Tag Archive | "fallout 3"

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Fallout 3 Collector’s Edition Game Guide by Prima Games – Review

Posted on 22 April 2010 by Tile

Rating: 4 out of 5 stars

I actually pre-ordered this book, which I have never done with a game guide before. The deal was ‘get 20% the guide if you present your reciept’. I wasn’t disappointed. The Fallout 3 Collector’s Edition comes in hard cover format, rather than just soft paper copy like the standard version. Smack bang on the front is our favourite cartoon man the Pip Boy.

Noob moment: Initially I thought I had received a dodgy version because the book looked all beaten up. On closer inspection I just discovered that it was the design of the book and marks where just shades in the graphics.

What you will find inside this book

The Map

An A2 print out of the World Map with smaller, detailed maps of points of interest like towns. Includes markers of towns and load points. Continue Reading

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12 Ways To Tell If An RPG Is 10 Out Of 10

Posted on 27 March 2010 by Tile

UPDATED: Added point 11.

I was thinking about what makes an RPG a good RPG. On top of all the usual things that apply to games like gameplay, graphics and sound there are several other factors that make a great RPG. I have come up with 11 points that cover mostly what makes a terrific RPG. Below each list item I have listed games that blew away that criteria when the game was released.

1. Can you make decisions that affect future outcomes of the game?

Being able to shift the storyline of a game to produce different outcomes at the end gives the game a new level of depth. Some games do this very subtly like Fallout 3 in which you can make some choices throughout that game that ultimately effects the closing cinematic where as making choices in other games can completely prevent you from following certain pathways (whilst often opening up new ones for you eg. Fallout 3).
Good example: Fallout 2

2. Are you able to physically move in a non linear pattern?

What I mean by this is are you able to stray from the main plot on side quests and adventures or is the plot fairly linear which simply takes you from point A to B. World of Warcraft is an excellent example of this, from level one you can ignore the main plot quests and simply do your own thing. Neverwinter Nights on the other hand, while being an awesome game, followed a fairly linear storyline.
Good example: World of Warcraft

3. Do NPC’s react to you differently depending on previous engagements or proceeding reputation?

This ones is similar to the first criteria; games like Fallout, The Elder Scrolls and World of Warcraft include a built in reputation system. Actions you take during the game affect your reputation and will therefore effect how someone reacts to you when you meet them. (The most simple form is if you tend to do good things, evil aligned NPC’s will not want anything to do with you)
Good example: Fallout 3

4. Can you switch out nearly every item of clothing and weapons (swords, shields, guns, boots, helmet, body armor)?

The best example I can give of this is Oblivion. Being able to fully customize your gear and change your appearance is not only fun but allows more progressions throughout the game which are key to any RPG. It also adds variety as you don’t get bored looking at the same character running around all the time.
Good example: Oblivion

5. Are loading times between areas too excessive or frequent?

It’s bad enough that some RPG’s include a huge amount of text to read let alone having to wait for a loading screen every single time you move more than one screen across. Loading times should be short and infrequent to allow maximum gameplay time.
Good example: World of Warcraft

6. Can you perform illegal activities? And are there consequences?

This is more a fun item then completely necessary. Being able to attack any NPC gives the game real depth because just like in real life, you can really attack anyone. The Elder Scrolls games do this great, although if you attack a shop keeper you better be ready to run from the law.
Good example: Any Elder Scrolls game [Daggerfall II, Morrowind, Oblivion]

7. Does the game have online capabilities (or uploadable community content)?

While most RPG’s have a rather large amount of single player content, we never want a good game to end there. Having either online gameplay or extra community created content allows us to keep adventuring with the hero we have grown so fond of.
Good example: Neverwinter Nights [has both]

8. Are the NPC’s believable and engaging? Is the storyline also believable and engaging?

Any game should be interesting to play for more than a few hours. Misplaced or uninteresting NPC’s will ruin the flow of the game. A great story line is also important as RPG’s are traditionally known for having a great story.
Good example: Dragon Age: Origins

9. Is the combat interesting and fun?

Combat should be simple to follow, yet evolved enough to allow for plenty of special attacks and spells. Typically spell casting classes should require more thought and tactics than hand to hand combat. This gives people the option of hack and slash or strategy. Combat should look good and there should be plenty of variety in movement. For example spell casting should not always be the exact same movement.
Good example: Baldur’s Gate II (best in it’s time)

10. Is all of the other stuff good?

By other stuff I mean sound, graphics and the overall feel of the game. While we have been playing crappy looking RPG’s for decades there is something to be said for one that looks fantastic.
Good example: Diablo II

11. Are there multi-layered feats and skills?

Most great RPGs have some sort of skill tree (see Diablo or WoW) or at least feats that are governed by specific pre-requisites (see any D&D based RPG). Blizzard and Bioware usually do this very well in all their games.
Thanks to Rocka for reminding me of this one.

12. Can your character improve over time by gaining experience or skills?

The last point I make here is by far the key factor of an RPG. You really need to be able to gain levels, if not by experience points then by gaining skills and attributes as you progress through the game.
Good example: Basically every RPG

Other things that while not important add good flavour to the game:

  • Does your race effect your choices?
  • Are there even multiple races to choose from?
  • Can you use melee combat and/or ranged combat?
  • Is there magic or psychic powers?
  • Can you get a trade or a job skill and improve it to make money in game?

Ultimately, it’s options that make an RPG great. From now on in my reviews I’m going to use points 1 to 11 to rate any new games from now on. Remember that a game does not need 11 out of 11 to still be a great game to play.

Is there anything you look for in an RPG? Share with us below in the comments.

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Top 10 RPG PC Games of All Time

Posted on 14 March 2010 by Tile

There are a lot of top 10 RPG game lists on the internet. Here is a quick list of the top 10 rpg games of all time that I have put together.

EDT: Since this I have released a poll to gauge your top 10. Visit the page to enter your vote and we’ll see who wins.

  1. Diablo
  2. Dragon Age: Origins
  3. The Elder Scrolls IV: Oblivion
  4. Guild Wars
  5. Neverwinter Nights
  6. Baldur’s Gate II: Shadows of Amn
  7. Baldur’s Gate
  8. Wizardry 8
  9. Might and Magic IV: Mandate of Heaven
  10. Fallout 3

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Fallout 3

Posted on 21 December 2009 by Tile

Fallout 3 was the super successful sequel to the 1990′s insanely popular RPG PC games Fallout and Fallout 2.

The background on the Fallout games is that you are set in a post-nuclear apocalypse world. The world is covered in dirt and grime (think Terminator 3). Those few who have survived the nuclear war have built small towns or taken refuge in existing buildings. In a time like this there are hero’s of the people and villains who use the unfortunate times for personal gain.

During Fallout 3 you are an inhabitant of Vault 101. The Vault’s are large underground ‘worlds’ in which some of the population sheltered during the nuclear war. Once the war was over the Vault’s were to stay closed until the fallout had settled and the air was safe to breathe. Some opened early and were overrun by bandits and mutant ani

mals, others stayed closed and were ruled by dictator like overseers. After you leave the Vault you go off on your quest, along the way picking up many side quests, meeting colourful NPCs and shooting the crap out of bad dudes.
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