http://fallout.bethsoft.com/index.html
Release date 7 Oct 2008
http://www.gamespot.com/ps3/rpg/fall...g=tabs;summary





http://ps3.ign.com/objects/901/901269.html#features
UPDATE:
http://www.gamespot.com/pc/rpg/fallo...om_clk=topslot
HOLY F88K I NEED NEW SHORTS. This is the GAME I must have this year Hands Down. MGS4 is nice but this is whats I am dieing to play.





Update:
Update:



Update
http://www.1up.com/do/previewPage?cI...7&sec=PREVIEWS
http://www.1up.com/do/previewPage?cId=3167330&p=37
Release date 7 Oct 2008
DLC is out:
http://fallout.bethsoft.com/eng/info/opanc.html
http://www.gamesforwindows.com/en-GB...anchorage.aspx
http://marketplace.xbox.com/en-US/ga...2425307d5/?p=1
http://fallout.bethsoft.com/eng/downloads/videos.html






Release date 7 Oct 2008
http://www.gamespot.com/ps3/rpg/fall...g=tabs;summary
Quote:
| DESCRIPTION: 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. Included is 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, America's First Choice in Post Nuclear Simulation. STORY: Vault 101 – Jewel of the Wastes. For 200 years, Vault 101 has faithfully served the surviving residents of Washington DC and its environs, now known as the Capital Wasteland. Though the global atomic war of 2077 left the US all but destroyed, the residents of Vault 101 enjoy a life free from the constant stress of the outside world. Giant Insects, Raiders, Slavers, and yes, even Super Mutants are all no match for superior Vault-Tec engineering. Yet one fateful morning, you awake to find that your father has defied the Overseer and left the comfort and security afforded by Vault 101 for reasons unknown. Leaving the only home you've ever known, you emerge from the Vault into the harsh Wasteland sun to search for your father, and the truth. KEY FEATURES:
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Quote:
| Vault 101 – Jewel of the Wastes. For 200 years, Vault 101 has faithfully served the surviving residents of Washington DC and its environs, now known as the Capital Wasteland. Though the global atomic war of 2077 left the US all but destroyed, the residents of Vault 101 enjoy a life free from the constant stress of the outside world. Giant Insects, Raiders, Slavers, and yes, even Super Mutants are all no match for superior Vault-Tec engineering. Yet one fateful morning, you awake to find that your father has defied the Overseer and left the comfort and security afforded by Vault 101 for reasons unknown. Leaving the only home you’ve ever known, you emerge from the Vault into the harsh Wasteland sun to search for your father, and the truth. |
UPDATE:
http://www.gamespot.com/pc/rpg/fallo...om_clk=topslot
HOLY F88K I NEED NEW SHORTS. This is the GAME I must have this year Hands Down. MGS4 is nice but this is whats I am dieing to play.





Update:
Quote:
More than 10 years ago, serious computer role-playing game fans fell in love with a postapocalyptic role-playing game called Fallout, a game that offered deep role playing, dark humor, and a memorable adventure that was worth replaying. More than 10 years later, an entirely different studio is now working on the next game in the series, trying to stay true to the original vision of the first Fallout game from 1997 while also including all the improvements and open-ended exploration of its last game, The Elder Scrolls IV: Oblivion. Yes, Bethesda Softworks is working on Fallout 3. Yes, your adventure will take place in the postapocalyptic wasteland (in this case, the ruins of Washington DC); yes, you'll still start your adventure as a dweller in a vault (a colony living in a radiation shelter left over from the nuclear war); and yes, we had an opportunity to take an updated look at the game.![]() Have minigun, will shred mutants. Our updated tour of the game started with the very beginning--how you create your character by being born to your mother, Katherine, and your scientist father, James (voiced by actor Liam Neeson). Through a hazy first-person cinematic sequence from the perspective of the operating table, you can choose your character's gender and name, as well as preview your character's adult appearance by way of the vault's computer system...then become dimly aware that something has gone terribly wrong with your mother during the childbirth. You then jump forward a year later to the age of a toddler, where you use a basic movement tutorial to crawl out of your playpen and access the S.P.E.C.I.A.L. book--a book that lets you choose your character's abilities by way of the classic attribute system from the Fallout games (strength, perception, endurance, charisma, intelligence, agility, and luck). You then jump ahead nine years to your 10th birthday, at which point you gain the ability to speak with other characters (such as the other children at your birthday party) and use the PipBoy 3000 portable wrist computer, which is given to you by the vault's "overseer," or head administrator. The PipBoy acts as a journal, status indicator, and quest log that will help you keep track of any tasks you need to perform. You'll even get to take on a few rudimentary quests at your party or just watch the many-armed robot of the future, Mr. Handy, mangle your birthday cake with one of its buzz saw-arm extensions. Later, you'll be whisked away to additional tutorial areas, such as a target range, where you can practice the game's real-time first-person shooter combat. We then skipped ahead to a few different areas in the main game, including a random encounter that all players will face. In a sprawling junkyard scene, two desert raiders have assaulted and killed a nameless man, leaving his feisty canine companion to fend for himself. The dog is none other than Fallout's Dogmeat, the swift-moving, loyal, pugnacious pooch from the original 1997 game. After disposing of the raiders yourself, you can invite Dogmeat to join you, and from then on, although you can't have any meaningful conversations with him or have him carry a ton of inventory, you can give him plenty of orders, such as having him go out to search for food, medicine, or even fallen weapons (if there are none nearby, Dogmeat will disappear for an hour or so of in-game time before returning). You can also praise or scold him--this won't affect his morale or loyalty, though it will reflect whether your character is naughty or nice--but more on that later. We then jumped ahead to a different sequence where we were explored a ruined tenement infested by feral ghouls. Those familiar with Fallout lore will remember that "ghoul" is just a term used to describe any human that has been exposed to such severe amounts of radiation as to become severely deformed physically, but feral ghouls have actually lost their minds and have become aggressive animals. Their deadlier brethren, "glowing feral ghouls," have an unhealthy fluorescent green glow that sets off your PipBoy's Geiger counter and eventually make your character extremely ill if you let them zap you with their radiation-based attacks. Feral ghouls are extremely swift and vicious, leaping at you with tremendous speed. We dealt with them primarily using real-time combat, using the old Fallout favorite 9mm submachine gun, which did a good job of inflicting lots of damage when fired in bursts. A few times, we watched as combat switched to the turn-based VATS mode, which lets you target various body parts on your enemies (as in the original Fallout games). In these cases, the final shots to our enemies were delivered in dramatic slow motion, sometimes even turning the ghouls' limbs and skulls into bloody pulp (though we're told that the infamous Bloody Mess perk, which causes everyone around you to die spectacularly, looks even more insane in practice). ![]() Irradiated ghouls are just one of the threats you'll encounter in this sequel to the classic RPG Fallout. Finally, we jumped ahead to a highly advanced area just outside the capitol building, where the once-splendid square had been transformed into a massive war zone, complete with a network of World War I-style trenches dug throughout the streets. In this sequence, we watched a powerful character wearing power armor (the signature armor of the Brotherhood of Steel--the technically advanced faction of "knights" that attempts to keep the threat of mutants at bay) and wielding several powerful firearms go after an army of wandering super mutants. We went after these powerful brutes with a minigun and then switched to the Fat Man grenade launcher to flush out a few entrenched super mutants who blasted us with rocket launchers. In several cases, we were rushed by our enemies in the trenches and had several harrowing experiences in real-time combat where our minigun's clip emptied out just as we were cleared to fire back and--coupled with the weapon's startup delay--put us back in the line of fire at that very moment. The game is currently still in an alpha state of development--content is still being added and taken away. According to a Bethesda representative, the primary game is shaping up to have somewhere in the neighborhood of 20 hours of gameplay, though it will offer dozens of hours of other stuff to do for players who enjoy exploring side quests and other types of content. For instance, you'll find multiple outcomes available to different quests as you side with different factions, and you may also receive random quests as you pick up communiques on your PipBoy, such as distress calls or new missions to perform. In any case, the developer is focusing on having a clean interface that isn't cluttered with an overwhelming amount of information--various menus, such as your inventory and your character's current health levels (you can sustain crippling injuries to various parts of your body that may affect your weapon skills or your ability to run), will be kept separate, rather than kept on one crowded screen. While the game will still handle dialogue with other characters with a multiple-choice dialogue screen of the kind you've seen in such games as Oblivion, Mass Effect, and Knights of the Old Republic, you'll receive most of your alerts, such as new quests, as brief text messages that fade away, similar to friends notifications on Xbox Live. The idea is to avoid having too many jarring messages that have to be individually clicked on and closed down to get back to the action. ![]() Man's best friend? Maybe you'll think of me. In fact, the Xbox 360 version of the game (and the PC version of the game, which is being planned to include Games for Windows Live Functionality) will have achievement points that will require you to play through more than once. Like in the previous games, you'll have a karma statistic that goes up when you perform good deeds and goes down when you perform evil ones. Achievements will be given for completing the game with both a high karma and a low karma. Though we've only had a few chances to see the game, Fallout 3 looks very impressive and seems to be what the Bethesda team has set out to make--a role-playing game with the exploration and real-time combat of Oblivion but the role-playing elements of the classic Fallout from 1997. The game is scheduled for release on the PC, the Xbox 360, and the PlayStation 3 later this year. |



Update
http://www.1up.com/do/previewPage?cI...7&sec=PREVIEWS
Quote:
| Previews: Fallout 3 A post-apocalyptic future never looked or played better. ![]() You're reading an E3 2008 preview, which we've broken into three sections to make it easy to sift through during this week of convention madness. Check out E3.1UP.COMfor all (meaning words, screens, and videos) of our E3 2008 coverage.What's the game about? Over the years, the original two Fallout games have become legends; they are the sort of games people get all misty-eyed about, even though you know it's been so long since the games came out that half of folks talking about them probably never even played them. Enough did, though, for the games to make lasting impressions -- the core of what made Fallout so special. First, its 1950s-era "world of tomorrow" vision of a postapocalyptic world created a striking and distinct visual style -- like the set from a black-and-white sci-fi film, featuring computers with luminescent dials and gauges, crackling with arcing transformers and humming tubes. In addition to this unique look, the games crafted an involving RPG filled with interesting characters to meet and a turn-based combat system that had the tactical depth of a strategy game. Fallout 3 finally brings fans the long-overdue next sequel in the series...or does it? That's the question that many have wondered since the original publisher, Interplay, went bankrupt, halting work on the then-in-development version and ultimately selling the license to Bethesda. Bethesda's Elder Scrolls series of RPGs boasts legions of fans as well, and its latest chapter, Oblivion, won over numerous more. Yet the first-person action style of those games seems far removed from the traditional isometric view of the old Fallouts. When the first screens confirmed that Fallout 3 would be built on the same engine as Oblivion, fans wondered how Bethesda could possibly get Fallout right. But while the new Fallout may look different, Bethesda definitely intends it to be a full-fledged part of the series. Once you get past the new first-person perspective, it's striking how well Fallout's signature art style has been recaptured in the new game. The environments look as if you've been dropped into a character inside one the original Fallouts to poke around. This also carries over to the interface, done to look like your retro PDA, the PIP-Boy 3000. And the game follows the Fallout formula, with your character starting out inside a vault -- fallout shelters in the Fallout world -- destined to head out into the wasteland on an adventure. What's new for E3? With progress on the game coming along well, Bethesdatook a gamble: Rather than constructing a special demo, they turned us loose roughly at the beginning of the game to do as we pleased. They did cheat us forward a little bit -- we started at the dramatic moment of emerging from the vault. It comes across every bit as powerful as you'd expect. Your eyes struggle to adjust to the blinding glare of the sun, which your character is seeing for the first time, and slowly, the desolate scene of destroyed roads and skeletal buildings comes into focus. Once we breathe again, it's time to strike out for the nearest buildings to start exploring. Fallout 3 takes place in and around the WashingtonD.C. metropolitan area, and the vault you walk out of is on the outskirts of what used to be the suburbs. After making our way down into the ruins and getting our bearings, we headed toward the settlement known as Megaton. This makeshift town, assembled from a variety of parts and scrap metal, looks like something from a Mad Max movie and houses a number of colorful characters. But the desire to see as much as we could before time became an issue prevailed, and we quickly headed out to see how close we could come to the center of town. We made it as far as a somewhat more urbanized area that appeared to be old apartments. The current residents turned out to be primarily fire-belching giant beetles that were a little tougher than a green character could handle. What's our take? Even if the first thing we saw hadn't been the moment coming out of the vault, Fallout 3 still would have taken our breath away. As good as Oblivion looks, this game already looks markedly better. You can almost feel the rough edges of every weathered surface and taste the sand and dust in your mouth. And it's a world that invites you to check things out. For instance, we found a letter in the mailbox of the first house we happened upon -- a letter explaining to the house's former occupants that they had been rejected for vault admittance. It's a good sign that the dry wit of the original Fallouts may also be coming through. Venturing into Megaton felt familiarly like coming into the towns in Oblivion. A number of different people are going about their business, and it has a good sense of being a real place. Talking to people still breaks the atmosphere with its awkward, in-your-face view. The dialog does at least sound good, and from what we saw, it offers a number of different things to do and ways to approach people. Later on, when we met a boy outside in the wasteland, the dialog options gave us a good deal of freedom in how to handle the interaction, ranging from intimidating him to being almost naively gentle and consoling. But the best, and also the most reassuring, part of playing Fallout 3 is the combat. From this first taste, it seems genuinely capable of marrying the tactical nature of the originals with the trigger-heavy controls of a shooter. At any time you can call on the Vault-tec Assisted Targeting System (or V.A.T.S.) and stop time to take a planned action. When you do, action points can be spent on a number of different things, from basic called shots to firing more complex guns to using a skill to heal yourself. Your action points recharge once you use them up, but you are not completely helpless. You can always fire your weapons, just like you would in a shooter. The trade-off is that while firing, your action points come back much more slowly. In practice, this keeps the game's pace moving along well, and it let us take on enemies that might have been tough to beat in a straightforward shootout. We could use up all our action points on precision shots to cripple an enemy as it came into range and then seamlessly slip right into shooter-mode to finish it off. This strikes a really nice balance. On the one hand, we get a sense that how we maneuver at the start of a fight -- and the perks we choose to improve our character -- really matter by letting us get an early jump on the critters. At the same time, because we knew we could just fall back on shooting, getting into a fight never feels like an interruption to the game, and using V.A.T.S. becomes like a sort of enhanced slo-mo. With talk of perhaps hundreds of different endings depending on how you choose to play things, the prospects for Fallout 3 couldn't get much better. All that really remains to be seen is how well it can put what looks to be the right pieces together. If the combat system works as well at higher levels with more skills and enemies to manage, and the story elements prove to be as enthralling as the world looks, then Fallout 3 could easily follow in the successful footsteps of Oblivion. |
Quote:
| Previews: Fallout 3 Bethesda reveals a birth, a dog, and 500 endings. ![]() With no magazine to finish this week, executive editor Shawn Elliott and editor-in-chief Jeff Green went to a hotel in downtown San Francisco in the middle of the day, sat down on a couch, and got a demo of Fallout 3 from Bethesda's Pete Hines. Here is their report. Jeff Green: I've played a lot of games in my life, and a lot of weird games, and a lot of weird games that have had weird beginnings. But I don't know if I've ever played a game that started with me emerging from my mother's womb. Shawn Elliot: Prey's sphincters are as close as I've come, but sure, Fallout 3's "opening" moments are more than a perineum away. I'm sorry. I really wrote that. Seriously, though, the cunning way that Bethesda takes the thinking behind traditional tutorials and character creation interfaces and naturally integrates these game conventions into the game's narrative is impressive. You crawl around a playpen in first-person perspective; you press a button to cry and call for daddy; you learn about strength, perception, endurance, charisma, intelligence, and other RPG traits by browsing children's books -- has any game truly attempted to tell the story of a life from birth to death? Jeff: This is great. Now anyone who Googles "womb" and "sphincter" will come straight to this article. Shawn: And perineum -- where heaven meets hell. T'aint an RPG, t'aint an FPS. Jeff: Uh, anyway. Yeah, Bethesda did that same kind of cool in-game character creation in Elder Scrolls IV: Oblivion -- but this one is so startling because of this whole birth/baby thing. I mean, it's kind of a bold and strange thing to do given how many (male) gamers need their testosterone validated in their games. And Fallout 3 does have this dark, badass image to it. So gamers are going to bring the game home, rip open the box, and think they're about to start blowing the heads off radiated mutants...and instead they're going to be crawling around in a playpen saying "Dada." Yes, this is essentially just the opening tutorial and won't take up more than 10 minutes, but still, I can see tons of guys yelling "WTF" at their screens and praying that their brother or mom or friends don't walk in to see them playing the baby simulator. Shawn: Ten minutes of infancy, that is. Then comes the jump cut that brings us to our 10th birthday/introduction to dialog trees. No matter how hard you try to guarantee that you'll grow into a freckle-faced, pig-nosed person in need of a YouTube video blog, you can rest assured that the other Garbage Pail kids at your party are uglier than you'll ever be. Bethesda's faces are far, far better here than any in Oblivion, but to be frank, I doubt that Vault 101, where we're born, is really radioactivity-free. The neat thing is, as you choose to be bratty or craven with these kids, your karma stats change to reflect your behavior. Oh, and the other 10-year-olds whispering about forming a Greaser Snake gang? Bethesda's Pete Hines leads us to think that we'll encounter them later in life after they've done just that. Jeff: Yeah, with all due respect to Bethesda's immense talent in many areas, I don't think I'd go to them for plastic surgery. Anyway, yes, karma factors big in Fallout 3, and the choices you make, starting way back from that 10th birthday party of yours, will follow you throughout your life, affect how NPCs will react to you (start being a bad guy, and other bad guys will come out of the woodwork to...do bad things with you) and even affect the game's ending. Bethesda is promising something like a zillion endings -- OK, 500, but that sounds equally preposterous -- all based on the decisions you make and actions you take, however minute they might seem to you at the time. And though what I wrote makes it sound like I don't believe they can pull it off, I actually do. The original Fallout did that very thing. OK, so back to the demo: They skipped the rest of the childhood stuff at this point -- including the key narrative events that lead you to leave Vault 101 and begin the real game -- and then showed us hooking up with good ol' Dogmeat, the canine companion from the original game who fanboys prayed would make it into this one. Well, he did. Note, however, that this is not the same Dogmeat, since this game takes place over 100 years after the first two games. I think I might like this Dogmeat better though -- he does some cool tricks. Being able to send him out on missions to fetch items you need should reduce time spent wandering the world yourself looking for crap. I thought that was a cool touch. Shawn: Totally. He fights for you, too. And when you order him to hunt for weapons or food, he'll wander around the world actually searching for stuff. In other words, he won't simply slip offscreen and suddenly return with whatever bounty an algorithm bestows on him. And if you take proper care of your pet, he'll follow you to the finale of what Hines is now saying is a 70-hour-long game. And that's about as much time Jeff has spent with his real bitch. Here's what I'm wondering. Players develop addictions to the performance-enhancing drugs they take as well as the curative alcohol they drink. We know that Dogmeat heals with the same stimpack treatment, but does he develop similar addictions? Is that an asinine question? When Fallout 3 allegedly offers over 500 outcomes, it's tempting to think that things are as deep as that. After all, this is the developer whose Elder Scrolls RPGs made vampirism a viable survival strategy. However, I was a bit bummed when Hines said we won't be able to become mutants. Jeff: And that bitch's name is Shawn Elliott. So Dogmeat -- well, the other Dogmeat -- fought for you in Fallout as well. Dogmeat 2 here is more versatile and better trained. And, yeah, I liked the fact that the canine will only find items that actually really exist in the game world -- items you yourself could find. Very cool. I don't think the dog can get addicted to drugs, no. You'll have to make that game yourself. (And, wow, I'm glad you didn't ask that question at the demo, or I would have had to pretend I didn't know you.) I do hear you though, Bethesda does tend to go deep when thinking things through in their world-building. And to be clear, when they say "500 endings," I think we are talking about granularity mostly. Like, there are probably just a few real endings on the big plot points, but you'll hear anecdotes in voiceovers, and/or maybe with art montages, saying what happened to this person, or that town, depending on your actions throughout the game. Or maybe I'm just making all that up. And I keep wanting to type now that your idea of the player becoming a mutant is a stupid one, except, unfortunately, the more I think about it, the cooler that sounds. Shawn: Nor did I ask about downloadable Dogmeat armor. That wouldn't have been funny, but then it wasn't funny when another media dude at this demo watched what has got to be one of the finest opening scenes in a first-person game this side of BioShock and Half-Life 2, and then decided to ask about downloadable content. Really? Hines says 500 endings and, what, you want to buy a 501st? Interestingly, the fact that we'll have different Fallout 3 stories to tell when we meet at the nonexistent watercooler or Brawndo vending machine bothers a few anal-retentive types. I've read message board posts by people saying they'll feel shortchanged if they can't experience every possible outcome in a single playthrough. They'd rather not miss a moment than make any meaningful decisions, such as whether or not to nuke the town of Megaton (where detonating the dormant atom bomb in the city's center will wipe the place and its population off the map). Jeff: Well, yeah, but the game is an RPG, and RPGs are ostensibly about making decisions. At some point you need to (or should) commit. If you need to see every available outcome of every action, then play the game 500 times or shut up. Let the rest of us actually enjoy taking the risk, since most games don't offer any. The other big decision that I guess you'll constantly be making is how to approach combat. Do you just play it shooter-style, guns blazing? Or do you take the time to pause and use V.A.T.S (Vault-tec Assisted Targeting System), which approximates, sort of, the turn-based combat of the original Fallout games by letting you spend action points to target specific body parts. The latter will provide more precision, and will assist those who are shooter- or twitch-challenged. And thank god for V.A.T.S., because without it, well, the game really is just a shooter. Which is another thing -- or maybe the biggest thing -- that is pissing off the angrier of the nerdcore fans. We asked if you could just play the game and win without ever going into V.A.T.S, and the answer was "yes." You can run and gun your way through this game if that's how you want to do it. And I don't know how I feel about that yet either. Maybe I'm an angry nerdcore guy too. Shawn: Oblivion isn't an RPG? I agree that role-playing means making decisions, but not with the assumption regarding die rolls, real or virtual. I appreciate that I can choose to manually target opponents or opt for V.A.T.S. In fact, I suspect that every player, no matter how comfortable he or she is with FPS-style combat, will want to flip back and forth between both options. If I'm bleeding and boxed in, a V.A.T.S.-enabled string of slo-mo headshots increases my odds of surviving. But say I'm feeling fine and stumble upon another Radscorpion -- why prolong a petty encounter? I appreciate that I can play the entire game from first- or third-person perspectives. Oh, and I appreciate that I'm able to be good or bad or anything totally in between the two. Hines' says it best in this snippet from our interview. See the V.A.T.S. battle system in action for yourself here. |
DLC is out:
http://fallout.bethsoft.com/eng/info/opanc.html
http://www.gamesforwindows.com/en-GB...anchorage.aspx
http://marketplace.xbox.com/en-US/ga...2425307d5/?p=1
http://fallout.bethsoft.com/eng/downloads/videos.html
Quote:
| Description: Operation: Anchorage. Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. Gain access to unique armor, weapons, and exotic gadgets while you build and command interactive Strike Teams to win the battle and defeat the Chinese base. Story: The Brotherhood Outcasts are trying to acquire advanced military technology, and the only way to open the vault containing these relics is by completing a tactical simulation only you can enter.In Operation: Anchorage you will re-live the epic Battle of Anchorage from Fallout lore. Find your way into the simulation, stripped of resources, and survive within the rules set up by the simulation’s creators. The Chinese red army is everywhere, so secure the surrounding mountain side and fight your way into the Chinese base. Key Features:
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