Ngày về của Fallout 3 không còn xa nữa ...

Thảo luận trong 'Fallout' bắt đầu bởi hai phong, 20/4/07.

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Không mở trả lời sau này.
  1. squallkid4ever

    squallkid4ever Crash Bandicoot ♞ Blade Knight ♞ Lão Làng GVN

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    Đúng và nếu post thì ngoài nêu rõ nguồn như đã làm thì nên cho nội dung vào khóa quote!
     
  2. Aoshison

    Aoshison Youtube Master Race

    Tham gia ngày:
    7/6/03
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    49
    2 bạn đã đọc hết qua các câu trả lời cho topic này chưa vậy ? Chắc là chưa nhỉ .... Sở sĩ Hai Phong làm vậy là vì anh ta sợ link dẫn đến những nội dung ấy sẽ bị xóa hoặc edit lại trên trang chính nên post nguyên văn lại thành chứng thực. Đây cũng là phong cách của fan Fallout mà ;)
     
  3. [Rest In Peace] Panzerklein

    [Rest In Peace] Panzerklein 16 July 2021

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    Thì phải để trong quote chứ. Quy định của của gamevn khi trích dẫn nguyên văn lại. Dù là phong cách dân Fallout cũng đâu thể đi trái luật.
     
  4. squallkid4ever

    squallkid4ever Crash Bandicoot ♞ Blade Knight ♞ Lão Làng GVN

    Tham gia ngày:
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    Chú em không hiểu được vấn đề là gì à! Tui nói đến dẫn link hồi nào, tui nói là trích dẫn nội dung từ nơi khác ngoài việc nêu rõ nguồn thì phải cho nội dung trích dẫn vào trong khóa quote mới đúng luật, k thể chỉ đơn giản là copy& paste là được. Quy tắc cơ bản cũng không biết mà lại phát biểu là phong cách này nọ--> nói cậu Aoshison đấy!
    Btw..Chú em có biết khóa quote dùng làm gì k nhỉ?=))=))
     
  5. anchoi8x

    anchoi8x Youtube Master Race

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    hai tay hai bua' sao wa troi hennnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn
     
  6. hvt0025

    hvt0025 Dragon Quest

    Tham gia ngày:
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    Nơi ở:
    HoCiTy
    Theo tôi thấy thì Fan FO2 đa số là lớn tuổi . Vấn đề tiếng Anh thì ai đọc thì đọc ko thì thôi . Spam là gì ? Mục đích of spam là gì ? Chẳng phải là làm loãng topic of 1 số kẻ rảnh hơi . Còn HP chỉ post nguyên văn vì ai rảnh đâu mà dịch cho hết . Box FO giờ cũng điều hiu lắm . Có người post thì ADMIN mới ko delete Box chứ . Vấn đề 1 số người khó chịu khi thấy trình TA còi thì cũng bik suy nghĩ 1 chút . Nếu thích nói người ta thì thữ mỗi ngày vô tìm tin tức rồi post lên xem . Hừmm... tụi này chả thằng nào rãnh hơi mà đua bài:1k 2k post... thử hỏi suy nguợc lên 2 lí do mình nêu trên thì ko thể gọi HP spam dc .Thằng nào nói vấn đề này nữa thì làm ơn suy nghĩ 1 chút . Có não mà hay não bé

    Thứ 1 : đọc xong câu đó này mình muốn chết cười thật haha
    Thứ 2 : Lớn mà não teo thì có là cụ tui cũng khinh à . À mà vô học thì tui chưa có dùng từ nào mà gọi là vô học .
    P/s: Thiệt "con sâu làm rầu nồi canh " mà tui cũng chả nêu đích danh ai cả . Tui nói chung vì chắc có tật giật mình thì chú mới chống đối thôi . Vậy nhé . Tui hết lời để nói chú hiểu hay ko thì tùy
    À quên có ở anh thì cho mình PostCode nhá . Năm ngoái mình cở Leicester . Có thể gần mình sang " thăm " chú
     
  7. squallkid4ever

    squallkid4ever Crash Bandicoot ♞ Blade Knight ♞ Lão Làng GVN

    Tham gia ngày:
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    - Thứ nhất, tôi chỉ góp ý haiphong nên cho nội dung post vào trong khóa quote cho đúng luật, chỉ thế thôi! Chả ai nói đến spam gì cả, xem lại đi nhé!
    - Thứ hai, "trình TA còi ư", chú em mày chắc k biết anh đây đã ở Anh mấy năm đâu nhỉ? Chết cười!=))=))
    - Thứ ba, nói chuyện với người lớn tuổi hơn mình nên lễ phép 1 chút kẻo người ta bảo là vô học. Thế nhé!:))
    - Chú mày vẫn chưa hỉu được vấn đề nhỉ. Thôi, nói nhiều lại làm loãng topic. Loại như chú mày anh không trách, chú mày không có lỗi, lỗi là ở những người ở xung quanh chú mày từ bé đến giờ=))=))=))
     
  8. crazy_fan_no1

    crazy_fan_no1 Youtube Master Race

    Tham gia ngày:
    20/8/07
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    Chuyện chẳng có gì mà các pác cứ cãi nhau thế nhỉ. Thôi, típ tục nói về Fallout đi.
     
  9. [Rest In Peace] Panzerklein

    [Rest In Peace] Panzerklein 16 July 2021

    Tham gia ngày:
    27/7/06
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    8,577
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    Inferno
    Mấy bác tiếp tục quay về Fallout đi, cãi nhau làm gì. Mà nhắc bác haiphong nên sửa tất cả bài viết để trong quote và hình nào quá bự thì sửa lại link thôi, vì đây là quy định của forum:

    May là box này mod box và admin không vào xem lâu lắm rồi.
     
  10. hvt0025

    hvt0025 Dragon Quest

    Tham gia ngày:
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    HoCiTy
    Ờ không ngờ nhìn thằng squall đấy mà ăn nói " có học " vãi . Quote thì ông HP làm nhưng chả post ảnh thì mình chả thấy có gì bất thường . Ảnh to nhìn mới rõ hehe. Box chỉ có mõi topic này Live thì thôi cũng thông cảm ít có thì giờ mà nhắc lắm
     
  11. hai phong

    hai phong One-winged Angel Lão Làng GVN

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    -Tin mới từ web của Fallout 3 :

    GameTap phỏng vấn Emil Pagiarulo về dự án Fallout 3

    [​IMG]

    Fallout 3 Q&A: Emil Pagliarulo (Xbox 360, PC)
    Fallout 3’s lead designer drops bombs of knowledge about Bethesda's upcoming action-RPG.

    By: Giancarlo Varanini | GTGV
    Aug 31, 2007
    "Generally speaking, though, the world of Fallout 3 is pretty harsh."

    Emil Pagliarulo, Lead Designer, Fallout 3
    Gameography
    In addition to his current work on Fallout 3, Emil Pagliarulo has also worked on these other games:

    Thief Gold (1999)
    Thief II: The Metal Age (2000)
    Pirates of the Caribbean (2003)
    The Elder Scrolls III: Bloodmoon (2003)
    Thief: Deadly Shadows (Play it on GameTap) (2004)
    The Elder Scrolls IV: Oblivion (2006)

    Life inside of an enormous vault doesn’t sound like a whole lot of fun, does it? That is until you consider that just outside the doors is a wasteland, scarred by nuclear fallout and filled with remnants of what used to be the United States of America, which includes humans trying to recover some semblance of their former lives as well as horrid mutants skulking in the shadows. Oh, and nuclear radiation still permeates the atmosphere. But after your father mysteriously leaves the safety and civility of Vault 101, you feel compelled to give chase and find out where he’s gone. But to do that you’re going to have to survive first.

    We spoke with Emil Pagliarulo, lead designer for Fallout 3 at Bethesda Softworks, to find out what life is like outside Vault 101, as well as his thoughts on making the transition from Oblivion to the now 10-year-old Fallout series and how he plans to take full advantage of what that universe has to offer.

    GameTap: As the lead designer of the Dark Brotherhood content in The Elder Scrolls IV: Oblivion, were you surprised when that particular part of the game became such a focal point for fans and critics?

    Emil Pagliarulo:: I’m blackmail...I mean, petitioning Bethesda to release the questline as a standalone game--“Emil Pagliarulo’s Dark Brotherhood.” Once that happens, I will sit upon my throne of corpses and pass judgment upon all of creation!

    I can’t even express how much fun I had doing the Dark Brotherhood quests. From start to finish, it was a complete joy. I had this idea in my head, and it actually changed very little from conception to implementation.

    [Working on] Thief back in the day, I had always fantasized about doing a first-person assassin game. And every time I mentioned that to my friends and colleagues, they were really excited by the idea. Because, you know, there really hasn’t been anything like that out there. In Thief, you can kill, but the game is really morally ambiguous. You’re not technically supposed to go around murdering people.

    So I considered the Dark Brotherhood my chance to make a first-person assassin game. It was the opportunity of a lifetime, and I didn’t want to screw that up. I knew the subject matter alone would appeal to people. What was the old Dungeon Keeper slogan? “Evil is good”? It’s so true--it’s fun to be the bad guy. So I’m incredibly psyched people have enjoyed the questline, and yeah, I’m really thankful of the awesome reception it’s gotten.

    GameTap: Are there any Dark Brotherhood quests that are your particular favorites? Did you have to change any of them because they were a little too over-the-top in terms of evilness?

    Emil Pagliarulo:: My favorite quest is probably “Whodunit?”--that’s the one where you murder everyone at the dinner party. It’s the most dialogue-heavy of all the quests, and I can be a verbose bastard, so it was my opportunity to really go nuts with that stuff.

    But I guess the reason I really like that quest is because it’s so different than all the others. It’s actually an incredibly easy quest, if you don’t care about earning the bonus. I mean, those guys are lambs just waiting to be slaughtered. But it’s not about that. It’s about subtlety and manipulation. I wanted to player to feel like it was okay to put down his or her sword, and just walk around, and talk to these people, and explore their characters.

    And it’s all funny and pathetic, because the guests are trapped in the house, there’s no way out, and they will die--and the player’s the only one who knows that. So really, I like it because the player is all-powerful...but not in the typical way.

    To answer the second part of that question, no--there was nothing I had to hold back on or tone down. Everything in that questline is exactly the way I wanted it to be. That’s the way I approached the Dark Brotherhood from the beginning--I wanted to make it fit within the framework and tone of the rest of the game, but offer an evil alternative to saving the world. And really, at no time did I have to back away from that.

    GameTap: The theme of moral dilemmas seem to be playing a greater role in games these days. Do you think this is the next logical step for games as a whole as the audience grows up?

    Emil Pagliarulo: Videogames are trying desperately these days to be accepted as art. The whole Roger Ebert debate has fanned those flames, but it’s been a big issue for years. Can games, like art, manipulate a person’s emotions? Can a game make you cry, can a game make you truly feel for the characters inhabiting a virtual world? Presenting the player with a moral dilemma is one of the easiest ways to do this. BioShock completely yanks at your heart strings with their Little Sisters, and it’s incredibly effective.

    I honestly think there’s room for both types of games. I mean, in the Dark Brotherhood in Oblivion, you really don’t have a choice. There’s no moral dilemma. You’re evil. And that’s part of the fun--not having to compromise, not having to worry about what you’re doing is right or wrong. It’s wrong, and you’re going to do it anyway. In Fallout 3, it’s the complete opposite--a big part of the fun is deciding whether to do the right thing, the wrong thing...or not caring if it’s right or wrong, but doing it anyway.

    GameTap: At the same time, does it make certain games an easier target for politicians and media that are looking for any sort of justification for their anti-videogame sentiments?

    Emil Pagliarulo: Of course, of course. The more serious you try to make your game, the more realistic the situations, the more realistic the situations, the larger the bullseye you paint on your back. I’ve always maintained that it’s a matter of context, though. Using film as an example, an obscure movie like The Basketball Diaries gets picked on because it has a school shooting sequence. Whereas Kill Bill, which is more violent by a factor of 10, doesn’t receive the same sort of criticism...because it’s so over-the-top, so comedically unrealistic, it doesn’t strike the same nerves.

    Fallout 3 definitely falls into that latter category.




    Welcome to the wasteland.




    Billboards and all sorts of other objects give an idea of what life was like before the fallout.

    GameTap: How does morality play into Fallout 3? Will players encounter those kinds of moments where they have to think, “hrm, do I really want to do this?” We saw during the E3 demo that you have the option to blow up the town named Megaton that you encounter early in the game.

    Emil Pagliarulo: Oh, the player’s morality is called into question all over the place in Fallout 3. The Megaton bomb quest in the demo is a really black-and-white, really extreme example. It’s pretty clearly “good” or “evil,” and destroying the town pretty much bottoms out your karma.

    In the game as a whole, we play around a lot with the very definitions of good and evil, right and wrong. Do personal motivations, if well intentioned, override the wishes of a community? If a person wants to die, is it OK to let that happen...or is it worth the effort to save them, even if they don’t want to be saved? If I find a kid abandoned in the Wasteland, is it okay to leave him there… even if I promise to go get help? That morally gray area is a big part of what we’re trying to accomplish.

    GameTap: How important is it to telegraph to the player about the ramifications of what they’re about to do when presented with these kinds of options? In other words, you’ll know what you’re getting yourself into if you decide to do something like blow-up Megaton--the first town you encounter outside Vault 101.

    Emil Pagliarulo: You never want the player to feel ambushed or cheated. That’s the bottom line. Everybody knows how much it sucks to have something bad unexpectedly happen in a game, and have no way to recover. With Megaton, it’s such an extreme thing; it’s pretty hard not to know what’s going to happen. I mean, if you nuke the place, it’s gone.

    Generally speaking, though, the world of Fallout 3 is pretty harsh. People can die. Places can become inaccessible. So throughout every part of the game, the player will make choices that matter, and will have to live with the consequences of those choices.

    All of that said, we still won’t allow the player to break his or her game. Getting cut off from a quest path or location is acceptable; allowing the player to get the game into a state where he or she can’t move forward or finish the game isn’t. We worry about that stuff, and handle it, so the player doesn’t have to.

    GameTap: Obviously, the Fallout series has its share of fans that are expecting a certain look and gameplay mechanics out of Fallout 3, but how do you take that into account while making the game accessible to someone that has never even heard of the series before?

    Emil Pagliarulo: As for look, Fallout has some amazing art direction, thanks to our lead artist, Istvan Pely. The game has that classic Fallout vibe--it’s postapocalyptic, yet mixed with the remnants of pseudo-1950s sci world.

    For the player--and for right now, that player is me, testing the game--it’s just an incredibly visually interesting world to explore. You know, you’re walking down an abandoned street...you pass through a blown-out wall of one building, climb up some rubble to get onto a low roof...and then, in the distance, you see the destroyed Washington Monument. It’s pretty surreal. I don’t think any player is going to have trouble “getting” or appreciating the setting, not by a long shot.

    Now, as far as mechanics are concerned, Fallout 3 definitely is a lot different than the previous games. In that regard, it’s much more accessible. It’s first- and third-person, and it will be pretty easy to pick up and play, whether on the console or the PC. This, in my opinion, is one of the best things about the game. I mean, if you’ve played a game in the last 10 years, playing Fallout 3 will be second nature.

    GameTap: Have you encountered any issues where you’ve come up with an idea, but later think that you shouldn’t implement it because it’s not what Fallout is about? Basically, how restrictive has it been to work within the Fallout universe?

    Emil Pagliarulo: Ha ha ha ha ha ha ha! One of my big responsibilities as lead designer is playing “content cop”--making sure I know what’s going in the game at all times. With the nature of Fallout, it’s easy to say “Anything goes!”--but if you do that, things become diluted. The jokes you do have become less funny, the profanity you have becomes less noticeable and meaningful. So really, any idea that comes up has to fall under the microscope.

    That said, the Fallout world is the Fallout world; it’s non-restrictive by nature. There’s not a whole we couldn’t include, if that’s what we wanted. So really, for us, it’s always a matter of asking ourselves, “Do we really want this? Does it fit with the world, does it fit with our story. At the end of the day, does it make Fallout 3 better?” If the answer to any of those questions is “no,” it doesn’t go in the game.

    GameTap: The VATS mode looks like a good compromise between Fallout’s traditional turn-based combat and modern, real-time first-person combat. One thing that hasn’t been addressed, though, is melee combat. A small joy in previous games was being able to punch rats in the groin. When the player doesn’t quite have the means to use a gun, and only his hands, or even when the player has a super-sledgehammer, how will melee combat be handled in Fallout 3?

    Emil Pagliarulo: Melee combat is going through extensive balancing right now, so I’ll tell you what we do know--we don’t want any weapon to become useless. We don’t want any melee or unarmed skill to become useless. If I can reach my opponent while I’m armed with a combat knife, I damn well better be able to kill him with it.

    So yeah, we’re giving melee a lot of love. I mean, yeah, it’s such a huge part of Fallout. If I can’t whack a guy in the gut with a super sledge, or explode his head with my power fist, what’s the point?

    GameTap: One of the most memorable parts of Fallout was the fact that you could convince the last boss to kill himself. This is part of a larger aspect of Fallout, in that you could conceivably finish the game without killing anyone. Without spoiling anything, would it be accurate to say that Fallout 3 maintains this tradition--that the endgame can be done without violence?

    Emil Pagliarulo: How do you know there is an end boss, huh? Huh?!

    OK, let’s assume for a second that there is an end boss. And I’m a master of verbal manipulation. Will I be able to use these skills to my advantage, to maybe defeat my opponent without lifting a finger? You can count on it.

    Now, that’s not to say you can talk your way through the entire game without ever engaging in combat. The Capital Wasteland’s a dangerous place, so you’re going to have to defend yourself at some point. But within the quests, and several other places, yeah--you can talk your way through, if you’ve got the skill.

    GameTap: I never played the game all the way through this way, but I will admit that in Fallout 2, I mucked with my character's stats and did a good few hours with a character of intelligence of 2 or something, and it was interesting seeing the reactions to my character’s mental deficiencies--I couldn't even speak, I just grunted. I’ve heard that in Fallout 3 intelligence doesn’t affect dialogue, that it’s almost all in speech or charisma. Is there a specific reason? Why can’t I wander around as some sort of nuclear cro-magnon?

    Emil Pagliarulo: It really all comes down to the best way to balance our resources and our time, and concentrate on the things that really matter. Throughout the game, the player has so many choices, so many ways to define their character, we don’t want to get hung up on something like that.

    GameTap: Who is your favorite hireable AI character in Fallout 3? Dogmeat? Someone else?

    Emil Pagliarulo: I definitely do have a favorite, but I’m not going to say who he is. I’ll give you this hint, though--he ain’t exactly human. At least, not anymore...

    Chú ý thêm về lịch post bài :
    Toàn bộ tất cả các bài được Post lên những ngày gần đây đều phải được chọn lọc rất kỹ vì lý do đã có quá nhiều bài trên Forum của web chính thức Fallout 3 bị Del do các Fan của fallout đã đề cập rất sát đến Gameplay mà nói đúng ra phải đến khi phát hành game chúng ta mới được biết . Hiện nay do lượng thông tin rất quan trọng nên phải có mới post trong một thời gian dài . Mong các bạn hiểu .... Thank From Fan Fallout !


    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
     
  12. shabondama

    shabondama Mario & Luigi

    Tham gia ngày:
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    Hẹ hẹ, mọi người chửi nhưng bác haiphong vẫn cặm cụi post bài như cũ :))
     
  13. [C]hubby

    [C]hubby Mr & Ms Pac-Man Lão Làng GVN

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    đừng dùng "chửi" nghe nặng nề quá,mọi ng` chỉ nhắc nhở thôi mà :)) w mình thì quote củng hay ko chả quan trọng,có thông tin để xem là đ.c rồi...
     
  14. calabolg_tidus

    calabolg_tidus Space Marine Doomguy

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    On your six
    FO3 có hình đẹp thật.Nhưng chỉ tiếc là dành cho PC và X360,không có PS3:((
     
  15. Fly

    Fly C O N T R A Lão Làng GVN

    Tham gia ngày:
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    Ku HP cặm cụi post là bởi vì ku ấy bị nói nhiều quá rồi nhưng vẫn ko nghe, thế nên giờ mặc kệ. Nói thật tất cả những bài post của ku đều có nội dung trùng lặp nhau, chẳng qua là đăng trên những trang tin game khác nhau nên có vài câu chữ khác nhau, anh thì anh cũng ko biết ku post lấy thành tích hay post lấy huân chương nhưng anh cá là ku ấy cũng ko đọc hết những cái mà ku ấy post lên. White snake ngày xưa nói ku ấy vụ post nhảm tin FO3 mãi ku ấy mới im, bi h WS lặn rồi ku ấy lại trỗi dậy thôi :)).
    @ Cái bác gì ở Leicester thì là city hay là Market thế, ở Leicester tớ biết có ít dân VN lắm.
     
  16. hvt0025

    hvt0025 Dragon Quest

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    Hìhi năm ngoái mà năm nay sang đó chưa bik chính xác ỡ đâu vì có thay đổi 1 chút . Leicester City bác à . Ở đó chỉ có cái trường dược thôi mà . nói vậy chắc bác biết rồi. Bác định cư bên đó à
     
  17. N_LP

    N_LP The Warrior of Light

    Tham gia ngày:
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    í kiến tương tự, nhưng ko nói ra...!
    Mà "ngày xưa" mình vào đây làm gì đã có dzụ FO3 nhỉ :D
    Cũng ko trách ai đc, box còn mỗi thread này còn sống. Ko ai post gì thì chẳng lẽ để Admin del box, cuối năm sau lại mở :| FO, FO2, FOBoS đã bàn chán chê rồi còn gì T_____T
     
  18. [Rest In Peace] Panzerklein

    [Rest In Peace] Panzerklein 16 July 2021

    Tham gia ngày:
    27/7/06
    Bài viết:
    8,577
    Nơi ở:
    Inferno
    Tại khoảng thời gian từ F2 đến F3 đã 10 rồi còn gì.
     
  19. hai phong

    hai phong One-winged Angel Lão Làng GVN

    Tham gia ngày:
    29/9/02
    Bài viết:
    7,519
    Nơi ở:
    Viet Nam
    -Tin mới từ web của Fallout 3 :

    Khi Fallout 3 tung ra Trailer

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    More news from the Leipzig GC, first for those that can read French there’s a Fallout 3 piece on Gamekult, and GamePro.com also has a small feature about what they saw of the game:

    Upon leaving the vault, you emerge into the shattered, ruined corpse of Washington, D.C. Vile “super mutants” prowl the sewers and giant ants skitter around the nearby foothills. As in The Elder Scrolls IV: Oblivion, Fallout 3’s action takes place primarily through a first-person perspective (an over-the-shoulder camera is also available). And though you’ll tote a variety of shotguns, rifles, and laser carbines, Fallout 3 isn’t a first-person shooter…at least, not exactly. Strategy and skill selection play a vital role in your success, as does targeting enemy body parts to cripple them in various ways. Fallout 3 is first and foremost a role-playing game. Action counts, but this ain’t no Halo.

    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
    ___________________________
    -Tin mới từ web của Fallout 3 :

    Fallout 3 đối điều mà các fan ít khẳng định

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    Another off topic post, this time about public relations, marketing and gaming. I just wanted to point out this article on the Hollywood Reporter about how the BioShok crew created and handled successfully the buzz around the game:

    “The game was so good we knew how much it would benefit from word-of-mouth,” explains Tom Bass, 2K’s director of marketing. “We needed to get that big first day so gamers would tell their friends about it and it would work exponentially in our favor from thereon in.”[…]

    “As with, say, science fiction movies or other genres that are considered ‘cool,’ fans tend to look at marketers as ‘clueless suits’ who hype everything,” says Bass. “We knew we needed to be careful to do things in a way that was cool … not to build hype but to build buzz. Especially when we started marketing the game two years before it was finished. I mean, how do you go out on the E3 floor and say you’ve got one of the greatest games ever made when there’s nothing for anyone to see or play?”

    Rather than label “BioShock” as “the next big thing,” Bass decided to create a Web site into which he could keep releasing assets to show — not to tell — how good the game would be.

    “We created as an offshoot of the main BioShock.com Web site a community site called The Cult Of Rapture, named after the city in the game, that we updated every single day,” he recalls. “We started feeding information out to the gamers, the kind of information we normally reserve just for the press — details on the game, release dates, videos, and other content that would foster discussion. Instead of making these grand comments about the game, we gave people material that they could discuss among themselves.”[…]

    “If you saw the description of ‘BioShock’ on paper, you’d never say that its success was going to be a slam-dunk,” admits Bass. “This was a risky game if ever there was one. I mean, this wasn’t just a shooter that had you firing at aliens. This is a game about an industrialist in the 1940s who builds an underwater society that begins breaking down because a discovery is made about the peoples’ DNA that causes them to go insane and they begin splicing their bodies and … well, try distilling that down into a 30-second elevator pitch.”
    In addition, notes Anderson, it’s not based on a movie, there are no celebrities attached to it, it has a stylized art deco look, and its soundtrack consists of period pieces, like “Beyond The Sea” and “God Bless The Child.”[…]

    Rather than merely release screen shots, the marketing team created 25-30 videos over the course of 18 months to show off the game’s unique look. The centerpiece of the campaign was the first commercial, which the team never referred to as a “commercial” but a “trailer,” borrowing the movie marketing term.
    “We turned the debut of the trailer into an event, pre-promoting it as a world premiere on Spike TV,” says Bass. “It embraces everything that’s cool about the game … and it’s set to Bobby Darin’s ‘Beyond The Sea.’ How many video game commercials can say that?”

    While there are no celebrities in the game, the marketers treated the development team of “BioShock” as celebrities of a sort, sending Ken Levine, the game’s creative director, out to talk it up with the press.[…]2K’s marketing team calls its “BioShock” marketing campaign quite a learning experience. From Bass’ standpoint, its unorthodoxy was precisely what the triple-A game called for. And he is already looking at titles a couple of years out and planning “community marketing efforts,” especially for some of 2K’s more high-profile products.

    “In my mind, it’s all about involving your fans,” he says. “We value that community and we value their feedback and, especially in this case, we think we were able to make the game that much better by putting that feedback to work.”

    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
    ___________________________
    -Tin mới từ web của Fallout 3 :

    Gametap với bài về Fallout 3

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    Fallout 3 questions and answers on Gametap, featuring Emil Pagliarulo:

    I honestly think there’s room for both types of games. I mean, in the Dark Brotherhood in Oblivion, you really don’t have a choice. There’s no moral dilemma. You’re evil. And that’s part of the fun–not having to compromise, not having to worry about what you’re doing is right or wrong. It’s wrong, and you’re going to do it anyway. In Fallout 3, it’s the complete opposite–a big part of the fun is deciding whether to do the right thing, the wrong thing…or not caring if it’s right or wrong, but doing it anyway.[…]

    Of course, of course. The more serious you try to make your game, the more realistic the situations, the more realistic the situations, the larger the bullseye you paint on your back. I’ve always maintained that it’s a matter of context, though. Using film as an example, an obscure movie like The Basketball Diaries gets picked on because it has a school shooting sequence. Whereas Kill Bill, which is more violent by a factor of 10, doesn’t receive the same sort of criticism…because it’s so over-the-top, so comedically unrealistic, it doesn’t strike the same nerves.Fallout 3 definitely falls into that latter category.[…]

    You never want the player to feel ambushed or cheated. That’s the bottom line. Everybody knows how much it sucks to have something bad unexpectedly happen in a game, and have no way to recover. With Megaton, it’s such an extreme thing; it’s pretty hard not to know what’s going to happen. I mean, if you nuke the place, it’s gone.Generally speaking, though, the world of Fallout 3 is pretty harsh. People can die. Places can become inaccessible. So throughout every part of the game, the player will make choices that matter, and will have to live with the consequences of those choices.

    All of that said, we still won’t allow the player to break his or her game. Getting cut off from a quest path or location is acceptable; allowing the player to get the game into a state where he or she can’t move forward or finish the game isn’t. We worry about that stuff, and handle it, so the player doesn’t have to.[…]

    Now, as far as mechanics are concerned, Fallout 3 definitely is a lot different than the previous games. In that regard, it’s much more accessible. It’s first- and third-person, and it will be pretty easy to pick up and play, whether on the console or the PC. This, in my opinion, is one of the best things about the game. I mean, if you’ve played a game in the last 10 years, playing Fallout 3 will be second nature.[…]

    Melee combat is going through extensive balancing right now, so I’ll tell you what we do know–we don’t want any weapon to become useless. We don’t want any melee or unarmed skill to become useless. If I can reach my opponent while I’m armed with a combat knife, I damn well better be able to kill him with it. So yeah, we’re giving melee a lot of love. I mean, yeah, it’s such a huge part of Fallout. If I can’t whack a guy in the gut with a super sledge, or explode his head with my power fist, what’s the point?[…]

    OK, let’s assume for a second that there is an end boss. And I’m a master of verbal manipulation. Will I be able to use these skills to my advantage, to maybe defeat my opponent without lifting a finger? You can count on it.

    Now, that’s not to say you can talk your way through the entire game without ever engaging in combat. The Capital Wasteland’s a dangerous place, so you’re going to have to defend yourself at some point. But within the quests, and several other places, yeah–you can talk your way through, if you’ve got the skill.[…]

    Why can’t I wander around as some sort of nuclear cro-magnon?

    It really all comes down to the best way to balance our resources and our time, and concentrate on the things that really matter. Throughout the game, the player has so many choices, so many ways to define their character, we don’t want to get hung up on something like that.



    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
    ___________________________
    -Tin mới từ web của Fallout 3 :

    Không cần sáng tạo nhiều từ Fallout cũ đến Fallout 3

    [​IMG]

    There are a few places where questions about Megatron have been asked, after reports like this one, from the NMA Fallout 3 demo review:

    “Megaton was built in the crater of an unexploded nuclear bomb” raises the question of how an unexploded bomb would leave a crater.

    Now PCGamer Desslock explains what’s up with that:

    It doesn’t. The town was created around the impact crater of an unexploded bomb (which is in the center of the town) - the town isn’t IN the crater.

    This game is too far away if this is all there is to talk about.

    I don’t understand why Bethesda doesn’t send some notes explaining these small issues, it would really help.

    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
    ___________________________
    -Tin mới từ web của Fallout 3 :

    Gary hay thích đùa về những thứ đã tạo như Fallout 3

    [​IMG]

    Remember the backlash after the Lead Character Artist on Fallout 3 Josh Jones remark that he never played a Fallout game?

    Well Gary “VXSS” Noonan commented in the blogpost in defense of Jones:

    I am one of the Bethesda Fallout nutjobs and I work quite close with Josh on a daily basis in the animation dept. Him, having not played the previous Fallout titles has not in any way hampered the animation team, or any other cells of art production.

    There are tons of job titles in the game art prison. Lead Character Artist is not the same as Character Animator, Conceptual Artist, Character Modeler, or overall Lead Artist. Josh is a tier in the design team. His duty is to keep the flow of the animation team smooth and on track and to oversee character models go from concept to model to animated actor…. while dabbling in some animation. And besides, without him around, I would stand around staring at the mocap system scratching my head. His technical skills with the tools we use are most useful and appreciated.

    Now, if you will…. cut the guy some slack so he can finish playing whatever random game he wants. :p



    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
    ___________________________
    -Tin mới từ web của Fallout 3 :

    Chúng ta làm Fallout 3 trong sự trờ đợi

    [​IMG]

    Well this was an exciting week, and the repercussions are still going on. Neoseeker has this piece on the NMA ninja survey of the Fallout 3 demo:

    With James Bondian resolve, two ardent Fallout fans – with the help of wub-sites Gamernode and Madshrimps – insinuated that they were members of the press, in order to get behind a closed-door, 45 minute demo of Bethesda’s upcoming Fallout 3 game. The game is not due for another year, but the demo showed quite a lot – and of what they did see, the two diehard Fallout fans, who go by the assumed aliases of Brother None and SuAside, were unimpressed.

    While the two enjoyed some aspects of the game, such as the graphics, and aspects of character design, their extensive impressions of the game, as they have posted on No Mutants Allowed, are permeated by lack of optimism in the game’s overall direction. Of course, the ‘fan’s fans’ of the Fallout 3 series will be the hardest people to impress with the game. Nonetheless, it is refreshing to have a fan’s view of the game, as Brother None and SuAside relate many sincere reservations concerning 2008’s Fall release of Fallout 3. Presumably, many of these reservations are shared by the legions of Fallout fans out there, who consider the first two games to be some of the best RPGs ever made.

    Aeropause has an editorial on Fallout 3 and dialog, following Emil’s interview to 1Up:

    Now, Bethesda has decided that we do not need huge branching discussion trees like this, becaue they do not want the player to miss out on something. I hate to tell them, but the ravenous fans that have been waiting for this game for so long, they remember when Interplay was a good company. Those fans would have researched and played through every possible dialogue tree possible through multiple plays.

    Well Emil already explained this, as you might remember.

    And finally on the PCWorld blog you can find this piece against NMA’s adventure on the Fallout 3 world:

    I can’t remember the last time I saw a feature as meticulous, as literal, as utterly photographic. I’m counting somewhere in the vicinity of 10,000 words of fastidious blow-by-blow obsessing over the 45 minutes Xbox 360 demo Bethesda’s Pete Hines was running in the GCDC press center, a demo Hines explicitly instructed attendees not to record…no ifs, ands, or buts.

    So, to be perfectly honest, I’m a little disappointed to see that these guys thought it’d be just dandy to apply “for the demo showing in name of another media company,” video the whole shebang, then transcribe it with unsanctioned screen grabs. Me envious? You better believe it. I had a recording device too, and I would’ve killed to use it. But I didn’t, because playing games is something you do in front of your computer or TV, not at the expense of a respected industry publisher.

    Brother None already explained on the comments sections why he feels the author of the piece is wrong. Time for me to comment on the issue too, I’ll leave it here since it’s impossible for me to comment there:

    Hello Matt, this is Briosafreak from Fallout3:a Post Nuclear Blog.

    First let me correct you on one thing, I send the pics to NMA, and I was thousands of miles away from Leipzig, the pics were released to the public by Bethesda before the article.Maybe you could edit that part.

    I disagree on your negativity towards the detail of the NMA piece, instead I find it comendable. Still if you read the previews of Ron Burke at Gamingtrend or Brendon Lindsey at Gamenode you’ll find other examples of extremely detailed pieces, NMA was the most thorough but not the only one.

    Finally as you can read here there was a time Bethesda allowed fansites to see the demoing of the games by themselves, if it discriminates Fallout fans than it seems reasonable they use direct action in order to better cover the game and give the info their viewers deserve, the best possible, as it should be on the gaming media in general.

    All the best for the future



    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
     
  20. hai phong

    hai phong One-winged Angel Lão Làng GVN

    Tham gia ngày:
    29/9/02
    Bài viết:
    7,519
    Nơi ở:
    Viet Nam
    -Tin mới từ web của Fallout 3 :

    Fallout 3 được phỏng vấn trên Action trip

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    There’s a good interview with Gavin “kathode” Carter down at ActionTrip:

    AT: As we understand, the team is also keeping itself busy with balancing combat in the game. If you can, please tell us about the advantages of V.A.T.S. Do you think hardcore RPG fans will enjoy the cinematic aspect of it?

    GC: A big advantage is that during VATS mode, time is paused and you’re given a wealth of information about your situation. Every targetable enemy and object is highlighted and you can pan around and get a sense for where things are coming from. For each individual target, you can see their overall health, and the condition and the likelihood of landing a shot for each body part. This is the part that I feel separates VATS from standard “real-time with pause” systems in that it gives you information to base a tactical choice on. You may find that you have a high chance to hit a mutant’s torso, but then you notice that landing one more risky shot to the arm will cripple him, severely reducing his ability to aim. Recently I’ve been replaying Oblivion and find myself hammering the VATS button unconsciously whenever I get jumped by an enemy.

    The other advantage to VATS is, of course, that it’s just pure unadulterated fun. Landing a shot to a mutant’s head, watching it fly apart in slow-motion, having an eyeball go spinning past the camera - there’s just some kind of visceral satisfaction that the experience brings.

    Visceral is the new trees.

    AT: Is it possible to know, at this point, how many quests we will see in the final version of Fallout 3?

    GC: Giving you a specific number wouldn’t paint an accurate picture. Each quest has multiple paths to completion, and how you choose to complete one quest can affect what quests are available later on. In addition, we have a new category of quests that we term “freeform encounters.” As you travel, you’ll come across these encounters all over. They’re not as big as a full quest, but they will present choices, opportunities for reward, interesting sights and sounds, and more. It should be quite some time before you run out of things to do in Fallout 3, and there will always be more to hit when you play through it again.[…]

    Other quests run the gamut of possibilities that a war-ravaged wasteland offers up. For each quest, we try and provide opportunities for as wide a range of playstyles as we’re able (Stealth Boy, Combat Boy, Science Boy, etc).

    Replayability is always a good thing.

    AT: Can you give our readers some idea of what kind of soundtrack you’re working on?

    GC: The soundtrack really varies a lot in style depending on what situation you’re in. For exploring, the music is more of an ambient and slightly discordant nature similar to the music of Fallout 1 and 2. In battles, the music is more up-tempo and brings in more percussion and some orchestral elements. We also have music for places like dungeons (think old caves and abandoned vaults), and a special set of music for some of the more important locations in the game. We pushed our composer to experiment with a lot of different styles and instruments to keep the music interesting throughout the game.

    Hmmm we’ll have to wait and see how this works, I guess.

    AT: You’ve mentioned recently you guys are content with all the feedback that came in after the game’s E3 presentation. Are there any plans on a new public trailer or more in-game footage, to give the general public a better idea of what to expect from Fallout 3?

    GC: We have lots and lots of plans. Prepare for the future!

    I can’t wait for the new year.

    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
    ___________________________
    -Tin mới từ web của Fallout 3 :

    Gampro đánh giá Fallout 3

    [​IMG]

    Preview: Fallout 3
    Preview by Vicious Sid | 09/05/2007 | 16:19:20 PM PST print comments [ 15 ] digg this! Share on Facebook Oblivion was just the beginning. We unearth the dark, mutant-infested world of Fallout 3.

    Flashback: In 2077, the Year of Our Lord, the United States and China launch a brief, vicious nuclear artillery exchange. As it turns out, Armageddon isn't the end of the world; it is, as narrator Ron Perlman describes, a "prologue to another bloody chapter" in man's existence.

    Just before the war, many sought refuge is massive underground bunkers called Vaults. Once sealed, the Vaults are sealed permanently -- nobody enters, nobody leaves. This is the dark world of Fallout, a cult hit on the PC in the late 90's and now an upcoming action-RPG from Bethesda Softworks, creator of The Elder Scrolls series.


    You call this a super mutant?


    Skydark
    Fallout 3 is set 200 years after the bombs dropped, some 80 years following the first Fallout. You begin the game in Vault 101, a facility that lies beneath the bomb-blasted surface of Washington, D.C. -- a similar setup to past Fallout titles. But rather than start as a standard low-level character, Bethesda breaks role-playing convention by putting you in the satin-laced booties of a toddler.

    During this "baby segment," you'll learn to walk, play with toys, and lay the groundwork for your character class as an adult. It's a tutorial and an innovative prologue all wrapped into one. Later, at the tender age of 19, you sneak out of the confines of Vault 101 to find your father (played by Hollywood vet Liam Neeson), an influential scientist who has disappeared from his lifelong home.

    The Surface
    Upon leaving the vault, you emerge into the shattered, ruined corpse of Washington, D.C. Vile "super mutants" prowl the sewers and giant ants skitter around the nearby foothills. As in The Elder Scrolls IV: Oblivion, Fallout 3's action takes place primarily through a first-person perspective (an over-the-shoulder camera is also available). And though you'll tote a variety of shotguns, rifles, and laser carbines, Fallout 3 isn't a first-person shooter...at least, not exactly. Strategy and skill selection play a vital role in your success, as does targeting enemy body parts to cripple them in various ways. Fallout 3 is first and foremost a role-playing game. Action counts, but this ain't no Halo.

    The Wait Begins
    Visually, the game already looks phenomenal, and is far, far more detailed than the already stunning Oblivion. Bethesda is promising virtually identical graphics and performance between the Xbox 360, PlayStation 3, and PC versions as well as simultaneous launch dates. Fall 2008 is a long ways off...but we have a hunch that Fallout 3 is one game worth waiting for.



    Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
     
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