulo, the decision to self-moderate was a moral and ethical one.

Problematically, in singling out and self-censoring one particular type of 'crime' in his game, Pagliarulo by implication justifies all the others as being non-gratuitous and necessary. Last night I blew the head from a homeless scavenger girl, one who was barely into her twenties.

The slow motion camera tracked her head's explosion before lingering on the crimson fountain spurting from her neck stump. Is this kind of interaction and feedback socially responsible? And so then what's the difference to killing a minor?

Is the life of a make-believe child really worth more than that of a make-believe adult?

Pagliarulo states at the start of the piece that the decision was born out of a "heightened sense of social responsibility." If the decision to restrict the player's freedom in this respect was to in some way serve players with moral instruction, then it sends players a dangerous and mixed message.

Bethesda has implemented half of a legitimate real-world law into a virtual world defined by its very lawlessness and anarchic freedom. In this sense, it's a decision that hurts the integrity of Fallout 3's setting. Take away the freedom to commit atrocities within an open word game and you undermine the impact and power of the good, philanthropic choices a player makes.

This is not to say that a game designer should not seek to communicate moral values via their game. Video games are all too often all about the ends and not the means. But self-censorship in this way removes all possibility of communicating moral worth through cause and effect, neutering the power and potential of the medium in doing so.

Self-censorship was the least effective course of action open to Bethesda if they are looking to morally instruct their players. Why not take the route less traveled and try to implement some meaningful consequence, something beyond an essentially meaningless "karma" stat?

Of course it is the route less traveled for a reason: it's a whole lot more work. The framework of systems and rules that govern Fallout 3 serve the setting: a place of lawless anarchy. As such it's difficult to introduce a potent enough disincentive to murdering children. And, in more general terms it's hard to make any game talk to a player in true terms of "good" and "bad," when the medium's primary vocabulary is one of "success" and "failure."

In real life, if you kill a child, you will be imprisoned and, depending on where you live, killed for the crime. Not only that but, insanity aside, there will also be heavy physical, mental and emotional repercussions to your action, things that will stay with you throughout the rest of your life.

How can these kinds of severe, complex outputs be communicated in a video game? Do you, as in Steel Battalion, kill the player and wipe the save game to teach a lesson? Or do you, as in Fable 2, let the player's evil shape the character's physical appearance, making them more unpleasant and ugly for it?

Video games will always struggle to provide deeper, more nuanced consequences. Try to provide multiple narrative routes through your experience, and costs will skyrocket into the implausible. Restrict the player's abilities in order to impede their progress and you have a weak compromise that offers little in the way of persuasive or realistic moral instruction.

These are difficult questions with few satisfying answers. But no matter what, in removing the opportunity to kill children in their anarchic game, Bethesda has admitted video games' ineffectiveness in providing meaningful disincentives and negative repercussions for in-game atrocities. That the team chose to carve the issue out of their game rather than attempt to engage it head on, speaks volumes.

http://www.gamasutra.com/php-bin/news_index.php?story=20908
 
Nice article, fanks stefan9 :)

And I agree - long-term consequences and repercussions - "realistic" cause and effect is a whole lot better than sterility. But that's exactly Bethesda - none of their RPGs have ever had long-term "oh shizzit" effects. Hell, even in Oblivion playing as a member of the Dark Brotherhood it's like you're not a maniacal, crazed assassin at alllll :rolleyes: NPCs still regard you with their default whatever persona. It's unfortunately very much the same in in Fallout 3...

Damnit... I want to blow the heads off some raider-infested ruins and have people go, "Wow... that was YOU?!" Or save Sheriff Simms and have everyone who liked him go, "Thank you... Couldn't have imagined what it'd been like without him." Or the NPCs that were there to witness you saving his butt go, "That was scary! Nice job!" And if Sheriff Simms died in front of all of them that at the very damn least they'd say, "Oh... no.. Simms is dead..." Instead of, "Would you like a drink?"

And while I'm at it. IF Sheriff Simms died, what's to prevent Raiders or whatever taking over Megaton or something that would make it seems like he died and that you lament his loss? DEPTH!!! I WANT DEPTH!!!!

:(
 
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