Slashdot Mirror


Fallout 4 Announced

An anonymous reader writes: After teasing gamers with a countdown timer yesterday, Bethesda has now announced Fallout 4 for PCs, the Xbox One, and the PS4. They've also released an official trailer (YouTube video). The game will be set in post-apocalyptic Boston, and the player character will apparently be accompanied on his adventures by a dog. The Guardian has a post cataloging the features they're hoping will be improved from previous games in the series: "The combat system in the last two Fallout games was not universally adored. It often felt you were shooting wildly and blindly, biding time before you could use the the Vault-Tec Assisted Targeting (VAT) system, which allows players to focus in on specific parts of enemies with a percentage chance of hitting them. ... Well-written, hand-crafted quests are going to be vitally important. The Radiant Quest system used in Skyrim sounds brilliant on paper: infinite quests, randomly generated and a little different each time. But the reality was a lot of fetch quests in similar looking caves. Bethesda may be tempted to bring that system across to Fallout 4, but there's an argument for abandoning dynamic quests altogether and opting for a smaller range of authored challenges."

9 of 229 comments (clear)

  1. Saw it coming by Forgefather · · Score: 4, Funny

    To absolutely fucking no ones surprise a sequel was announced to a popular and profitable franchise.

    --
    "There are lies, there are damn lies, and there are statistics"
    1. Re:Saw it coming by GeekWithAKnife · · Score: 4, Informative


      Amusing but the truth is there was doubt if this franchise will be killed off due to legal issues.

      The truth is loads of geeks want to know this and there was a bit of an interesting intellectual rights battle between Bethesda and Interplay.

      So really, this is a little bit of a surprise ifyou think that my most beloved game series of all times was almost axed because of some failed MMO you insesitive clod!

      Read more here -> http://en.wikipedia.org/wiki/F...

      --
      A 'singular oddity' is an event that cannot be explained and only happens when you are alone.
    2. Re:Saw it coming by Anubis+IV · · Score: 4, Informative

      That's not quite how it went down. Let's be clear: Interplay is a shadow of its former self, has been that way for a number of years, and any Fallout game they would make would be just as much a "true successor" to the series as one made by anyone else since all of the devs are gone. Just to review...

      1) Interplay created Fallout, and their internal Black Isle team created Fallout 2, under the leadership of Brian Fargo and the creative direction of Jason Anderson.

      2) Anderson left the company during Fallout 2's development, and Fargo was ousted by shareholders in 2001 in a corporate shakeup.

      3) Black Isle Studios was closed in 2003 and the entire staff was laid off. Van Buren (i.e. the original Fallout 3), which they were working on, was cancelled. A lot of them ended up over at inXile Entertainment, which Fargo had founded after he was ousted. Many of the others went on to found Obsidian Entertainment. More on those guys later...

      4) Despite cancelling Van Buren, Interplay did, however, manage to push out the rather craptastic Fallout: Brotherhood of Steel in 2004 (not to be confused with the similarly-named Fallout Tactics: Brotherhood of Steel, which is a decent game with which Interplay had no involvement). It's so bad, diverges so far from the rest of the series, and sold so poorly that even Interplay and Bethesda can get on the same page in agreeing that it's not canon.

      5) On the verge of bankruptcy in 2004, Interplay sold the rights to make three Fallout games to Bethesda Softworks (not to be confused with Bethesda Game Studios, which is the developer that makes The Elder Scrolls, Fallout 3, and now, Fallout 4, and which I love).

      6) Still on the verge of bankruptcy, Interplay sold all of the rights to Bethesda Softworks in 2007, but licensed back the rights to a Fallout MMO, conditioned on their getting $30M in funding and meeting certain development goals by April 2009, as well as launching within four years of starting development.

      7) Having failed to reach the necessary funding and with their "Project V13" Fallout Online game in development hell at a newly reopened Black Isle after Jason Anderson left yet again (who they had hired back on to handle creative direction), they tried to pull some eleventh hour crap on the day before their April 2009 deadline by announcing nonsense plans to partner with some Bulgarian company to make the game happen.

      8) Bethesda Softworks sued them in April 2009 and then reached an out-of-court settlement in 2012 to get back the rights to the MMO, as well as the rights to the original games in the series. Project V13 continued development at the new Black Isle, with all Fallout references stripped.

      9) Interplay pulled a "screw you" by making the original games in the series free on Steam, GOG, etc. for a week or two before the rights were set to transfer to Bethesda in 2013.

      10) As for where we're at today...well, remember all of those original Interplay devs who left for Obsidian and inXile? They've gone on to make Fallout: New Vegas (which incorporated a number of ideas from Van Buren) and Wasteland 2 (a sequel to the game that was the spiritual predecessor to the original Fallout), respectively. Meanwhile, Project V13 remains vaporware, even though we're now two years beyond the launch date that their rights were conditioned on reaching.

      TL;DR: Interplay failed at making the Fallout MMO even before Bethesda Softworks got involved (in fact, that's why they got involved), and they've continued to fail ever since, even though their former devs have gone on to great acclaim in making new games related in various ways to the franchise. Also worth mentioning: I'm no fan of Bethesda Softworks, since they've demonstrated that they're a legal troll (e.g. all

  2. My wish list: by quietwalker · · Score: 3, Informative

    I saw the article linked with things some folks want, and hated most of it. Vehicles? Really?

    Here's what I'd like;
        - Companion characters & character development done by the Bioware teams (I'm gonna ignore the low-average quality from the Dragon Age Inquisition game). Bethesda Softworks does an admirable job with environment and atmosphere, but their NPC's are generally flat, with a few exceptions. Companions most of all. Multiple companions might be nice, Companion quests, idle-time squawking/interparty squawking, scenarios providing different options with different companions.

        - Combat that always feels like a challenge, and not just in a ninja-monkey way where their stats scale to your level. Perhaps limit the character growth and equipment attributes in a D&D 5'th ed sort of way. Adjustable, though (see 'customization' below)

          - They rock at allowing mods, but having a truly made-for-third-parties-without-a-debugger-running sort of script evaluation (profiling), execution, merging and management system would be swell. Knowing a module was going to crash - or even just which mod caused the crash - is a big help.

          - Enough customization to allow different play styles, not just different difficulty levels. For example, the New Vegas optional 'hardcore' mode requiring food, drink and sleep, but perhaps with a checklist of 'collectables' and an easy combat or excessive loot for folks who are more interested in achievements than someone who wants to soak up the atmosphere. This includes any time a dev said "But that won't work on console" - make it an option. None of this dumbing things down just because it has to run on a console.

          - That mod thing up there? I'm putting it here again because I like mods.

          - Oh, and an easy way to add songs to a playlist rotation, not requiring a mod with a new radio station, necessarily.

  3. Re:Happy Times by PopeRatzo · · Score: 5, Funny

    Why dont you just go listen to Ella Fitzgerald and/or the Ink Spots instead of waiting for them to compile those songs onto "their" soundtrack o.0

    I do listen to Ella Fitzgerald and the Ink Spots. However, there is a special charm to listening to them armed with a mini-gun in a poisonous, radioactive wasteland with a dog as my companion while fighting giant spiders.

    Though, I suppose I could always just move to West Texas. Same difference.

    --
    You are welcome on my lawn.
  4. Fallout 4!? by puddingebola · · Score: 4, Funny

    I'm still trying to get into Base Cochise in Wasteland. Does anyone know where the sewer entrance is in the Church of the Mushroom cloud?

  5. Re:4? by fuzzyfuzzyfungus · · Score: 5, Interesting

    I wouldn't let the intro to NV put you off:

    Like the intro to Fallout 3, it's intended to show somebody who knows nothing at all about the game enough that they can at least get themselves killed competently, rather than because they can't find the stimpack in their inventory and don't know what VATS is. If memory serves, it's also a fair bit shorter than the Fallout 3 intro(which was well done, and so fine the first time; but having to spend ten minutes being a baby and another 15 dealing with adolescent vault-bullying every time you want to try a new character build gets kind of dull). The character creation stuff in Doc Mitchell's house is obligatory; but you can skip Sunny Smiles' quest entirely(though it's a generous early-game source of caps and 5.56 rounds, so you might not want to).

    Once you get past the intro, the game mechanics are largely the same(SPECIAL and VATS); but there is some additional polish to the skills and perks; the gameworld is really markedly different from the Capitol Wasteland; the local factions and characters are mostly well done and don't overlap at all with FO3(the Brotherhood of Steel is technically present in both games; but in very different capacities).

    NV isn't a wildly radical re-imagining of what Fallout should look like in 3D or anything; but it's modestly more technically competent and polished than FO3 is(hence the existence of the Tale of Two Wastelands project; and it is very much it's own RPG. FO3 is a much more 'apocalyptic' take, since Washington was an obvious candidate for getting nuked to hell, and there's a lot more crumbling-cityscape and deaths by radiation and supermutant attack; along with the fact that the East Coast Enclave are still a reasonably viable force. NV is very much post apocalyptic; but there's a lot less tightly packed death zone and a lot more wilderness(some of it largely benign, some brutally lethal; seriously, don't fuck with Cazarores, or try to stop a deathclaw with anything less than .308 AP) and political and military struggle between new powers that aren't just scrabbling for canned goods in the smoking rubble and are actually starting to jockey for power in a post apocalyptic rebuilding.

    You obviously don't have to trust my advice or anything; but especially if you already own the game(or find it when it goes on sale, which it frequently does), you are really missing out by not giving it a few more minutes to make its case. Let the doc patch you up, don't even talk to Sunny if you don't feel like it. If you really hate the intended early game, you can even go 'in reverse' by heading directly from Goodsprings to Camp McCarran: it takes a touch of practice; but there's a fairly safe path from Yangtze Memorial(veer to your right a bit if you see radscorpions on your left, early game weapons don't do much against their armor) and between Sloan and Black Mountain more or less straight to Repconn HQ. There are deathclaws on your left and supermutants on your right; but even feeble sneak skill should allow you to avoid the attention of the deathclaws without getting too close to the supermutants(always err on the side of too close to the supermutants: a deathclaw can run faster than you can, and is functionally unstoppable at low levels. A supermutant is something you probably can't defeat at low level; but it will usually stand and shoot at you and not pursue particularly aggressively. Unless you get particularly unlucky, or your character build has nearly no HP, you can survive being fired on, for a short time and at a distance, by a supermutant, which gives you time to get away).

    Once you make it to Repcon HQ, you can either swing right and head to freeside, or head to Camp McCarran(if you go this way, try to stick reasonably close to the wall, where NCR troopers will provide a mixture of fire support and meat shield against any fiends. You can usually score some energy weapons from the fiends and and some 5.56, a

  6. Re:Modern Fallouts suck ass by shihonage · · Score: 3, Interesting

    It is insightful because it's 100% true. If you look at Fallout 1/2 walkthroughs, you will see the kind of non-linearity, environmental scripting depth and general feeling of freedom that no modern game provides. Fallout 3 especially was a complete corridor compared to this. In programming and design alone, the first two games are still better than ANYTHING out there. There's a CHASM of difference between "walk anywhere you want" and freedom of player agency. In a walking simulator, you'll still have to go through a series of linear mission checkpoint with no alternate choices.

    As for witnessing your own birth, it's just a cutscene, and one you have to do EVERY TIME instead of just having a simple character creation screen.

    Also, what is the point of "experiencing the world", if Fallout 3's writing was the worst I've ever seen in a game written by supposedly English speakers? Really, the entire gameworld was designed and written by people who's only ever written code. The NPCs are lifeless tusks with no point to their existence, none of them ever talk like real people, nothing makes sense!

    Fallout 3 was so dumb, in the end you have an NPC who is resistant to radiation, and he makes YOU go into the radiation chamber. He refuses to go himself, why? Because, "it's your path and yours alone". Wait, what?

    And what about the horrible UI? Loading screens upon entering every hut? Terrible combat with unbalanced VATS system? "SPECIAL" being just numbers on the screen which barely have any effect on anything in the environment, VASTLY unlike the original two games?

    Moira gets exploded by a nuclear blast, instantly becomes a ghoul, and then asks you to "Not do it again, okay?" Cars filled with fuel 200 years after the war? Oversimplified, cartoonish take on the factions from the originals?

    If you look at any documented Let's Play thread of Fallout 3, and you have read at least 3 books in your life, your brain will start leaking out of your ears. It is inevitable.

    At least New Vegas tried to follow canon and have an actual world, and it had a ton more content, a ton more choice&consequence, SPECIAL was actually checked frequently on various occasions. Some NPCs actually behaved vaguely human! In all ways it was a far superior product.

  7. Re:4? by JackieBrown · · Score: 3, Informative

    After you play it through (assuming you are playing on a PC), check out nexusmods. I went out and bought the PC version just for the mods. They add an incredible amount of story an detail to an already rich universe.

    http://www.nexusmods.com/fallo...?