-Tin mới từ web của Fallout 3 :
Fallout 3 hỏi rõ Todd Howard về sự kiện tại E3
Executive producer Todd Howard discusses Fallout 3's impressive E3 showing and what's next for the promising role-playing game.
By Staff, GameSpot
Posted Aug 2, 2007 4:56 pm PT
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Fallout 3 had a big showing at last month's E3 Business and Media Summit. It picked up numerous awards and nominations, including GameSpot's Best Role-Playing Game and Best PC Game. That's high praise for an RPG that's due out in fall of 2008, but developer Bethesda Softworks gave an impressive demo. Fallout 3 is set hundreds of years after a nuclear war, and you'll play as a vault dweller, the descendent of survivors who fled to the safety of vast underground fallout shelters known as vaults. You'll leave the safety of your vault to explore and adventure in a post-apocalyptic wasteland full of mutants, monsters, friends, and foes. To get more information on Fallout 3's E3 appearance, as well as more details on the game itself, we turned to executive producer Todd Howard.
GameSpot: By the looks of it, Fallout 3 had a great E3 demo. What did you demonstrate at the show and what was some of the more interesting feedback that you received?
Todd Howard: We showed about an hour of the game, which is by far the longest E3 demo we've ever had. So for a "first look" at the game, we certainly showed a lot. We showed about five different areas in the game and showed off the new combat system, dialogue, and such. Feedback? I was happily surprised that so many press guys were big Fallout fans and really knew the series well. The game is a blast to show off, and you'd think I'd be sick of the same demo by now, but it actually plays a bit differently each time.
Fallout 3 was one of the most impressive games at E3.
GS: What platform was the demo running on? What's the primary development platform? Will there be any major differences among the three versions of the game?
TH: We showed it on the 360, which is the platform we do a lot of the initial work on, as it's very developer friendly and contained…unlike a PC, where even in the office it can be hard to get the same results on everyone's system. That's one area the 360 really excels--awesome development tools. In the end, all three versions (PC, 360, PS3) should look the same.
GS: The Fallout community can be pretty vocal about its favorite game. What's the feedback been based on what you've shown of the game thus far? Have you managed to make some converts?
TH: Most haven't seen it yet, so I don't know if they'd be converted by screenshots or a teaser. Perhaps, but I doubt it. My general impression is they've hated the idea of us doing anything at all with it since 2004, so there's not much you can do about that except make the best game you can that is true to the series and yourself. To any fan that's actually seen the game, like many of the press guys, the feedback's been great…far better than any game we've ever shown. And it's pretty nerve-racking because you work for years on something and then pop your head up like "ta da!" with your fingers crossed. All the E3 awards certainly make you feel good because you really have no idea how you compare at the actual show. But to be called "best in show" so many times…and with hundreds of great games at E3, it definitely gives the whole team something to be proud of…to know we're heading in a direction a lot of people like.
GS: Everyone's interested in the VATS combat system. Can you tell us more about how the system works? For instance, you go into battle, pause and access VATS, target an enemy's body part, and then what happens? Does the game take control from there? Does it automatically pause once combat actions are complete?
Your character's abilities will be determined by a truly special set of rules.
TH: It's hard to describe without seeing it, but you stop time and are allowed to queue up attacks based on how many action points you have. And then you press the "go" button. The actions you chose are then played back for you cinematically--but fast. It only lasts a few seconds unless something amazing happens, like someone's head explodes. Once the playback is done, the camera warps back to where it had been.
GS: We've heard that the gameworld will be slightly smaller than that of Oblivion's. How does it compare in terms of the amount of stuff that you'll be able to do or the number of quests that you can pursue?
TH: It's a shorter and smaller game than Oblivion, and that's intentional. Don't get me wrong, it's still huge. On the quest side, we have a lot less but are pushing more on the quests being solved in very different ways. So in Oblivion, we have good and evil quests, but Fallout is much more about quests that allow you to do both within a single situation. So, [it's] smaller than Oblivion but much bigger than the previous Fallouts.
GS: It's been said that the first Fallout, rather than Fallout 2, was the model that Fallout 3 was built on. What's the reasoning for that?
TH: I think the first one has the right tone, and the ones after it tend to drift. I liked being a vault dweller, searching for water. That was a theme I wanted to pick up on again…someone who's lived his whole life in this out-of-touch underground world, who's thrust suddenly into a wasteland.
GS: It's also been mentioned that the Radiant artificial intelligence system has been improved considerably in Fallout 3. What sorts of improvements are there? How does this translate into better gameplay?
TH: [We're] not talking specifically about that yet. But it is a mix of new features and just us getting better at using the system itself because as is in Oblivion, it's extremely powerful, but only shows itself off in select instances.
This is Vault 101, the starting area of the game and the only home that your character has ever known.
GS: Now that E3 is over, what is the team working on? It sounded like you're almost at the stage where you need to build the rest of the game's world, or are you still trying to iron out all the gameplay mechanics?
TH: We're in full production, cranking out content and features daily. The E3 demo is essentially how our preproduction ends: Here's a big chunk of the game, how it looks, feels, plays, etc. Now we need to make the rest of it. We have yet to balance a lot of the combat and overall gameplay, and that gets tweaked until we ship, but the systems are working enough for us to play with them now.
GS: The game will come out for the Xbox 360 and PlayStation 3, but PC fans would like to know if there's going to be any support for DirectX 10 graphics hardware or features.
TH: To be determined. You will not need DX10 to run it.
GS: Finally, is there anything that you'd like to say about E3, or about Fallout 3 going forward?
TH: E3 was great this year. I would hate to go back to the circuses of the previous ones. I just want to show the game off and chat with folks, and that was much easier this year. Also, big thanks to everyone here that's continued to support us. We know it's a game everyone wants to see made well, and I hope you give it a shot.
GS: Thanks Todd.
-GameSpot
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/
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-Tin mới từ web của Fallout 3 :
Level Romania nói rõ thêm về Fallout 3
Finally, let's get back to what really interests you. Will Fallout 3 be the isometric wonder you all wish for? If you belong to those that consider the iso-metric perspective and the turn-based combat system to be the defining elements of the Fallout series, I'd suggest you stop reading now. Fallout 3 won't be isometric and the combat won't be turn-based. In Fallout 3, Bethesda opted for a first-person perspective, but for those who can't live without the holy isometric one, Bethesda also promises to add a 3rd person camera. With a bit of patience and skill and a bit of help from the zoom function, we can only hope the problem of the isometric perspective we'll be at least half-solved.
Another "psychological block" you'll have to pass is the fact that Fallout 3 will also visit the consoles. Console owners will be ecstatic, but the conservatory types will, as usual, wrinkle their noses. Their theory states that a console is not able to support such a complex game like Fallout, and a console owner can't swallow such a game. Nothing more false. On consoles we have Final Fantasy, Jade Empire, KOTOR and the coming Mass Effect, so I wouldn't be too worried. There is still the issue of porting, though. Here the things seem better. They are working at the same time for the PC, PS3 and XBOX360 versions, so the problem of porting is gone. The PC version will be made especially for the PC, so probably the specific problems of porting (like the huge Oblivion fonts) will be gone.
(...)
Todd Howards declared in an interview that "violence done well is ******* hilarious". Partially I agree with him. If ten years ago we were happy like little children when seeing minuscule pieces flying from a 2-3 centimeters sprite, imagine what you'll feel when blowing-up heads and playing pool with eyeballs, all in 3D. However, the general impression I had from Howard's commentary on Fallout 3's violence is that there's too much focus on slaughter in a game that's part of a series that can be completed without firing a single bullet. The man had too much enthusiasm when talking about blood and limbs flying, and the Fatman, the hand-held catapult spewing mini-nukes, is a proof that things might go a biiiiiit too far. Like any normal person, I sometimes like to blow-up someone's head with a sniper rifle or break another one's hand with a wrench, but still I don't want Fallout to become Manhunt. To each its own...
(...)
Children? They're there. Will we be able to punish them with a minigun for not doing their homework? I'm afraid not. The developers gracefully evaded the questions about child-killing asked by a more insistent journalist. They answered with a question "...do you really want to be able to kill children?". In an official setting (where each and everyone is an undercover psychiatrist), you can only scream from the top of your lungs "Yes, I do!", so the discussion became a little uncomfortable and moved to safer waters. Like with what little cannons you can't kill the poor children with.
(...)
So, let's put everything together. Bethesda got their claws on Fallout 3, Interplay held the rights to a possible Fallout MMO and everybody was happy. Except the hardcore fans, who, a year and a half before even the first artwork to be available, quickly drew the conclusion that Fallout 3 will be "Oblivion with guns". I'll refrain from further comments, but if we are to apply the same reasoning, it would mean Half-Life is just "Doom with a storyline" or that Baldur's Gate is a simple Diablo with more words... I say we wait will the autumn of 2008 (I'm a bit skeptical about this one, but if they say so...) and only then start throwing rocks or flowers. I have a feeling Bethesda will have a nice surprise for us. Until then...let's dream."
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/
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-Tin mới từ web của Fallout 3 :
Chào mừng Fallout 3 đã trở lại ...
Welcome Back to Fallout
Todd Howard
Executive Producer
When we started Fallout 3 in 2004, we obviously had big ideas of what we could do with it, and I talked to a lot of outside people, from ex-developers to press folks to fans. What made it special? What are the key things you'd want out of a new one? The opinions, and I'll put this mildly…varied. A lot. But they would all end the same, like a stern father, pausing for affect – "but do not…screw it up." Gulp. Let me write that last one down a few times.
I'm going to assume that if you're reading this, you've probably read between 1 and 50 previews of Fallout 3 already (they're linked on this site). There's already too much info out there, in different forms and in conflicting ways, for me to cover or correct it all here. If there's one thing I've learned over the years, it's that the information never gets out 100% correctly, and you will certainly never be quoted correctly. For the record, I never compared the violence in Fallout to Jackass, I compared it to Kill Bill…big difference. I also never said "fantasy is riding a horse and killing things," but oh well. Ultimately the game speaks for itself (certainly better than I do). The other thing to keep in mind is that preview comments often circle around the small-footprint sensational elements (Fat Man, toilet drinking, bobbleheads, etc), while sometimes missing the key points of the hour-long demo we give, which are: player choice, consequence, sacrifice, and survival.
Survival is a key theme of the game, not just for you, but for the characters living in the world. The no-longer-simple act of survival, and the uniqueness of it, gives each character special meaning. What has each one sacrificed to do so? You have to find water sources to drink from, and balance your health and radiation levels. There are countless sources of water. Yes, the game has toilets (just like…the real world), and if you want, you can drink out of them. That's a better solution than saying, "sorry player, you can drink all water types but this one." Don't confuse a preview mentioning toilets with what we're focused on.
I hope over the next year you'll come to see this website as a good place to get information on the game, right from us. Please know it's going to be a slow trickle all the way up to release for a few reasons, 1) the game is a long way off yet, and 2) we mess with the game until it's done. If something big changes that we've already discussed, we'll do our best to let you know. Suffice it to say, you should have more then enough info when the game hits the shelves to decide for yourself if Fallout 3 is worth your time and money.
The massive expectations of what this game means to everyone who loved Fallout, RPGs, and gaming-in-general is not lost on us. It's impossible to discuss the game with anyone without them referencing Oblivion and/or the Fallout legacy. In many ways, it's the sequel to both games. It's our "next" RPG after Oblivion while also being the sequel to one of the greatest games in the history of electronics. No pressure. We hear from everybody. If you have an opinion on what/how the game should be done, I guarantee we've heard it. From "don't change a thing, make it exactly like the others" to "I don't care as long as it has mutants," and every permutation in between.
If you know us, you know we work by a few key philosophies, and "reinvention" is one of them. I've seen too many things I once loved fall down the hole of numbing repetition, missing the innovation and flair the 1st one had. We tear down The Elder Scrolls each time and rebuild it, trying to find new ways of presenting the ultimate-fantasy-world-do-whatever-you-want-sandbox game each time. I guess I'm a product of Ultima 4 through 7, where I was at my "I can play games all day" period of my life. I saw Richard Garriott reinvent that game each time, from the interface to the combat to everything else. If any game is going to have the same impact it had years before, it must use new ways of doing it, because time changes not just the technology, but most importantly, the person viewing it.
And that's how we approach Fallout - find its spirit, the feelings it left you with, the impact it had when you first played it, and make that happen again…ten years later.
I also read the old reviews, which is a great way to get insight into how a game made people feel at the time. It's fun to read what stuck out to people back then, not just the world and its choices, but things that may look aged now, but were state of the art then; such as the SVGA graphics, the characters talking with full voice, and the over-the-top death animations. None of that registers now, but for 1997, the game certainly used the latest tricks to pull you into the world.
Obviously we had the old games to look at, and Fallout 1 became our main model and inspiration. I always preferred the tone of it, and it's the one we focused our time on dissecting. We also went through all the original source material, as well as the "Fallout Bible," put together by Chris Avellone, whose work is always fantastic. But one of my favorite sources, when we received everything (yes, everything) from Interplay, is the original "Fallout Vision Statement", back when it was called "Fallout: A GURPS Post Nuclear Adventure." This is the document detailing what Fallout was to be, and is a 14-point bulleted list. Here they are, in order, with direct quotes (enjoy – I know I did):
Mega levels of violence. "When people die, they don't just die – they get cut in half, they melt into a pile of goo, explode like a blood sausage, or several different ways – depending on the weapon you use."
There is often no right solution. "Like it or not, the player will not be able to make everyone live happily ever after. "
There will always be multiple solutions. "No one style of play will be perfect."
The others are: "The players actions affect the world.", "There is a sense of urgency," "It's open ended," "The player will have a goal," "The player has control of his actions," "Simple Interface," "Speech will be lip-synched with the animation," "A wide variety of weapons and actions," "Detailed character creation rules," "just enough GURPS material to make the GURPSers happy. The game comes first." That one is actually crossed out in the document, as they dropped GURPS, and lastly:
14. "The Team is Motivated" "We want to do this. We care about this game and we will make it cool."
Ten years later and I don't know that I would change a word of what we want to do today. Especially that last one. We have an incredibly passionate and amazing group here; I've been privileged to work with many of them for over a decade. Hopefully in another 10 years people will look back and say, "Nope, they didn't screw it up." Hopefully.
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/