Thiệt chán . Nếu FO3 mà biến thành game bắn súng góc nhìn F-P thì tui chả mong đợi gì nữa . Rõ nản ....Các dạng game giờ theo trào lưu kiểu này quá nhiều . Nhìn mà phát ốm . . Kiểu này chắc na ná GearOfWar rồi
cũng chẳng bit đâu đc. Bethesda chắc cũng ko muốn làm sụp đổ thương hiệu Fallout bằng cách đó đâu, phải có cái gì mới chứ. Mà nói cho cùng, game RPG dạng turn-báed như Fallout mà là third-person là thích hợp nhất rồi...!
-Tin mới từ web của Fallout 3 : Những hình ảnh được post lên Game Revolution đã bị xóa trước khi tui lượm được ..... Bài viết 1: In all that time, there was one vault in particular, vault number 101, which after bolting its door, kept it shut. No one from the outside ever entered. And no one within the vault ever left. Including you, a child born to Vault 101's head scientist, voiced by Liam Neeson. (...) At about 20 years old, you discover that your father has either been taken from or escaped Vault 101. (...) The frequency of combat is tuned down far below a typical First Person Shooter's fragfest to let the game's pacing introduce a unique sense of desolation set right into the pit of your psyche as you roam through the rubble (...) During any encounter you can toggle to this Vault-tec Assisted Targeting System with the push of a button, which will freeze time and let you switch between multiple enemies and their body parts, helping you plan out your attack. Any piece of anatomy, such as a mutant's arms, legs, torso, head, or weapon can be targeted, each displaying a hit percentage dependent upon the enemy's distance, position, and stats. If you target his leg and get a critical hit, it'll blow off in gory Fallout glory, and the mutant will fall to the ground, painfully crawling in pursuit if it's still alive. If you didn't blow his weapon out of his hand, you can pick it up and use it yourself. Or if you already have a weapon of the same type, you can bust out some engineering skills, break it down into parts, and use them to beef up the strength, precision, and firing rate of your own weapon. As weapons get worn with use, this is smart option if you're skilled at it. The same combat engine (minus the stopping time) is available to enemies too, for they can also target your body parts to hinder your aim or movement. It is both eye and brain-catching, for while being treated to the graphically impressive Robocop-ian target scan, you'll have to decide which is the way to eliminate the biggest threats fast, because the V.A.T.S. runs out of action points. Once they're gone, you'll be fighting in real time and without assistance while your action points regenerate. Bài viết 2: You'll also be struggling with moral dilemmas through voiced NPC dialogue choices. The number of NPCs in Fallout 3 is about 300 (as opposed to Oblivion's 1000), so Bethesda has put alot more alcohol and devtime into making their individual A.I. more realistic and natural. Instead of NPCs walking around doing very simple tasks talking basic gibberish, they will roam with more personalized agendas and socialize with other people about topics that interest them. (...) As your choices change and quests are knocked out, news of your fame (or infamy) will spread to. NPC reactions to you will also change as your title shifts from "Noob Vault Dweller" to "HaXXor - Nuker of Cities". With these lasting consequences, Fallout 3 is still designed to have a definite ending -- anywhere from nine to a dozen different ones are planned to net all your possible decision paths and personal insecurities. Although it is running off a shiny Oblivion engine with a few more notches on its armor, Fallout 3 is definitely its own game, so don't be confused by some of the screenshots. The camera defaults as first person view so you can be swallowed by all the little details of the blasted world, but it can be toggled with a flick of a switch to a Resident Evil 4 over-the-shoulder cam. Then you can zoom out even further to get to the franchise-beloved 3rd person perspective. After the hour long gameplay presentation, we were all equally surprised how far in development Fallout 3 was, even with more than a year left to finish it. It has all the makings of being the first solid bridge between the rapidly growing RPG genre and the immensely pop FPS category, with play options, paths, and ironic wit galore. Link đã xóa : http://www.gamerevolution.com/preview/ps3/fallout_3 Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/[/URL
Chính xác 100 % là tên cố định là " 101 Carl Mather " , nhân vật này khoảng 19 tuổi .... Besthada cho biết kể từ khi nhận làm Fallout 3 họ đã loại bỏ chế độ cho 3 nhân vật có sẵn và thế vào đó là 1 nhân vật nam trong xuốt cuộc hành trình thứ 3 . Nhắc thêm nữa là mục tạo một nhân vật theo ý thích ko được đề cập đến kể từ khi các fan hâm mộ hỏi .... có lẽ do áp lực trên hệ máy Console đã khiến Besh bỏ đi phần này .
Càng ngày càng có thêm nhìu tiết lộ đáng thất vọng. 1st-person, no turn-based, no personalize characters... Hình như Bethesda đang làm lại Oblivion lấy bối cảnh Fallout !!!! Chẳng bit đang chờ đợi cái gì...! Mai đi lùng Fallout 1,2 chơi lại cho rồi.
Thành viên N_LP chú ý về bài viết của mình ... 1st-person : Cái này có thể là không dám chắc vì theo như tạp trí ra gần đây nói rằng Fallout 3 dựa trên nền tảng lấy hoạt cảnh góc nhìn người thứ nhất của DOOM 3 ( có nghĩa là khi bạn nói truyện với 1 nhân vật hay gặp một sự kiện nào đấy ) ... trong khi chơi chứ không thể có truyện thất hứa cách chơi theo kiểu nhìn từ trên cao xuống . no turn-based : Tất nhiên là có thể nhưng theo một dạng chơi theo kiểu turn-based gần giống với Fallout Tatic , hiện tai chưa tung ra trailer 2 nên giả thiết được đưa ra vào giờ này là quá vội vã . no personalize characters : Beshthada từng cho các fan hâm mộ hay về truyện này nhưng có lẽ Fallout 3 có tích hợp chế độ chơi ONLINE để ra nhập làng Morp , nếu như tin đồn trước đây nói là đúng thì việc tự tạo nhân vật xẽ nằm ở mục chơi Online chứ không nằm ở mục chơi chính theo phần cốt truyện . Nên nhớ 1 điểm việc chơi Fallout 3 Offline hay Online đều phụ thuộc vào sự bình đẳng của nhà lập trình nếu như không muốn có một sản phẩm tốt ... Oblivion lấy bối cảnh Fallout Việc này là sai vì game Oblivion hiện nay đã ra được bản mở rộng thứ 3 và trả có liên quan đến sự hình thành hoạc phát triển của Fallout vì lý do dong game này sử dụng cách chơi góc nhìn người thứ nhất có sử dụng 1000 polygon đồ họa trong khi lần phỏng vấn gần đây nhà lập trinh nói chỉ cho Fallout 3 co 300 polygon mà thôi , nếu Beshthada nói chính xác về những hình ảnh mà họ công bố , thì Fallout 3 vãn dữ nguyên truyền thống cũ không thay đổi chỉ có điều thêm một góc nhìn mới vào game ...
-Tin mới từ web của Fallout 3 : Games Radar tung bài giới thiệu về Fallout 3 First details on Vault 101 will please fans and lure strangers to the post-apocalyptic wasteland Is Fallout 3 the next Oblivion? That was our impression after leaving developer, Bethesda Softworks' demonstration of its latest project, a follow up to the cult classic post-apocalyptic role-playing series, originally debuted by Interplay Entertainment a decade ago. Since Bethesda secured the rights to produce the next chapter in the series in 2004, rumor, conjecture and fanatical fanboy-ism have been running rampant across the internet. But while long-time fans have been on the edge of their seats to see whether Bethesda would stay true to the spirit of the original, many gamers unfamiliar with the series have remained blissfully ignorant. But that's all about to change now that the first details on the game have gone public. Like Oblivion, Fallout 3 looks like it's shaping up to be the sort of multiplatform mega hit that will make the already popular franchise even more famous, luring in both die-hard fans and strangers to the series - and with good reason. Set 30 years after Fallout 2, Fallout 3 begins in Vault 101, one of many underground self-sustaining communities where survivors of the nuclear war that ravaged the planet in 2077 have been living in safety for the last 200 years. Above: Your father will be played by Liam Neeson, and his appearance will reflect your choices during the character creation process We were told the game begins with your birth - and you see a mysterious masked man delivering you. Once the mask is removed, you'll realize that it's your father. His appearance will be modified to look similar to yours based on your choices during the character creation mode. While adventuring and questing through the Vault, you'll learn the ropes of the game's mechanics as you mature towards the ripe age of 19. Eventually, you learn that your father, an influential scientist, has broken one of the Vault's most strict taboos; he's left the Vault and deserted his fellow survivors. Where did he go? Why did he go? These are the questions that set the premise for Fallout 3 when you decide to follow in your father's footsteps by breaking out of the Vault in search of his whereabouts. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Shacknews tung bài giới thiệu về Fallout 3 In the three years since its initial announcement, Fallout 3 has been scrutinized and criticized from all angles--before developer Bethesda Game Studios even released a single detail, screenshot, or trailer. Following up on a beloved cult classic open-ended RPG series whose reputation has grown to epic proportions, the game has quite a lot to live up to. I was recently able to visit Bethesda's Maryland offices, where the Elder Scrolls games are also made, to check out the game and get an idea of whether it is living up to its lofty expectations. Executive producer Todd Howard, who oversees all of the company's games, and lead designer Emil Pagliarulo, known for writing the Dark Brotherhood quest line in The Elder Scrolls IV: Oblivion, demonstrated early sections of Fallout 3 on Xbox 360 and spoke on various aspects of Bethesda's thinking behind the game. War... War Never Changes "In Vault 101, noone ever enters, and noone ever leaves. It is here you were born, and it is here you will die." "As far as Tactics and Brotherhood of Steel, we ignore their existence in the same way that I ignore Aliens 3 and 4."So speaks Ron Perlman, reprising his role as the series' intro narrator and prefacing one of the most fervently anticipated gaming experiences of the last decade. With the familiar line, "War... War never changes," Perlman once again recalls the events of the Great War that drove humanity into protected underground vaults and transformed the country into wasteland. Fallout 3 takes place some 30 years after the events of Fallout 2. Though it follows the continuity of Fallout and Fallout 2, Fallout 3 does not pick up where its predecessor lays off. As many fans picked up based on the concept artwork, the game eschews the series' traditional California locales for an East Coast setting largely based around Washington, D.C. "We do follow the continuity of Fallout 1 and 2," promised Howard, "though obviously they're set in the West Coast and we're set in the East Coast. When we do games, we don't like people to feel that they need to play the previous ones. We like to have lots of nods, and have the lore make sense. So it's not a continuation of that story, but it does say that stuff all happens. As far as the existence of Tactics and Brotherhood of Steel, we pretty much ignore their existence in the same way that I ignore Aliens 3 and 4." It Takes a Vault to Raise a Child Unlike in the original Fallout, which opens with the player being sent out of Vault 13, Fallout 3 spends a good deal of its initial gameplay within Vault 101--when the inevitable departure comes, the player will have a fuller sense of what is being left behind. The vault's insides are rendered gorgeously, with the series' trademark slick retro-future aesthetic managing to suggest a lived-in look. The overall lighting and ambiance is just right. This vault section of the game spans several key periods in the player's life, starting--oddly enough--from birth, when the player chooses his or her character's physical traits. The appearance of your father, a crucial figure within the game's plot, is based heavily on your charater's own appearance, down to body type and ethnicity. You'll also get a fill-in-the-blanks children's book serving as your initial character creation tool. Fallout 3 is again based on the series' S.P.E.C.I.A.L. stat system, consisting of strength, perception, endurance, charisma, intelligence, agility, and luck. "The first thing people usually ask us is, 'Why the **** are you guys making Fallout?' Which is a pretty good question."At age one, you'll learn to walk. At age 10, you are granted a BB gun and the classic Pip-Boy 3000 accessory, a wrist-mounted device that allows access to character stats, quest goals, items, and an in-game radio. At 16, you take the G.O.A.T., or Generalized Occupational Aptitude Test, which serves as the last main round of character creation and allows you to select your specialized abilities. Throughout these brief pictures of different eras from your vault life, elements will tie together to illustrate the passage of time. For example, the preadolescent bullies attending your birthday part during the age 10 segment reappear later at age 16 as a 50s-esque greaser gang. Age 19 is where the story proper begins. For reasons unknown, your father--voiced unfortunately rather unremarkably by Liam Neeson--leaves the vault alone, and you of course set out into the barren post-apocalyptic wasteland to find out where he has gone and why. "Fallout Is Yours" "The first thing people usually ask us is, 'Why the **** are you guys making Fallout?'" laughed Howard. "Which is a pretty good question," he added. "The prime reason is, when the game first came out, it was the kind of game that we really loved. It's a world where your actions really, really mattered." Howard was already working at Bethesda when the group that would become known as Black Isle released Fallout in 1997. "We had just made Daggerfall, so we were very into our elves and swords and all that, and then this game comes along and we all started playing," he said. A sequel was released the following year, but Black Isle never revisited the series. "One day, somebody made some crack that we should do it," said Howard. "Over time, it became, 'No, really, we should do it. Let's do it.'" Bethesda started to look into the matter, contacting some friends at Fallout owner and publisher Interplay. Eventually, Bethesda acquired the game rights in 2004; this year, Bethesda took control of the entire property. "Pete left this sticky note on my keyboard when the deal was done," recalled Howard, "and it said, 'Fallout is yours.'" Turn the page for details on Fallout 3's combat system and more. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Joystiq công bố thêm những tin quan trọng về Fallout 3 There were so many great tidbits revealed at Bethesda's Fallout 3 press event that we couldn't fit them all into the basic overview. For you obsessive fans, here are some more notes on what the game will, won't and might include: The game takes place 30 years after the events Fallout 2. The events of the much-maligned Fallout: Brotherhood and Fallout: Tactics never happened in the universe of Fallout 3. The game will feature a day/night cycle and changing weather. There will be 21 collectible bobbleheads hidden throughout the game for Easter egg lovers. The game will feature 20 licensed songs from the '40s that will be played through radio stations accessible via your on-arm PIP-Boy and radios peppered throughout the game world. There will be no drivable vehicles in the game, but you can travel between locations through subway tunnels. There are children in the game, but the team isn't sure yet if they will be killable as they were in the previous Fallout games. The game will have no multiplayer mode and no demo is currently planned. Downloadable content and player-created mods are being considered, but nothing has been finalized. The game will feature nine to 12 endings based on how you've played it. The game's version of Washington D.C. will include iconic landmarks and the general topography of the real city, but will not be a street-by-street recreation. The downtown area represents about one quarter of the in-game map. There will be fewer non-player characters in Fallout 3 than in Oblivion, owing to the game's post-apocalyptic setting. Almost all the NPCs will be killable. You'll be able to hire mercenaries to aid you as in the first Fallout game. You won't have much direct control over them. Among other statistics, the demo's loading screens contained a mysterious metric of "corpses eaten." "We're not talking about that stuff," Executive Producer Todd Howard said when asked about the stat. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
Không biết vụ BOS ra sao, hy vọng là sẽ có quest gia nhập BOS và thực hiện các quest của lực lượng này. Đọc cái website kia thấy nói là chưa rõ là bản này BOS sẽ là East hay West BOS.
-Tin mới từ web của Fallout 3 : Gametrailers phỏng vấn Gavin Carter người làm trong dự án của Fallout 3 ( Quay phim và hình ảnh dẫn chứng của dự án ) Link xem : http://www.gametrailers.com/player/21125.html Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Gamespot tung bài giới thiệu về Fallout 3 Fallout 3 First Look - A Classic Series is Resurrected and Reimagined After years of secrecy, we finally get a first look at the next big role-playing game from the makers of Morrowind and Oblivion. By Jason Ocampo, GameSpot Posted Jul 1, 2007 5:06 am PT Fallout. That name may not mean much to console gamers, but fans of PC role-playing games revere it. Published a decade ago by Interplay, Fallout became an instant classic by blending excellent role playing with a memorable setting and an ironic sense of humor. Fallout was followed by the equally popular and critically adored Fallout 2, but the series almost died along with Interplay's fortunes. That's when Bethesda Softworks, maker of the highly successful The Elder Scrolls series, swooped in to purchase the Fallout name and property. The result of that is Fallout 3, an incredibly promising and beautiful RPG that's set to arrive on the PC, Xbox 360, and PlayStation 3 next year. Bethesda has actually been working quietly on Fallout 3 for years, but the company finally opened its doors to show off the game, and we were there for a very first look. Welcome to the world of the 24th century! Unfortunately, it got nuked some time back. The combination of Bethesda and Fallout may seem a bit strange. After all, Bethesda is known for first-person fantasy RPGs, such as the blockbuster hit Oblivion, which let you roam around pastoral lands armed with swords and sorcery. The Fallout games were top-down RPGs where you go around a nuclear wasteland armed with shotguns and assault rifles. However, Bethesda does have a history with postnuclear war games featuring guns (1995's Terminator: Future Shock was one of the very first first-person shooters with mouse-look), and executive producer Todd Howard explained that the folks at Bethesda have always been huge fans of Fallout. "It's the kind of game that we really love, in terms of [how] you make the kind of character that you want and then you do whatever the hell you want," he said. In fact, Howard said that the company had toyed with the idea of offering to make a new Fallout game when the sequels stalled at Interplay. When the opportunity to purchase the rights for Fallout came, Bethesda leapt at it. First, here are some key basics about Fallout 3. Yes, it's a first-person game, but it also has a third-person camera if you like to play that way, and the camera can be moved so that it almost mimics the perspective of the original Fallout games. No, it's not a pure action shooter, though it can be played like a shooter in some ways, if you want. However, the game does rely on role-playing statistics to determine whether you hit or miss. More intriguingly, you can pause the combat at any time and target specific parts of an enemy's body, just like you could in the original Fallout games. And, yes, it's very much a role-playing game with hundreds of quests. While it only has a few hundred characters as opposed to the 1,500 in Oblivion, each of the characters in Fallout 3 will have his or her or its own distinct identity and dialogue. But we'll cover all of this in a bit. Fallout 3 is set approximately 30 years after the events in Fallout 2, though knowledge of the first two games is not required. The world of Fallout isn't based on our own. Instead, it's the world of 2050 as envisioned by those in the 1950s and then blown up in a nuclear war with China. Your character's ancestors sought shelter in Vault 101, one of the many high-tech bomb shelters built by the Vault-Tec Corporation, which has the grinning Vault Boy mascot that doubles as the mascot for the game. Over the course of the next 200 years, the huge blast door to Vault 101 never opened. And it is into this underground city that your character is literally born. That's because character creation is cleverly tied into various childhood scenes, such as your birth, your 10th birthday party when you are given your Pip Boy (a computer that you wear on your wrist), and your 16th year, when you have to take the vault aptitude test to find out where your talents lie. When you determine the look for your character (you can play as either gender), you determine the look for your in-game father, voiced by Liam Neeson himself. He's the main scientist of Vault 101, and his mysterious disappearance will lead you to escape to the outside world in search of him. This is your father, voiced by Liam Neeson. His appearance will actually change depending on what your character looks like. When you reach the outside world, you'll find yourself in the blasted wasteland in and around Washington D.C., a departure from the American West seen in the first two games. This is an area teeming with wild creatures and rival factions, such as the Brotherhood of Steel, which defends the remnants the capital; the Slavers who occupy Paradise Falls, a converted strip mall; and the super mutants, tough-as-nails humanoids looking to take over. This world will be slightly smaller than the one in Oblivion, but that's still big. Where you go and who you ally with will be up to you because the game will have multiple endings. And yes, there will be a definitive end to the game, at which point you can start over to explore the many other choices. And Bethesda really wants to make choices count in this game, much more than it did in Oblivion. After all, in Oblivion you could pursue every quest in the game and be all things to all people. In Fallout 3, the choices will be much more binary, and they will have far-reaching consequences. The example that Bethesda gave of this involves Megaton, a shantytown built around the worship of an unexploded nuclear bomb. When you arrive at Megaton, you'll eventually have two choices. A stranger will reward you if you rearm the bomb, as he represents a developer that would like to wipe Megaton from the map to make room for a nice postnuclear suburb. Or you can inform the town sheriff of the plot and save the town. If you choose to go along with the stranger, Megaton will be wiped out of existence in a glorious nuclear blast; thus, all the quests and adventures associated with it are gone. However, by blowing up Megaton, you'll open up a new area in the game that you would not otherwise have access to, Tenpenny Towers. But if you decide to save Megaton, you won't experience the quests and adventures associated with Tenpenny Towers. Talk about a tough call. Regardless of what choices you make in the game, you'll need to fight for your life against foes, both human and mutated. As we previously noted, combat can be done in real time, just like in an action game. If that's the case, the game is still doing dice rolls, taking into account your character's skills and abilities, but that's all transparent to you. Or you can pause the action at any time and engage in traditional Fallout-style combat, using the Vault-Tec Assisted Targeting System. VATS allows you to use any action points that your character has to target enemies. Combat will then unfold in real time before pausing again. You can go even further and target specific portions of an enemy, such as crippling a leg or slowing an enemy down (useful if you don't want the foe anywhere near you). One example that we saw involved shooting the antenna off of a giant ant, thus blinding and confusing it to the point that it attacked nearby ants. The Pip Boy on your wrist is your guide to the game. It also doubles as a radio, as there are several radio stations in the game. Fallout has always been known for its ridiculously over-the-top violence. For instance, if you fire a shotgun at point-blank range in the original game, bodies explode in showers of gore. As Howard noted, that tongue-in-cheek splatter is part of what made Fallout so much fun. And that's something that Bethesda is working to capture in Fallout 3. Heads will explode, limbs will get sawed off by gunfire, and we even saw eyeballs fly out of their sockets then roll down an incline. This will be the case especially if you have the infamous bloody mess character perk, which boosts the odds that each death you cause becomes a spectacular one. Bloody mess is just one of the many returning character perks from earlier games, though Bethesda is adding plenty of its own as well. Fallout fans will also be happy to know that the game retains the series' S.P.E.C.I.A.L. system, which builds your character around attributes (strength, perception, endurance, charisma, intelligence, agility, and luck); skills, which are things that you learn, such as repair skill; and perks, which are innate abilities. As you level up in the game, you'll have the opportunity to improve your attributes, learn new skills or improve existing ones, and add up to 10 additional perks to your character. In Fallout 3, your character can advance to a maximum level of 20, though by then you'll be close to finishing the game anyway. The weapon, armor, and equipment system is similar to Fallout, as well as other RPGs, because you'll recover plenty of items from defeated foes or the environment. These range from conventional gear to some ludicrously overpowered stuff, like the Fat Boy, a portable nuclear bomb catapult. Weapons and armor will deteriorate with use, but you'll be able to restore them by using your character's repair skill along with duplicate versions of whatever you're repairing. In other words, you can cannibalize parts from one item to fix another, as long as they're identical. You can't strip parts from a pistol to repair an assault rifle; you have to have the same version of assault rifle. As weapons break down, their capabilities worsen. For example, the weapon's rate of fire will slow, its accuracy will decrease, and so on. Having a fully restored weapon versus one that's falling apart is like the difference between night and day. Or, you can create your own weapons from various parts. The VATS targeting system gives you a fighting chance against super mutants and other enemies. All this will come alive with a level of detail that's much higher than in Oblivion. Fallout 3 uses an enhanced version of the Oblivion graphics engine, but many lessons have been learned from that game. One thing that Bethesda has had to work on is making the nuclear wasteland actually look good. Many of the locations in the game need to look completely dilapidated, so a lot of work was done to make surfaces look pockmarked and gouged. The interior of Vault 101 borrows a lot of contextual themes from the original games, and it exudes a cool, retro-tech feel to it. The creatures in this game also look impressive, like the super mutant behemoth, a gargantuan foe that could have been ripped out of the postapocalyptic sci-fi shooter Gears of War for the Xbox 360. Even the human characters look far more lifelike than their counterparts in Oblivion because they now have realistic-looking skin and facial features. Even better, the human characters will stand out more as Bethesda has enlisted between 30 and 40 voice actors. So not only will the humans all not sound the same (a problem in Oblivion), but they'll also have unique dialogue. That should rectify one of the major issues with Oblivion, which was that most characters had no personality and their only purpose was to serve as an information kiosk of sorts. However, that wouldn't be Fallout because the series is known for its memorable characters. What Bethesda showed us looked extremely polished considering that the game is more than a year away from shipping, but there's still a lot of work to do. Because its games tend to be so huge in scale, Bethesda makes them by creating a small portion of the world and getting absolutely everything in it to work perfectly. Once all the issues are hammered out and the concept is proven, the developers can then rapidly create the rest of the world knowing that the foundation is solid. That's the stage that Bethesda is at, but based on what we saw and the company's track record, there's every reason to believe that Fallout 3 is going to big. The designers clearly have a reverence for the original games--and it shows. Fallout 3 won't be Fallout as you may know it, but it promises to be a Fallout game nevertheless. -GameSpot Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
tui ko nghĩ bài viết của tui có gì sai, tất cả chỉ là ý kiến cá nhân...! ---> tui chỉ đang thắc mắc Fallout sẽ như thế nào với những thông tin trên, ngòai ra ko hề có ý offense người post tin đó (nếu đó là địều bro nghĩ).
-Tin mới từ web của Fallout 3 : IGN tung giới thiệu về Fallout 3 Bethesda finally shows us what we've been wanting to see. And it's well worth the wait. by Steve Butts July 1, 2007 - For a few years now we've been anxious to see what Bethesda has been doing with our beloved Fallout franchise. After the unfortunate heartbreak of Brotherhood of Steel and Fallout Tactics, gamers have been clamoring for a sequel that's true to the spirit of the original game. Given the success of the recent Elder Scrolls games, we've been hopeful that Bethesda could really deliver an original but authentic Fallout experience but after years of silence and only the slightest whispers of the game at E3, we were beginning to get discouraged. That all changed recently when Bethesda invited us to the first showing of Fallout 3. The title, in development since Bethesda acquired the rights in 2004, is being developed simultaneously for PC, Xbox 360 and PS3 by the teams that worked on the last two titles in Bethesda's Elder Scrolls series, Morrowind and Oblivion. Bethesda's executive producer Todd Howard and designer Emil Pagliarulo were on hand to talk about their plans for the game and to show off a surprisingly complete build for the Xbox 360. Be sure to check out our interview with Todd Howard on our media page. The things that initially attracted Bethesda to the Fallout franchise are the same things that make the Elder Scrolls games so appealing. Both allow players to create virtually any type of character they want and then explore a large and detailed world with a nearly limitless degree of freedom. Though you have a tremendous range of choices, your actions also matter a great deal in both series and the worlds will respond to your choices in very realistic ways. The work that Bethesda put into Oblivion is already paying off in the design of Fallout 3 Bethesda is also committed to maintaining the tone of Fallout. The original Fallout was pretty violent when it was first released with death and destruction around almost every corner. You'll find that's also true in Fallout 3. The original game also featured some of the most convincing and lifelike characters ever seen thanks to super VGA graphics, first-rate voiceovers and full lip-synching. Bethesda also wants to maintain the humor that was present in the first few games but wants to shy away from the self-referential gags that broke the illusion that the world of Fallout is real. The one radical departure Bethesda is making to the Fallout format is that they're putting the game in a first person format. There are also options for a Resident Evil-style shoulder camera, or a more traditional isometric view. Even though those other two cameras are included, Bethesda intends that the players should benefit from the immersion provided by the first-person perspective. To create the world of Fallout 3, Bethesda simply took the future as people in 1950s America imagined it and then dropped a nuclear bomb on it. In 2077 mushroom clouds suddenly appeared over the cities and suburbs of America courtesy of a Chinese attack. Thousands of Americans took refuge in massive underground vaults that protected them from the attacks, only to emerge years later to find their former cities inhabited by unfeeling mutants and vicious monsters. The game begins 200 years after the attacks. Under the remains of Washington DC, Vault 101 hasn't been opened since the war began leaving the inhabitants largely unaware of the state of the outside world. The Vault is a place of relative safety, but it's also a bit drab and claustrophobic. Everything's sort of gray and dimly lit and slightly dirty. The retro tech, like computers that use tape reels or old 1940s style radios, contribute to the Vault's overall awkward atmosphere. It's here that you start your life. Literally. The game begins with your father, an influential doctor and scientist played by Liam Neeson, attending your birth. As the good doctor shepherds you into the world, you'll be confronted with your first meaningful decision -- what are you going to look like? There's a gene projector on hand so you can determine just what you'll look like as adult and, as an amazingly cool touch, the game also ensures that your dad's appearance is based on the choices that you make. From there your life plays out in a series of key moments in your childhood. On your tenth birthday, for instance, your parents present you with your very own Pip Boy, a device you wear on your forearm that acts, among other things, as a radio, a radiation counter and an in-game character sheet. As you make your way through the game, you'll learn to rely heavily on the information your Pip Boy provides, so it's nice to see it introduced as part of the story. Your birthday guest list also includes a number of bullies who signal that life in the Vault might not be as good as people are saying. Our demo of the game began with the player talking with dear old dad about the upcoming Generalized Occupational Aptitude Tests that are required of all Vault residents when they turn sixteen. The G.O.A.T. is essentially an oral exam that lets the player express their preferences and expectations for the game and then translates those wishes into an appropriate set of skills -- sneaking, science, medicine, guns, speech, etc. This approach to skill selection nicely fits with the game's emphasis on maintaining your immersion in the game world rather than relying on a more artificial class selection system. In case it sounds like Vault 101 is built solely around tutorials and character creation, there are plenty of quests and meaningful interactions to be found during the hour or so that you spend here. Those very bullies who showed up at your tenth birthday eventually develop into a gang of obnoxious greasers who delight in terrorizing young girls and you'll be confronted with a decision about whether or not to intervene. During your nineteenth year, dear old dad suddenly turns up missing. In your quest to find out just where he's gone you being to suspect that he's left the Vault altogether. Your conclusions attract the unwanted attention of the Vault's insular and narrow minded leader, the Overseer. The Overseer suspects that you had something to do with your dad's disappearance and feels threatened by the possibility that you might follow dad up into the outside world. Before things get too bad, you'll decide to escape the Vault and see if you can't track down dad in the dangerous wasteland that lies just beyond the massive Vault door. After making your escape and traveling up the tunnel to the surface, you'll be confronted with a striking panorama of a world in ruins. A nice visual effect is added so that your vision blurs just a bit as your eyes adjust to the light. Once your vision clears you'll be able to look out on a scene of desolation and decay. Where you go at that point is pretty much up to you. The first priority is to find a weapon. You might consider checking inside the mailboxes that line the streets of this world to see if you friendly neighborhood postman happensto have left an assault rifle or two laying around for you. The world outside the Vault is particularly dangerous and you won't last long unless you arm yourself and learn how to fight effectively. Loads of mutants, giant ants, slavers, death claws and rat scorpions are scouring the wastes looking for others to prey upon and you definitely don't want to become their latest victim. Despite the first-person perspective and real-time combat, Fallout 3 is still an RPG at heart so combat will be decided more by character skills and weapon quality than by your skills with the mouse. Players who feel a bit challenged by the more intense real-time battles or players who simply want to take a bit more control over combat can make use of the impressive Vault-Tech Assisted Targeting System (VATS). The feature is essentially a more detailed version of the combat system in Knights of the Old Republic. On the Xbox 360, you'll enter VATS by pressing the right bumper. The game will pause and the camera will zoom in on the enemy you're currently targeting. Each area of the enemy that isn't behind cover will be outlined in green, showing both your chance to hit that particular area as well as how damaged the area already is. Naturally, trying to hit a smaller target, like a head or a pistol, is going to be more difficult than aiming for a torso or a leg. Using a pool of action points determined by your Agility, you'll queue up fire actions to the targets you want to hit on your enemy. You can even switch enemies to queue up a series of shots against different members of a large group. Critical hits can result in cripplings, knocking the gun out of someone's hands or even causing a head to explode and send eyeballs rolling down the street. Some enemies even have particularly vulnerable areas. Take out a giant ant's antenna, for instance, and they'll go berserk and attack whoever happens to be closest to them. While your overall skill levels determine how well you can use each weapon in the game, the weapon's quality also plays an important role. While you might be tempted to shoot a rifle out of an enemy's hands, you also have to consider that doing so might damage the rifle's usefulness to you once the battle is over. Fortunately, you can scrap a weapon and use the parts to repair a weapon of the same type. A fully repaired weapon has a number of benefits, offering advantages like a tighter spread or a higher rate of fire. There are even some cool opportunities to make your own weapons or ammunition from items you scavenge in the world. All those pointless rocks and Barbie heads you find on the ground can be loaded into a makeshift Rock-It Launcher and put to good use. You can also pack a lunchbox with bottle caps and explosives to make a homemade shrapnel bomb. Of course, as dangerous as you are, you'll face enemies who are even more dangerous. If you do get hurt (and you sowill), you'll have to heal yourself by drinking the water you find in pools, fountains, flasks and various other receptacles throughout the world. The only trouble is that the water you find in the wasteland is radiated. Drink too much of it and your stats will start to degrade. Fortunately, you can see your currently radiation level on a small dial in the upper left of your Pip Boy. After fighting through the wasteland for a while you'll encounter your first town, Megaton. Screened off from the rest of the wasteland by the wreckage of a crashed airliner, it's a sprawling, ramshackle affair with one particularly interesting claim to fame: a large bomb fell here during the war but it never exploded. Some of the citizens see the unexploded bomb as a sign of God's mercy and worship the bomb as a religious artifact. Your arrival reveals the bomb to be a source of controversy among certain parties in Megaton. The first person you meet is Sheriff Lucas Simms, who, assuming you're not a total ass to him, will ask you to disarm the bomb. At Moriarty's Saloon however, you'll encounter a certain Mr. Burke who represents interests that would like to see Megaton wiped off the map and are willing to pay you to sabotage the bomb. The conversations with Simms and Burke show off both the new AI system and the new focus on NPC interaction. An improved radiant AI system allows for even more behavior and dialogue options on the screen and your speech skill allows you to influence an NPC to do things that might not necessarily be in their best interests. For each dialogue option that makes use of the speech skill, you'll see a percentage chance of success. You'll want to take note of these numbers because if you fail, it's likely that you'll really irritate the person you're talking with. Since Fallout 3 has only a few hundred NPCs (compared with Oblivions 1500+), the designers and writers have been able to add enough details and characteristics to make each NPC seem like an individual. The game also uses over 30 different voice actors so you won't hear nearly as many sound-alikes as were present in Oblivion. Whether you decided to help Simms or Burke or simply ignore them both, you'll need to consider how your actions will affect your overall Karma, the game's sliding scale of ethical judgment. While the arguments for destroying or saving the town seem pretty clear from a moral standpoint (at least on the surface), we were especially excited to see that Bethesda is really putting some thought into offering significant rewards for taking a more neutral stance. RPGs that reward players for being only good or only evil miss out on the whole concept of "role-playing" so it's nice that Fallout 3 will rewards players who aren't so absolute in their morality. Here, being neutral is actually a very attractive prospect. To begin with, there are certain NPCs that you won't be able to hire as henchmen unless you're neutral. Stray too far towards the good or the bad and they just won't be interested in helping you. Additionally, there are some powerful factions in the game that are working for "good" or "evil" and they'll be too busy hunting each other down to worry about neutral players. There are still some compelling reasons to take a highly visible stand for good or evil, but you'll definitely start to attract the attention of more powerful enemies. Leaving Megaton, you may want to venture down into the DC Metro tunnels. Just like the Metro of the present day, it's a fast way to get around the city but the presence of super mutants makes it a dicey proposition. Basically you can think of the Metro as a large dungeon that allows you to get from one area of the city to another relatively quickly. (There will also be a fast travel system like we saw in Oblivion but the details haven't been fleshed out yet.) You can choose to fight your way through each and every encounter you have in the Metro but it's often more convenient to sneak by enemies or use your other skills to take them down. The Metro Protectron pods, for instance, are a great example of how you can use other skills to avoid direct combat. The Protectrons were basically robots that served as guides and ticket masters in the old Metro system. They also happen to be well armed and mercilessly faithful to their programming. Though the Metro has been shut down long ago, the Protectrons are still in their pods waiting for the workday to start. To get the Protectrons up and running, you'll need to hack into one of their control terminals. Once you find one, you'll have to play a short mini-game to gain access to it. The game displays a list of possible passwords and you're given a certain number of tries to guess the correct password before you're locked out of the system. Each time you guess you'll be told how many letters of the password you selected match the letters in the correct password. If you're smart and lucky, you can narrow the field down with each guess until you arrive at the right password. Once the Protectrons are functioning properly, they head out to patrol the subway tunnels. Any mutants who don't happen to have a transfer handy will...well, let's just say it's more than just a $250 fine. On the subject of this incredibly dangerous Metro area, it's worth mentioning that Fallout 3 does away with a lot of the auto-leveling problems of Oblivion. Many areas have a distinct difficulty level that doesn't change through the course of the game. Moreover, monsters of the same type will be somewhat consistent in their abilities so we won't see a return of the ridiculously powerful minor creatures that eventually began to appear in Oblivion. Now, there are some areas of the game that will be scaled to present a challenge appropriate to your character's overall level but, unlike Oblivion, once a difficultly level has been established for an area, it will remain the same throughout the game. So if you enter one of these scaled areas and find it too difficult, you can come back after you've gained a few levels and have a better chance of taking on the challenge. After exploring the wastelands, Megaton and the Metro, you'll eventually find yourself in scenic downtown DC. Downtown DC makes up nearly a fourth of the game world and you're going to find a lot of action here. In our case, the demo focused on a fight between the Brotherhood of Steel and a virtual plague of super mutants. The player is, of course, expected to jump in and help out the Brotherhood by joining the fight against the mutants. In fact, if you want to survive here, you pretty much have to stick with the Brotherhood of Steel folks, at least for a while. The main Brotherhood group here is the Lyons' Pride Platoon, led by Sentinel Lyons. They'll be patrolling the bombed out buildings, plazas and alleys of downtown DC, taking out mutants wherever they find them. The platoon members are equipped with powerful laser rifles and if you stick with them long enough you're bound to be able to loot one of these impressive weapons. In addition to taking direct shots at the mutants, you might also consider making use of the derelict cars that line the streets. Some of the still have a bit of juice in their nuclear-powered engines. Hit them just right and BOOM! Instant mushroom cloud. To take out the abnormally large Super Mutant Behemoth, you'll probably want to shoot at him with more than just your laser rifle. If you're lucky enough you might be able to get hold of a Fat Man, the game's personal mini-nuke launcher. This is essentially a bazooka that fires nuclear bombs. Even with the small mushroom clouds sprouting up right on target, the Super Mutant Behemoth doesn't go down that easy. Naturally, as you're killing things, completing quests and exploring new areas, you'll be gaining experience points. Each new level brings an opportunity to improve your skills and gain a new title based on where you sit on the game's Karma scale. Every other level you'll be able to pick a new Perk to help refine your character and focus on the activities that you enjoy. Your basic stats aren't going to change much during the game (except as a result of radiation poisoning), but you can collect bobble heads found throughout the game to bump them up a bit. All these skills, perks, stats and such can be accessed at any time by simply looking at your Pip Boy. You can also use the Pip Boy to listen to the radio. Bethesda has licensed 20 songs from the 1940s that play throughout the course of the game on one of the Pip Boy stations. Even better, there's a DJ on that station who can fill you in on local events. Once you start having a big impact on the world, you might even hear him referencing your own actions. While it's pleasant enough to listen to the radio and hear someone talk about how important you are, there are more important uses for the radio. The Galaxy News Station helps to keep you up to date on the goings on in the world. More significantly, you might even be able to use the Pip Boy's radio to pick up isolated transmissions in the wasteland. Some might lead you a new quest, others might alert you to the presence of a nearby Slaver patrol. We're not sure yet if you'll have to actively seek out these transmissions or if the game will alert you when there's something interesting to listen to. Either way, it's an intriguing way to introduce new content into the story. That's a good overview of the early part of the game but there are plenty of other surprises and choices to discover as you struggle to unravel the mysteries in the game's twenty-hour campaign. Make no mistake about it, though; unlike the Elder Scrolls games, Fallout 3 has a definite ending whose finality cannot be amended. Players who want to complete additional twenty-or-so hours of side quests should have a very clear idea that the main quest is nearing a definitive conclusion, so you'll only have yourself to blame if you end the game with some unfinished business. The already impressive technology from Oblivion has been pushed even further in Fallout 3. Though you won't be seeing acres and acres of lush forests or massive medieval castles, there will be equally stunning locations -- dense cities filled with crumbling buildings and piles of rubble, vast tracts of arid and rocky wastes, strip malls converted into Road Warrior-style fortresses, and more. It's all rendered with tremendous attention to detail and first-rate textures. A new system of damage masks allow you to really shoot up just about any environment you find. There's not a lot of actual geometry destruction, but the new damage textures really show off the effects of battle. Other new features include awesome depth of field effects that are put to great use with the game's long view distances. True reflections and refractions bring the water in the game to life as well. We're particularly pleased to hear that the PC version of the game won't require DirectX 10. Though there are plenty of new effects in DX10, Fallout 3 looks perfectly great without them. You can see all of this yourself in the teaser trailer which is all running in real time using the game engine. The new physics system not only allows the bobble heads to shimmy and shake with undeniable style but is also tied to the animation system so that characters traverse stairs and slopes with a solid sense of connection. We assume that, as with Oblivion, the physics system can be exploited in a variety of ways that affect combat and stealing, but we haven't seen any of that working in practice yet. Given Bethesda's past practices, it's unlikely that we'll see a beta or demo of Fallout 3 on any of the systems. There are also no current plans for downloadable content or expansions. Still, based on what we've seen with Oblivion, it's fair to assume that Bethesda will offer additional content after the game is released. Bethesda would love to be able to add a construction kit similar to what we've seen in the Elder Scrolls games on the PC, but they're not sure yet if that's going to make it into the final retail release of the game. While that's already a tremendous amount of information to digest all at once, Bethesda will have plenty more to say about Fallout 3 in the coming months. We're still very curious to find out more about how the melee system works, how the Enclave fits into the overall story, and what this mysterious "Corpses eaten" stat is all about. We'll be watching development of this one very closely and will be back with more details between now and the game's release in the fall of next year. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
Thấy dòng này mát cả ruột . Nó mà yêu cầu cấu hình mạnh thì chỉ có nước đứng ngó. Tình hình là đang để dành tiền để nâng cấp máy chờ F3 ra. BTW: Bro Hai Phong post link được rồi, tớ nhìn vào đống chữ ấy nhức mắt kinh >_<. May mà mình còn hiểu là đoạn ấy nói cái gì :whew:.
Sorry ! Các bài viết có thể bị xóa bất cứ lúc nào tại một số trang lúc trước mình vào giờ không còn nên mình phải Post cả nội dung lên trường hợp link die ....
-Tin mới từ web của Fallout 3 : PC Gamer UK giới thiệu Fallout 3 Chưa Scan được .... Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Team Xbox giới thiệu về Fallout 3 Upon its release in 1997, Interplay’s Fallout was lauded as an instant classic, one of those games that changes the way people think about a given genre (in this case, role-playing games). While many other RPGs were set in brightly-lit fantasy worlds crawling with fairies and dwarves, Fallout thrust the player into a gray, post-apocalyptic landscape that was crawling with nuclear mutants and abominations of nature. Unfortunately, after only one solid sequel, the Fallout franchise was plagued by a combination of bad luck and bad reviews, which ultimately helped lead to Interplay’s bankruptcy and legal problems. Enter Bethesda, the Maryland-based developer that brought the smash RPG The Elder Scrolls IV: Oblivion to the Xbox 360. After announcing that it had acquired the rights to the Fallout name in early 2007, Bethesda recently confirmed that they were, in fact, hard at work on a brand-new next-gen RPG. Amazingly, a lot of diehard Fallout fans worried about the prospect of Bethesda turning their beloved franchise into “Oblivion with guns” (which, in this editor’s opinion, isn’t exactly a bad thing). After a recent trip to the studio for our first eyes-on of the game, we’re happy to report that it looks like Fallout 3 will have something for everyone. Old school Fallout fans will be impressed by the incredibly immersive world and quasi-turn-based gameplay, while news fans will be blown away by, well, everything. Who's gonna clean up this mess? The game’s premise is fairly simple: In the year 2077, after America was attacked by fellow nuclear superpower China, humanity moved underground to live in massive bomb shelters called Vaults. Fallout 3 takes place roughly 200 years after the atomic apocalypse, and mankind is still living (and, apparently, loving) in their subterranean homes, happily oblivious to what’s going on outside. You’ll play a young man who’s spent his entire life in Vault 101, living with your scientist father after your mother died during childbirth. Your whole world is inside that Vault, but it all comes crashing down around you on the day that your father leaves without any explanation. If you ever want to see him again, you’ll have to head out into the nuclear wasteland that was Washington D.C. Fallout 3 actually begins about 19 years before your father’s disappearance, on the day of your birth. Right after being born (I don’t have to explain where babies come from to you guys, right?), your father – voiced by Liam Neeson - will hold you up to a scanner that will estimate what you’ll look like as an adult. It’s here that you will create your character, and although we don’t know how robust the system will be, after seeing other characters in the game we’ve got to assume that it’ll be more powerful than Oblivion’s. After you’re done with that, your life in Vault 101 will play out via flashbacks: your first steps, the first fight with the local bullies, etc. While this might sound innocent enough, the time you spend in the Vault will actually be a tutorial of sorts, albeit one that’s completely immersive. It’s obvious that keeping the player immersed in the world they’ve created is hugely important to the development team. Everything in the vault was highly detailed, and just about everything can be interacted with, even the bobblehead dolls you’ll find scattered about the world. Despite the fact that the environments are largely gray and barren, they are somehow incredibly detailed at the same time. Even the menu system is designed to keep the player in the game, as you’ll be able to access the “PipBoy” that you have on your wrist at all times. This retro-futuristic gadget will allow you to check everything from your stats to your inventory, then hop right back into the action. When you finally hit your sixteenth birthday in the Vault, you’ll need to take the G.O.A.T. test, which will help determine your 14 core skills and abilities. Like some of the other stuff we’ve mentioned, it’s been designed to keep you in the game world, as your answers to the questions on the test will set your levels. You’ll also be able to pick a few skills that will improve more quickly as you level up, so it pays to choose ones that are aligned with your style of play. As you progress through the game, you’ll be able to earn Perks every other level, which will give particular boosts to your abilities. It sounds like a very interesting system, and we can’t wait to spent time getting to play with it. By default, Fallout 3 is presented in the first-person view, but hardcore fans will be happy to hear that you can not only move into a Resident Evil 4-style third-person view, you can also go isometric for a touch of old school flavor. As our character stepped out of the Vault and began exploring the world, we were expecting to immediately enter some intense, bloody gunplay within a few minutes. Although we found a few guns (there are a lot of places to search for supplies), our first encounter with an enemy didn’t turn out quite as we expected. This is because despite the fact that Fallout 3 could be described as a first-person shooter, the developers have worked hard to marry twitch-based action with turn-based combat. Confused yet? Thanks to the Vault-Tec Assissted Targeting System, you can pause time during combat, then target particular areas of your enemy. Once targeted, the camera will zoom in close, and you’ll be able to see the chances of pulling off a successful shot. These percentages are determined by a number of things, from the quality of your weapon to your enemy’s defense rating. Once you’ve plotted a course of action, you can queue your attacks up one after the other (even across multiple targets, if you’re facing a group). You’ll be limited only by your agility, which determines how many action points you’ll be able to spend. These points will recharge in time, but it still pays to play smart. Watch out for that right arm! Although you could just go running and gunning through the game, you probably wouldn’t be very successful, as bullets are at a premium and your enemies are smart. Instead, you’ll probably be better off taking your time and planning your course of action. Knowing your enemy is key, too, as our demoer showed us how to make an giant ant go berserk by blasting off an antenna. You can also use the environment to your advantage, taking cover amongst the ruins of bombed-out buildings or firing at the “gas” tank of an abandoned car and watching them get microwaved by a miniature nuclear blast. While fun combat and crazy weapons are great and everything, at its heart Fallout 3 is really all about the choices you make throughout the game. There will be plenty of tough decisions facing you, and your choices can completely alter the way the rest of the game plays out. Doing some things will lock some mission branches entirely, while opening other ones somewhere else. For instance, during one such conundrum that we saw, our character had to decide whether or not to wipe an entire town off the map by detonating a nuke that had been sitting dormant in the town square. As the mushroom cloud bloomed in front of our far-off location, we couldn’t help but wonder what had just changed. Either way, there’s no denying that this game has a lot of replay value, especially since it’ll clock in at a fairly reasonable number of hours (especially when compared to the neverending story that was Oblivion. Although it doesn’t have the verdant meadows and pristine lakes that made Oblivion such a looker, Fallout 3 is one hell of a great looking game. The amount of detail is simply staggering, as it seems like the entire world is alive. There was one moment when we were standing still on an empty street, just watching some trash blow in the wind. It was a little moment, sure, but it really made me feel like we were in a living, breathing world. The animations all looked very impressive, particularly the lip-syncing that looked much more realistic than the system we saw in Oblivion. To put it bluntly, we can’t wait to spend time exploring the world of Fallout 3. To be honest, I could probably write a lot more about the specifics of what I saw in the Fallout 3, but I don’t want to ruin any of the story for you guys. Rest assured that the game is shaping up beautifully, with a unique, innovative combat system to go along with a deep, varied skill system. We can’t wait to see the game again at E3, at which point we’ll bringing you another preview focusing on some of the other game mechanics. Be sure to check back next week! Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Chụp lẹ một bức hình Peck của Fallout 3 do nhà phát triển Besthada làm chơi ... xem có khéo tay ko nào ! Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : GIN tung bài giới thiệu về game Fallout 3 Wasteland Paradise Found GiN Peeks Inside Fallout 3 Special GiN Preview By: John Breeden GiN Chief Editor War. War never changes. But apparently the world of Fallout does. For a few hours the other week, sixty lucky members of the press were treated to a world of broken dreams, radiation-enhanced insects, vault dwellers and the apocalypse. And then we were sworn to secrecy until July. Of course we are talking about Fallout 3. After years of almost total mystery, Bethesda was finally ready to pull back the covers and let a little light in on their next big project, which is scheduled to ship worldwide (in all territories at the same time for the PC and next-generation consoles) in the fall of 2008. For a title that is over a year out, it looked surprisingly finished and we will let you know all about it. If you are reading this then you probably know the history of the Fallout series, but just as a quick reminder and to show why there is so much anticipation (some would say dread) surrounding this project. In the beginning there was Wasteland, one of the first good RPGs out for the PC, back when PC meant a real IBM PC or one of a handful of clones that were just coming to market. It was published by Electronic Arts, way before EA became the mega-giant company that it is today. Later on, Interplay created Fallout, which was the “unofficial” (read not licensed) sequel to Wasteland. And later they followed up with Fallout 2. Both titles were among the biggest hits ever created for Interplay, before they became the shadow of their former selves they are today. At a time when everyone was creating games with orcs and elves, Fallout offered a gritty post-nuclear war wasteland that really stood out. Oh, there was also a PC game called Fallout Tactics which was like Fallout without any of the good role-playing parts and another console game called Brotherhood of Steel which was like Fallout without, well, without anything really. With Interplay’s fortunes taking a nosedive, they decided to sell the rights to the Fallout world. Bethesda, flush with cash from their Morrowind sales, decided to snap it up. The biggest question on most fans’ minds is whether Bethesda would keep the top-down view and the turn based interface of the original series. Especially given that Morrowind and Oblivion, the company’s biggest hits, were 3D. People suspected that they wouldn’t and prophesized that the game would suffer because of it. Well, I am here to tell you that the game is in 3D, but I don’t think anything will suffer because of it. Bethesda came up with what I consider to be an ingenious way to integrate both real-time and turn-based play into the game. You walk around the game world in first person, or you can switch to third person if you like, just like Oblivion. When combat begins you can either play it out normally like a shooter, or you can enter turn-based mode. In turn-based mode you will pull up a diagram of the enemy, just like in the original Fallout games. You will see the chance to hit each part of the enemy, like their legs, arms, antenna, head or whatever. Each shot takes a different amount of action points, which are assigned to you based on how you make your character. When you take the shot you will see it in slow motion, and the 3D action (the enemy movement) will also move forward in slow motion. You can always exit turn-based and go back to standard real-time play. Your action points will still regenerate when you are in real-time, but will do so more slowly than when you are in turn-based mode. It’s actually a very beautiful way to make the Fallout universe 3D without leaving turn-based gameplay behind. In the demo for instance, we ran into a part where one mutant with a machine gun was up on a subway platform shooting down at us while another was on our level about to charge with a sledgehammer. The turn-based interface was activated and it gave us time to study the situation. Should we shoot at the mutant with the gun, trying to blast the weapon out of his hand? Should we instead try to hit the melee combatant in the leg, slowing him down and keeping him away from us? It was a very tactical process just like in the original games and if you had saved recently, you could always go back and try a different tactic if yours ended up with your guts sprayed out across the back wall. Oh, and all the gory scenes that you remember from the first two games are present here. Hit a guy in the leg and you might blow it off. Head shots are amazingly detailed with mutant skulls exploding like over-ripe blood sausages on a hot day. In the demonstration, one mutant’s eye popped out of his head and bounced and rolled down into the gutter. That’s a classic kill players are sure to remember. And the new Fallout 3 world keeps all the humor and flavor of the original series. You will find broken down nuclear cars (that will still explode if shot up), crazy robots like Mr. Handy, and a host of sometimes quirky wasteland dwellers. At one point we set one of the exploding nuclear cars on fire and then hopped into a portable nuclear shelter (which costs a quarter to use and looks like a phone booth) to avoid the blast. It’s set after the events of Fallout and Fallout 2, and takes place on the opposite coast. The level we previewed was set in and around what was left of Washington DC. Obviously since we are talking about a game created in-house by Bethesda, the role-playing aspect of Fallout 3 has to be a primary consideration. Here there are some pretty amazing things that were done in order to get you into the game. You play a vault dweller who spends his or her entire life in the vault up until about the time they turn 18 and are forced to go outside by strange circumstances. As such, the first hour of the game is devoted to in-vault quests as you grow up. You will not only see scenes like your fifth birthday when you are given your first pip-boy PDA, but will also engage in questing inside the vault and be able to participate in some of the intrigue that happens in any society, even a closed one. Your father is voiced by veteran actor Liam Neeson, and how he looks depends on how you look when you create your character. So your father will always look genetically like your character, which is a very nice little touch. Once outside, you will find several Mad Max-type villages and towns populated by a ton of people who need things done. Some of these people will be hard-working honest folk trying to get by in the world. Others will be lying jerks who simply want to use you and throw you away, or worse. The one full-size town we visited in the demo seemed like a real, living city complete with people doing their jobs, building things and running their errands. There was also a very shady element. How you conduct yourself, like in any good RPG, is up to you. In the demo it was opted to be very bad, though I am sure I would want to play things differently with my character. And the world looks beautiful. Some people have guessed that Fallout 3 would be Oblivion with guns, and that is not the case. While it does use the Oblivion engine, never once did I see anything resembling Bruma or the Imperial City. In fact, I would go so far as to say that look and feel of the Fallout world has been captured perfectly from the landscape to the costuming of the various people you meet. The one odd thing that I noticed was the release date itself. For a game that looks so solid, I had to wonder why it’s not coming out till the fall of 2008. But I think this too bodes well for the title. Obviously the game engine and the interface is complete, so the only reason for the delay is so Bethesda can add more content, tons of it. Bethesda officials have said that they see Fallout 3 as being more open-ended and larger than Oblivion, so that is a lot of content. But with a stable base to work from, this gives them plenty of time to make the game bigger and better. And given the reactions I get when people see me wearing my Fallout 3 t-shirt, I think interest in the game will be just as high in 2008 as it is now. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : Hội thảo Washington Post , vấn đề phát hành game Fallout 3 A little validation from Masson, a writer for the French game magazine PC Jeux, and others like him can help tip the scales in the competitive game industry, where a cutting-edge title takes many years and millions of dollars to develop. That's why game designers, like movie studios, have learned to lavishly court such tastemakers, the guys who write for the major blogs and magazines and play a key role in today's big-bucks video game industry. (...) The company flew Masson and about 60 other writers in from as far away as Australia and Japan to give them an early look at the company's Fallout 3, scheduled for release late next year. In addition to an hour-long demo and chats with the game's designers, the trip included a two-night stay in downtown's swank Helix Hotel, dinner at Logan Tavern and a private party at a nightclub in Adams Morgan. Airfare, hotel, food, drinks and shuttle bus were provided, courtesy of Bethesda Softworks. Although a few attendees paid their own way, most did not. "What we're trying to accomplish with an event like this is to have the undivided attention of the important people in our industry, that cover the industry," said Pete Hines, vice president of marketing at Bethesda Softworks, whose Fallout 3 will be set in a version of Washington that's been scorched by war. "There are a lot of titles out there competing for attention." It looks like Bethesda Softworks is getting that attention: Fallout 3 is scheduled to soon grace the covers of 20 gamer magazines, largely as a result of the event. Bethesda Softworks' parent company, ZeniMax, is privately held and won't disclose the game's budget, but it's not uncommon for the budgets of cutting-edge titles like Fallout 3 to exceed $20 million, including marketing costs. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : GGL một góc nhìn của Fallout 3 Back in mid-June, I was invited to Washington, D.C., by Bethesda Softworks to get a glimpse into one of their most anticipated next-gen titles, Fallout 3. Not only were we fed the details of the next step in this legendary RPG series, but we were also shown actual gameplay. What did I come away with? The feeling that waiting until fall 2008 for the game to actually ship is going to be a long and agonizing tease for all of us. Rewriting history The Fallout series, to me, is part nostalgia and part niche. While this game has always held a special place in the heart of many a hardcore gamer, it's not really something that can be classified as a guaranteed runaway smash hit. And perhaps, this is what Bethesda is thinking as well when they decided to abandon the turn-based style gameplay with a user-friendly real-time FPS/RPG hybrid. While still having the same style and tone as the first game, this new version looks to break from the indie shell and into a mainstream product that can not only cater to hardcore role-playing fans, but shooter fans who may need a change of pace. When describing when the story actually took place, the producers said they are using the original Fallout as their tone and model for the story within Fallout 3 -- commenting that Fallout 2 was maybe a bit too out there for the more serious tone they were going for. As far as the work put in so far, once Bethesda acquired the rights to the Fallout series in 2004, development started shortly after and during their work on Oblivion. In other words, this game has been getting a lot of love. Where are we? As fans of the original know, Fallout took place on the West Coast -- more specifically, Southern California. Taking place 30 years after the end of Fallout 2, the producers at Bethesda have set the Fallout 3 universe in a post-apocalyptic Washington, D.C. In fact, not only is the game happening in a different part of the country, but it can be played completely separate from the previous two with the focus being on the fact that you didn't have to play the series in order to understand the third. Set in the backdrop of a shadow of D.C.'s former self, Fallout 3's main city is called Rivet City with other towns scattered about. There are places like Paradise Falls and Vault 101, as well, that pepper the landscape. The environments themselves are depressing, but at the same time filled with fascinating details about where we were and where we are headed as a human race destined for self destruction. It's almost as if Fallout 3 is the best warning we could ever have of trying to avoid any sort of potential nuclear war. Fighting for scraps and living underground isn't the most ideal situation that any of us would ever want to be in and Fallout 3 smacks you in the face with that alternate reality. Bringing in a new Fallout So what exactly is new in Fallout 3? Well, besides a completely overhauled view of playing -- first-person shooter vs. a top-down classic RPG -- the game also just doesn't completely abandon its RPG roots. One of the most interesting aspects of combat in the game is the V.A.T.S. system. Essentially, it's a targeting system that is initiated with the press of a button and allows the player to target specific parts of an enemy's body. Depending on conditions, each body part has a higher percentage to hit than another -- the computer will make a roll for you as if you were playing a table-top RPG to determine your success. If you first only had this described to you, it may sound like something that detracts or slows down actual gameplay, but in fact it heightens the experience. Even though it is a bit early in development, had V.A.T.S. not been included, the game may have felt just like your everyday RPG/shooter hybrid. Instead, this new feature adds incredibly to the flow and feeling of playing a well-thought experience. The producers said they went with this system because they didn't want the combat and gameplay to feel like it was "twitch play." Instead, they wanted to reward actual role play that the player wanted to do. For that reason, V.A.T.S. plays a huge role in how you will play this title. And, thankfully, the horrid level scaling of Oblivion has been more or less phased out. Meaning, if you stray in the world or to places you shouldn't be going to yet, you could find enemies much more powerful than you who are ready to kill you at a moment's notice. What to expect As I mentioned, the game is mostly played in first person. But, if you enjoy the third-person view more, Bethesda is offering up that option. The game, though, looked and felt more comfortable when experienced in the first-person view. For the first hour of the game, your character is inside Vault 101 -- a sealed-off underground concrete cave that protected its inhabitants from the nuclear fallout that destroyed the Earth. You start as a young boy and actually experience his growing up process. By doing so, you're also actually playing through the tutorial of the game -- getting used to the play style and new features implemented. You play as the son of the vault's doctor and must perform selected tasks to not only "level up" but become accustomed to the actual game. As in most RPGs nowadays, you have the ability to fully customize your character. In fact, Fallout 3 goes a step further by not only allowing you to see your character become customized and evolved, but also have your father's look and features reflect your decisions. Essentially, you will look like your father. Once you've grown up into a young man and matured to the proper level, you eventually leave the vault for the outside world. It is here that the game's strengths really come to light. It's an open world, but only so much as you want it to be. But, it's not quite as massive and daunting as Oblivion, and that's a good thing. Specifically, the producers said it should take around 20 hours to complete the main quest (finding your dad) and maybe another 20 to do any side missions. Also, they said the game has about nine different endings, depending on the decisions you make throughout. And, those decisions are what make the game truly special. In the demo we were shown, there was a situation where your character came up to the first town you encounter in the game. In this town, the residents worship a nuclear bomb in the center that never went off. It's just sitting there, teasing and reminding the world just what exactly happened here -- to them, it's a sign from God. As your character moves around and interacts with the various inhabitants, you come across and meet a shady individual who offers you the chance to detonate that bomb and obliterate the false-idol worshipers within the town. And so the game begins to show how different decisions and paths can be taken and how they can affect your eventual end game. Even if you just wanted to walk around killing everyone, you probably could. The only problem is, there isn't much in the way of ammo, so you'll have to make do with what you can find. Along with the decisions, playing with the environment is also part of what makes Fallout 3 special. There are various towns, dungeons and even other vaults to explore. And, as you can expect, there will be plenty of quests to tackle. Besides the usual "walk up to someone and receive a quest" system, players can also pick up side quests by listening to their radio on their pip boy (a sort of communication and storage device attached to your characters arm) in various locations. You've got some RPG in my first-person shooter At its heart, obviously, Fallout 3 is an RPG. No matter how much it may look like a shooter from the outside, deep down, this is an RPG. Besides the V.A.T.S. system and dialogue branches, the player will get their role-playing fix by earning experience and distributing points to various skills needed as you progress through the world. Of course, how you want to play will determine where you place those skill points (of which, you have 14 different areas ready for distribution). And besides skills, you'll also get awarded different titles based on your "karma" of playing within the game. Not only can you be evil or good, but also play neutral -- something of which the developers were sure to make a full-featured and working role. It's the little things Some other unique features of note include the developers wanting to make sure that load times are decreased and that the game isn't flooded with cut scenes -- basically, they want to immerse you as much as possible in this world, stripping away any feeling of playing a videogame. Instead, as they describe, things just happen right in front of you. They claim that only the beginning and end of the game will have a cut scene. Besides the realistic cause and effect gameplay, Fallout 3 immerses you in its world through day/night cycles and weather changes. I specifically asked if that weather change might include some acid or radiation rain, which was answered back at me with a chuckle and a "oh, we might actually do that." Trying to keep with a realistic feel, the player is also limited in what he can carry by the amount of weight of the objects in which you are lugging around the world. So, there will be no unrealistic massive amounts of stuff in your virtual pockets. Overall impressions When we were showed a demo of the game, it was surprisingly smooth and polished for a title that isn't even scheduled to come out until later next year. A lot of the core mechanics seemed to have been put in place, which means that by the time this thing actually comes out, we should have a very well done and thought out unique experience on our hands. The world is interesting and the story is compelling enough to warrant a massive amount of hours dumped into it. For those that are sick of the knight and orc RPGs, Fallout 3 is a welcome change for someone looking for something a bit different and more realistic to take part in. Should this game be on your radar? Most definitely it should. Even if you're not a Fallout fan, there is enough here to keep you interested. Even if you're only used to playing shooters, this game could unknowingly usher you into the addictive world of RPGs. Barring any unforeseen disasters, without a doubt Bethesda has a huge potential hit on their hands. It's practically the perfect follow-up to their successful Oblivion. Fallout 3 is slated for release in fall 2008 for the PlayStation 3, Xbox 360 and PC. Posted by Robert Summa on Jul 2 2007 1:21PM Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/ ___________________________ -Tin mới từ web của Fallout 3 : Eurogamer tung bài phỏng vấn về game Fallout 3 When invited to Bethesda for an exclusive little demonstration of Fallout 3 (you know, only about 100 different magazines and websites), we thought we'd make it a bit more personal. Tricking all the others into getting onto a bus ("There's free booze on the bus!") and then having them driven off into some ditch somewhere, we got to spend some alone-time with lead designer, Emil Pagliarulo, and lead producer, Gavin Carter. Advertisement Eurogamer: How do you approach developing a game, especially one with the infamy of Fallout, when none of your team was involved in the original development? Gavin Carter: We treated a lot like we treat our own. We went back and played the old games, so played a lot of Fallout 1 and Fallout 2, to see what we wanted to bring over from those games, and to get our minds away from this medieval space [that of the Elder Scrolls games]. And we watched movies like Mad Max, read books like The Road, and started from square one. Eurogamer: And that wasn't a bit difficult bearing in mind the legacy you were entering? Gavin Carter: I don't know if I'd say difficult. We spent a whole lot of time on it - we like to give ourselves that space. We've been thinking about it for over three years, so what you've seen came about gradually. It's not easy, but I wouldn't say it's tremendously difficult for us. Eurogamer: Emil, you previously worked for Looking Glass, right? Emil Pagliarulo: Yes. I worked on Thief II, and designed the Life Of The Party level. Eurogamer: That's the best level in the game! Running across the rooftops! Emil Pagliarulo: Thank you! Eurogamer: So how do you bring a Looking Glass background to a game like this? Emil Pagliarulo: Looking Glass for me was very much my first time being thrown into the trenches. They have a tradition of really immersive first-person games. I watched the guys making System Shock - those are the kinds of games I identify with. I certainly honed [my] skills there. It's great for me to bring that here. Eurogamer: What about the moral dimension of Looking Glass games? Does that permeate into the Fallout development? Emil Pagliarulo: It does. One of the mantras of the Thief games is a big grey area. Garrett is the ultimate anti-hero. That's really important you know. If you want to play like that, we want to support that. As Todd [Howard, executive producer] mentioned, we originally started supporting good, and supporting evil, and we realised how important neutral was, and how viable of a gameplay path it is, and how many great games like the original Thief supported that. That's really important to me. Eurogamer: With a background developing the Elder Scrolls games, but taking on an Interplay title, which legacy do you think Fallout 3 follows? Emil Pagliarulo: Me personally, I really feel like we're making a game in the legacy of the Fallout games. It's so different than working with the Elder Scrolls stuff. It's first-person, and that's it. Actually it's interesting for me - it harkens back for me to some of the most enjoyable first-person games I've ever played, the Terminator games Bethesda made. Fallout 3 is Bethesda's triumphant return to gunplay games, after swords and sorcery for so long. For me it's about bringing back /that/ legacy. Gavin Carter: I feel like when people see it's first-person they're going to say, "Oh, there's Oblivion. It's Oblivion with guns." But honestly there's not a single thing we didn't look at and think, how are we going to do this for Fallout? We stripped out our entire character system. It's all Fallout now, with specials and experience, it's not skill based. The whole questing system is Fallout. There are different paths to all the quests, you can lock yourself out of quests. It's not like Oblivion where you can say, "I've just started in the Fighter's Guild, but I'm the Grey Fox." There's nothing in the game that we haven't looked at as its own thing. Eurogamer: Do you feel like you owe Interplay anything? Advertisement Emil Pagliarulo: You can't. You can't proceed feeling that way. It's like, you also can't proceed feeling like you owe the fans of Fallout anything, you can't feel bad that you're not making a turn-based isometric game. When I first started I think did feel like that, and there was a period of coming to terms with it, and just saying, "I'm going to make the best game I can make, it is what it is, and we have the skills to make an excellent game, so that's what we're going to do." Gavin Carter: Each of the older games had a different team on it. Fallout 1 and Fallout 2 had many different people working on them. We have a great deal of respect for those guys, but what we don't want to do is open up our entire design to someone outside the company who doesn't really get the culture here. For better or worse it's been ten years since the last game came out. We're very strict on authorial control. We don't want to bring someone in from outside and then only implement their ideas in a half-assed way. We have a vision for the game and we're taking it all the way through. Eurogamer: How do you go about beginning to create a new story for an established world? Emil Pagliarulo: It's funny. Setting it in DC - it meant we knew what we needed to do. Originally we had it set on the West coast, but it just didn't work. Eventually I said, "Write what you know." So we have a location that doesn't appear all over the place in videogames. It's such a great place for a game. As for the story, I really like stories that are character-based, so how do those characters change throughout the game? So take the relationship with "my" father. He's my moral compass, a good guy, a noble character, so if I'm an evil bastard how does he react to me? If I blow up a town, what does he think? Eurogamer: It sounds like the role of Denton's brother in Deus Ex? Emil Pagliarulo: Yeah, I'd not thought of that before. He is your moral compass too. Eurogamer: So how does that relationship affect the narrative? Gavin Carter: We really wanted to simulate growing up in the vault. Your dad is like this warm, inviting guy. He's Liam Neeson! Who wouldn't want Liam Neeson as their dad, right? Then you wake up one day and he's up and left. He hasn't told you about it, you don't know what's going on. A lot of the game is about, what is his motivation? What is he working on, why did he leave? What happened to him? That's one of the central themes of the game. Eurogamer: Does that relationship impact on the moral dimensions of the game? Gavin Carter: To an extent. A large part of the game is spent with him absent, so a lot of stuff happens outside of that relationship. We wanted the relationship as a central point of the plot, so we don't want you to be able to say, piss off your dad and ruin the plot. To have a narrative you have to have some parts that are more strict. We definitely want you to feel like he is a central character in your life. When he leaves it is the biggest climactic moment in your life. No one ever leaves the vault - it is entirely self-contained. Eurogamer: You've mentioned the good/neutral/evil options. Can you elaborate on that choice? Gavin Carter: It was something we knew we needed - it was one of the key tenants of Fallout that we needed to do. Right at the top was, "choice and consequence in every quest line", as much as we possibly can. Every aspect of the game should have choice and consequence. Even choices like picking your character's stats. Those /don't change/ throughout the course of the game. You're stuck with your Special stats pretty much for the rest of the game. Every little bit from what equipment you pick up to whether you're going to shoot this guy in the head, is going to have that choice, and there are going to be consequences. Eurogamer: How does such freedom affect the game? Advertisement Gavin Carter: There's a lot more handling! We spend a lot of time talking about, "What if the player doesn't go where we want them? What if they stumble on this spot that we wanted for the end-game?" We have to handle that. We don't want to just lock them out and say, "You have to go down this path, that's the only way." We have to handle everything the player's going to do. We're experienced with that because we do it in Oblivion. But it doesn't have quite the same - well, it doesn't affect the game in the same way. A lot of our time has been spent planning for every single contingency that could possibly happen. Eurogamer: Fallout 3 shows a joy for violence, but that seems almost in conflict with the good/neutral/evil divide. If you choose to play good, do you play a less violent game, or is it righteous violence? Emil Pagliarulo: You know, that's something else as a developer you also have to come to terms with. What does karma mean? In the real world, it's bad to kill anyone. You could argue to kill even the bad guys. In a videogame setting, it's good to kill the bad guys. So you can still get your jollies so long as you're killing the baddies. But it's tough - that's a place where a lot of the fans disagree - you end up handing out karma inconsistently. It's something we're still trying to balance. Gavin Carter: What we can do is provide different avenues for the player. A big thing with the original Fallout is you could talk your way out of certain situations. You could got to the Master and talk him to death. We wanted to provide a lot of different avenues. You have to decide for yourself. Is shooting mutants something my character is going to do? In some ways we'll provide non-lethal combat options, but a big part of this game is the incredible level of violence. It's something people find a lot of fun, so it's not something we're going to back off from. The old Fallout had a slider for violence, you could turn it down if you wanted. We joked that on our options we were going to have one, but it would be taped in place at the max. Eurogamer: Do you find it's more difficult, or different, approaching development in a post-Hot Coffee/Jack Thompson infected world? Is moral ambiguity a lot harder to approach in this climate? Gavin Carter: It's something I don't really worry about that much. It's probably going to be a Mature game, I don't see how it could possibly not be. It's not something where we're saying, "Let's go through the requirements for Mature and make sure we check all these boxes." It's nothing that we worry about. There is something we worry about regarding kids [The game features children, and it features guns, and it lets you make your choices. Whether they let you kill children is a decision they haven't made], and we could run into all sorts of problems there. It's something we need to think about, and find out, what's a good balance respecting what the game's about, and respecting the reality of the world today. Emil Pagliarulo: The fact that we still haven't decided what to do with the kids is, you know... It's the world we live in, and you have to think carefully. Eurogamer: Presumably Bioshock is going to create a whole shitstorm of fuss when people don't understand the role and purpose of the children. Gavin Carter: Yeah. There was an old screenshot for Fable when that first came out, where the guy had a sword through a kid's neck! That was a screenshot - I thought, oh my God, that's crazy! It's really something disconcerting, so you have to balance it. How important is it for the game? For Bioshock it's a central part of the game. The big choice is whether you're going to kill these little kids or not. Is that something we need to worry about so much in Fallout? I'm not sure it is. Fallout 3 nói đôi chút trên XBOX Live Killzig noted something added to the XBox Live marketplace: Fallout 3 Post Nuclear Roleplaying "Vault Tec engineers have worked around the clock on an interactive reproduction of Wasteland life for you to enjoy from the comfort of your own vault. Fallout 3 includes an expansive world, unique combat, shockingly realistic visuals, tons of player choice, and an incredible cast of dynamic characters. Every minute is a fight for survival against the terrors of the outside world -- radiation, Super Mutants, and hostile mutated creatures. From Vault-Tec(r), America's First Choice in Post-Nuclear Simulation(tm)." Pete Hines adds the following: Many of us here have been waiting and wanting Fallout stuff to use for a gamer pics and themes since…forever. Finally today the wait is over as you can now grab a pack of Fallout 3 gamer pics. The pic pack (100 points) features several variations of Vault Boy plus a Brotherhood of Steel image, as well as a theme (150 points) for your Live blades featuring the Craig Mullins concept art you’ve undoubtably seen already. Finally, a pic to match my motto. And, if you want to see the teaser trailer in full 720p glory, you can download that off of Live as well. Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
-Tin mới từ web của Fallout 3 : IGN thông báo việc Fallout 3 đã sẵn sàng cho cuộc xâm lược của mình ... July 06, 2007 - A week from yesterday will mark three years since Bethsoft announced it had acquired the rights to develop and publish Fallout 3, a sequel to the highly acclaimed post-apocalyptic RPGs that shipped in 1997 and 1998. Both contributed to the genre's return to prominence after a down period in the middle part of the decade, distinguishing themselves in a number of ways. In terms of the role-playing experience, the adventures were open-ended, incorporating mature themes and morally ambiguous situations that didn't always present obvious decisions or courses of action. Known as SPECIAL, an acronym for the attributes of Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck, the skill-based character advancement system employed enhancements called perks. It won many favorable notices, as did the game environments, which were sprinkled with retro references, some humorous, that gave them a unique, quirky personality. Because of these and other factors, the property had accumulated a fervent fan community that had continued to hope a third game would be made even after one attempt was aborted before being announced. Perhaps ironically, Bethsoft's The Elder Scrolls series could be seen in a similar light. Arena introduced the world of Tamriel in 1994, and Daggerfall expanded upon its non-linear heritage two years later. However, it would be six more until the next installment, Morrowind, would find its way to our hard drives. As we know, that release turned out to be well worth the lengthy wait, so it was impossible not to be excited by the news the team was taking on another celebrated but dormant franchise. At the same time, we were aware it would be a while before we'd return to the shattered future America. That time is still at least a year away; Fallout 3 is projected to ship next fall. However, Bethsoft did unveil the game at a recent media event that I was privileged to attend. Based on an admittedly initial glimpse, there is every reason for optimism. Although there can be no doubt about the team's ability to craft an outstanding RPG, some observers have wondered how well it could capture the aforementioned distinctive personality. To some extent, this is a valid question since none of the current developers worked on either previous title. The complete answer can't be known yet, but the goal stated by Executive Producer Todd Howard back in 2004 - "a visually stunning and original game... with all the hallmarks of a great RPG: player choice, engaging story, and non-linearity" - certainly seems within reach. There's no doubt that Howard sees the franchise as a great fit for himself and rest of the team. He noted that the first two games were the kind they love - where you first create the type of character you want, then head out to explore a world where your actions make a difference in how the characters and environments react to you. It would, of course, be possible to describe Morrowind and Oblivion in similar terms. Indeed, unfounded mumblings to the effect that Fallout 3 would be a post-apocalyptic The Elder Scrolls have arisen within some corners of the RPG player community. Thankfully, this has been confined to fairly infrequent occurrences. The vast majority of us are happy to evaluate the game on its own merits. In this regard, the developers were well aware that taking over a successful series someone else created necessitates a balancing act. On one hand, it's critical to retain the characteristic personality of the property, while on the other, it's just as important to employ the new team's mix of talents and skills in an adaptive or evolutionary manner; the goal is for the end product to advance the property, not merely clone it. To this end, Bethsoft chose to set Fallout 3 in a different part of the US, specifically the Washington DC area, and to forward the time frame by some three decades. As a result, it's not a direct sequel in the sense of building on the characters and events from it predecessor. The world, however, is clearly the same one. It's the future a couple of centuries after a devastating nuclear war wiped out most of civilization, but seen from a 1950s perspective, with cultural references appropriate to that time. The look is different since the new game is 3D - it was shown on an Xbox 360 and will also ship for the PC and PlayStation 3 - but based on the areas that were shown, the art direction definitely succeeds in capturing the visual spirit of its predecessors. As you might expect, Bethsoft isn't skimping on the eye candy. The locations and characters show exceptional attention to detail, with eye-catching reflections, refractions and lighting effects. As well, a new system for damage textures enables some cool visuals, although the actual destructibility of the environments is limited. It was pointed out that the PC version won't require Vista, although DirectX10 may be necessary. The primary point of view is first-person, which Todd Howard considers more personal. However, the team is also accommodating those who prefer third-person by enabling an over the shoulder angle with rotatable camera. You begin life, literally, when you're born in Vault 101, which has remained closed for 200 years. Using a genetic projector, you decide how you'll look as an adult. Your choices have a rather cool consequence; they also affect the appearance of your father, voiced by Liam Neeson, a respected scientist and community leader. Howard showed glimpses of the first hour or so of play, during which you grow to age 19. At 10, you receive a Pip Boy, a combination communication device, radiation counter and personal data apparatus worn on your wrist that is an important part of the Fallout persona. When you're 16, you take the G.O.A.T. - Generalized Occupational Aptitude Test. This is how you set your character's initial mix of skills, a nicely thought out change from most class or ability selection systems. A surprise awaits you once you turn 19. Your father goes missing. When you begin to look for him, it appears he has left the Vault, a possibility that doesn't go over well at all with its leader, known as the Overseer, whose attention then falls on you. While you're still able to do so, you exit as well in order to continue your search. Upon reaching the surface, you see nothing but bleakness, desolation and detritus. What should you do, and where should you go? Well, one good idea is to find a weapon before something or someone unfriendly decides you look like a potential victim or prey. Todd Howard just happened to look in a nearby mailbox that just happened to hold a rifle. Later on, he stated that there will be various container types the post apocalyptic equivalents of crates and barrels - in which we can also find other types of items such as clothing, ammunition, currency, health packs, stimulants et al. When you enter combat, which won't take long to happen, you can simply fight it out in real-time, or pause the action to employ the Vault-Tec Assisted Targeting System (VATS), which lets you can aim at specific parts of your target. This means, for example, that you can attempt to slow down an enemy by shooting it in the leg, or go for a deadly head shot, both of which may have lower probabilities of success than aiming for larger but possibly more resilient torso. Purists may argue that Fallout 3 should retain its turn-based heritage. While we weren't afforded any opportunity for hands-on play, my initial impression is that the new system is fun. If so, it won't be an issue, at least not a major one. As you make your way through the wasteland, the first town you find will probably be Megaton. Named for the unexploded bomb around which it stands, it's a walled group of ramshackle, shanty-like buildings that a mysterious stranger named Burke wants wiped off the map. This served to introduce an example of a decision that matters. If you do his bidding, you gain access to Tenpenny Tower, an area where you can obtain some desirable goods and quests. The other option is to report him to the sheriff. Should you do so and thereby save the community from destruction, it becomes a friendly haven in the wilderness. The demo plus a question and answer period with Todd Howard and Lead Designer Emil Pagliarulo also revealed various other interesting pieces of information. On is that it will be possible to repair weapons that aren't in top condition by using parts culled from duplicates. So for example, instead of carrying around two or more battered assault rifles, you can opt for one that is more accurate and has a faster rate of fire. For further help in battle, you'll be able to hire mercenaries. The will act semi-autonomously, within parameters you set; you won't control them directly. Area difficulty will scale, but not in a strictly linear manner to your character level. If you enter and return later, the setting will not change. Fallout 3 will employ a version of Bethsoft's Radiant AI, which will translate into a world where interactions will take place in front of you, with NPCs having activities and schedule instead of just being rooted in place. It appears there will be a few hundred in total. The smaller number (compared to about 1,500 in Oblivion) will allow for a higher degree of personalization; one reflection of this should be dialogues that seem more natural. The critical path, which involves finding your father, will have a fairly linear sequence of key events. The team is aiming for it to take about 20 hours to complete, with optional quests approximately doubling that time. There will be multiple endings, although I don't recall a specific number being mentioned. However, it was clear the game will end; you won't be able to wander forever after completing the main plot line, but given the inclusion of other decision points like Megaton plus the range of character types you can create and advance, replayability looks likely to be high. Assuming Fallout 3 ships next autumn, fans of the property will have endured a decade-long wait since the release of its predecessor. It's truly unfortunate that circumstances played out this way, but there's finally light at the end of the proverbial tunnel, and it's looking pretty bright. There's still a lot of work to be done - the team doesn't make small games - but after the three years spent on it so far, the project gives every indication of meeting and perhaps even exceeding the lofty expectations that have arisen among the grognards, And newcomers to the franchise have ample reason to anticipate a different type of RPG experience from The Elder Scrolls, but still a Bethsoft one, and potentially just as rewarding. -- Richard Aihoshi - 'Jonric' Website chính thức của Fallout 3 có link sau : http://fallout.bethsoft.com/
Thất bại hay ko thì chưa dám nói sớm chỉ có chắc 1 điều là : Bethsoft đang muốn tìm..... Fan mới .....Khi mà con bão Gear Of war vẫn còn đang tung hoành thì việc ra 1 game ăn theo fong cách này thì quá là khôn ngoan ...