-Tin mới từ web của Fallout 3 : Mục đánh giá tiêu chuẩn khi phát hành Fallout 3 . ( Thông tin từ Beshthada đề ra ) KEY FEATURES: • Limitless Freedom! – Take in the sights and sounds of the vast Capital Wasteland! See the great monuments of the United States lying in post-apocalyptic ruin! You make the choices that define you and change the world. Just keep an eye on your Rad Meter! • Experience S.P.E.C.I.A.L.! – Vault-Tec® engineers bring you the latest in human ability simulation – the SPECIAL Character System! Utilizing new breakthroughs in points-based ability representation, SPECIAL affords unlimited customization of your character. Also included are dozens of unique skills and perks to choose from, each with a dazzling variety of effects! • Fantastic New Views! – The wizards at Vault-Tec® have done it again! No longer constrained to just one view, experience the world from 1st or 3rd person perspective. Customize your view with the touch of a button! • The Power of Choice! – Feeling like a dastardly villain today, or a Good Samaritan? Pick a side or walk the line, as every situation can be dealt with in many different ways. Talk out your problems in a civilized fashion, or just flash your Plasma Rifle. • Blast ‘Em Away With V.A.T.S.! –Even the odds in combat with the Vault-Tec® Assisted Targeting System for your Pip-Boy Model 3000! V.A.T.S. allows you to pause time in combat, target specific body parts on your target, queue up attacks, and let Vault-Tec take out your aggression for you. Rain death and destruction in an all-new cinematic presentation featuring gory dismemberments and spectacular explosions. • Mind-Blowing Artificial Intelligence! – At Vault-Tec®, we realize that the key to reviving civilization after a global nuclear war is people. Our best minds pooled their efforts to produce an advanced version of Radiant AI, America’s First Choice in Human Interaction Simulation™. Facial expressions, gestures, unique dialog, and lifelike behavior are brought together with stunning results by the latest in Vault-Tec® technology. • Eye-Popping Prettiness!* – Witness the harsh realities of nuclear fallout rendered like never before in modern super-deluxe HD graphics. From the barren Wasteland, to the danger-filled offices and metro tunnels of DC, to the hideous rotten flesh of a mutant’s face. *Protective Eyewear Encouraged Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Ghi nhận Fallout 3 tái xuất từ Armchair Empire Watching the demo of Fallout 3 is like watching a stripper in the first part of her act. Or it’s like mixing up brownie batter. Both acts make you ache for the final reveal – when the hot brownies are pulled from the oven, emanating goodness; when the thong hits the stage and she’s holding herself off the ground by sheer force of her thighs gripping the pole… But between Fallout 3’s first act and the final reveal it will be a stretch of months. If one was to make a quick summation of Fallout 3 it would run along the lines of “a pumped up Oblivion in a toxic wasteland with a 1950's futuristic spin on everything.” That conjures up all sorts of different images but one thing it looks Advertisement like Bethesda has done is remain faithful to the feel of the old Fallout games. Of course, the old Fallout games weren’t fully 3D worlds explorable in a first-person view (there is a fully-realized 3rd Person view as well), which is likely why fans of the series were initially so taken aback by the new perspective. Advertisement Fallout 3 is not a first-person shooter, though there is plenty of shooting. During the demo it would be easy to come away with the impression that Fallout 3 is shooter because it was so laden with action. Traversing a subterranean connection (i.e. shortcut) between areas there were a few waves of Super Mutants that needed to be put down. Rather than just firing blindly, hoping that the equipped weapon makes a hit, the action can be somewhat paused to zoom in on specific body parts, like an arm or a leg or the head, and orders “stacked” to shoot methodically if that headshot doesn’t come through with a hit. It was during the trip in the tunnels that the gun upgrades were demonstrated to a limited extent. Over time each weapon degrades to the point of affecting accuracy or simply no longer working. Not only should this make the gamer think about weapon maintenance – cannibalizing other weapons to retrofit other guns – but it neuters the idea that the gamer should rely solely on blazing guns to complete the job. In the subway area, gamers will be able to hack into terminals to activate security robots that act with “extreme prejudice” toward any fare evaders. Cars that litter the area can also be detonated as well, the resulting radiation – they don’t run on gas – can damage nearby enemies. These were just a couple of glimpses of what should be possible in the final game. The main premise of Fallout 3 was also shown in “glimpse” format. You are born in Vault 101, one of many nuclear bomb shelters, that has never been opened. As per a mysterious Overseer, people are born in the Vault, people die in the vault. That is until your scientist father, voiced by Liam Neeson, escapes. You escape soon after to search for him. From that point it’s seems to mimic the “free for all” that have been a hallmark of the Elder Scrolls games – loads of exploration, dialogue trees with specific evil/good/meh leanings, many different quests alongside the main story, etc. In short, Fallout 3 should be heaven for role-playing fans. The areas both inside and outside the vault look great. The land rolls out in all directions and to possibilities that only a toxic wasteland can produce, like mutant ants and rubble aplenty. As rich as the environment appears to be, Bethesda hasn’t skimped on the customization either (though the character creation stage was only talked about and not shown it sounds very organic in the way it's implemented). By way of the Pip-Boy 3000, all the skill stats and options are opened in one handy spot. The Pip-Boy 3000 also acts as a radio receiver and Rad Meter, which keeps track of your radiation levels; if it gets too high, by wandering into radioactive zones or drinking irradiated water, you’ll start to suffer ill affects. But more importantly, Bethesda has infused it with a slight comedic edge to fray the depressing nature of a post apocalyptic world. As much as the demo impressed me, both on the technical side and the sheer number of possibilities the world represents – the demo showed the destruction of town by way of a nuclear explosion after it was armed at the request of an in-game character, but what if it was disarmed instead? – the aspect that most impressed me was the music taken from the 1940’s. With all the technology so necessary for today’s music it’s a reminder of a time when singing actually meant something. It wasn’t processed a thousand times for perfect sound; it came out flawed but somehow with a deeper, more meaningful sound. This writer wouldn’t be surprised if Fallout 3’s release date was pushed back (again), but right now it’s set for release Fall 2008. That’s a long time to cook brownies. - Omni (July 17, 2007) Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Ngày cuối cùng khi khai mạc E3 với Fallout 3 của Besthada Just a little bit ago, we got confirmation that on GameSpy, Fallout 3 finished as the runner up in three categories: Best of Show, Xbox 360 Game of Show and PC Game of Show. Congrats to Bioshock for beating us in all three categories. Still, lots of really good games on that list that we’re excited to play ourselves, so we’re thrilled to be on the list. In other award news, Kotaku has Fallout 3 only below Rock Band and Super Mario Galaxy for their “Best of Show” award. Among their other categories, Fallout finished 3rd for “PC Game of Show”, as well as second for “Best RPG.” Here’s some of the other recent media coverage from E3… RPG Fan awards Fallout 3 “Best Overall RPG of E3 2007″ Yahoo Games lists Fallout 3 within its Top 10 Showstoppers. On 1Up Yours podcast, Newsweek’s N’Gai Croal calls Fallout 3 “phenomenal.” Over on UGO, Rusty gives the E3 crown to Fallout 3 - edging out Mass Effect. Gameworld Network writer Mitchell Saltzman explains why his jaw dropped during the E3 demo. Game Lyfe declares Fallout 3 “Best RPG of E3″. Chris Baker, one of the E3 judges, discusses games he was impressed with, including Fallout 3. The BBPS shares thoughts on the demo, discussing V.A.T.S and the 3rd person perspective. MKE Online has an interesting ABC’s of Fallout 3. GameZone delivers their reactions to screening the demo. Game Shark’s Tracy Erikson shares gameplay news after viewing the demo. Omni at The Armchair Empire relates the demo to a trip to the strip club…and brownies…you’ll just have to read it for yourself. Twitch Guru walks through their impressions of the demo. Gamer Node touches on details of Todd’s presentation of the game. Posted by gstaff on Wednesday, July 18th, 2007 at 10:36 pm. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : 10 điều chính của Fallout 3 do trang Evil Avatar gi lại nhân E3 Bethesda has a long history of epic first person RPG games. So it should come as no surprise that Fallout 3 will follow this same route. Here are 10 things you may or may not know about Fallout 3 for the Xbox 360, PC and PS3. 10. You start the game in a "vault" as a child. Choosing your character's appearance affects what your father's character looks like. 9. The intro section of the game is play in the Vault, a bomb shelter, in which you customize your character, and learn about the story. 8. The entire game utilizes the Oblivion engine, but every piece of the engine has seen an upgrade. 7. Bethesda spent months on the Pip-Boy Model 3000 interface. This is the main screen in which you select weapons, customize your character and even listen to Radio stations. 6. Bethesda licensed over 20 songs from the 1940's that you can listen to on the radio stations. You can tune your Pip-Boy 3000 to any of this and listen while walking around. 5. "Destruction is the new trees" 4. The presentation of the quests, and other textual information on screen uses this really slick fading effect. That alone adds a ton of atmosphere to the game. 3. The VATS system that is used for aiming allows for quite a bit of strategy in big fire fights. It also yields some pretty gruesome results. The game is BLOODY! 2. Water is used to heal yourself, but all water has amounts of radiation in it. Certain water has more than others, and you need to balance the radiation poising with healing as well as worry about reducing your radiation. 1. You can have a dynamic impact on the world, including blowing up entire "cities" with Nuclear weapons. There's really so much more to say about Fallout 3. Even though the game is a year off, at this time it looks incredible. There seems to be a variety of weapons, including mini-nuke launchers, and the ability to customize and upgrade/repair weapons with other weapons. Top all of that off with ability to choose good and evil deeds during your quest to modify the outcome of the game and you've got one hell of an RPG experience. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
ồ các công đoạn làm game hoành tráng quá , còn mình chỉ có việc bỏ 10N ra là mua được 1 đĩa DVD Fallout 3 looking forward to next summner
-Tin mới từ web của Fallout 3 : Game Shark post bài giới thiệu của mình lên Bethesda finally opens Vault 101 and reveals some of the secrets behind this highly anticipated role-playing game. Date: Tuesday, July 17, 2007Author: Tracy Erickson Fallout 3 chronicles the life of an inhabitant of Vault 101. Locked away from the world for over two centuries following a devastating nuclear war, Vault 101 has served as a shelter from the radioactive surface. In the year 2277, you find your father (voiced by Liam Neeson) missing, having left Vault 101 for the insecurity of the surrounding Capital Wastelands. As a 19-year old young man, you decide to set out to the surface and track down your father, braving the bright sunlight, harsh radiation, and all manner of mutated beasts. Producer Todd Howard led us through an hour-long demonstration of Fallout 3, playing a character on the cusp of his nineteenth birthday. While Mr. Howard romped around the wastelands as a young man, you'll actually start the game from birth. It's in your first moments of life that you'll customize your appearance, which is then mirrored in the looks of your fictional father. As you age, so will he. Fallout 3 runs on an enhanced version of the engine used for The Elder Scrolls IV: Oblivion, so expect the slate of customization options to be expanded from that game. In your formative years, you'll get simple quests to complete while dwelling in Vault 101. Most involve shaping your character's attributes and perks, both critical to later exploration of the wastelands. At an early age you father gifts you a Pip-Boy Model 3000, a personal computer relaying data on your developing attributes, perks, inventory, and location. As a teenager, you'll take the Generalized Occupational Aptitude Test (GOAT!), which determines your base attributes that are set fast throughout the game. The game brings back the S.P.E.C.I.A.L. system for which previous installments are well-known. Before leaving the vault, you'll have the opportunity to make any changes to your character, but once you step into the light, your selections are final. You'll have the option of playing Fallout 3 from either the first-person or third-person perspective. Combat and exploration can easily occur from either, while dialogue always takes the first-person. Series followers might have difficulty accepting the shift, but Howard claims that the best means of transporting the player into the game world is from the first-person perspective. There’s no question that it looks fantastic. Moments after entering the wasteland, our character stumbled into the town of Springvale, long abandoned by its dead citizens, replaced instead with mutant ants. Confronting enemies can be as simple as pulling the right trigger (or mouse button) to fire a gun or slash with a blade; however, Fallout 3 employs a turn-based fighting system that constantly calculates combat moves in the background. You'll also have the option of accessing the Vault-Tec Assisted Targeting System (VATS). With the targeting mechanic, you can select individual body parts, see the percentage of likely success, and remaining health. Hitting specific points on an enemy's body will yield different results, as we witnessed when destroying a mutant ant's antennae. The ant went berserk and started attacking an ally, giving our character time to step in and take both out. Using VATS is optional, but it'll prove extremely helpful when encountering the game's tougher foes such as super mutants and bosses. A variety of weapons will make their way into your hands during the course of the adventure ranging from a hunting rifle to Chinese assault rifle to advance laser rifle and even a miniature nuclear bomb blaster. Called Fat Man, the projector literally fires off miniaturized nuclear bombs that absolutely obliterate anything in its blast radius. You will have to take care of your arsenal though, as poorly kept weapons can affect performance or damage doled out to enemies. In addition to basic repairs, you'll also be able to modify weapons using materials found along your journey. Bethesda finally opens Vault 101 and reveals some of the secrets behind this highly anticipated role-playing game. Date: Tuesday, July 17, 2007Author: Tracy Erickson Combat isn't the entire focus of Fallout 3; as a role-playing game, quests and interacting with non-player characters will absorb much of your time. Venturing into the domain of Megaton, a small city built around a dead nuclear bomb the citizens have claimed as a sign of God's grace, Howard detailed the dialogue system. Conversations with other characters open up quests for you to take, depending on how you interact with them via branching dialogue trees. Much like Oblivion, you'll be provided with multiple options for responding to a character. It's totally up to you whether you engage in friendly or fierce conversation, although characters will respond in kind. Heading into the dilapidated Moriarty's Saloon, Howard demonstrated the means of getting a quest. Speaking with a shady character named Mr. Burke in a dark corner of the bar allowed our character to receive a quest to detonate Megaton's dead bomb. Howard explained that you also have options when tackling missions, such as in this case where you can complete the objective and blow up Megaton or simply report the loon's intentions to the city mayor. Different quests will become available based on your actions, so it's possible to play through the game multiple times and have an entirely different experience each time through. The Fallout 3 E3 presentation was very much like the one Bethesda laid out for Oblivion a couple of years ago. Press members sat in a dark room while Howard played the game on two giant flat screen monitors for an hour, showing us the key points to the game, and just like Oblivion, it’s hard to see the presentation and not come away impressed. It looks great, sounds great, and it at least appears that great care is being put into making it a game that both newcomers and die-hards will appreciate. The only downside is that it’s still at least a year away. Talk about a tease. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Kotatu ghi nhận sự xuất hiện của Fallout 3 tại E3 ra sao ? Fallout 3 Impressions This is certainly in the running for best of show, everything from its amazing presentation and faithful adherence to Fallout trivia, to the VaultTech Assisted Targeting and use of deep dialog trees had me jonesing for this game. I like RPGs, in my heart I really like that, but I hardly every have the time to fully appreciate them, so I typically I just try to avoid playing them, but there won't be any avoiding Fallout 3, it just won't be possible. Graphically, i found the settings, the attention to detail, more captivating then the characters. The characters were pure Oblivion with the occasional slightly off-kilter lip-syncing. But the game does so much to make you forget about that, that I hardly think it will be an issue. For instance, even character creation is hidden behind a bit of gameplay. Creating the look of your character controls what your character's father will look like. Stats are created by reading a baby book and tinkering with what the page says. Once you've decided on your attributes they really won't change, no matter how much you level up. Your skills are selected by taking the GOAT, Vault 101's General Occupancy Aptitude Test, which is a series of questions and answers which automatically decide what sort of person you will start out as. This niggling attention to detail shows up in the look of the game as well. The developers have done well to capture the world of Fallout. The guns, I noticed had handmade stocks, one looked like it was carved out of a chunk of driftwood. The clothes even have their distinct looks depending on where you are. A big chunk of your interface is located on the Pip-Boy 3000 you were on your arm. The device has a big chunky look to it and all of the buttons and dials actually do things. There's a radiation meter that tracks your current rads and even a radio that can tune in, in-world stations. The developers said that there will be times that you will be wandering the wastelands and you can come across new radio frequencies. All of the music is real, 40s stuff, though it's unlikely you've heard any of it before. The game also had some odd counters on the side they didn't explain, things like "corpses eaten." I could spend an entire day thinking just about that possibility. And it seems to fit well in with the game's theme of sacrifice to survive. What will you give up to do better? Instead of letting you run up to any computer and use your hacking skills to do stuff, like sic evil Robby the Robot guards on mutants (which sound a lot like the guy who played the giant cockroach in the original Men in Black), Fallout 3 makes you prove your hacker skills each and every time. To hack a computer you need to log on and then find the password in the computer's files. The higher your skills the easier this is to do. So, for instance, in one example the computer brought up a bunch of garble. Mixed into the garble were ten or so words. You had three attempts to guess which was the password. If you got it wrong it told you how many of the letters in the word you guessed were the correct letters in the correct position. It didn't take much to figure out the early ones, but as the game progresses the passwords become mammoth I'm told. While I loved the aesthetic and feel of the game, it was the VAT, or VaultTech Assisted Targeting, that really did it for me. You can play through the game's combat as if it was a shooter or you can take a more tactical and probably practical approach and use the VAT. VAT freezes time and lets you expend action points to aim at specific points, from a body part to a weapon. The VAT shows your percent chance of hitting a target and can even show much much damage a weapon can take. Land a shot or two to a leg and your opponent starts limping, land a shot to an arm and they may drop their weapon. The neatest thing is, it does all this and still makes you feel as if you're playing a shooter. There's no moment where you really feel like you've dropped out of the intensity of the moment. Fallout 3 feels like Oblivion for the rest of us, a game for people who are getting a bit tired of the same old fantasy fare. But it's not just Oblivion apocalypse either, there seemed to be enough different about the game, least of which is the pacing, to separate it from its predecessor. Personally, I can't wait for this to hit. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Gamework Network post bài ghi nhận Fallout 3 tại E3 2007 Finally we reached Megaton, a town that was built around a dud bomb that fell from the sky and is now worshipped as though it was a sign that God would protect their town. Upon entering we were greeted by a man named Lucas Simms who appeared to be the sheriff of the town. As I mentioned before, conversing with people in Fallout 3 is pretty much exactly like it would be in Oblivion. In the conversation with Mr. Simms, we were presented with a couple of different choices. We could be a total asshole and tell him that there is a new sheriff in town, we could be nice and greet him normally, or we could just simply tell him that we were busy and need to be getting on our way. In our demo, the demonstrator decided to walk the path of darkness as our character ended up acting like a total jerk. After that conversation finished, we headed inside the Megaton tavern to gather information on our father’s whereabouts. Inside we met another NPC named Mr. Burke who presented us with a rather interesting proposition. It seems he has a device that can be used to activate and detonate the dormant bomb lying in the middle of Megaton and wants us to plant it for him. Since our character was already walking down that dark road and because it promises for an awesome finale, we took him up on his offer. One interesting point to take note of is that if we had been nicer to Lucas earlier when he greeted us, he would have presented us with a quest that would have us disarming the bomb. This just goes to show how your interactions with the NPCs will affect the types of quests you take on and how the story will unfold. The medical clinic of Vault 101. After activating the bomb, we headed out of what would soon become “Boomtown” and started traveling towards the designated meeting spot that our new friend set for us. This path unfortunately led us through the Super Mutant infested sewers. Our first Super Mutant was met with several shots that entered into its right arm. This didn’t slow it down any though so our demonstrator decided to let the V.A.T.S do all the work. By clicking the left bumper again, the camera zoomed in on the enemy and highlighted all of the available targets, including the Super Mutant’s weapon itself. On closer inspection we saw that the shots that we put into Super Mutant actually did have an effect as you could see the agony on his face as he clutched his right arm with his left hand. While we could have put him down with a couple of more shots aimed at his already weakened right arm, headshots are always more fun to watch, so we queued up three shots to the head. After inputting our commands, the action started in dramatic slow mo as we saw the first bullet find its target and cause the Super Mutant’s head to explode causing all kinds of bloody chunks to go flying around the room. Todd even made the character start walking around and looking on the floor saying, “There’s one of his eyes. There are pieces of brain. More brain. And there’s the other eye.” Fallout 3 is definitely not one for the kiddies. Be nice to him, you'll be able to save Megaton. Act like a jerk, and you'll get the opportunity to wipe it off the face of the earth. After more showing off of the V.A.T.S and much more exploding Super Mutant heads, we finally saw the light as we made it back to the surface where a skirmish between a group of Super Mutants and members of the Brotherhood of Steel was taking place. These Super Mutants seemed substantially more powerful than the ones that we fought in the sewers, so we looked for another method of taking out a large group of baddies all at once. We found our answer in the form of an abandoned car that a group of Super Mutants were foolishly using for cover. Because the Fallout world does take place in the future, all cars were powered by nuclear fuel, which means when you blow them up, you essentially get a mini nuclear explosion. Knowing this, our character shot at the car until flames started to rise, and then quickly ran inside a personal radiation shelter to shield himself from the upcoming nuclear explosion. Once the coast was clear, we came out and ran through the resulting radiation to where our armored comrades of the Brotherhood of Steel were gathered. Taking us under their wing, we stormed ahead to the final battle in front of the radio station where we promised to meet our quest contact. Finally we reached Megaton, a town that was built around a dud bomb that fell from the sky and is now worshipped as though it was a sign that God would protect their town. Upon entering we were greeted by a man named Lucas Simms who appeared to be the sheriff of the town. As I mentioned before, conversing with people in Fallout 3 is pretty much exactly like it would be in Oblivion. In the conversation with Mr. Simms, we were presented with a couple of different choices. We could be a total asshole and tell him that there is a new sheriff in town, we could be nice and greet him normally, or we could just simply tell him that we were busy and need to be getting on our way. In our demo, the demonstrator decided to walk the path of darkness as our character ended up acting like a total jerk. After that conversation finished, we headed inside the Megaton tavern to gather information on our father’s whereabouts. Inside we met another NPC named Mr. Burke who presented us with a rather interesting proposition. It seems he has a device that can be used to activate and detonate the dormant bomb lying in the middle of Megaton and wants us to plant it for him. Since our character was already walking down that dark road and because it promises for an awesome finale, we took him up on his offer. One interesting point to take note of is that if we had been nicer to Lucas earlier when he greeted us, he would have presented us with a quest that would have us disarming the bomb. This just goes to show how your interactions with the NPCs will affect the types of quests you take on and how the story will unfold. The medical clinic of Vault 101. After activating the bomb, we headed out of what would soon become “Boomtown” and started traveling towards the designated meeting spot that our new friend set for us. This path unfortunately led us through the Super Mutant infested sewers. Our first Super Mutant was met with several shots that entered into its right arm. This didn’t slow it down any though so our demonstrator decided to let the V.A.T.S do all the work. By clicking the left bumper again, the camera zoomed in on the enemy and highlighted all of the available targets, including the Super Mutant’s weapon itself. On closer inspection we saw that the shots that we put into Super Mutant actually did have an effect as you could see the agony on his face as he clutched his right arm with his left hand. While we could have put him down with a couple of more shots aimed at his already weakened right arm, headshots are always more fun to watch, so we queued up three shots to the head. After inputting our commands, the action started in dramatic slow mo as we saw the first bullet find its target and cause the Super Mutant’s head to explode causing all kinds of bloody chunks to go flying around the room. Todd even made the character start walking around and looking on the floor saying, “There’s one of his eyes. There are pieces of brain. More brain. And there’s the other eye.” Fallout 3 is definitely not one for the kiddies. Be nice to him, you'll be able to save Megaton. Act like a jerk, and you'll get the opportunity to wipe it off the face of the earth. After more showing off of the V.A.T.S and much more exploding Super Mutant heads, we finally saw the light as we made it back to the surface where a skirmish between a group of Super Mutants and members of the Brotherhood of Steel was taking place. These Super Mutants seemed substantially more powerful than the ones that we fought in the sewers, so we looked for another method of taking out a large group of baddies all at once. We found our answer in the form of an abandoned car that a group of Super Mutants were foolishly using for cover. Because the Fallout world does take place in the future, all cars were powered by nuclear fuel, which means when you blow them up, you essentially get a mini nuclear explosion. Knowing this, our character shot at the car until flames started to rise, and then quickly ran inside a personal radiation shelter to shield himself from the upcoming nuclear explosion. Once the coast was clear, we came out and ran through the resulting radiation to where our armored comrades of the Brotherhood of Steel were gathered. Taking us under their wing, we stormed ahead to the final battle in front of the radio station where we promised to meet our quest contact. Finally we reached Megaton, a town that was built around a dud bomb that fell from the sky and is now worshipped as though it was a sign that God would protect their town. Upon entering we were greeted by a man named Lucas Simms who appeared to be the sheriff of the town. As I mentioned before, conversing with people in Fallout 3 is pretty much exactly like it would be in Oblivion. In the conversation with Mr. Simms, we were presented with a couple of different choices. We could be a total asshole and tell him that there is a new sheriff in town, we could be nice and greet him normally, or we could just simply tell him that we were busy and need to be getting on our way. In our demo, the demonstrator decided to walk the path of darkness as our character ended up acting like a total jerk. After that conversation finished, we headed inside the Megaton tavern to gather information on our father’s whereabouts. Inside we met another NPC named Mr. Burke who presented us with a rather interesting proposition. It seems he has a device that can be used to activate and detonate the dormant bomb lying in the middle of Megaton and wants us to plant it for him. Since our character was already walking down that dark road and because it promises for an awesome finale, we took him up on his offer. One interesting point to take note of is that if we had been nicer to Lucas earlier when he greeted us, he would have presented us with a quest that would have us disarming the bomb. This just goes to show how your interactions with the NPCs will affect the types of quests you take on and how the story will unfold. The medical clinic of Vault 101. After activating the bomb, we headed out of what would soon become “Boomtown” and started traveling towards the designated meeting spot that our new friend set for us. This path unfortunately led us through the Super Mutant infested sewers. Our first Super Mutant was met with several shots that entered into its right arm. This didn’t slow it down any though so our demonstrator decided to let the V.A.T.S do all the work. By clicking the left bumper again, the camera zoomed in on the enemy and highlighted all of the available targets, including the Super Mutant’s weapon itself. On closer inspection we saw that the shots that we put into Super Mutant actually did have an effect as you could see the agony on his face as he clutched his right arm with his left hand. While we could have put him down with a couple of more shots aimed at his already weakened right arm, headshots are always more fun to watch, so we queued up three shots to the head. After inputting our commands, the action started in dramatic slow mo as we saw the first bullet find its target and cause the Super Mutant’s head to explode causing all kinds of bloody chunks to go flying around the room. Todd even made the character start walking around and looking on the floor saying, “There’s one of his eyes. There are pieces of brain. More brain. And there’s the other eye.” Fallout 3 is definitely not one for the kiddies. Be nice to him, you'll be able to save Megaton. Act like a jerk, and you'll get the opportunity to wipe it off the face of the earth. After more showing off of the V.A.T.S and much more exploding Super Mutant heads, we finally saw the light as we made it back to the surface where a skirmish between a group of Super Mutants and members of the Brotherhood of Steel was taking place. These Super Mutants seemed substantially more powerful than the ones that we fought in the sewers, so we looked for another method of taking out a large group of baddies all at once. We found our answer in the form of an abandoned car that a group of Super Mutants were foolishly using for cover. Because the Fallout world does take place in the future, all cars were powered by nuclear fuel, which means when you blow them up, you essentially get a mini nuclear explosion. Knowing this, our character shot at the car until flames started to rise, and then quickly ran inside a personal radiation shelter to shield himself from the upcoming nuclear explosion. Once the coast was clear, we came out and ran through the resulting radiation to where our armored comrades of the Brotherhood of Steel were gathered. Taking us under their wing, we stormed ahead to the final battle in front of the radio station where we promised to meet our quest contact. After dealing with the hordes of Super Mutants, we were greeted by the crashing sound of a Super Mutant Behemoth which laid waste to many of our comrades. As soon as I saw the hulking giant, I immediately thought, “Man you’re gonna need a bigger weapon to take that thing down.” Luckily Todd was on the same page as he scrounged around for a Fat Man, which would equate to Fallout 3’s version of the BFG. The Fat Man is essentially a mini-nuke launcher which only fires one shot at a time, but completely levels anything that gets caught in its explosion. Using the V.A.T.S one last time, we targeted the Behemoth’s right leg, as if it mattered where the thing hit, and let it fly. The Behemoth wouldn’t have had time to even give an “Oh crap” as he was fried to a crisp by the resulting nuclear explosion. Finally we joined our quest contact on the roof of the radio station where we had a front row seat at the explosion of the century. He took out the detonator, pressed the button, and we watched in awe at the harrowing beauty of a next-gen full on nuclear explosion unfolding before our eyes. It was a finale worthy of a standing ovation, but as the demo came to an end I was too busy picking up my jaw off the floor at how awesome the last hour had been. Fallout 3 is definitely not one for the kiddies. In case it hasn’t been clear, I was blown away by the Fallout 3 presentation. Fans of the original Fallout may be understandably disappointed by the fact that the game has deviated so far from the original, but have them sit down and watch the same presentation that I saw and I’m confident that even the most hardcore of Fallout fans will be converted. Unfortunately the release date for Fallout 3 is planned for Fall 2008, so PC, Xbox 360, and PS3 owners still have a long and painful road of waiting ahead of them. Preview by Mitchell Saltzman. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : TwitchGuru nói về sự xuất hiện của Fallout 3 tại E3 2007 hoành tráng ... E307: Fallout 3 First Impressions Rob Wright July 16, 2007 10:47 Fallout 3 Preview One of the more surprising developments at E3 2007 was the unveiling of Fallout 3, the new sequel from Bethesda Softworks. The long-awaited third installment of the mega-popular Fallout series had been in development help for the better part of a decade (check out the Twitchguru list of The Best Games Never Published). In fact, Fallout 3 was cancelled after the original Fallout creator Interplay fell into financial troubles, and the project look like it may never see the light of day. However, Interplay sold much of the intellectual property for Fallout to Bethesda Softworks of Elder Scrolls fame in 2004. Bethesda remained silent on Fallout 3 for a couple of years, which gave fans trepidation. The developer released a Fallout 3 poster at last year's E3, but gamers were still concerned that game might never be made. Those fears were put to rest a few months ago when Bethesda released a short trailer for Fallout 3 along with some concept art (see the Fallout 3 slideshow for more). Even better, Bethesda showed a 45-minute preview of the game, which is scheduled for a fall 2008 release, at this year's show, proving once and for all that the game is not only vaporware but is also deep in development. View the Fallout 3 E307 Slideshow (14 images) Bethesda Softworks treated game journalists to a tour of the new game, and after seeing it firsthand, I was stunned at how good Fallout 3 looks and how well Bethesda Game Studios has updated the RPG series for a new generation. Bethesda executive producer Todd Howard, who helmed the acclaimed Elder Scrolls IV: Oblivion and is now overseeing Fallout 3, fired the game up on an Xbox 360 (on a side note, there were two Xbox 360's in the demo room and one had the red ring of death, and Howard warned media members that it could happen again). Let's start at the beginning. First, the Fallout 3 trailer released last month is actually the game's opening sequence. Actor Ron Perlman, who provided the narration for the first two games, returns in Fallout 3 and utters the memorable line "War. War never changes," as the screen pans out and shows an all-new post-apocalyptic landscape. From there, Howard started the gameplay, which begins in Vault 101 near Washington, D.C. Howard said the game actually begins with the main character's birth and allows players to customize their characters at an early age. According to Bethesda, much of the game takes place inside Vault 101, and two things became apparent right away. First, the game can be played in a first-person point of view as well as a third-person perspective. And second, the game has amazing visuals. Fallout 3 is powered by the same engine that game us Oblivion, and the game's graphics are simply outstanding. The vault itself boasts impressive detail and texture, while the character animation looks almost as good as what we see in Oblivion. This is definitely not the old, limited pixel animation of the first two Fallout games. The game begins in the vault, and players must familiarize themselves with the underground society and the individual NPCs, including the main character's father (voiced by Liam Neeson). Howard said the father's appearance will change to more closely resemble how each player character's appearance is customized. And no RPG game would be complete without a host of unique skills and attributes to choose from; in Fallout 3, players can select three specialty skills to shape their characters. The dialogue tree is pretty much the same as the first two games, with the same witty and humorous options that made Fallout a classic. The Pip-Boy interface also returns, and the updated version for Fallout 3 looks fantastic with all of the players' stats and skills lined up. Howard said the first part of the game is designed to immerse players in the vault's environment and way of life. "We're very, very anal about our worlds," Howard said. "We want to make it real." That's one of the reason's that Bethesda decided to have a first-person view for the game, though Howard later demonstrated the third person perspective, which can be panned out to an overhead view for the "old school" experience. Another returning element from the first two games is the Mr. Handy robot, which made a hilarious appearance in the demo. After giving a quick tour of the Vault, Howard provided a little back story for the game. The main character's father, a genetic scientist, mysteriously departs Vault 10, which has been sealed for 200 years since the atomic war of 2077. Players therefore must also escape the vault against orders and venture out into the post-apocalyptic world of Washington, D.C., now known as the Capitol Wasteland. The Vault Door Opens... Howard demonstrated the main character's departure and pivotal opening of the vault door and took the tour outside. This is where the demo truly impressed, because Bethesda has done an exemplary job designing an all new post-nuclear world. Fallout faithful will be thrilled; the developer has essentially taken the same kind of retro-futuristic style of the first two games and painted it on a larger canvas with a more detailed and intimate look. Seeing Washington D.C. in ruins was awe-inspiring; I can't wait to explore more of the Capitol Wasteland, and according to Howard, that's exactly what the development team had in mind when they create Fallout 3. View the Fallout 3 E307 Slideshow (14 images) After showing off the environments, Howard then demonstrated Fallout 3's new combat gameplay system. If there was one flaw with the original Fallout, it was the somewhat clunky combat system, which could slow down gameplay. The new combat system blends a first-person shooter style with elements of the original attack mode. For example, Howard encountered some very large mutant ants and began taking aim at them with a rifle in FPS mode. Later, Howard engaged some Super Mutants lurking in the tunnels of the city's Metro subway (yet another amazing and disturbingly realistic map) and switched to a targeting HUD mode called V.A.T.S. (Vault-Tec Assisted Targeting System). The V.A.T.S. mode freezes game time and displays the various body parts of the enemy - head, torso, arms and legs - with percentages of "attack success." Howard took aim at a Super Mutant's head, which had an artificially high percentage of 66 percent for the purposes of the demo. He press a button on the Xbox 360 controller, and exited the HUD mode, which returned the game to a slow motion mode that follow the bullet as it ripped through the Super Mutant's head, which caused it to exploded (see slideshow for an up close view of a headshot). In addition to the combat system, Fallout 3 also offers a lot of destructible environments. Players can shoot holes in street, for example, which are show with impressive detail thanks to the Oblivion engine. You can also take aim at abandoned atomic cars. Howard found one that still had some juice in its reactor engine and fired a few shots at the car, which created a gorgeous mini-mushroom cloud explosion. While the first-person shooter mode may not be the RPG fan's cup of tea, the HUD mode should satisfy the needs of Fallout purists who yearn for an experience close to the original game. And from the looks of the demo, there should be plenty of combat to keep action junkies happy. Howard showed a massive firefight between Super Mutants and human members of the Brotherhood of Steel amongst the ruins of the Capitol Wasteland and it was an exhilarating sequence. There was even a boss battle; Howard fought against a large Super Mutant Behemoth with a delicious weapon called the Fat Man, which acts like an RPG but shoots mini-nukes. There was a quite a big of action in the demo, but it's not as if Bethesda has dumbed down Fallout for FPS fans. In fact, much of the gameplay involves player choices. Howard said the central them for Fallout 3 is "sacrifice and survive," and that players will be forced to make ethical decisions that will affect the course of the game as well as the development of your character. What will you do in order to find adequate food and water supplies, for example? During the demo Howard took us the nearby location of Megaton, which looks like a cross between an Old West camp and Bartertown from "Mad Max Beyond Thunderdome." Megaton was actually built in a crater with an un-detonated nuke buried in the middle, and the town represents another amazing-looking map for Fallout 3. Fallout 3 Goes Off With A Bang The main character encountered a mysterious man Mr. Burke in a bar, who wants to pay the protagonist to trigger the detonation of the atomic bomb and wipe out Megaton. In demonstrating this section, Howard explained a key feature of Fallout 3. In addition to selecting different dialogue options, players can also try to negotiate and influence NPCs in conversation; the potential success rates are display next to the dialogue branches, and success depends on the individual character's talking skills. View the Fallout 3 E307 Slideshow (14 images) Howard tried to get Burke to increase his offer, but he failed because his success rate was fairly low. For the purposes of the demo, Howard's character accepted Burke's offer and applied a device to the dormant bomb. Howard then took the character through the Metro tunnels (battling Super Mutants along the way) to reach a safe distance to detonate the bomb. After exiting Megaton and reaching a safe distance, Howard detonated the nuke, which resulted in an enormous, chilling explosion in the horizon of the Capitol Wasteland. It was an eye-popping sequence that served as a delicious preview of the game. According to Bethesda, such radical actions and events will determine how the game ends and whether or not your character will be viewed as a hero, villain or perhaps something in between. Some other key features in Fallout 3 include the soundtrack; players can use their Pip-Boy to tune into various radio broadcasts for music or news radio stations. Howard said the game will have about 20 different songs, mostly classic tunes from the 1940s and 50s. There were also plenty of gadgets and technology for players to interact with, including programmable robots. And the advanced artificial intelligence is designed to give NPCs more life-like and unpredictable behavior to ensure that no two experiences are the same. As for the graphics, they continually impressed throughout the demo with next-generation quality. And the load times were short, too. "Keep in mind this game is more than a year away," Howard said. "The load times are going to get better, but they're already better than those in Oblivion." In summary, Fallout 3 looks like it has the makings of both an RPG hit and a worthy addition to the Fallout series. The snappy dialogue, black humor, juicy RPG capabilities and unique vision of the future are all back for the new sequel. And Bethesda has added a keen new combat system, first-person shooter quality action, stunning graphics and advanced character/environment interaction features to the mix. While some of the new additions may turn off fans of the original game, I for one am glad to see Bethesda is trying something different and updating the franchise for next-generation platforms. We already have Fallout and Fallout 2, so why not go in a different direction? And that's exactly what Bethesda is doing, and I can't wait for more. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Gamenode giới thiệu game Fallout 3 tại E3 2007 lần này ra sao Preview:E3 '07: Extensive Fallout 3 write-up Category: PC Posted: 07/16/2007 by Brendon Lindsey, Editor In Chief Warning: the following contains spoilers for the first portion of Fallout 3. Read at your own risk. Also, I apologize for any incorrectly spelled names, but this is all based on hearing, not reading. -------------------------------------------------------------------------------- "I don't know if you guys saw the teaser trailer we released about a month ago," began Bethesda producer Todd Howard. "That was actually shot in the game in real time, it's the beginning of the game's intro, as you'll see here." There we were, sitting in a well-furnished miniature theater watching a giant screen display the opening visuals of Fallout 3, one of the hottest games at this year's E3. As Todd elaborated on how the teaser was pulled from the game, the footage everyone has already seen played in the background (complete with the music-"I don't want to set the worrldddd onnnnn fireeee"; classic). "War..." began Ron Perlman. "War never changes. Since the dawn of humankind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything..." The intro speech goes on for quite a bit longer, but I don't want to ruin it for anyone, because it kicks ass. Suffice to say, Ron Perlman does a great job at making the beginning of the game draw you in. As many know, Fallout takes place in the future, after the world has been decimated by nuclear war. Humanity has lived on, however, both on the surface and underground. Ron describes Vault 101, and reminds us that no one ever enters, and no one ever leaves... "The game does start in the underground vault," Todd tells us. He also made it known that what we're seeing isn't the official beginning portion of the game; just the right area. When the screen loads up in first person, Todd continues. "People always ask us: ‘Why are you doing this, why are you ruining Fallout by making it first person!'" He went on to explain that for them, first-person is the only way to truly make the game come alive. "This chair is in Fallout 1, for example, 4 pixels high," he tells us. "But here it is. Same with this vent you can click on to make it go rattle-rattle-rattle-rattle." The crowd chuckled slightly when he mentioned that first-person also helps them as developers, because they get very anal about making their world right. Unlike Oblivion, Todd demonstrates and explains how the third-person mode in Fallout 3 is fully playable, and easily done so, and more than a way to look at your blue jumpsuit. At the start of the demo, the main character is 19 years old, but he begins at a very early age (one!) before this point, and ages through a few events (I'm guessing). The main character's father is the main vault scientist, and is also voiced by Liam Neeson. He's trying to get the main character to take the G.O.A.T. to find out what he has to do for the betterment of the Vault. "I had to take it, you'll have to take it, and so will everyone else," his father tells him. According to Todd, the G.O.A.T. is basically an oral exam, and will determine your future character in Fallout 3. The father does more than just sound cool and get lost (setting up the story), too. As your main character ages from baby to adult, your father ages as well; his looks are also based upon how your character is designed. It was about that time that we got our first mention of Oblivion. "Think of Oblivion as our freshman effort on next-gen," he tells us, "and Fallout is our revision and upgrade." We were then treated to a demonstration of how the Pipboy works in Fallout 3. According to Todd, one of their main goals in upgrading it for Fallout 3 was to make it entertaining for gamers, since they'll spend a lot of time in its menus. Part of how they did that is the humorous animations; skills and stats have their own picture and description, and most of them are pretty damn funny. One of them, science, features a bespeckled toon sitting in front of a giant retro computer. "This is our actually our lead developer, this is what he looks like," Todd jokes. "And this is a very early PS3 devkit." The Pipboy also allows you to view your special stats, which will determine a lot of what you can do. According to Todd, these are assigned at a very young age. When you're one, your father will give you a book titled "You're Special!" and you learn to walk, for example. It's also "very hard" to change the stats later in the game, so you'll likely be stuck with what you pick. The vault portion of the game will take about an hour to complete, and will allow you to learn how the game plays, and complete some quests. One instance of a quest-like encounter occurs when Todd runs into a group known as the Tunnel Snakes (a greaser gang, as he described them) tormenting your female friend. "You can help her," Todd says, "or you can join in, call her fat, make her all sad..." Rather than take the G.O.A.T. (by the way, before you leave the vault you can change your skills and stuff, which is familiar to Oblivion), they skip that portion and go straight on through the story. We learn that the main character's father has escaped the hatch, and to avoid suspicion we'll need to attempt to find him in the outside world. It was at that point we ran into Mr. Handy. "Good day new sir!" the cheerful robot chimes. "If I may be so bold the blue in the bolt suit contrasts BEAUTIFULLY with your eyes!" As Mr. Handy moves away, he mutters, "you stupid git." Oh, Mr. Handy! The exit of the vault is a fairly epic area, and as Todd explains, given its seriousness it really has to be. You need to hack into a computer (or use a password) to open the vault, which involves a lot of whirling gears and shifting metal. After a few moments, Todd is out into the beautiful post apocalyptic sunlight! "Here's some people we wouldn't let in," he jokes while walking over skeletons. After exiting the vault, the game shifts to a wide shot of the Wasteland. Sand blows through the ruins of a city, while cars remain deserted. "This is the wasteland, everything you see is open to explore," Todd tells us. Unlike many developers, Bethesda loves to make everything you can see the actual game, which is great. Demonstrating how drinking worked (and how radiation poisoning effected the main character), Todd treated us to a small nuclear detonation by blowing up a car with an active charge in it still. The explosion had some awesome lighting effects, and the sand and objects near it kicked up and flew around. Standing in an area where a car blows up also causes continuous radiation damage; sort of like a DoT spell. It's a good tactic to use against trapped or tightly packed enemies, but blow up too much, and you'll eventually kill yourself. After taking a rifle and some drugs from an abandoned mailbox, Todd was attacked by a giant ant. In Fallout 3, all of the enemies (at least what we've seen) have location based damage modifiers. While fighting the ant, Todd could shoot its leg to hopefully cripple it, and he could shoot its antenna which would cause it to enter a frenzy due to the lack of senses. Some point here, we were given an explanation of how Fallout 3's parallax inclusion mapping worked. Suffice it to say that I'm horrible at technical details like that, so I'll explain it in words I understand: it lets you break and damage things better by changing the environment on a pixel level. Not only is this present in the gameplay, but Bethesda also used it in their world building to help spread damage and decay (which is everywhere - as Todd joked, "Our motto is ‘Decay: it's the new tree!'") More giant ants quickly appeared, and after dispersing of them we arrived at the city of Megaton, which is built around an atomic bomb which didn't go off. Before entering, a robot deputy scans the main character's threat level, and deems him okay to enter. Entering the city brings up a loading screen, which is still being worked on in order to lessen load times. Even now, though, it's much faster than Oblivion. Once inside, the sheriff greets us, and we're shown how you can choose two radically different paths. In this instance, Todd can either be peaceful and friendly with the sheriff, or enter the town mocking his hat ("Nice hat, Calamity Jane"); guess which he picked? After mocking the hat, the sheriff is peeved, and Todd has the choice to try and make things okay again, or keep pushing the sheriff which will end in a fight. Todd ended up switching his mind, so we entered the city proper. Not only are the load times improved from Oblivion, but almost everything else limiting the game has been, too. For starters, the visual density in Megaton is much greater than anything seen in Oblivion. Each building is built of many separate scavenged parts, and it looks more like a movie than real-time gameplay footage. The Radiant AI has also been vastly improved. This time, each NPC is given a full 24-hour schedule, and they'll interact with each other much more than the NPCs in Oblivion, making the world truly seem alive (at least as alive as it can be...). As we're shown the city, a few bits of the typical Fallout humor rise up. Near the bomb the town was built around, a man is preaching a gospel about the bomb to the bomb; just past him is a sign leading to "local cult." Nothing drop-dead funny (yet), but the tongue-in-cheek and dark humor is obviously present. The animation is also improved, as is the motion. Rather than have scripted moves for things such as going up steps, the game registers how the feet need to move to go up the stairs, and the character's body corresponds. Bethesda used a lot of mocap in this game, and it showed. At the top of the stairs, Todd entered Moriarty's bar in order to search for his missing father. Here he displays the ability of the Pipboy to play songs from the radio. According to Todd, if you meet the DJ of the radio station in the game, he'll also mention you at points. You can listen to the stations while you normally play the game, offering a slew of authentic period songs (including one by Bob Crosby, Bing Crosby's less successful brother). In the bar, we run into a character named Mr. Burke. Mr. Burke has an interesting proposal for us; it turns out the bomb isn't a dud after all, and he wants us to go and place a charge to explode it. Naturally, Todd accepts the task. He mentions here that had he befriended the sheriff upon entering town, this quest would have never happened. In the center of the town, Todd faced the bomb and was still given the choice to change his mind, but nah, he went for it. Whoops, his skills aren't high enough. "Luckily I have these drugs I found in the mailbox, and as we all know, drugs make you smarter," Todd joked. They did the trick, and allowed him to place the charge. With the bomb armed, Todd took off through the metro to arrive at the meet-up spot Mr. Burke decided upon, which happened to be on top of the Galaxy News radio station building (ironically, he was listening to a song at this moment which was talking about a "Happy, happy life!"). In the underground, Todd was quickly attacked by a super mutant. These guys were big, greenish looking, and very mean. Here he once again displayed VAT attack mode, shooting it in the head, causing it to explode, showering brain bits, jaw bone, and eyes everywhere. "E FOR EVERYBODY!" he jokingly shouted as he shot the corpse to display the effects. After showing how you can use similar weapons to repair damaged ones, Todd displayed some of the sneaking action in the game, sneaking past two mutants into a security room, where he found a password and used it to turn on a Protectron. Once activated, it attempted to contact security headquarters, and after getting no response, entered a mode with permission to terminate. It spied two mutants outside the door, and when they couldn't produce tickets...well, let's just say mutants have a lot of internal organs. The robots are scattered throughout, and most of them will be a benefit to you (notice that Todd said MOST will be good). Exiting the metro, Todd was met by a group of human soldiers who helped him fight off a squad of mutants, and escorted him to his meet-up. There he was attacked by a giant mutant, but before it could kill him, he stole a nuclear catapult and laid waste to it (and a few friendly troops, most likely). He then went to the roof of the building (how Mr. Burke made it no one will ever know, and even Todd couldn't offer an explanation), and blew up Megaton. The city erupted in light as a giant mushroom cloud rose, and several seconds after the initial blast the shockwave hit, knocking Mr. Burke backwards and sending debris flying past the main character as the demo ended. All and all, I was very impressed with what we saw of Fallout 3. The game is very similar to Oblivion in ways, but also vastly different. The Fallout theme is very strong throughout, and the ability to play in a top-down zoomed out mode should please fans of the franchise (whether or not it will work in fights we didn't see). Will fans of the game like it? I can't say, because everyone will like and hate some of the things Bethesda has done. What is obvious, though, is that Bethesda is treating this game very seriously, and is trying their hardest to please old fans, as well as bring in the new. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Superplay giới thiệu qua về Fallout 3 You're walking around the wasteland, and spot a gigantic scorpion (yes, a radscorpion for those of you wondering if they make a comeback). If you want, you can just aim and shoot like in any FPS out there - almost. The difference in Fallout 3 is that you don't necessarily hit just because your crosshair is lined up with the enemy when you pull the trigger. That only means that you're asking the RPG Fallout 3 to decide whether your character hits or not. Then the rules are checked up with how long the distance is to your target, how light it is versus your characters perception, your characters skill with whatever you're firing and the state of the weapon. If those checks succeed, then you will hit. It's logical, but it will feel strange for the generation that are raised on FPS games like Quake. (...) Taking care of your weapons is an important factor for how fast your weapon can fire, and how precise they will be. You can also build new weapons from scratch. All you gave to do is find a schematic, and all the necessary components - and of course you need the skills build them. (...) The encounter with the sheriff can end in many different ways. Pleasant and friendly, unpleasant but friendly - or in a total bloodbath (the latter if you choose the dialogue option "There's a new sheriff in town"). Fallout 3 keeps tabs on how you behave, and weighs your actions on a scale that goes from evil to good, but with neutrality in the middle. It's now up to Bethesda to make sure that there is an equally big reason to stay neutral versus playing evil or good. An issue that is high up on the developers agenda right now, is what type of quests to create for a neutral character. (...) In many ways Fallout 3 is a further improved Oblivion. Everything Bethesda did in Oblivion they have polished and modified for Fallout 3. Like their Radiant AI, which made the characters of Oblivion live their own lives - or at least walk from point A to point B a few times a day. In Fallout 3 the developers are trying to get the AI and the characters behaviours to become more appareant to the player. (...) The demo is over, and Megaton is gone - together with all the skepticism I brought with me as luggage to Washington DC Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Đó là Fallout 3 , tôi không nghĩ đó là đất hoang , nó quá đẹp ... ( bài của Silicon Era ) Fallout 3: It may be a wasteland, but it’s oh so beautiful Written by: Dan Zuccarelli on July 20th, 2007 @ 9:02 am While it's true that Fallout 3 won't see retail shelves until the Fall of 2008, it's already shaping up to be a game you'll want to keep your eye on. It's from the folks at Bethesda and is a successor of sorts to Elder Scrolls: Oblivion, at least in game play style. Story wise the game is based on the criticially acclaimed PC series from years back. So with a hugely successful next-gen RPG already out and a lineage of great games to live up to, how is Bethesda doing with the game? Thankfully, very very well from what we've seen so far. Now I know a lot of people out there are huge Fallout fans, as the series has something of a rabid following. Sadly I can't speak to how this game does in the canon of those that came before, because honestly I never played the first few Fallout games. I know that loses me some geek cred but it's something I'm working to fix, trust me. But the creators of Fallout 3 took great pains to mention numerous times what big fans they are of the original games, and that this game will satisfy the old fans while opening it up to new fans as well. You start the game at your birth in an underground vault, and over the course of a tutorial get older and choose what your skills will be. You'll choose your stats in-game by taking your G.O.A.T's (General Occupational Aptitude Test). It's a cool way to handle a tutorial without feeling like you're sitting there being lectured. As a cool little aside your fathers appearance will be based on what you decide you'll look like in game, so it really looks like you're related. When you reach adulthood you wake up to find your Father missing and you break-out of the vault to try and find him (thus ending the tutorial). You'll have one last chance to change any of your stats before leaving the vault, but once you're out… you're out. What you find on the surface of Earth is a scorched mess, the remnants of a long past nuclear war. The demo made it's way across the wasteland, on the way killing some enormous bugs. As an added bonus you can shoot the fusion engine in the broken down cars to do both explosive damage and radiation damage. Radiation, it seems, it going to play a pretty large part in your day to day activities. You'll need to constantly need to be on the hunt for fresh water, and will need to balance your water intake with your radiation exposure. Water on the surface has a higher level of exposure than what you'll find deep underground. We come upon the town of Megaton, named after the unexploded bomb in the center of town. We met the "sherrif" pictured above. This gave us good look at how the conversation system has improved since Oblivion. The back-and-forth flow seemed a lot more fluid this time and while not as advanced as something like Mass Effect, seemed to build upon the Oblivion style. To those that played Elder Scrolls, you'll be at home here. The detail in the structures and in the town in general is really amazing, far beyond what Bethesda was able to do in Oblivion. To show the wildly different paths people can take we're given the option of either disabling the bomb forever or rigging it to blow, essentially choosing whether this entire town lives or dies. There are characters here, and quests and plot points that will be forever closed if we blow it up. Vice versa an entire quest line will be shut off if we don't agree to do it. It'll be those kinds of decisions that will make the game hit home when you're playing it (For the sake of the demo they ended up blowing up the town, and it looked awesome). The sort of power will weigh heavily on the player, even watching the demo and not talking to anyone in the town before destroying it made it a little unsettling when they triggered the bomb. I can imagine what a hard decision it would be to make if you had learned the back story of some of the townspeople. It's easy to kill mutants and random baddies, but innocent people are something very different. Of course maybe you'll save more people by destroying it, or it'll turn out they're not so innocent after all. Either way the game's not only going to offer tough ethical choices but a good deal of replayability as well. One of the things I noticed during the demo that I think fans are really going to like is a fully functional 3rd person mode. Unlike in Oblivion when 3rd person was essentially a broken mess this time it's being integrated well enough that you could play the entire game in 3rd person if you wanted to. I'll probably stick with 1st person but it's nice to know the option is there. Another thing is something they're calling the V.A.T.S. (Vault Assisted Targeting System). This may be carried over from the old Fallout games, but I'm not really sure. What you're able to do is freeze the game and choose where on your enemy you'd like to attack. So you can go for a head shot for max damage (but low probability of hitting) or aim for the arms/legs/torso. So you can cripple guys running at you with melee weapons and shoot the arms of those guys trying to handle firearms. You use a pool of points to pull off these maneuvers and you'll have to let them recharge over time, so it's not something you'll be able to totally rely on. It certainly made for cool headshots. We still have quite a ways to go before the Fall '08 launch date, so I have a feeling we're only scratching the surface of what the game's gonna offer. So whether you're on a 360, a PS3 or a PC, this is one you're probably going to want to keep your eyes on. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : NMA/SC phỏng vấn Fallout 3 tại e3 "What it comes down to is that we're all Fallout fans. We love the original games. (But) not every Fallout fan wants a turn-based isometric game." Emil Pagliarulo, Lead Designer, Fallout 3 (...) SC: So what happens when your character levels? You choose the skills you want to boost? EP: Yeah, when you level you get skill points, and the number of skill points you get are based on your intelligence. So you can put those toward your skills and the primary tag skills get more points added when you level up. (...) Other interviewer: Do you run into instances where NPCs are fighting? SC: Or random encounters? EP: We love to do that and we have good tools to do it. We didn't do this in Oblivion, but for the first time we actually have a designer completely dedicated to free-form encounters out in the wasteland. You'll definitely encounter people fighting rad scorpions and other creatures out in the wasteland. It's definitely a single character game, but there are companions that you take. Your companions are based on your karma, so there's a sunset of companions that are good guys, evil guys or neutral. But you need to find those guys, take them with you, and watch the interaction between those characters. (...) SC: Are there going to be a lot of new weapons? The FatMan (essentially a nuclear hand grenade launcher) in the presentation is new, but what other new weapons will there be? EP: There are a lot of weapons. I was surprised looking at our weapon list and seeing how many we had. There are the Fallout weapon skills: big guns, small guns, energy weapons, melee, unarmed which are all fully exploited, so we have weapons for them all. We also have a series of custom made weapons that you can construct if you find a schematic and the right junk in the wasteland. So yes, there are quite a few weapons. (...) SC: No shots to the eyes? EP: No, and I'll tell you why. We talked about that, we prototyped it, and when you play the game and see it in such high def, when you shoot someone in the eyes you expect the head to blow up anyway. Shooting someone in the head has the same effect. If you get a critical on them they get dazed and stuff. SC: It doesn't look like you could finish the game without killing a lot of people. EP: Not entirely true. It depends on the quest. You saw all the speech options and dialog in the demo. As far as dialog options go, that's just the tip of the iceberg. The amount of interaction through dialog is three times what we had in Oblivion. There's a really strong stealth component. There are a lot of paths through the quests and some are non-violent. That said, you can't wander off into the wasteland and expect to live. SC: Can a character dodge? EP: That is part of the real time engine. You can definitely move to take cover behind stuff and duck down. (...) SC: Are there any new mutant animals? EP: New mutant animals. Let's see. We're still going through our creature list. I don't want to say what they are, but yes. Other interviewer: What kind of creatures are in the game? EP: All of the Fallout classics are back. There's a full line of robots: you saw the Protectron in the presentation (a Robby-the-Robot-type robot that was in the Metro Subway), Mr. Handy, Robobrain and Sentrybot. Right before E3 the rad scorpion just went in fully animated. There's also the classic deathclaw. There are lots of creatures are in the game. SC: So is the DC Brotherhood of Steel the same Brotherhood of Steel that was on the West Coast? Is it nationwide? EP: You’re the only person that asked me that question. I'm surprised that no one else has. Let me just say that its come up a lot that "How did the Super Mutants and the Brotherhood of Steel get on the East Coast?". We answer those questions in the game and there's a reason why they're there. They are somehow connected to the other Brotherhood of Steel but we cover those bases within the game. (...) Other interviewer: Is there a centralized storyline or is it completely free branching? EP: There is definitely a storyline. We use the character's dad as a device: Dad leaves the Vault, you follow him. But why did he leave? What was he up to? And all that ties into the players’ relationship with the Capitol wasteland and are those people worth saving. Liam Neeson lên một tờ tạp chí nước ngoài do lồng tiếng cho Fallout 3 , game đỉnh Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
đoạn này có vẻ hay ! Chẹp, bắt đầu công cuộc cày cuốc nâng cấp máy cho một loạt game khủng năm sau, bao gồm cả Fallout 3 và StarCraft 2
Fallout 3 đang rình rang ở nước ngoài, thì ở VN chỉ có người chơi qua mới biết còn lại thì hoàn toàn không để tâm, mấy tờ tạp chí game không có 1 chút sự kiện gì về Fallout 3 dù nó giới thiệu 1 đống game mới cho năm sau. Còn cái vụ chế tạo vũ khí này thì nó là sự nâng cấp cao hơn của vụ nâng cấp vũ khí từ mấy bản đầu, tui khoái nhất vụ này.
điểm cuối cùng của 1 RPG là nó phải dài , chơi được 200h+ chứ hay đến mấy mà ngắn + dễ thì cũng chỉ đáng 6 điểm
Fallout mỗi lần chơi trừ khi gian lận và đọc kỹ hướng dẫn trước khi dùng thì mới ngắn, còn không 3 tháng sợ chưa xong .
-Tin mới từ web của Fallout 3 : Áo phông Fallout 3 bán trên Ebay , mua ngay keo hết hàng Link :http://cgi.ebay.com/E3-Expo-2007-Fa...769QQihZ017QQcategoryZ187QQrdZ1QQcmdZViewItem Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Phía bên trong Vault là gì ? thế giới Fallout 3 của Alan Nanes Alan Nanes is featured for this edition of Inside the Vault. Al created my favorite download for Oblivion, Wizard’s Tower, and is responsible for many of the miscellaneous quests in Oblivion, including the memorable A Brush with Death, where the player is teleported into a painting. What’s your job at Bethesda? I’m a game designer. For the uninitiated, if you think of a game as a movie, a game designer would be a scriptwriter. We do the dialog, develop plotlines, perform game balance, and generally give all the other departments lots of headaches. What projects have you worked on? As a game designer I’ve worked on The Elder Scrolls IV: Oblivion, a few of the downloads for Oblivion, and Shivering Isles. Which downloadable content did you work on? Talk a bit about what its like making downloadable content. I designed the Wizard’s Tower and the Vile Lair for Oblivion. Downloadable content is actually pretty challenging to work on since the main game world isn’t allowed to depend on its existence and the fact that you have to make sure what you create is fresh and new. As an example, having an altar that cures evil players in Deepscorn Hollow is something I felt the game needed, but isn’t 100% necessary to complete the quests. I also enjoy placing plenty of goodies in my content like the Pentamagic Loop in the Wizard’s Tower and the Crimson Eviscerator in the Vile Lair as a special ‘thank you’ to the fans. What do you like best about working as a designer? What is the worse part? The best part about being a designer is that your ideas drive the game world. Even though we do have a Lead Designer (Emil in the case of Fallout 3) to guide us, they are always very open to fresh ideas. I’ve seen quests change 100% from their original design based on a great idea someone suddenly had in a meeting. Being able to have your ideas translate to something you can play in the game is the greatest feeling for a designer. The worst part about being a designer is the opposite. Sometimes an idea you’ve come up with can feel great, but when it’s examined by your peers or by the Lead, they make you realize it doesn’t belong in the game or it’s too complex. When writing dialog and quest materials, it’s surprisingly easy to forget you’re writing for a game, not for a book. You need to be clear and concise, yet detailed enough so that the flavor of the game world isn’t compromised. Maintaining this balance is the most challenging aspect of my job. How did you get into the industry? Do you have any tips for breaking in? I was hired to Bethesda through the QA department. I actually spent over a year there before I was moved into Design. QA is a great avenue through which you can obtain a foothold in a game studio. All you need to do is work well with your peers and show them you have a creative side. In my case, I would run pen & paper role playing games in the studio and word basically got around. Interaction and being around other people in your area of interest as well as promoting your own skills is a surefire way of becoming an artist, designer or programmer. What have you drawn on for inspiration in developing Fallout 3? It would be easy for me to say I immediately ran to my DVD collection and threw Road Warrior or Six-String Samurai in, but this isn’t the case. I decided to draw my inspiration from the original source: the old Fallout games themselves (specifically Fallout 1 & 2). I wanted to make sure I replayed them and understood what the original developers were trying to bring to the table. I hadn’t actually fired the games up in years, so it was great to rediscover them all over again. This doesn’t mean that visuals from other movies or games never entered my mind. Films like Children of Men, Delicatessen, Escape from New York, 12 Monkeys and Soylent Green and games such as Bad Blood, Autoduel and Wasteland all provided interesting backdrops from which ideas began springing forth. Honestly though, Emil Pagliarulo himself was a great inspiration. His genuine love of the source material is evident in every write-up and synopsis he gives us. What is your favorite type of game to play? My favorite games to play are RPGs. I like experiencing the entire spectrum and playing whatever I’m in the mood for. I’ve spent quite a bit of time playing all sorts of them… from serious PC RPGs like Baldur’s Gate to action RPGs like Champions of Norrath. I’ve been playing these games for a very long time. I still fondly remember playing the SSI Gold Box AD&D games on my trusty Amiga 500. Ok, I also admit I’m a devoted World of Warcraft player. There, you happy now? How long have you been playing Fallout? I’ve been experiencing Fallout ever since the games were released. As I had mentioned before, there was definitely a gap of time where they were packed in boxes and sat idle, but were never forgotten. The day I heard we were going to be actually developing a Fallout title was the day I cracked those boxes open again. One of the things I always admired about Fallout, especially the first one, was that choices really meant something. It wasn’t just disguised dialog that funneled you to the same plot point. They made a concerted effort to make the game change depending on how YOU wanted to play. Your actions shaped the world and yet you still remained in sight of your final goal (well all the while you had a blast doing it). I hope to bring this same feeling to Fallout 3. What games are you looking forward? Well, that would likely be a long (and varied) list so I will throw only a sampling at you. I’m looking forward to Bioshock, Stranglehold, Halo 3, Mass Effect, Grand Theft Auto IV, Beautiful Katamari, Assassin’s Creed, Crysis, Alan Wake, Unchartedrake’s Fortune, Hellgate: London, The Witcher and Left 4 Dead. What would you say is the best game you’ve played in the last year? The best game in the past year would have to be S.T.A.L.K.E.R. The atmosphere was right, the setting was creepy and the game had a decent mix of action and RPG elements without being overcome by tons of numbers. The game feels old school, but not visually dated. Games like this are a strong influence for me when I present my ideas at game system and Design meetings. And no, I didn’t finish it yet, but I am currently still enjoying it immensely. Other than videogames, what are your interests? I’m an avid boardgamer and cardgame fan. My cube at work is crammed full of the darned things and I try and get together with my friends and play when time permits. Some highlights of my collection are Ra, Shadows Over Camelot, Runebound, Zombies and Munchkin. As far as music goes, my iPod currently spins Slayer, Hypocrisy, Ministry, Iron Maiden, Gojira, Melvins and Morgion but my favorite will always be Godflesh & Jesu. Bonus Round: Pitch me your dream game in a sentence or less. Go. My dream game would be a serious Star Trek RPG complete with an entire universe to explore. Ask questions first and shoot later style! Finally, time for a rant. Go. HD-DVD and BluRay… can’t we just all get along?! Posted by acheng on Tuesday, July 24th, 2007 at 11:15 am. ------------------------------------------------------------------------ What have you drawn on for inspiration in developing Fallout 3? It would be easy for me to say I immediately ran to my DVD collection and threw Road Warrior or Six-String Samurai in, but this isn’t the case. I decided to draw my inspiration from the original source: the old Fallout games themselves (specifically Fallout 1 & 2). I wanted to make sure I replayed them and understood what the original developers were trying to bring to the table. I hadn’t actually fired the games up in years, so it was great to rediscover them all over again. This doesn’t mean that visuals from other movies or games never entered my mind. Films like Children of Men, Delicatessen, Escape from New York, 12 Monkeys and Soylent Green and games such as Bad Blood, Autoduel and Wasteland all provided interesting backdrops from which ideas began springing forth. Honestly though, Emil Pagliarulo himself was a great inspiration. His genuine love of the source material is evident in every write-up and synopsis he gives us. What is your favorite type of game to play? My favorite games to play are RPGs. I like experiencing the entire spectrum and playing whatever I’m in the mood for. I’ve spent quite a bit of time playing all sorts of them… from serious PC RPGs like Baldur’s Gate to action RPGs like Champions of Norrath. I’ve been playing these games for a very long time. I still fondly remember playing the SSI Gold Box AD&D games on my trusty Amiga 500. Ok, I also admit I’m a devoted World of Warcraft player. There, you happy now? How long have you been playing Fallout? I’ve been experiencing Fallout ever since the games were released. As I had mentioned before, there was definitely a gap of time where they were packed in boxes and sat idle, but were never forgotten. The day I heard we were going to be actually developing a Fallout title was the day I cracked those boxes open again. One of the things I always admired about Fallout, especially the first one, was that choices really meant something. It wasn’t just disguised dialog that funneled you to the same plot point. They made a concerted effort to make the game change depending on how YOU wanted to play. Your actions shaped the world and yet you still remained in sight of your final goal (well all the while you had a blast doing it). I hope to bring this same feeling to Fallout 3. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Fallout 3 , thẳng tay tiến vào tổng hành dinh ... Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Fallout 3 , danh hiệu màn giới thiệu game hay nhất năm 2007 do IGN phong tặng Just got back from picking up my copy of the final Harry Potter book and upon returning, I was pleased to learn that Fallout 3 got plenty of kudos from IGN in their “Best of E3” feature. Fallout 3 came away with Best RPG, Best Console Game and Overall Game of Show. Discussing the game, IGN writer Chris Roper writes: “When the lights went down and got our eyes on the 3D version of Vault 101, we knew we were in for something special. The Fallout series holds a very dear place in many gamers’ hearts, including those at Bethesda Softworks, and the developer looks to have stayed true to the universe about as well as anyone could hope.” Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Fallout 3 Tiếp tục danh hiệu game có màn trình diễn hay nhất năm 2007 do TeamXbox phong tặng Best Demo (non-playable) Fallout 3 Runner-ups: Call of Duty 4, Halo 3 View all images Bethesda’s upcoming RPG was the talk of E3, and it appeared on nearly everybody’s (including this site’s) short list of the Best Games at the show. Since it was the only thing that the company was showing, Bethesda was able to give us an hour-long walkthrough that was much deeper than just about anything we saw. Best of all, it was in an air-conditioned theater with comfy leather seats, the perfect setup for weary editors. While the game likely won’t be out until late next year, it’s already incredibly polished, especially in the visual department. The post-apocalyptic wasteland that you’ll be exploring is extremely detailed, a fact that’s even more impressive when you consider that you can go anywhere. It looks like the combat should be a blast, too, adeptly blending turn-based and real-time elements. And how can you not love the soundtrack made up of tunes from the 1940s?—Will Tuttle, Editor in Chief Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Firing Squad/Grrlgamer tung bài về Fallout 3 » E3 2007: Fallout 3 Impressions Image 5 Image 4 Image 1 View Fallout 3 July 23 Screenshots -- 7 Image(s) The first two Fallout RPG titles from developer Interplay were some of the most critically acclaimed PC games of the 1990s and continue to inspire a rabid cult following (There were other games that had the Fallout name, Fallout Tactics and the console action game Fallout: Brotherhood of Steel, but most fans of the series discount those like Battlestar Galactica fans discount Galactica 1980). Interplay tried to develop a third RPG game in the series before the company basically imploded a few years ago. That's when developer Bethesda Softworks came in and got the rights to publish new games in the post-apocalyptic series (earlier this year they bought the Fallout rights completely from the now much smaller Interplay, but allowing them to continue their plans to make a MMO out of the franchise). BethSoft, of course, has developed their own Elder Scrolls RPG series over the years and the last two games in the series, Morrowind and Oblivion, are some of the most detailed games ever made, RPG or otherwise. But can this team bring new life into a game series that's already well established and much beloved by its fans? That question was partially answered at E3 2007 last week as we got our first real live gameplay look at Fallout 3, which will be released for the PS3 and Xbox 360 in addition to the PC. Before we begin, we wanted to mention one thing; Fallout 3 will be a first person perspective game like Morrowind and Oblivion but not like the top down aspect of the first two Interplay Fallout games. This may upset some Fallout purists but BethSoft's dev team feels the first person perspective really puts you more inside the world (there is an optional over-the-shoulder third person viewpoint you can switch to in the game). The demo began with the opening trailer that was released over a month ago that showed the post-apocalyptic world of Fallout; a world that mixed destruction with some interesting satire and humor in the world's visuals and ads. Indeed the game's future world is based on what futurists and sci-fi artists of the 1950's thought the future would look like; one of nuclear powered cars and art-deco buildings. The nuclear war between China and the US changed all that, of course. While most of the world burned, Fallout 3's story really begins inside Vault 101, an underground bunker that was filled with survivors. The vault's massive circular door was then closed and sealed and as the game's narrator (voiced by actor Ron Perlman) mentions, it's never meant to ever be reopened. By the way, the game is supposed to be set about 30 years after the end of Fallout 2 but there's no need to really know what happened in the first two games to understand the plot of Fallout 3. The game's real demo began as your player character looks around inside a room in Vault 101, a place filled with computers and technology that looks very old fashioned. You can change your character's likeness in various ways (you can be both male and female as well) and we were told that your character's father (voiced by actor Liam Neeson) will actually look like an older version of your custom character (slightly changed and older of course). You have a quick conversation with your father who tells you to take the vault aptitude test which is supposed to give your character a way to place him or her in Vault 101's society. One thing your character gets to use is Pip Boy, a handheld computer that is basically your guide to the game's world in general and your character in particular. In our E3 demo, the game's executive producer Todd Howard told us that they may have wasted a lot of time playing and developing with Pip Boy; it is indeed a cool and fun way to look at your character's stats, inventory and more. The game is supposed to have your father disappear and you are supposed to go find him. For E3 demo reasons we skipped this event and proceeded over to the vault entrance, encountering a funny robot who sounded a bit like Monty Python's Graham Chapman (right down to the "stupid git" farewell we got from him). It's clear from this standpoint and other aspects of the demo that Fallout 3 will indeed have a lot of humor like the first two games had which is certainly encouraging for long time Fallout fans. Anyway, we got the code to open the vault and in a rather long sequence we saw the massive door open and we walked through to the outside. That outside world, as has been revealed in the game's previously released concept artwork, is in the bombed out Washington DC area rather than the American West of the first two Fallout games (Bethesda Softworks is based nearby the real city so they obviously will have a lot of real research into the visuals). This is where the game's visual's really stand out. Fallout 3 is using the Gamebryo engine (as did Elder Scrolls IV: Oblivion) but highly modified with some impressive textures and visual effects. While there will be some loading times when entering into a new area, much of Fallout 3 will be designed to be massive as you walk around a lot of the bombed out areas. We saw smashed out areas that echoed the 1950's art style of the game before the bombs fell, such a nuclear powered gas station for the world's future vehicles (you can even blow them up with a couple of shots of your trusty rifle). Early in our demo we encountered our first mutated creature, a huge bug like being. It was here that we first encounters the game's Vault-Tec Assisted Targeting System or V.A.T.S. This combat system will allow you to target specific points on your enemy. If you want a quick head-shot you can do so base on your characters skills and abilities. Fans of the first two Fallout games will be happy to know that those game's unique attribute system is still around for Fallout 3. For people not aware of them it's known as the S.P.E.C.I.A.L. system, another acronym for all of the game's attributes (strength, perception, endurance, charisma, intelligence, agility, and luck). The demo then moved on to one section of the game, a settlement in the DC area called Megaton that's based around an airplane wreck. The reason it's called Megaton is pretty obvious; the settlement surrounds a bomb that just happens to not have exploded. We got a demo of how the game's conversation with another can slightly alter the game as our character chatted with Megaton's local sheriff. The demo got our character to be less than nice to the otherwise peaceful guy which meant that he wasn't going to be nice to us anymore. We then entered into a local bar when we then encountered a stranger who had a rather dangerous proposition; he wanted us to rearm and explode the unexploded nuclear bomb to take out Megaton. Our demo had us agreeing to handle this assignment (if you decline, the game will obviously move along another plot path). We then moved down to handle the task of arming the bomb again and then we left the town, where we encountered some resistance from a pack of mutants and one rather large super mutant that looked like it had taken a wrong turn from Epic Games' Gears of War. It took our using another weapon in the game, the mini-nuclear missile Fat Boy, to take him out. Finally our mysterious stranger appeared again to blow up Megaton in a massive nuclear mushroom cloud. During the E3 demo we were reminded that this was going to be an RPG game rather than a first person shooter. There will be aspects of the game that will require you to do things that most shooters don't need. One such thing is the deterioration of weapons over time which means that if you want them to continue working you have to repair them. You can also improve the S.P.E.C.I.A.L. attributes of your character as you level up and learn to use new skills. The game will also have several endings (unlike Oblivion which didn't really have an ending) based on your actions and their consequences. While we didn't actually play the game ourselves in our E3 demo it's clear that Bethesda Softworks is pretty deep in development on Fallout 3 and even though the game won't be released until the fall of 2008 it's also clear that their ideas fit right into the Fallout universe. This won't be a post-apocalypse remake of Oblivion; the VATS combat system, the definite endings of the game and the unique S.P.E.C.I.A.L. system will separate this game from BethSoft' previous RPGs. Yes, some Fallout fans will likely be upset that the game is designed as a first person title and is set on the East Coast but that's nitpicking in our eyes. The real test of Fallout 3 will be if the game keeps the humorous spirit of the top down first two Fallout games with the high end graphics and immersive gameplay that the new developer plans to bring to the table. The E3 demo was way too brief to put a definite answer to that question but we certainly will be keeping an eye on the game in the many months before its scheduled shipment to stores. E3 2007 - Bethesda: behind closed doors by Didi Cardoso Bethesda's demo was literally behind closed doors, in a darkened mini movie theatre, and we had arrived just in time, since they were starting. "So, why first person?" was probably the question on everyone's mind, and that's where the explanations started. "The objective is to feel like you are the person in this world. We get really anal about our game worlds, we want you to go out and touch it". Yes, those exact words. However, the game is fully playable in third person as well. There's been a lot of time invested into skin shaders, and you will have customizeable male and female characters. Only after you have created your character does the game create your father, since he's appearance is based on yours. The father also ages as time passes. This father is voice by none other than Liam Neeson. The game takes place in Capital Wasteland, what remains of Washington DC after the atomic war of 2077. Survivors have been living in Vault 101, isolated from the outside world. Your father is one of the scientists in this underground facility, and one day you wake up to find him gone. You must venture out into the Wasteland to find your father and the reason he left the security of the Vault. Your character is equipped with a palm computer called Pip-Boy. This handy little thing shows you all sorts of useful info, such as character stats (strength, luck, perception) and skills (explosives, speech, repair, hacking). It even picks up radio stations! The Pip-Boy also has an amazing targeting system that lets you pause during combat to check an enemy for vulnerable areas. The Vault-Tec Assisted Targeting System scans whatever you are fighting and shows the percentage of damage you still need to do to different body parts. Damaging body parts affects your enemies effectiveness in a specific way: shoot it on the leg, it will have difficulty moving; shoot an arm out and it won't be able to shoot you back. Combat is pretty violent and gory, and you will see dismemberments and exploding bodies. You can actually account for what the body parts were once they are spread all over the floor. We were able to recognize a jaw bone and even an eyeball after an interesting shooting where a mutant's head ended up being blown up. I couldn't help but grin at the scene. A bit like in Oblivion, NPCs react to you according to your conversation choices. But there are speech challenges. At certain times you have to influence NPCs to tell you things you need to know. The higher your speech skill, the better the percentage of success, which is shown. Another important skill is repairing. With the ability to repair weapons, you can make them better, faster and more powerful. But you must have parts from other similar weapons to use first. The last skill we had a look at was hacking. When you try to hack into something, you will see a bunch of code with some distinct words here and there. You pick a word and then see how many letters from that word are correct (a bit like playing Mastermind). But you can also find passwords by exploring the world. Outside, you must keep an eye on your radiation meter and drink plenty of water. The environments are huge and the devastation levels vary, showing random patterns of destruction. The demo continued, but that was all the time we had. We will be patiently waiting for Fallout 3 when it comes out Fall 2008 for Xbox 360, PS3 and PC. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Fallout 3 tại E3 cho đến khi xuất hiện trên NYTimes Video Games | Fallout 3 Even Games That Have Everything Are Still Missing Something Bethesda Softworks A scene from the video game Fallout 3, by Bethesda Softworks. Sign In to E-Mail or Save This Print Reprints Share DiggFacebookNewsvinePermalink By SETH SCHIESEL Published: July 21, 2007 Earlier this month I visited the famed Concertgebouw concert hall in Amsterdam to hear the Netherlands Radio Philharmonic Orchestra under Jaap van Zweden perform the Fifth Symphonies of Beethoven and Mahler. Skip to next paragraph Related Can Sony Revitalize Its Games? Yes, Maybe (July 14, 2007) Their Thumbs May Be Too Busy to Raise, but Gamers Agree With Critics (July 11, 2007) The official E3 Web site. The Beethoven symphony is obviously better known — its opening is probably the most famous musical hook on the planet — but it was the Mahler that made me cry. There are moments of such surpassing beauty and depth in the Mahler piece, and the Concertgebouw’s acoustics cradle them so reverently, that, to use the vernacular, I almost lost it. Toward the end of the last movement, as I was composing myself, one question ballooned in my head: “Will video games ever be this good?” One week later I found myself in a hotel room in Santa Monica, Calif., watching a demonstration of Mass Effect, a coming science-fiction role-playing game for the Xbox 360. For days I had been traipsing up and down the beach seeing dozens of new games as part of E3, the game industry’s top conference. And for days I had been trying to refine the question that had emerged alongside Mahler’s horns and tympanis. Clearly, the best games engage the mind on a level that noninteractive linear media simply do not — after all, when was the last time you heard of someone spending hundreds or thousands of hours watching the same movie over and over? But just as clearly, most games are still missing a very special something that traditional media have spent centuries or even millenia refining. Sitting in that hotel room in California, I realized what that is: emotional engagement. Two decades ago Electronic Arts, now the world’s biggest game publisher, unveiled the marketing slogan, “Can a computer game make you cry?” The answer: not yet. That I thought this during the Mass Effect demo is not a knock on the game. Just the opposite. Mass Effect, which is forthcoming from Microsoft, seems to play a bit like an epic interactive movie where the player controls the combat, but, more important, helps direct the story. And the story, not the fighting, seems to be the heart of the game. As in many games, the basic idea in Mass Effect is that you have to save the galaxy from an all-encompassing evil. Fair enough. But without giving away the plot, the depth comes from the fact that you may have to sacrifice friends and decide just what your values are and what the greater good really means. In Santa Monica the game’s makers showed a scene involving those sorts of choices that literally shut up the whole room. When it was over, a half-dozen normally chatty game writers sat there for a few moments digesting what we had just seen. It was powerful, but it was still no Mahler. Much the same could be said of Fallout 3, another of my favorite games from E3. Like its esteemed predecessors, the third installment of the franchise is set in a post-apocalyptic wasteland where you, the player, decide how to carve out your place in a horrible new version of America. Put simply, you can be a good guy or a bad guy and there will be plenty of heart-rending, suffering people to either assist or exploit. That is, of course, what makes games distinctive among media: within the confines of the system it is the user who decides what happens next, whether that means turning left or right in Pac-Man or deciding whether to blow up a town for pay or save it in Fallout 3. But merely providing choice is not the same as generating a deep emotional response. Yes, when my spaceship in Eve Online gets blown up, I am upset. Yes, when my guild in World of Warcraft beats the latest demon, I swell with pride. Yes, when I finally slay that mythical beast in God of War I feel both insightful and dexterous. But in all of those situations, I as a player know that the outcome was largely my own doing. And so the emotional connection is more akin to a golfer who shanks a drive or hits a gorgeous approach shot; sure you get happy or sad, but ultimately you can’t be emotionally surprised because you did it to yourself. And that’s what the best linear media do far better than any game: they generate a response through emotional surprise. I can distinctly remember the first time I read “The Sound and the Fury,” and it was precisely the same kind of revelation as the first time I saw a real Turner painting and the first time I saw the Grateful Dead and the first time I heard Mahler at the Concertgebouw. Noninteractive media can produce those sorts of surprises precisely because they are not interactive: Every single note, letter, speck of paint or frame of film has been placed precisely in a specific order to produce a specific effect. Ultimately, the only choice the consumer has is whether to go along for the ride or get up and leave. Of course, a lot of the time people just want to have fun. A few hours after the concert in Amsterdam I went to a disco. For what seemed like the eighth time in three days the D.J. spun a funky remix of Rihanna’s “Umbrella.” And for what seemed like the eighth time in three days the place exploded in gyrating, ecstatic energy. Was it a deep emotional experience? No. In fact, it felt a bit like playing a video game. And you know what? Sometimes that is just fine. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : SeanMike nêu vấn đề giả định cho Fallout 3 Sequels and You Categories: GamersInfo fun, Gaming for adults, The Joys of Design | Written by: SeanMike Okay, so we’ve talked about previews. Now let’s talk about sequels. Possibly one of the bigger issues when it comes to sequels is not the fact that there are so many of them, but rather that companies seem to insist on calling additional games sequels when they’re only loosely tied into the first one. Let’s look at the different types of sequels: 1. The Direct Sequel The direct sequel is fairly straight forward. Typically the same studio/company does each sequel, they tie into the previous games, and have similar game play. Look at, say, the Brothers in Arms games, the Halo series, Diablo 1 & 2. Each might have refinements and improvements in gameplay, but they’re telling an interlocked (or continuing) story. In Mercenaries 2, one character, a Chinese colonel, comes back from Mercenaries 1, but is now promoted and a general. He’s an NPC, but you’ve got the same “main characters” that the player can pick from the original, too. These are true sequels. They’re like good movie or book sequels – not when the studio says “let’s add more of the same!” to something, but rather when they concentrate on making a solid contribution to the on-going storyline. (Halo Wars makes for more of the re-imagined sequel, down below, though it’s a prequel (technically), and manages to keep – from what we’ve seen so far – a lot of the same feel.) The key to the direct sequel is keeping it separate from the rote sequel if the direct sequel does, in fact, ****. That’s not uncommon, both in movies and in video games. Tenchu Z is a sequel to the original Tenchu: Stealth Assassin game, and even features incredibly similar gameplay. However, where the original was a classic stealth game and featured innovative gameplay for the time, the sequel – well, it just kind of sits there. What was innovative back however many years ago is by now stale, and the story, while moving previous main characters into supporting roles, is technically a sequel, it’s droll and derivative. 2. The Rote Sequel Some games, by their nature, just require sequels. Much like the direct sequel, they typically feature gameplay that slowly improves over time, though at some points – usually when they jump up a generation in platform – you’ll see some dramatic changes. The best examples of these will typically be sports games. If you’ve played Madden one year, you can play it the next, often with some small changes to the gameplay. These could be bad (the cone of vision in Madden) or they could be good (new shot control in Tiger Woods). Or, they could be done really badly, like the incredible changes in crash modes between Burnout 2 and Burnout 3. The racing modes of those games featured a solid improvement, making 3 definitively better in racing – but the changes in crash mode made a lot of players yearn for the second game, rather than the third, something a publisher does NOT want. You could argue that some of the World War 2 games end up in this cycle. Medal of Honor, for instance, and Call of Duty have had a number of sequels, some by different companies. In movie terms, these would be the movies that get made because the first one did so well. “Hey everybody! We made a blockbuster! Come up with a sequel or two – NOW!” 3. The “Re-imagined” Sequel These are the ones that when they get called a sequel they, in my opinion, often hurt the industry. The reason is that it confuses the fans and increases the disconnect between the developers and players unless it’s done in a very clear, dramatic fashion. Fallout can make a good example of this. Fallout Tactics was quite a different game than Fallout 2. This was clear from the get-go, and while there may have been complaints about the gameplay in Fallout Tactics, it typically wasn’t that “it’s so different than Fallout 2!” (At least, generally. The more fanatical of fans will find something to complain about in any kind of sequel of this manner, but most development companies can count on them to complain no matter what, and typically to buy the game no matter what.) On the other hand, Fallout 3 is being called a sequel to Fallouts 1 and 2, and I think that’s a disservice to the games. While, technically, it is a sequel to the Fallout RPGs, it’s not a direct sequel. It’s set in a different area, with different characters, a different time, a different engine and a different style of RPG gameplay. That’s what I feel like is causing a lot of the issues amongst the Fallout community right now. When you change something as minor as the type of engine some kind of car had in a game that you’re calling a direct sequel, you’re forcing either a ret-con (a retroactive change to continuity) in the original, usually beloved, game, or you’re doing something wrong. On the other hand, if the game had come out as just “Fallout”, and Bethesda had said “Hey, we’re starting from the beginning and re-imagining the game in a number of ways” – well, the more die-hard fanatical fans will still complain, because they want the game they’ve always dreamed of (and aren’t going to get unless they can program themselves, because everyone wants something slightly differently and the company is looking for something that will sell the most among the population in general, not just the fans of the previous games). However, changing the engine of the cars, or the location of the Vault, or what have you, won’t matter so much, because it’s a similar, yet subtly different world. On the other hand, some games can get re-imagined and improved upon. The original Area 51 shoot ‘em up games in the arcades were fun, but rather cheesy, with the jump up “good guys” that you couldn’t shoot and were poorly videoed, as was popular back on those days. Midway remakes Area 51 as a first person shooter, and instead of trying to make it just like the old game, or claiming it’s a sequel to the first game, they just use the same basic story and update it to modern sensibilities. Best of all, you can then throw in the homage to the original game. The E3 sample level had a great example of that – a brutal “boss battle” with the player’s character as the door gunner in a helicopter, shooting it out with a boss who fired slow moving projectiles back at him, much like the bosses in old light gun arcade games used to do. THAT is the kind of thing that a fan of the original games can look at and say “hey, cool!” while not denigrating (necessarily) from the experience of someone new to the series. Of course, if I remember correctly, Midway also did the original games, so it didn’t go to a new developer like Fallout did (from Interplay to Black Isle Studios to Bethesda). But you can still screw things up with the same developer, if only for a sub-set of the fans. No one can argue that World of Warcraft is anything but a huge success, at least financially. Blizzard says they have over 9 million subscribers now – the game has changed the world of MMORPGs forever and probably made them a ton of money, not to mention the cultural impact it’s had even outside of the gamer universe. On the other hand, this complete change to the Warcraft universe – from real time strategy game to MMORPG – also drastically changed the lore and the feel of the universe. People who were big fans of the lore complain when they see “big bad guys” from the novels or games turned into raids on “farm status” for loot. To them, the MMORPG has so irrevocably changed the canon – the universe – of the Warcraft world that unless a new RTS completely ignored the MMORPG it couldn’t be the same. For instance, look at paladins. In Warcraft 3 they used group heals and never used swords, only hammers. (Yes, Arthas used a sword, and became a deathknight.) In World of Warcraft, they often use swords and have individual heal spells. You could list a ton of other examples of this – just mentioning Star Wars Galaxies should be good enough for shudders out of any Star Wars fan in the audience. 4. The Exception to the Rule You know what they say – there’s an exception to every rule. Not all sequels can be defined this way. For instance, look at the jump between Duke Nukem 2 and Duke Nukem 3D. DN2 was a side scrolling adventure game. DN3D, on the other hand, was a first person shooter – and quite a popular one at that, at least in my neck of the woods when it came out. Even with the drastic shift in viewpoint, from 2D to 3D and from side scrolling to first person, it had the same atmosphere as the previous ones and was a direct sequel in terms of story. Let’s look at another example. Everquest 2 is the MMORPG sequel to the immensely popular Everquest. It’s the same world, just further in the future and after a dreadful apocalypse. Is it the same game? Well, at least as far as I can tell, it’s a different gameplay, definitely. It’s the same universe. It doesn’t preclude anything from the first game, and so doesn’t require any ret-conning. Does that make it a direct sequel? Or is it a re-imagining? Or a rote sequel? Honestly, I don’t know. Likewise, Call of Duty 4 moves the venerable Call of Duty engine from World War 2 to the modern day. You could call it a direct sequel, as the modern day is, after all, 60 years past the end of World War 2 (and CoD wasn’t exactly alternate history – WW2 still ended the same way). But it’s also a different game. Where it might matter is if any of the characters are descendents of the characters from the previous Call of Duty games (one may be, I cannot remember) or just homages to them. So that leaves a lot of questions up to you. Mention them in comments or on our forums. Do you prefer direct sequels, rote, or re-imagined? Do you think WoW should be a separate universe as the Warcraft RTS games? Would you be more accepting of Bethesda’s Fallout 3 if it wasn’t being touted as a direct sequel but rather as a re-imagining of the original? What games do you think have been ruined by their sequels, and what type of sequels were they? Is a good sequel as good as an innovative original game? Better? Worse? Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Pete Hines nói về Fallout 3 Interviews// Bethesda's Pete Hines: The E3 '07 Fallout 3 Interview Link to this: http://spong.com/feature/1010962425 Jul 2007 17:59 by Adam Hartley "War. War never changes." Fallout 3 was the game of E3 2007. Pretty much everyone who saw the brain-meltingly awesome demo at this year’s show is in agreement on this. Fans of the original Fallout games and fans of role-playing games really have no choice in this – they are going to have to spend the next fifteen months soaking up every last morsel on Fallout 3 while they patiently wait to play it when it gets released in late 2008. Let’s also not forget the legions of casual (or lapsed) role-playing fans out there – many of whom Bethesda has managed to rope back in with the mighty Oblivion in recent years. Hell, once you have seen Fallout 3 you will soon realise that this is not even a genre game. The storyline, the characters, the graphics, the combat system, the mind-blowing attention to the smallest details all scream it. I walked out of the E3 demo of Fallout 3 shortly after conducting the interview below, and I had a sh*t-eating grin on my face the likes of which I seriously cannot remember since I first saw Half Life 2 some years back. That’s what I think, but what does Peter Hines (pictured), vice president of public relations and marketing for Bethesda, think? SPOnG: Before we talk more about Fallout 3, what are your general impressions of the new E3 format? Pete Hines: Well, I actually love it! This is my favourite E3, ever. But then I have the benefit of not actually having to leave this lovely hotel – I actually get to sleep in the same building that my booth is in, so it's much easier and much more convenient. I definitely appreciate the tighter focus on press stuff and not being so crazed with all those other folks we used to have to deal with. It just fits better with what it is we like to do, which is nice presentations of the big stuff we have going on. The press response seems to be mixed – I mean, obviously having to jump from hotel to hotel is pretty inconvenient, but some people seem miss that loud, chaotic insanity from past years! SPOnG: For those that don’t really know about the history of Fallout – can you give us a quick potted history? Pete Hines: The original Fallout was released in 1997, developed by Black Isle Studios for Interplay. The team changed a little, some of the principals from that team left, and Fallout 2 was made by a slightly different team. F2 was put out in 1998 and then, after that, there were a couple of what you might call ‘derivative’ games: there was a Brotherhood of Steel game that was kind of like a hack‘n’slash – it was supposed to be kind of like Baldur’s Gate: Dark Alliance but in the Fallout universe. There was a Fallout Tactics game, which captured the turn-based strategy part – but there’s been no true Fallout game, no true role-playing game in the Fallout series since 1998. So, it’s been sitting around for a long time with nothing happening. A lot of us here were – are - big fans of Fallout, and we finally said, “Well if nobody else is going to do another one, why don’t we do it?”. So, we went out and acquired the rights to do it and we’ve been working on it since 2004, in some way, shape or form – and now we’re finally at a point where we can start showing you guys where we’re up to. SPOnG: Do you have any of the guys from the original Fallout or Fallout 2 teams involved? Pete Hines: No, it's our team. Mainly the Oblivion team. SPOnG: What’s the whole deal with rabid Fallout fanboys desperately worried that Fallout 3 is not going to be a proper RPG? Pete Hines: Well, at its core Fallout 3 is definitely a role-playing game. If you are of the opinion that any Fallout RPG has to be exactly like the games that came out in 1997 and 1998 down to every feature and detail, that’s definitely not the game we are making. We are trying to make a true successor in the Fallout franchise, something that is a true role-playing game that immerses you in this world, and hopefully brings out the best of what that series is about – which is great tone and setting and themes and characters and player choice… You know, it’s a really interesting, special role-playing system. If folks are interested in a new Fallout game (as opposed to being slavishly interested in a specific list of demands relating to Fallout or Fallout2); or [they] are just interested in role-playing in general but may not have played the original games; or they are just looking for the next big RPG or the next big RPG coming from Bethesda… we certainly hope all of those folks are interested in what we are up to with Fallout 3. Nobody enters, nobody leaves SPOnG: I suppose the mere fact that there are still ardent Fallout fans out there speaks volumes for the enduring quality of the first games. Pete Hines: Yeah, not just the quality, but how different the original games were for their time, you know? They really broke the mould of all of the classical fantasy stuff being done around that time. Bethesda had just put out Daggerfall around that time (1996) for example. Fallout really cut against the fantasy grain and did some pretty unique things: with full facial animations, lip-syncing and that kind of thing. It definitely resonated and has stuck with folks – both rabid and non-rabid; both those who have talked about it every day of their lives since it first came out, and those who just really liked it and can’t wait to play another one. SPOnG: Have you considered bundling versions of those earlier Fallout games with Fallout 3? Pete Hines: No. They are still out there. Interplay still has the ability to sell and distribute those. They are also based on a completely different generation of hardware and operating systems. It can be difficult to get that stuff to run. We’re basically moving forward with where we want to take it and not re-treading stuff that came out nearly ten years ago. SPOnG: Okay, the storyline really is key in Fallout 3. When is it set? Can you give us an overview? Pete Hines: The bombs fell in 2077, so its set 200 years after the bombs fell. Basically it is the story of your character who is born in the Vault. You spend the first part of the game, your entire life to that point, in the Vault. So, you flash through different periods of your early life, and at every step of the way your father, who is played by Liam Neeson, is there. So, you see yourself as a baby, you see yourself at ten years old, and so forth. You are creating a character, as well as learning a bit about the game and doing some quests and stuff. Then one day you wake up and it’s your nineteenth birthday and your father is gone. Nobody in over two hundred years has ever entered or left the Vault – so this is a shocking thing not only to you but to everybody in the Vault. The overseer who is in charge of the Vault is obviously very upset that somebody has broken the cardinal rule, “Nobody enters, nobody leaves”, and also he thinks you have something to do with your father’s disappearance - of course, you don’t. You have no idea why he left. You expected him to be there and he’s not. So this is kind of the jumping off point. The overseer’s thugs are out to get you and you basically figure out a way to break out of the Vault like your father did to go in search of him. “What was so important? Why did he leave me behind? What did he need to go and do? Where is he?” These are the questions you ask yourself and these are your reasons for leaving the Vault and venturing out into this post-nuclear wasteland. SPOnG: Any other well-known guys doing voice-overs in addition to Liam Neeson? Pete Hines: Yep, Ron Perlman (Hellboy) is the narrator – he was the narrator in the first two games. Those are really the only two guys we’re talking about right now. There are also other iconic things from the series in Fallout 3 from the first two games such as The Ink Spots, who were this great band from the 1940’s and 50’s era who did the theme-song for the original games . We licensed one of their most popular tracks – the one that the original developers wanted to use in the original Fallout but couldn’t get the rights to. So that’s the I Don’t Want To Set The World On Fire tune, from the teaser trailer, and also from where the game starts. So, its little things like this. We’re big fans of the series and what it did and what it was about and we want to stay as true as possible to everything – sound effects, voiceover, music, whatever it is. SPOnG: Why use 1940’s and 50’s style music? Pete Hines: So the set-up for Fallout is that basically the world as we know it splits off from our current timeline after World War II and diverges on a different timeline and the future that they go on is basically that whole kind of ‘Leave It To Beaver’ '50s idea of ‘tomorrow-land’ – so what they thought the future was going to be like back then, with robot-maids and rocket-cars and jetpacks and laser rifles and so on [doesn't go away]. So that 40’s and 50’s stuff doesn’t go away. It just continues on through their history. Until the bombs fall in 2077. So it's really just a tomorrow-land version of the 50s that’s all blown to hell! And then when you come back into this destroyed world you still have people trying to preserve their 1950s hairstyles and listening to the same music and whatnot – that’s ‘the shtick’ of it – its not the timeline that we are on now that gets blown up, its all about this completely separate alternate universe where it's all about nuclear powered this and fusion-generators and stuff. Liam Neeson is the impetus for the majority of the main quest NadiaSPOnG: What was it like working with Neeson? Pete Hines: Oh, he’s brilliant. He’s such a good mimic! You see him get into this character, you put the script in front of him and it really is just like – all of a sudden – he becomes this completely different person. He’s talking to you like you’re an infant, then he’s talking to you like you’re sixteen. His ability to change in a moment [clicks fingers] – he’s such a good actor. He also brings a great presence to this very important role of the player’s father in the game. Patrick Stewart, we used in Oblivion, but we always said that the whole story of Oblivion is that the emperor is killed and you have to find his son – so we kinda told you “He’ s going to die really early and you need to find his heir.” Whereas in this game Liam Neeson is the impetus for the majority of the main quest – it’s about finding your father, finding out what he is up to, finding out if you can help him. SPOnG: There is a lot of talk about how next-gen formats allow for more emotional depth in videogames, but a lot of people seem to perhaps overlook the importance of storyline and character – would that be a fair point? Pete Hines: I certainly think that storytelling in general is one of the areas where our industry has the most room for improvement. It is certainly something that we are keenly aware of in Fallout and something we are trying to spend more time on. When you do a game as big as Oblivion – with literally thousands of characters – it is really tough to make every single one of those memorable and special and give them a lot of depth. Whereas, in Fallout, it’s a much smaller scope. We’re talking about hundreds of NPCs rather than thousands. So we can spend a lot more time crafting those characters, their personalities and their dialogue and we really hope that folks will get excited about what we’ve done in this area. SPOnG: How many guys do you have working on the writing side of things? Pete Hines: Probably about the same size team we had working on Oblivion. We have a group of designers who are focused entirely on quests and dialogue. Then we have a group of designers who are focused on levels and – for lack of a better word – ‘dungeons’ and that sort of thing. SPOnG: One of the features in Fallout 3 that really stands out is V.A.T.S. (Vault-tec Assisted Targeting System) – can you explain how this works? Pete Hines: V.A.T.S. was really born out of a desire to make the game work best as a first-person game – remember that the original games were third-person with turn-based combat. We feel that first-person is the most immersive way to put a player in a world. However, at the same time we wanted something that stayed as true as possible to role-playing. We don’t want something that rewards the ‘quick-twitch’ FPS player. We’re not trying to reward players who are good at Call of Duty or Halo or whatever. We want the skills and abilities of your character to determine success or failure. So, one of the things we’ve included is this V.A.T.S. mode allows you to stop time and queue up moves for your character to implement, in almost a compressed time mode. And then we play it out in a cinematic fashion. So, at any point in the game you can pause it and spend action points to target any particular point on a creature or creatures that you might be fighting. So, you might aim to shoot one guy in the leg to aim to slow him down as he runs to attack you with his melee weapon, while at the same time aiming to shoot this other guy in the arm so that he’s less accurate with his weapon, while you might aim to shoot a third guy in the head for a quick kill – and then you press a button and the game acts out all that stuff for you in a cinematic mode. Over time your action points are recharged. You get to make moves based on how many action points it takes to fire a certain weapon, or whatever the case may be. So, it’s really a way of giving you a chance to pause the action, take stock of situations and make smart choices about who you are going to target. You know, a lot of shooters you play, there’s ammo all over the place. Whereas in this game, you’re in a post-nuclear wasteland. You can’t just go down to the local ammo shop and buy as much as you want. You have to scrounge for what you need to survive. You have to conserve ammo and resolve the battles as smartly as possible. A combination of the skills of your player and the conditions of your weapons determines how likely you are to hit the particular body parts of your enemies. Giant ants and rat scorpions CyrusSPOnG: What kind of weapons do you get? What types of baddies will you come across? Pete Hines: You start of with nothing when you leave the Vault, but you scrounge around and find hunting rifles and Chinese assault rifles and laser rifles – there’s a whole range of different types of weapons, small and big, energy weapons, that kind of thing. As for the baddies, there are a lot of creatures that are drawn from the original games. Then there are a number of new ones. Your biggest foes in the game are these super-mutants that are invading the world and are in a constant battle to push humans out. You’ll find all kinds of weird mutated creatures in the game from giant ants through to rat scorpions. You have to ask yourself “What has radiation done to all these creatures that were in this world before the bomb fell?” So you can imagine the kinds of strange mutants you’ll encounter. SPOnG: Talking about killing and violence, what do you think of the whole Manhunt 2 debate at the minute? Are you concerned by this whole increased media and political focus on the effects of very violent videogames? Pete Hines: Well, for us, it is all a matter of context. Our game is not a game where all you do is violently kill human beings one after the other. That might be part of the game or it might not be. You know, you might choose to role-play a particular type of character who, as much as possible, chooses to avoid conflict and avoid combat. You might want to use your speech skill, for example, to try to resolve potential conflicts peacefully wherever possible. So, we are not a ‘you are going to kill lots of things very violently’ game. If you choose to play the game violently, then so be it, but it is in the context of this much larger role-playing game where you are talking to people and solving problems and buying and trading things. The same thing could be said for Oblivion. You could do nothing but run around and fight things with swords if you wanted to. But that’s not the entire game – there’s loads of other stuff to do, NPCs to talk to, potions to make, flowers to pick, lots of other stuff! It’s very important that violence within our games is seen in the context of the overall game. In the case of Manhunt 2 the context was – and I’ve not played the game, but based on what the ratings boards have said – it’s just that non-stop killing one after the other after the other. At least that’s my impression of it. That’s not the case for us. SPOnG: Sure, it’s a totally different type of game. However, in Fallout 3 you have said that the ‘moral behaviour’ of your character is very important. Pete Hines: Yeah, it’s huge. In Fallout one of the big things is that the number of quests you have is much smaller than in Oblivion, but all of those quests have a much greater number of ways in which they might be solved. So, in Oblivion, if you were playing a certain type of character… say if you were an evil guy, you would lean towards the ‘Dark Brotherhood’ quests. Whereas in Fallout it is more like you are presented with these various quests and you choose how you want to resolve them: are you going to be a nice guy? A mean guy? Or are you going to be in that ‘grey area’ in-between, where you are not entirely sure if you feel good about your actions? You are presented with these ‘moral dilemmas’ – and you, the player, will make these decisions on a quest-by-quest basis. SPOnG: There has been a lot of speculation about this ‘Corpses Eaten’ statistic that we can see in the game from the current demo you are showing – does this mean that you can play as a zombie in the game? Pete Hines: We’re not talking about ‘Corpses Eaten’ right now [smiles]. There is an awful lot of stuff that we still have to tell folks about Fallout 3. Don’t forget that we are not coming out till Fall 2008 – we have a long way to go still! SPOnG: Great stuff. Thanks for your time Pete! Pete Hines: No worries. Now let me show you this new demo. You’ll like this. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Gamestar giới thiệu những nét chính của game Fallout 3 khi chơi That's tradition: -The character system called S.P.E.C.I.A.L. is taken in without changes. -The 50s style including the music. -The talent and dialog system. -The Pip Boy is back, with new additional functions. -A lot of enemies (for example the Rad-Scorpions), known fractions (like Enclave, Brotherhood of Steel), weapons (for example laser and plasma guns). -Player can be good or evil. This decision will influence the end of the game. That's new: -Fallout 3 will be played in first person or third person view. -The fight system is action oriented. As alternative there is the tactical V.A.T.S variant. -The whole world is continuous. The map of the predecessors is gone. -There are no controllable vehicles like in Fallout2. (...) Fallout 3 works on two clear examples, on which this new episode will orientate in content and atmosphe, the original Fallout-series and Beth's previous game Oblivion, which is the base for most of the innovations. On the positive sides, this means that strengths of Oblivion, like a huge coherent environment will be transferred onto Fallout. Also the 'Radiant AI' interaction system between the city inhabitants will be used again, though improved, so that the dialogue of pedestrians will correlate more with what is happening in the world. The visual presentation of the faces has already been drastically improved; instead of puffy visages of Oblivion the Fallout-people will now have clearly drawn, realistically appearing visages. However the Oblivion engine is still suffering from it's old weaknesses. Buildings are still not seamlessly integrated into the world; when moving from a exterior into an interior, there's still a reloading [of data]. The greatness of it's long visibility is still paid by the textures quickly becoming muddy, at least on the version shown at E3. Bethesda is planing on alleviating the autoscaling of the enemies, which made all enemies in Oblivion equally strong. According to plans each region in Fallout 3 will have a certain degree of difficulty. If someone goes into certain regions too early, which are not destined for him, he will stand no chance. Avoid the Radiation! By all appearances Bethesda is managing fine building up the atmosphere of the game. The darkly humorous 50s style can be found, transferred into Fallout 3 with love for the detail. Onto dilapidated streets are wrecked nuclear-powered classic cars standing, which will explode into mini mushroom clouds when coming under fire and then radiate the it surroundings. Attached on your left arm is the PipBoy3000, the legendary computer of the series, of which Todd Howard, lead designer of the game claimed it has "more graphic shaders, than in the whole Oblivion". The assistant will show information about your surroundings and information about your character. The dialogue system matches the original one; your talents still affect which dialogue options you can choose. For every quest there will be a good and a bad solution. Matching the tradition the new Fallout will be very brutal. Enemies can be mutilated, at headshots, heads will explode into a shower of blood. It's more then questionable if this will make into the German version. - CS (...) >Viewed >Genre: RPG >Date: 3 quarter 2008 >Developer Bethesda >Status: 50% done Christian Schmidt: I came out of the E3 presentation with mixed feelings. Will Fallout 3 be a good game? Yes, it seems it will be, at least if you liked Oblivion. Will it become a good game for fallout fans? I don't know. I don't care about the FPP, the loss of turn-based combat and companions however hurts a lot. But still I'm full of hope, because the atmosphere is fantastic. Liên hệ với người viết bài : Christian@gamestar.de Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Bethesda khai nhận về Fallout 3 ! Nếu nó là .... Fallout 3 Format PC Developer Bethesda Softworks Publisher Unknown Genre Role Playing 26-Jul-2007 Bethesda appears to have nailed it 10 CommentsBethesda appears to have nailed it. Even the part of this game before you come to the surface, with its wrecked Eastern seaboard, sounds like a slice of RPG genius. Said seaboard includes a wrecked Washington DC, a place called Rivet City built inside the rotting hulk of an aircraft carrier and smaller places primed for non-existence, such as the town of Megaton with its worshipped, unexploded nuclear bomb. To intensify the claustrophobic feeling within Vault 101, where your people have lived in confinement since the bombs began, the game begins at your birth, then fades in and out of your childhood. What's more, every time you'll be subtly nudged into making vital decisions usually played out on a character-creation screen, and learning the way the game works. Advertisement: At birth, your father (played by Liam Neeson) will analyse your DNA and you'll choose stuff like gender and ethnicity; on your 16th birthday, you'll take your G.O.A.T. tests to determine personal skills and traits. It all leads up to the age of 19, when dad mysteriously disappears, the fabled rolling door is opened and you emerge clad in a familiar blue boiler suit under the glare of an unfamiliar sun. The game is causing the expected grumbling in the Fallout community, but for my part, I certainly didn't expect so many of the hallmarks of Fallout's gameplay to be returning. The SPECIAL system remains with its perks and traits. The gore remains. A robust 'karma' morality system remains. The PipBoy remains, now in its 3000 model, with familiar quest and record-management duties. Most interestingly, though, the action points formerly found in Fallout's turn-based combat remain - now twisted and used in combat that's halfway between stop-start shootage and real-time. You can blast away from your FPS or over-the-shoulder viewpoint, but also freeze the skirmish and spend your action points by choosing different body parts to fire at - each with a certain percentage chance of success. It's still Fallout, but a Fallout adapted to better suit our tastes and times. We're meeting up with Bethesda next issue to ask whether adult themes of sex and drugs, dogs called Dogmeat and a parade of glorious brown will also be making a return. In the meantime, the bomb has dropped, and I'm sat atop it hollering with joy. PC Zone Staff Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Tim Cain nói qua một chút về Fallout 3 Category: PC, Posted: 07/26/2007 by Brendon Lindsey, Editor In Chief After my Fallout 3 article, I got a lot of emails, AIMs, MSN messages, private messages, and even carrier pigeons asking if I knew what Tim Cain (you know, one of the guys behind Fallout...didn't he did the textures, or something?) thought of Fallout 3. I asked Tim, and here's what he had to say: "Hey Brendon, I'm not commenting on the Fallout 3 game. Since it's been almost ten years since I worked on the original games, I am not sure I am even in a position to accurately review it. Besides, the end of Troika marked the end of my public career. I will still make games, but I will let other people market, demo and otherwise shout their goodness into the airwaves. Rest assured that I plan to play Fallout 3 when it comes out. I am as expectant as any fan, but I am going to reserve comment and judgment until I can play the finished game." There you have it. Other than a wonderful future as a politician, Tim also reminds many Fallout fans that Fallout 3 isn't finished yet. Maybe we should reserve judgment (good and bad) until we get something playable? Makes sense to me. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Phỏng vấn Joel Burgess , nói về cấu hình gây " Shocker " của Fallout 3 có thể làm một số người trùn tay khi nâng cấp con PC cho năm 2008 Does fallout 3 use a similar editor to tescs? (abe) Yes, we're using a new version of the CS that is similar to the one for Oblivion. There are a lot of new systems and tools like pathing, scripting, and optimization. We may or may not release mod tools for Fallout 3. We’d like to, but it’s a lot of work to get an editor ready for release and right now we have our full resources focused on making the game. What other jobs have you had in the past? (abe) I was a level designer at Terminal Reality, where I worked on Bloodrayne 2, Aeon Flux, and briefly on the unreleased Demonik. Before that I worked for an online game startup that ultimately fizzled, and on a location-based educational game for the University of Central Florida that was exhibited at the Orlando Science Center. do you put in a lot of overtime to get the bethesda productions done? (abe) Yeah, I put in the hours when they're needed. Luckily, through good management and planning, there's not the dreaded death-march-crunch that's the subject of so many game industry horror stories. I once worked three days straight, sleeping under my desk to get a game done on time. Here I'm producing better work, for better games, and my life's quality doesn't suffer. 1. What kind of hardware does the computer that you work on have? What are the specs? Pentium 4, 3.4GHz, 2GB RAM, Radeon X850. 2. Do you still play oblivion? From time to time, usually on 360 so my wife can easily watch and be part of the experience. My corgi, too. I think he hates high elves. 3. If so, do you use any mods? I usually load up mods selectively - just to check them out - since I'm not playing TESIV habitually right now. I've got a small list of mods that I'd like to load up for that time when I eventually expect to dive back into the game with a devoted character, but that mythical playthrough is on the backburner for the forseeable future. 4. How do you think that the modding community has affected the elder scrolls world (other than creating mods)? A strong community keeps any game going well beyond when the final content ships, obviously. That's been a tremendous boon to keeping hungry TES fans fed, and interested in the world. I think it's also good for us culturally, because it raises your standards for the games we make - which in turn keeps our standards very high for ourselves. Whether challenging and exploring the lore of the Elder Scrolls, or creating mods that have us scratching our heads wondering "How did they manage that?", the mod community brings a lot to the table. It's even helped us find a couple of our strongest coders, actually. 5. What is your favorite type of character to play in oblivion? (InS4n3) I tend to follow the thief archetype, ever since Daggerfall. Supporting schools of magic, relevant combat skills; of course, but when it comes down to it I'm the sort of player that will take and hoarde anything I can find that isn't bolted down. Likewise, I tend to favor non-violent - or at least non-lethal - solutions to problems whenever possible. I'm not evil - just greedy. 6. Do you ever make mods? and if you do make mods did you release any? (chris07) I've dabbled with the editors from many games, but the only mod community I was actively involved in was Unreal Tournament's. I did some mapping, reviewed mods for a site, and was part of the team behind Titanium Wars. So while I made a house mod or two for Morrowind, as well as numerous maps for other games, I kept those to myself. Now that I’m employed at Bethesda, most of my work ends up in a finished product, or influences some future idea - so I don't release anything indepenently. 7. What is your favorite part of Oblivion? (IK) Wandering. The scale of the world still awes me. Sure, if feels smaller than other games - Daggerfall, Arcanum, for instance, but the scale:detail ratio in Oblivion is really strong, and it amazes me that I can still spend time in the base game and find some little wrinkle I never knew was there before - despite hundreds of hours playing the game before and after release. 8. Any ideas about the future of elderscrolls? (chris07) Tons. 9. What other jobs have you had in the past? (abe) I was a level designer at Terminal Reality, where I worked on Bloodrayne 2, Aeon Flux, and briefly on the unreleased Demonik. Before that I worked for an online game startup that ultimately fizzled, and on a location-based educational game for the University of Central Florida that was exhibited at the Orlando Science Center. 10. Does fallout 3 use a similar editor to tescs? (abe) Yes, we're using a new version of the CS that is similar to the one for Oblivion. There are a lot of new systems and tools like pathing, scripting, and optimization. We may or may not release mod tools for Fallout 3. We’d like to, but it’s a lot of work to get an editor ready for release and right now we have our full resources focused on making the game. 11. If I were to wander around the oblivion gameworld, what would I see of your work? (specific areas) (abe) I came onto Oblivion fairly late in the production cycle, but managed to get my fingers into a number of dungeons before we shipped. Some of my favorites are: Vilverin, Lost Boys Cavern, Rockmilk Cave, Ceyatatar, Underpall Cave, and from Shivering Isles: Ebrocca, Xeddefen, and Milchar. 12. Where is your favorite place in the gameworld? (abe) Self-absorbed as it is, probably the Mehrunes' Razor content. This DLC was a pet project of me and fellow level designer Jeff Browne, and we put a lot of time and love into it. That dank and evil-soaked pit will always hold a dear place in my heart. 13. do you put in a lot of overtime to get the bethesda productions done? (abe) Yeah, I put in the hours when they're needed. Luckily, through good management and planning, there's not the dreaded death-march-crunch that's the subject of so many game industry horror stories. I once worked three days straight, sleeping under my desk to get a game done on time. Here I'm producing better work, for better games, and my life's quality doesn't suffer. 14. Did you have anything to do with the startrek games? (abe) No, those games were developed by Mad Doc Software in Texas. Bethesda's publishing arm was involved in those games, not Bethesda Game Studios. 15. What kind of music do you listen to? (abe) I enjoy a lot of punk - new and old, and say what you will, but I love ska and jazz. Beyond that, I'm pretty eclectic, and switch genres a lot to keep my mind fresh and focused on my work. 16. What do you do in your spare time (sports, hobbies, etc)? (abe) Me and several guys from the office have a regular soccer game twice a week after work, and I'm learning to rock climb. The majority of my downtime is spent at home with my wife, dogs, books, games and instruments. 17. Do you work out of a cube, or do you have an office? (abe) I asked Todd this question on my pre-interview phone call and he said "I'd just have to see it." He was right - we have cubicles, but they're built specifically for what we do. They're best described as permanent 3.5-walled drywall cubes with built-in desks. They're quite nice, actually, and give just enough privacy without compromising the communal nature of game development. So part cube, part office, actually. 18. What advice do you have to people that want to get into game design or want to work for bethesda? (Logam) If you're in the mod community - that's a great start. Hone you skills, because this industry is a meritocracy, and technology and techniques are constantly changing. There's a lot of advice out there about networking and advertising yourself, which is good advice, and important to follow, but all of that is secondary to your ability to produce original, creative, technically sound work. The second most important thing - and I believe this is often overlooked - is having a good personality. Game development is a contact sport, and if you're friendly, humble, and easy to get along with, a studio is much more likely to see you fitting in with their team dynamic. 19. What happened to Dragonfire castle? Did you just scrap it, or is it a super secret secret? (abe) Dragon-fire-wha? Who? I don't know what you're talking about… Heh. 20. Coke or Pepsi? (abe) Root Beer. 21. Do you like morrowind or oblivion better? And why? (abe) For all their similarities, they're so different. I'd love to run around Vvardenfell's quirky, bizarre landscapes with the visual quality and gameplay mechanics of Oblivion, but ultimately they're each their own piece of work. I think that's important for the Elder Scrolls games, too. They aren't simply sequels to one another, but a whole new game that builds upon the last. I couldn't really classify either as the better game. 22. Do you like startrek (any of them)? (abe) I played an alpha build of Legacy briefly, but I've never really been interested in Star Trek, so I haven't spent any time playing the games. 23. Can I get an autograph? (abe) Uh, sure. 24. What is your dreamjob (if you dont already have it)? (abe) I've already got it, but that's not as much fun an answer. So; if I couldn't do this, I'd love to be a field researcher. I've always been fascinated with the explorers you see filming nature documentaries or writing articles for National Geographic, scaling a mountain to visit a long-forgotten culture. I suppose that same spirit is part of why I've ended up working for Bethesda, and been fascinated with games like Daggerfall and Morrowind. 25. How often do people want to interview you? (abe) Interview requests come in from time to time. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/