As far as I can remember, in Fallout 1, you were never trapped in an area and forced to kill someone before you could proceed. You couldn't talk your way out of random encounters, but your could run from them, and you could talk your way out of many scripted situations, including super-mutants, and even the final boss fight. Fallout 2 continued that trend to a degree. Meanwhile, in Oblivion killing is the only possible solution to almost everything. It's been confirmed in Fallout 3 that Super-Mutants are mindless killing machines who cannot be communicated with non-violently, ever. And that's apparently perfectly true to Fallout and Fallout 2 (Where you could get one in your party!) according to Todd Howard.
Your right McDoom, I should just answer if I'm going to. It doesn't matter what could possibly have made him so absolutely certain that I have only played Oblivion for 5 minutes, because his whole post is just a list of mistakes, misinterpretations, and what can only be intentional twisting of the truth. There really can be no question, except... Why would anyone think it was worth their time to do that? I mean, I'm doing this out of conviction. Conviction that I don't want to see Fallout 3 because as huge a success as Oblivion if at all possible because it looks to ruin nearly everything I as a Fallout fan liked about the series, and because I can't stand to see people getting so thoroughly duped. Is it conviction that anyone who seems to dislike something that is popular must be some sort of crazy hippy propagandist because no one with money and power would ever want to screw people over for more? It's definitely not the apathy that is supposedly the reasoning behind most of my detractors. So what is it? Well, anyway, here goes.
- Called shots have been simplified - How, exactly? VATS looks like a fairly functional "called shot" system to me. Apparently some body parts may or may not have removed, I'm getting conflicting information on this. Either way, you can shoot people in various body parts to various effects.
This information is straight from the developers, confirmed with game play footage and screen shots. The possible targets for a called shot are the head, the torso, the right arm, the left arm, the right leg, the left leg, and the weapon. You can watch the recent game play videos for examples. You can only do called shots with projectile weapons. All weapons can be used with VATS, (which if you still don't know is basically a pause button that lets you cue up attacks that are then executed in slo-mo with a repetitive cinematic camera) but if it's a thrown weapon or a melee weapon you can only cue a general attack. The reasoning behind this for thrown weapons is just that the only thrown weapons are grenades that apparently always explode on impact, though I haven't actually seen any used in combat outside of VATS so there's a chance they work like real grenades. The reasoning behind this for melee weapons is typical Bethesda design. Basically, they thought it would look bad if you swung in melee and it didn't hit, so they made it autohit, but they didn't want people to abuse the autohit to always go for the head so they removed the option to target body parts.
Apparently, not once did they ever consider just doing it like the original games did and adding a dodge animation, or maybe they did, but removing the option was less work.
- Fallout 3 will not have choices with consequences: Assuming the videos we saw at the start are representative of the game, this is obviously not true. Therefore, I can only assume that you think Bethesda is lying, which will be addressed in "Bethesda is evil" below.
I didn't say Fallout 3 would not have choices and consequences. I said it would have stupid ones, like Blow up Megaton Y/N?
- No multiple solutions to quests, including non-violent options: We have confirmation that someone has completed the game without killing anything but a radscorpion they happened to pass by at one point. Again, I can only assume you think Bethesda is lying. See "Bethesda is evil," below.
What was that quote again? Lemme find it.
Here.
From Pete Hines, PR manager:
Greg Howson: Can you tag Medicine, Repair and Barter, and focusing on those skills, still be able to complete the game?
Pete Hines: Sure. We recently had someone play through the game and finish it while only killing one thing very early in the game...a Radroach. I'm not saying I recommend everyone run out and try to play the game as a pacifist, but if you want to give it a try, it has been done.
Well, that's not exactly an enthusiastic yes is it? More like a... 'Well, technically... yes.'
Of course that directly contradicts something said by Lead Producer Todd Howard and Lead Designer Emil Pagliarulo in an interview with PC Gamer
Here:
PCG: So you tried to make it so that even if you take a few people out of the equation, the quest is still solvable?
Todd: As much as possible. It’s not always the case. You might kill someone and it will tell you “You can’t finish this quest anymore, this person has died.” Pretty much 99.9 percent of people in the game can be killed.
Emil: Yeah, even the quest-givers. They give you a quest, you blow their head off, that’s your decision. It’s simply more fun for the player where you might close off branches of the quest, but other branches are still open.
Todd: And the other answer to that question is that we don’t want players to have the expectation that they’ll be able to do every quest any style. Pretty much, Super-Duper Mart, there’s no way to talk your way through that. We get the question a lot, “Is there a non-violent path through the whole game?” No. I mean, you might be able to, I guess, but it’s not a goal.
Emil: I guess technically, because there’s a Stealth Boy, and because there’s a Protectron [security robot] in the back room of that Super-Duper Mart, if you could sneak in there and hack that computer, you could activate that Protectron, he’ll go and he’ll kick the s*** out of all of those raiders.
Todd: There are probably too many for him to kill every single one of them.
Emil: But enough to whittle them down so that science-boy could definitely get through there.
PCG: On average, how many ways would you say there are to solve each quest?
Emil: Probably three. Combat, stealth, talk…
Todd: Stealth science talk… there’s usually a combat option of some kind, and then a “other than combat.”
Emil: And “other than combat” has a lot of permutations, so it’s hard to tell. I mean, I could kill half the guys and then do some speech.
Anyway, I didn't say there weren't going to be multiple paths through quests.
- Bad AI: Radiant AI is actually fairly good, it just suffers from Hype Backlash and being in the uncanny valley. Presumably, it has also been improved since Oblivion, though I will concede this point if you can provide a countering source. Either way, RAI is fun to have in open-world games.
If by hype backlash you mean lies and false advertising then partly I agree. Remember the video demonstrating RAI with the woman who invites you upstairs and lights her dog on fire for being too noisy? It came to light later that that video was actually scripted. RAI couldn't do all of that, and it's blatantly obvious to see just by playing Oblivion for more than five minutes after getting out of the mandatory tutorial dungeon if you use fast travel to teleport to the nearest city. Watch NPCs stand around staring at walls for hours on end, then hold a stilted conversation about mudcrabs, or even themselves in the third person. Then wander home at night and sleep. That's pretty much all they do. We were told it would allow NPCs to buy items and steel stuff, but the only characters that steal stuff only do it in certain specific situations that might as well be scripted, and no one buys anything. In Fallout 3, the only mentioned RAI improvement is that NPCs will now lean against walls sometimes instead of just staring at them. If you watch the videos you can very clearly see the player walk right up in front of a bunch on people worshiping the Megaton bomb and plant the detonator on it without any one of them reacting in any way. Todd has said that the Combat AI is improved and NPCs will now scan the area and take cover behind anything available unless they're "too badass" to do so, like super mutants. Of course this has not been seen in any of the game play videos where they instead charge suicidally towards you or stand in one place and fire.
- Atmosphere has been canned: Has it? I mean, really? They seem to be going for it to me. In any case, atmosphere is inherently subjective, and I'm not going to get into an argument with you on something neither of us can really define (Yes, I know you think you can define it. You are wrong.)
Yes, really. Nuclear bomb cars? Everything is shades of gray or brown. Fucking dialogue using the fucking F word almost every fucking other fucking word. And the music... The music is so completely off.
- "They've completely disregarded the gameworld to an extent equaling or even exceeding the massacre they did on Oblivion": I conceed this point. Bethesda has disregarded the lore of Fallout slightly more than the lore of Elder Scrolls in creating the humanist branch of the Brotherhood of Steel. One deviation from the lore where Oblivion contained none. (Do not try me on this. I have heard them all before, and it's obvious you've never played more than the first five minutes of Oblivion)
Here's the first of your random "It's obvious you've never played more than the first five minutes of Oblivion" First of all, you can't even get out of the god damned mandatory tutorial dungeon in the first five minutes. Secondly, if you really have heard it all, you're either in denial, or didn't care about the lore in the first place. Assuming it's the latter I'll continue. The Kind of Worms. In Daggerfall, a powerful lich, possibly even a god. In Oblivion he's a wimpy little Altmer you can off with a strong sneeze. Mankar Camoran, Son of Haymon; The Camoran Usurper (Who himself was apparently son of the daedric prince Molag Bal and a Breton woman) and a Bosmer woman. In Oblivion he's an Altmer. Then entirety of Cyrodiil. It was originally mostly a jungle with all sorts of wetlands and whatnot. In Oblivion it's medieval fantasy western Europe. Well, the whole plot of the main quest really. There were multiple times in Tamriel's history where the Amulet of Kings was not worn by a member of the Septim line with no daedric invasions to speak of. There are probably more, but they don't come to mind immediately.
In Fallout 3 there are several instances already shown. Onc that comes to mind immediately is the contradiction of it's own lore created for itself. Specifically, "Vault 101, no one ever enters, no one ever leaves." "You're about to leave to look for your dad who also left." Sheriff Simms "I'll be damned. You're from that vault, vault 101." ....Which no one ever enters or leaves so there's no reason for him to immediately jump to that conclusion or even believe it if he was actually told outright.
Then there's the fact that the Super-Mutants are completely mindless killing machines, and that they, the BoS, and the Enclave are even in Washington DC at all. Oh yeah, and all the tiny nuclear explosions everywhere.
- Ability to rip the armor off any character and wear it yourself, even though you can now totally dismember characters: You do realize that this is a good thing, right? And yeah, it's a little unrealistic to be able to take the clothing from somebody who's been totally dismembered, but it's hardly enough to make the game a disaster.
Yes...
Alone, it's not enough to make the game a disaster. Alone, most of these flaws are not enough to make the game a disaster, but if these flaws were alone then you wouldn't have written this long ass post. And it's not a good thing, it's stupid. One size fits all armor that automatically repairs itself from having all it's extremities ripped off is stupid. It was stupid in Oblivion where the clothed magically changed from skirts to pants depending on who wore them, and it's even stupider in Fallout 3 when it's predecessors didn't even have that flaw.
- "Voice actors are still the same terrible crap from Oblivion": The problem with voice actors in Oblivion isn't that they were bad. By video game standards, they were actually quite good. It's just that there were so few of them. And yes, having few voice actors is a flaw. It is not a crippling flaw.
Ok, I agree that Oblivions few VAs weren't terrible, but they sure weren't terribly good. Most performances were fairly flat, though a few stood out. Really, the problem is that they insist on having fully voiced acting. Is reading outdated or something? Seriously, they could have had so much more and better dialogue if they hadn't insisted on it all being voiced. This has been done for years and worked perfectly. All this full VA does is lower the amount of dialogue they can produce, or force them to cut the budget of more important things in order to pay Liam Neeson for a few more lines. That's another thing. Why the crap are they hiring Hollywood actors to do the voices? They should hire professional voice actors, like the guys that dub anime. Ever heard of Steven Jay Blum? No? Well if you've played more than a few recent games you've almost certainly heard his voice. Professional VAs are better at voice acting that Hollywood actors and also cost less.
- Bethesda's writers misunderstand the subject matter, and, as an example, are not taking nukes seriously: Since neither of us can genuinely know what writers are thinking, I can only debate the example, not the point. I've yet to see any "jokes" about nuclear explosions. The only thing that comes close is the Fatman, which is clearly a satirical jibe at '50's jingoism and obsessions with having the most and biggest nukes. This sort of thing is Fallout. This sort of thing is, in fact, the basis on which the universe is built.
Fallout had tons of crazy hand held weapons. Lazer mini chain guns.... One thing they didn't have was silly nukes. Nukes were never a joke weapon because nukes really did turn the world into what you were experiencing, and people knew it. In Fallout 3 we have exploding nuclear burnt out cars, miniature nuclear missile launchers, and a city "built around the crater of an unexploded nuclear bomb" which the citizens worship, which is still active, and which is ready and perfectly able to detonate. No one is even bothered when you go up to the bomb and start tinkering with it right in front of them. Then you leave and go to a hotel to detonate the bomb and watch the explosion because... No apparent reason. Not that that's really all that surprising since there was no apparent reason why this shady character would trust the first random stranger he saw to stick the detonator on the bomb in the first place. Oh yeah also, no sex, and children are invincible.
- Choices that aren't just black and white: I'll grant you that, so far, Bethesda does seem to be leaning towards a more black and white view of the future. This is a shame, but it's not pissing on the soul of the franchise, and you should be willing to give them the benefit of the doubt. Yes, Oblivion had nothing but black and white decisions. Oblivion was also an epic fantasy game, where those choices are thematically appropriate.
Morally ambiguous choices were one of the major things that set the Fallout series apart from other games. It may not be pissing on the soul the have them missing but it's definitely ripping out one of the lungs. The devs have stated on many occations that you can choose to be either good or evil, or neutral, which probably means the same thing it does in Bioware games, Good: "There is no need for a reward." Neutral: "Thank you for the reward." Evil: "I want more reward! Also, I may or may not kill you for no reason!"
- Different art style: Now you're just seeing things. The art style doesn't look significantly different to me.
It boggles the mind how you can look at Fallout 3 and see the same art style as Fallout 1 and 2. Did you not look at any of the screen shots? All the colors are completely washed out. The vibrant blue skintight vault jumpsuits are now dull and baggy. Everything in the vault is all dark and "gritty" looking. The opening of the vault door is done completely wrong though I suppose that's to make up for the limitations of a first person perspective. Getting outside, things are more gray than brown, and any vibrant colored have been dulled down and darkened. The guns all look completely different. The power armor looks like places on a mech under suit rather than a fully enclosed mechanized powered suit. And come on. Look at what they've done to the super-mutants seriously!
Marcus the Super mutant in FO2 that would join your party.
http://fallout.wikia.com/wiki/Image:Marcus.jpgTwo pics of FO3 super-mutants/Uruk Hai/ RE3 Nemesis:
http://fallout.wikia.com/wiki/Image:VATS.jpghttp://fallout.wikia.com/wiki/Image:Behemoth.jpgIf that's not significantly different I'd like to know what you consider significantly different.
God that post is so damn long.... I need to sleep. I'll try to finish responding later.