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This Fallout 3 fotografia might contain rua, cena da cidade, ajuste urbano, cenário urbano, cena de rua, cidade, urbana definindo, área de negócios, centro, distrito de negócios, centro da cidade, no centro da cidade, carrinho de mão, carrinho de jardim, and carrinho de gramado.

The case of Broken Steel, however, seems to be an exception to the rule. Aside perhaps from Mass Effect 2's Arrival – whose effects on your Mass Effect 3 playthrough are yet to be revealed – never have I found DLC that is fundamental to my understanding of a game's overarching story. And that's got to be a good thing.

Of course, not every single game out there is long enough to justify premium post-release content. If a developer releases DLC on topo, início of a game that's just way too short, I feel like I'm being ripped off, because why couldn't this content have been included in the main release?...
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"It's not an action game. It's a role-playing game.", Todd Howard


Todd Howard seems to think so, but then again, Todd seems to think a lot of things. Some of them may even be true. Leaving the obvious pergunta "why did the magazine file Fallout 3 under "action RPG"?" aside, let's take a look at what the presentation of this role-playing game was focused on. For example, how many dialogue screens were shown in those 10 pages? Zero. Wouldn't you think that dialogues are an important Fallout element that the presentation should have mentioned, if not focused on? Apparently not. How many quests were explained in details, showing the design and them moral, game-changing choices? Once again, Bethesda follows the Oblivion formula: focus on the visuals and HAWT AKSHUN, assure people that quests and dialogues are superb and awesome in seven different ways, but show nothing to back up these claims.
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When I saw Fallout 3 at last year's E3 I thought it looked cool but not being one of the cult of Fallout, I viewed it with the same sort of interest that I do most games I know nothing about: Curious, but not what I would call overly excited. All this changed however, this past Tuesday when I headed downtown to check out the new build of the game that Bethesda was showing off.

From a training system tied to a child's development to the fifties-meets-Steampunk look of weapons, Fallout 3 may not have a solid encontro, data yet, but after seeing this build, I can honestly say I am well and truly smitten....
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In fact, many of the 360 version's Achievements will be about acquiring these different titles as you progress - getting all the Achievements is almost impossible in just one playthrough, particularly due to the nature of quests in Fallout 3.


ALMOST impossible? You mean like "it will be very hard to become the head of all Oblivion guilds" right? Anyway, the artigo insists that the game will be loaded with choices & consequences, branching quests, and other role-playing goodness, but, sadly, no examples are given. Considering Bethesda's fondness to make shit up in order to sell mais copies,...
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posted by vagos
Attributes
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The Pip-Boy 3000, shown displaying the player's current skill ratings.

The game begins with the main character as a newborn, whereupon the player determines the race, the gender, and the general appearance of their character. As a one year-old baby, the infant reads a child's book titled You're SPECIAL, where the player can set the character's starting S.P.E.C.I.A.L. primary attributes: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. The character gains a set of Skills with base levels determined por these attributes. At age 16, the player takes...
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posted by vagos
Ok. Let me get this straight. Some idiots built a town around an undetonated nuke. Some guy wants you to detonate the nuke because it's a "blight on the urban landscape". Looks like the fact that a nuclear explosion would wipe out and contaminate that very landscape doesn't occur to him. Then again, in this setting people use nuclear explosions to light up cigars, so maybe it's not that bad. A well designed quest!

Anyway, did you notice that the artigo does not mention any option to do something differently? One would think that Todd would have illustrated or at least mentioned all the options...
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posted by vagos
The player can have a maximum party of three, consisting of the player's character, a dog named Dogmeat, and a single non-player character. Dogmeat can be killed during the game if the player misuses him or places him in a severely dangerous situation and he cannot be replaced (this was changed with the introduction of Broken Steel: the level 22 "Puppies!" perk allows the player to gain a cachorro, filhote de cachorro follower if Dogmeat dies);[18][19] it is possible to not encounter Dogmeat at all depending on how the game is played.[20] One other NPC can travel with the player at any time, and in order to get another NPC to travel, the first one must be dismissed (either voluntarily por the player or as a consequence of other events) or die in combat.
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posted by vagos
Not actually a fat man, which would in its own way be hilarious, the Fat Man is a "shoulder-mounted tactical nuclear catapult." In layman's terms, that means it's a hand held weapon that basically shoots nuclear bombs at people. It should certainly incinerate your target, but do be warned, there's a high possibility it will also incinerate everything around it (including your mates and possibly yourself), as well as leaving residual radiation.

The name comes from the segundo atomic bomb that was dropped on Japão in 1945. Unsurprisingly, in the game's Japanese release, this had to be changed, with the Fat Man becoming the Nuka Launcher in the Land of the Rising Sun. In Japan, the side quest whereby you can choose to detonate the atomic bomb in the town of Megaton was also removed from the game.
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