Friday, May 8, 2009

Nowgamer gives Bethesda a reach around.

So the folks over Nowgamer interviewed Todd Howard and Emil Pagliarulo, however it was more like a hand job in interview form. On with the show.

"Fallout’s devoted fans knew as much, and the moment Bethesda purchased the IP from Black Isle Studios they felt the same thing was happening to them. Fallout 3 would be just another bastard offspring of a once proud institution."

Yep, because it is. FO3 fails as an RPG and fails as a Fallout game.

"
However, impartial observers had reached a different conclusion: Fallout 3 was in the care of Bethesda Softworks, a master of the art of role-play, and failure was not an option."

Bethesda is NOT a master of RPG's. I'm not sure why people continue to say this, as Bethesda's games are barely RPG's to being with. Also nice job at being impartial by sticking your head up Bethsofts pooper. Unlike Nowgamer I was impartial to FO3 being made by Bethsoft, and critized No Mutants Allowed for jumping the gun. The thing is however, No Mutants Allowed was right about Bethsoft turning it into a RPG light FPS with pause.

"
We felt obligated by the series, not by the fans in particular, as we’re big fans ourselves."

Having Fallout 1 playing on a loop in the background on your PC doesn't count. I seriously question statements like this when all Todd talks about is how super violent the first two games where in every god damn interview I've read.

"
Bethesda allowed itself no quarter, and shunned any received ideas and tried-and-true solutions."

This is false as FO3 is simply Oblivion with guns. The core game play mechanics are pretty much the same thing as in Oblivion right down to many of the animations being the same.

"A particularly lazy criticism of Fallout 3 is that it’s just ‘Oblivion with guns."

No, not lazy, just true. Bethesda has even said that Oblivion with guns is the simplest and most accurate way to describe Fallout 3.

"The Capital Wasteland is the frontier of the war to rebuild the country, but that can only be earned through blood and toil, and the outcome is far from certain."

Ummm....what? The battles between the NCR and Enclave out west honestly would have had a greater effect on the outcome of what the US would look like. The nonsense that happend in DC was cheap rehash between the super eviiiiiiil Enclave and the noble and honorable white knights of the Brotherhood of Steel.

"The choice to save or destroy Megaton was definitely a deliberate attempt to show the world we were serious about taking on the Fallout franchise,” says Pagliarulo, “because a big part of that is giving the player some really tough choices to make. Megaton is definitely one of the first big decisions you have to make. It’s one of the biggest in the entire game, really. The Fallout world is not pretty, and that’s something we fully embraced. It’s epitomised in the Megaton quest.

No, what Megaton really showed was that Bethesda has no fucking clue what Fallout is about or moral ambiguity. It was also an excuse to see a "OMG CH3CK OUT DAT 3XPLOSION!!111!!1!1!".

"By allowing the player multiple ways of completing quests,” explains Pagliarulo, “which, in many cases, included killing the quest giver in the middle of the task, we were creating more permutations than players were really even aware of..."

No, not really. A good 95% of the quests only have two outcomes, a good or evil choice.

"We always wanted to make another Fallout game, so we jumped at the chance. But while I do still enjoy playing the game – the basic mechanics are really fun – the key ingredient, to explore and be surprised, is lost on me at this point.

Yet another perfect example of how Todd really doesn't know jack squat about Fallout. Fallout was never about exploring or surprises, it was about playing with morality and choices and consequences.

On another note, Gamepro named Todd Howard the 18th most influencial in gaming today...honesty what bull crap is that? Todd Howard is in no way influencial.

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