Showing posts with label bethesda. Show all posts
Showing posts with label bethesda. Show all posts

Fallout 3 Review

Fallout 3
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The next release by Bethesda after the gorgeous but surprisingly shallow game Oblivion, Fallout 3 is a vast improvement on almost every level over the company's previous efforts, providing an extreme level of high-quality content and a truly massive game experience at the expense of average writing and a poorly-implemented main plot.
First off, graphics. I'm running the game at High quality (as opposed to Very High) on a computer using parts that were cutting edge about two years ago. Visually, this game is a total knockout; painstakingly and stunningly rendered down to the smallest detail, from the wreckage and debris everywhere even to the level of most NPCs. The character models in particular stand out as a vast improvement over Oblivion's, although the character animations - particularly on hills - is still as stilted as ever and you will notice some repetitive faces. Where the game truly shines is in the environmental design, particularly on the graphical level - I can safely say that no other game has ever felt as real and vibrant (albeit dead, considering it's post-apocalyptic) as Fallout 3. The environment truly feels real, especially coupled with a surprisingly logical and high-quality approach to level design - office buildings and schools are laid out like office buildings and schools, most buildings have bathrooms inside. Wreckage and debris are used strategically to block off areas and direct the player, rather than bizarre architectural choices as in Oblivion (who builds a fort in the shape of one long tunnel?). I can't rave enough about the high-quality graphics, a few relatively minor animation issues and mild NPC face repetition notwithstanding. Downtown DC, with its half-demolished monuments and museums, is absolutely breathtaking. The game is also fully voiced, and the voice acting is relatively high-quality. Although you'll likely begin to notice NPCs who sound suspiciously similar - especially old women, who all sound identical - the acting is considerably better and they've reused voice actors a lot less than in the Elder Scrolls games. People who follow such things may recognize Raphael Sbarge (KotOR) and John DiMaggio (Futurama; FFX) in a few places. Liam Neesan does a decent job with fairly bland lines as the PC's saintly father and Ron Perlman is back to narrate the surprisingly tepid introductory and final movies. But Malcolm McDowell steals the show as the unsettlingly patriotic President Eden, mostly through a series of Roosevelt-esque radio speeches the player can choose to listen to at will through.
This is easily the most fun game I've played in a long while. They've stripped out a lot of things that bogged down earlier Bethesda efforts and even to an extent earlier Fallout games, which lends itself to a much more fast-paced, almost survival horror-esque feel to much of the game. The VATS system is a huge disappointment to anyone expecting true turn-based combat - it's much more like bullet time than anything else - but taken on its own merits is a pretty clever gimmick that is actually pretty fun to use. Combat in general is satisfyingly fast-paced, and a clever, logical approach to level design keeps the player moving along nicely in most areas while still giving the feeling that you might be down to your last clip of bullets or stimpack. Radiation - and particularly irradiated food, which heals you at the cost of adding to your rad level - is an interesting new dimension which is unfortunately barely touched on, as weightless, radless Stimpacks are weightless and much more effective than drinking water or food. Buffs take the form of drugs with a variety of effects, and can make the difference between survival and death - but watch out for (easily cured, and mostly pointless) addictions. There are a few glaring issues with the gameplay, however: the speech and dialog options, while again an enormous improvement over previous Bethesda games (FO3 features dialog trees instead of topic buttons, allowing for more dynamic conversations), require little to no thought on the part of the player - a far cry from the clever dialog puzzles former Fallout developer Black Isle was known for. High stats in Lockpicking or Science basically just buy you the ability to play their associated minigames at higher difficulty levels; if you're bad at Mastermind or have poor reflexes, don't expect to succeed at them, even with a maxed-out skill value. Combat is decently balanced but startlingly illogical in places, and at low levels it frequently takes an entire clip of shotgun shells to the face to take down a single human opponent; similarly, the economy is bizarrely stacked, with the reward for single-handedly saving a town from total annihilation being less valuable than a single night at the local inn. Cash in general is hard to come by for much of the game; even vendors rarely have enough to buy more than a fraction of your loot at a time. Fortunately, there are a few nearly limitless sources available to you, if you're willing to put in the work for the money, and the trade system allows for direct bartering. Character design and advancement is basically just a dumbed-down version of the previous games' systems, and badly in need of balancing. A few of the non-combat stats are ridiculously overpowered (you'll have a tough time getting through the game without a high Lockpick and Repair skill) and, unlike its predecessors, you won't be able to get through much of Fallout 3 without putting a significant commitment into combat skills (which comprise about half the skill set). However, it's still easily possible to cater to most play styles, and clever players with an eye on the strategy guide will have little trouble maxing out all their skills and most of their attributes before hitting the level 20 cap.
The main plot is extremely short by design, taking somewhere between 8-10 hours for players progressing at normal speed to complete; taking note of one of the defining characteristics of the Fallout franchise, Bethesda opted to make huge swaths of the main quest optional (you can stumble upon information or people who will lead you further into the plot, bypassing intermediary steps), lending the game a feeling of versatility that more tracked-in games lack. Consequently, the game feels a lot more dynamic and flexible, even accounting for several quests that are essentially good guy/bad guy choices and at least two where there isn't even a bad guy choice. However, because Bethesda opted to only consider quests with their own subplots "sidequests", there's a lot to do in the Wasteland that is entirely freeform, and the game often rewards players for free-roaming and for following clues provided in the game's copious flavor text. The result is an unusually detail-oriented, lovingly crafted world that feels logical and realistic, aside from the relatively limited dialog options. The game is well worth buying solely for the wealth of awesome content lurking in the wings of the game, and already has an active modding community likely to produce still more content to keep you entertained long after the game's disappointingly average main plot has faded into memory. This is even true on the item level: there are a variety of awesome and entertaining gimmick weapons, the opportunity to buy and customize houses (which provides extremely tangible benefits, unlike the Oblivion equivalent) and several unique items lying around that can by claimed and repaired by the player. Fallout 3 has a level of detail rarely seen in any game.
On the downside, a few of the sidequests have glaringly obvious logical errors in them. Your character generally acts like an old hand at wandering the Wasteland straight out of his hermetically sealed childhood home, regardless of what dialog options you choose. And despite the general emphasis on free roaming, you do get railroaded in several places - your response options to a given NPC's behavior generally consist only of fairly transparent light side/neutral/dark side options where they exist at all, and the main plot abandons all pretense of player control in the second half - but for the most part, you're free to turn around at any point up until the very end and go back to free roaming, which is where the real meat of the game is anyway. The main plot itself is significantly better than Oblivion's, but falls apart at the climax, leading into an unexpected, abrupt and deeply unsatisfying resolution; also, in a radical departure from the rest of the game, the last few subquests in the main plot are essentially mandatory dungeons followed by a staggeringly black-and-white moral choice. Fortunately, the weakest elements of the game are mostly contained in the last two or three subquests of the main plot, and you can easily get months of playtime out of this consistently excellent sandbox exploration game without ever having to sit through the most disappointing parts ever again.
A few other things to mention that I left out of the review:
-The only DRM included with the game is a simple disc check (you only even need a serial number for Windows Live)
-There is a large and skilled pool of modders already producing custom content for the game, even without official word on a Construction Set.
-The load times are blazing fast. I have Word files that take longer to open than FO3 maps.
-The game is excessively buggy at the moment, and only PC users will be able to use most of the bug fixes. Console users may want to hold off until a patch is released.

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3 playable characters, each with their own unique traits, strengths and attributes. Unleash over 50 ranged, explosive weapons on hoards of radioactive and mutant creatures and bosses. Tons of unique equipment to acquire from defeated enemies.

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Fallout New Vegas Review

Fallout New Vegas
Average Reviews:

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A little background and disclaimer before we begin: I am a longtime fan of the Fallout series, having played the originals many times. I was one of the doubters, the nay-sayers of Fallout 3. This review is written from the perspective of a role player who places emphasis on quality world building, dialogue and voice acting. If the reader feels that other aspects of a game are more important when determining its quality, perhaps they should take the following with a grain of salt.
As always, my reviews are spoiler free.
GAMEPLAY
For players completely unfamiliar with Fallout 3 or New Vegas, the engine is very close to other games that Bethesda (its creator) has crafted. In a nutshell, this means that after the introductory sequence, the player is placed onto a large, 3D over-world map. The player immediately has the power to go wherever they please, if they can survive. Hundreds of points of interest populate the map, ranging in scope from a little hole in the wall gas station years beyond use, to the ruins of a factory, or even a populated, rebuilt remnant of the Las Vegas Strip.
Combat in this game is primarily focused on projectile weapons, though for this release Obsidian endeavored to make unarmed a viable combat option. They succeeded, by the way; it is a force to be reckoned with. However, most players will likely choose either Guns or Energy Weapons as their primary combat skill. This plays out as a typical 1st or 3rd person shooter (by preference) during combat. Players new to the FPS/RPG hybrid genre will likely complain that their shots are not aligned with the crosshairs, that they seem to fly about uncontrollably. This is intentional! In an RPG, the beginning character has a low combat skill that will improve as he or she gains experience, modeled after reality. If you don't like your weapons skill represented realistically, then use a cheat or pump up the skill as fast as possible. It doesn't need to ruin the experience.
If a player wishes to avoid combat, they can always run, or they can engage in the other primary facet of the role playing game: Talking! Speech is a powerful skill in this game, and can take the place of a primary combat skill for the advanced user. There are many ways to advance quest lines and plots sin violence in New Vegas, though if the player aims to get the most bang for their buck their first time through, they better sling a rifle over their shoulder and prepare to draw some blood.
One of the other alternatives to the standard FPS gameplay is the Vault-Tec Assisted Targeting System (VATS). This allows the player to pause combat and assign shots to various targets and body parts. As a side note, unfortunately the eyes and groin did not return as targets from Fallout 2. VATS shots take up action points which slowly regenerate in real time. This system allows the player to fire in VATS, where the action is in a bullet-time like state, and then return to real time. Upon which they can either choose to let their AP regenerate again before firing, or to unload a fresh clip into the raider's face. Most players will choose the latter. Because of the balance issues that such a powerful tool creates, VATS has been significantly nerfed in New Vegas. It still functions normally at ranges of less than about 30 feet, but anywhere beyond that will yield dramatic drops in the players to hit percentage.
If you're familiar with the Fallout 3 engine, you will immediately be comfortable with New Vegas. This has its ups and downs. On the plus side, Obsidian was able to address many qualms that players had with the original engine. For instance, the companion interface is no longer solely dialogue based. When interacting with your companion, you will first see the Companion Wheel. This gives many helpful and oft used options for healing your character, inventory and tactics management, and dialogue initiation. If you prefer, the old dialogue menus are still easily accessible underneath the wheel, but they seem tired and clunky in comparison.
Obsidian also made an absolutely massive improvement in the way that the armor and damage systems work. Though simple, this completely changes much of the gameplay and improves the quality ten-fold. Without going into the mechanics of it all, a character with a very high armor rating, or "Damage Threshold," will not be damaged by a weapon without enough power to punch through the armor. No longer can one attack a giant scorpion's hardened carapace with a piddley 9mm spitball shooter and expect results. This allows power armor to be the power house it was meant to be. When you're wearing it you are a walking tank, not a house of cards.
Another major change concerns ammunition. If a weapon doesn't have enough oomph to get past the target's Damage Threshold (DT), the player has the option of using armor piercing rounds instead of stock ammo. These pierce through a targets armor but do slightly less damage overall. On the other end of the spectrum, hollow point rounds bounce off of stronger armor like petite peas, but punch inch wide holes in a target that isn't properly protected.
More on the negative side, the game's crafting system allows the player to take advantage of all the junk in this post apocalyptic world. You can craft food at a campfire, ammo at a munitions bench and other items at a work bench. This sounds like a very cool idea, but its execution was clumsy and uninteresting. Occasionally I converted ammo from one type to another, or I cooked up a nice wasteland omelet at the fireside, but more often than not the items that I could craft were available for purchase. When faced with the choice of hauling around junk across the desert (which can weigh a lot if you've got enough of it!) or keeping my weightless caps at the ready to purchase what I need, it was an easy choice. The only item that I relentlessly crafted as much as possible was the weapon repair kit. While I purchased as many as I could as well, there were just not enough to go around. The major advantage of the repair kit is that with one or two of them, you can increase the worth of a higher end weapon from around 30 caps at its lowest useable durability to potentially several thousand. This is a great money maker for the frugal traveler. However, even the mighty usefulness of this item wasn't enough to interest the reviewer to spelunk further into the dark reaches of what turned out to be an annoying and fairly useless system.
Finally, in a glorious stroke of brilliance, Obsidian created Hardcore Mode. This mode is separate from the normal difficulty settings of easy, normal, hard and so forth. Instead, this option changes fundamental gameplay aspects to make the game more realistic and challenging. The changes made by activating Hardcore Mode are: Stimpaks and RadAway heal over time instead of instantly. Ammunition has weight. Companions die permanently, they are not knocked out. In order to heal a crippled limb you must use a doctor's bag instead of a stimpak. And last but certainly not least, the player must eat, drink and sleep or suffer serious penalties and death! While this certainly sounds hardcore, the mode was quite a bit easier than expected. Upon reflection, this turns out to be a blessing, as it's not fun to be constantly scrounging around for water when you could be questing. Obsidian found a pleasant balance between forcing players to survive in a realistic desert and letting the player play the game.
Overall, New Vegas was fun to play, and that's what it really comes down to. I simply ignored the aspects of the game that I didn't feel were fun, and I didn't feel any sort of crafting shaped holes in my heart from doing so. 8/10
VISUALS
The graphics for this game are in the genre of stylized realism. They are not photorealistic, nor do they try to be. They present the game world in a realistic way with a slight artistic flair. Considering this, the graphics are dated, Obsidian barely touched them. This was likely a purposeful choice intended to allow more time for world building and writing. I could bore you with technicalities, or try to describe some of the landscape, but that wouldn't really replace the effect of looking at a few screenshots now would it? 6/10
ACOUSTICS
The soundtrack to this game is very good. With a highly atmospheric and ambient feel, the musical stylings of Inon Zur compliment the mood of the game quite well. The opening theme is a little generic in my opinion. Also, many of the locations in this game have music from the original Fallout and Fallout 2! This was a welcome surprise to say the least. In several areas I was moved by memories and feelings of the older games' atmosphere in ways that made me more deeply appreciate this new venture into the franchise.
Sound effects in this game were fairly standard. There were some minute complaints that arose as I played: Shouldn't such a large sniper rifle have a heartier boom? Why don't my enemies scream in agony as I tear them in half with a chainsaw? Is that really the sound a walking tank would make running on a steel floor? However, most of the sound was well done. A player shouldn't notice good sound effects; they should take them for granted because that's how a real world would function. That's exactly how it was in New Vegas.
The voice acting here was far above the caliber traditionally seen in partnerships or ventures by Bethesda. It was not quite up to the Bioware standard, but then, what is? There were only two instances where the voice acting threw me for a loop, and both of these were instances where a character switched to a different voice actor for a line and then switched back. One of these was in the final 4 minutes of the game. While...Read more›

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Welcome to Vegas. New Vegas. It's the kind of town where you dig your own grave prior to being shot in the head and left for dead...and that's before things really get ugly. It's a town of dreamers and desperados being torn apart by warring factions vying for complete control of this desert oasis. It's a place where the right kind of person with the right kind of weaponry can really make a name for themselves, and make more than an enemy or two along the way.As you battle your way across the heat-blasted Mojave Wasteland, the colossal Hoover Dam, and the neon drenched Vegas Strip, you'll be introduced to a colorful cast of characters, power-hungry factions, special weapons, mutated creatures and much more. Choose sides in the upcoming war or declare "winner takes all" and crown yourself the King of New Vegas in this follow-up to the 2008 videogame of the year, Fallout 3.Enjoy your stay.

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