E3 officially ended today, but it started with an event I have literally waited months for: a morning appointment at the Bethesda booth to play Fallout 3 for 30 minutes. There are not many RPGs that are going to deliver any significant entertainment value in 30 minutes, which can make RPG demos of otherwise good titles at shows like this a real drag. Fallout 3 is quite the exception, owing both to its unusually open setting and the high level of freedom offered the player. Thirty minutes with this game was so entertaining that I believe the full copy will give me a heart attack from sheer joy.
Read on for hands-on impressions of the demo event, full press kit assets, and plenty of limb-crippling. After I've had a little time to think over the show's many (many, many) games, there'll be more wrap-up coming later, too. For now, though: Fallout 3, the premiere RPG of this year's E3.
I've seen it argued that it's impossible that Bethesda could really understand or love the Fallout franchise, rightfully viewed by PC gamers as a special piece of history. Why abandon the isometric view for (choke, gag) a first-person perspective? Why use something similar to the (choke, gag) Oblivion engine? Why isn't Troika or Black Isle involved??
Well, judging from the reaction of my pal KouAidou, of many a comment section, these people are idiots. Kou went with me to the show to help out, eat good Korean food near our hotel, and also to serve as my Fallout Expert (by which I mean "person who has played Fallout before"). While I never got to play the originals, owing to my cheap parents, Kou cut her teeth as a PC gamer and has talked fondly about Fallout 2 for about as long as I've known her. If Bethesda got any part of the setting wrong, if anything wasn't note-perfect, I was pretty sure I'd hear about it. Meanwhile, I could judge how fun and accessible Fallout 3 was to the rank n00b.
It was obvious from the moment we entered the booth that nothing was amiss, though. A massive standee of the game's supreme power armor (identical to Fallout 2's, according to Expert Testimony) adorned the PR booth. "Instructional" videos about the glories of Vault living, complete with fantastic 50's-mocking humor and gloriously animated Pipboys, played in the background. When we entered the massive demo room, with half-a-dozen 360 stations set up for Fallout play, a huge stand of authentic bottled Nuka Cola rested by the door. Kou was able to navigate the entire inventory and combat screens almost instantly, based purely on prior knowledge of the games. The V.A.T.S. System is apparently little-changed from the original (groin shots are gone, but you can target all the other major parts of the body-- and enemies will target you intelligently now).
Even without knowing the references, though, Fallout 3 amazed me by being one of the very few RPGs at the show that year that was genuinely funny. Even knowing nothing of the game's original setting, it was very easy to warm up to the mockery of Cold War hysteria-- so easily understood as mockery of more modern but equally irrational hysteria-- and the tons of jokes worked into the game itself. Your intrinsic stats spell out the word S.P.E.C.I.A.L., hilarious Pipboy art lets you track which skills and perks you have (and which limbs are crippled), and the game constantly provides information about the world's history in the form of various radio broadcasts. The writing is sharp, the dialog trees are extensive, and the clothing frequently hilarious. Just speaking as a general fan of RPGs, there's nothing to dislike here-- the writing is always intelligent, witty, or just plain silly and amusing. The very realistic 3D, almost shooter-style graphics at times only serve to enhance the humor.
All the demos on the floor started at the same savegame point, when the protagonist first leaves his underground Vault and emergences into a post-apocalyptic desert wasteland at a measly level one with nothing more than the jumpsuit on his back and a crappy gun. Despite this, no two sets of players did the same things or ended up at the same locations in bombed-out D.C. The world was so open and it was so possible to explore everywhere to find weird things that, well, everyone actually did this. A friend, for instance, managed to immediately find a full suit of "Ward Cleaver"-style 50's clothes and strode about the desert slaughtering dogs with dapper impunity. Some guys on our left somehow ended up at the Washington Monument. Our major accomplishment was ending up at the corpse-festooned, Raider-infested Super-Duper Mart and proceeding to raid it for hilariously silly-looking Mad Max-style spiked armor and rusted-out tin cans. We spent most of the rest of the demo shooting Raiders in the head (which created a satisfying gore explosion) while listening to the radio broadcast info. You can and should listen to the radio pretty much constantly in Fallout 3, as it's a constant source of both hilarity and interesting story flavor.
What's interesting about Fallout 3 is that it's really following in the tradition of Mass Effect, a sophisticated RPG that has a disarmingly simple FPS-like interface. You could toggle between first and third-person play with the LB button, and we generally preferred third-person perspective because it let you see your character's outfit change. Right trigger shot and left trigger blocked, as you would expect. Likewise, right analog was camera control while left analog was movement. Pushing the left analog stick in as a button let your character crouch, and onscreen information let you know whether or not you were hidden from enemy view. At one point we discovered you could crouch behind sufficiently large animal corpses to get cover, and so survived a Raider attack by hiding behind a dead Mole Rat. To the best of my knowledge as I write this, RB opened V.A.T.S. during combat if you wanted to use it-- you didn't have to, and it played like a perfectly viable if challenging FPS if you didn't.
V.A.T.S. is a basically brilliant system that basically let you freeze time for a moment and then select different parts of an opponent's body to target with attacks. Targeting was accomplished with the right analog stick or d-pad, basically selecting one of six regions of the enemy body to target: head, torso, right arm, left am, right leg, and left leg. Targeting the head did far more damage and was often an instant kill, but cost lots of Action Points (which regenerate over time, but slowly) and had low accuracy ratings. Torso was easier to hit but offered few advantages to doing so. The most efficient way to fight, and a time-honored Fallout tactic according to my expert, was to shoot to cripple an enemy's legs, let your AP regenerate, and then headshot an enemy to death. This was also visually interesting, as every enemy's animation set changed totally when crippled.
The V.A.T.S. system is likely to save the game for you if you don't have twitch reflexes, as you can take plenty of time to pick shots and shooting is automatic once you're in V.A.T.S. mode. Our only complaint about it was that in areas with multiple viable targets, trying to target specific limbs often ended up changing which target we were focusing on instead. This was particularly annoying in the Super-Duper Mart battles, where generally only one target in the area was worth shooting at, but there would always be about three more in the area for the camera to switch to unexpectedly and annoyingly.
When you aren't fighting or wandering about in Fallout 3, you seem to spend a lot of time in your inventory and status menus. This is not at all unpleasant, as Bethesda has gone out of their way to use Pipboys liberally to keep the menus interesting. For instance, when your limbs are crippled your Pipboy takes on an expression of cartoon angst, which returns to happiness as you use Stimpaks to restore your limb HP to full. Skills are self-explanatory and, while our demo didn't let us really exploit this, you seem to have plenty of non-combat and social skills that could be useful down the line if you invested in them. While you got a lot of Skill Points to invest at level up, it was obvious that making an all-mastering god-character wasn't going to happen. Perks added additional customization, as you got a new one at every level. One that seemed quite broken early on was "Nerd Rage", which let you get double damage at low HP if your strength was below ten. It's practically ideal for pumping absurd headshot damage our of a small weapon like you carry in the early game.
Our thirty minutes with Fallout 3 were over much too soon, and I was left hungry for more. The only real question is PC vs. 360 for the purchase, at least for me. Bethesda seems to have pulled off the impossible here, making a game that is interesting and exciting on its own (for a player like me), but also full of fun in-jokes and homages for Fallout vets (like Kou). Making a game, especially an RPG, that pleases even one small group of players can be pretty hard. Pleasing two very broad groups of players should be nearly impossible, yet here I am writing this. I am desperately excited to play a full version of Fallout 3 and get to really build a character up from level one to level awesome. That is the exact feeling a successful RPG demo should leave you with.
Anyway, enjoy the assets Bethesda gave me to put up for your viewing pleasure! It appears you can target roughly a billion points of the enemy's body in V.A.T.S. later on, doesn't it?



Comments
I hope the game hasn't been retooled to the point where you have no choice but to use a gun all the time. The couple times I played FO2, I had a lot more fun with melee weapons than guns.
You do have a melee skill and S.P.E.C.I.A.L./perks that boost melee. The only reason why we didn't use melee was 1) personal preference, and 2) wanting to mess around a bit with the free-aiming aspect of the engine before settling in to V.A.T.S.
Also, letting enemies get close enough to you to melee them in the 3D engine is really kind of nerve-wracking...
I'm fairly sure melee will still be viable. Even without V.A.T.S, the knife in the demo was pretty solid and that was without strength-boosting perks or anything like that. I buzzsawed through a few Raiders with it. I'm willing to bet with good Perk selection and such, you'll be able to gib folks with ease, or at very least I wouldn't be shocked if there was a perk that allowed for targeted melee V.A.T.S.
Speaking of gibs, I wonder if Bloody Mess will be back.
It had better be. The engine feels practically built around it.
They confirmed in the IGN interview/playthrough that Bloody Mess is definitely in the game, and it is a beautiful sight to see, if one that turns your stomach. I'm surprised you guys who demo'd the game didn't get a chance to experience it for yourselves.
Alas, it seems I can not resurrect "The Crotch Exploder" for a third go around. No matter! I will seek to make appendages and people explode by loading various crap in the Rock-It Launcher. Pulp a dude with a teddy bear? Oh, hell yeah.
Bloody Mess is 100% in. They specifically mentioned it a few times, and I think a few of the other former Traits are now Perks instead. I wasn't lucky enough to get Bloody Mess as one of my available perks, but considering how this game looks on its own, I'm sure it's going to be a sight to see.
@Mandifesto:
This is kind of what's beautiful about how they did the demo. They just set us loose from the Vault and let us run around with no guidance at all, to discover things. I haven't seen any two previews that were exactly the same because of it, and that is just a really tremendous thing to achieve in a modern RPG with high-quality graphics.
Eventually everyone will know every skill and perk in the game, but what I do need to be sold on with a new Fallout title is that it will be nonlinear in any meaningful way. If everyone can do totally different stuff in 30 minutes, I can't wait to see what people are doing in the first week of release.
I, too, am sad that I will no longer be able to win a prize fight by punching a dude repeatedly in the crotch. I suspect their reason for taking this out was due to the additional realism and spectacular nature of the kill-shots. While shooting a guy in the dick is funny in concept from the distance of isometric perspective, a slow-motion bullet-time vision shot of his crotch exploding in a bloody mess might cross the line into unamusingly disturbing (not to mention AO) territory.
To be fair, a recent game called John Woo's Stranglehold, actually built itself almost entirely around letting you make slow-motion bullet time vision shots into people's crotches. Admittedly, Stranglehold was a tad less violent...
Well, that was still free aim even with the Buller-time-whoosh zoom in aim.
I mean, technically you can still shoot people in the crotch with the free aim in Fallout 3. There just won't be the joy of knowing that you punched a dude in the crotch so hard he blew up using VATS.
You must be registered and logged in to leave comments.
If you are already have a login with GamePro.com, Gamerhelp.com, Games.net or GameProFamily.com, then use that login!