assinment 3
elder scrolls IV:oblivion
Re-rated by the ESRB after a third-party mod revealed a nude topless graphic hidden in the game's data files. While the graphic did not warrant a re-rating of the game in and of itself, upon review, the ESRB noted that the game contained much more explicit violence than had been submitted to them in the original rating submission
North American Entertainment Software Rating Board (ESRB) changed the rating of The Elder Scrolls IV: Oblivion, a video game for PCs, the PlayStation 3 and the Xbox 360, from Teen (13+) to Mature (17+). The ESRB cited the presence of content not considered in their original review in the published edition of Oblivion. This included detailed depictions of blood and gore and sexually explicit content. The sexually explicit content was an art file, made accessible by a third-party modification called the Oblivion Topless Mod, that rendered the game with topless female characters.
In response to the new content, the ESRB conducted a new review of Oblivion, showing to its reviewers the content originally submitted by the game's publisher along with the newly disclosed content. The new review resulted in an M rating. The ESRB reported that Bethesda Softworks, the game's developer and publisher, would promptly notify all retailers of the change, issue stickers for retailers and distributors to affix on the product, display the new rating in all following product shipments and marketing, and create a downloadable patch rendering the topless skin inaccessible. Bethesda complied with the request, but issued a press release declaring their disagreement with the ESRB's rationale. Although certain retailers began to check for ID before selling Oblivion as a result of the change, and the change elicited criticism for the ESRB, the events passed by with little notice from the public at large. Other commentators remarked on the injustice of punishing a company for the actions of its clients, and one called the event a "pseudo-sequel" to the Hot Coffee minigame controversy
The corpse of Lucien Lachance, identified by Patricia Vance as being "a very different depiction, far more intense, far more extreme than what had been disclosed to us.
esrb review.
The ESRB's review process involves the submission, by the game's publisher, of a video which captures all "pertinent content" in the game, where pertinent content is defined as any content that accurately reflects both the "most extreme content of the final product" and "the final product as a whole." That is to say, it must depict the "relative frequency" of said content. As ESRB President Patricia Vance explains it, the ESRB would not just want a "tape of one extreme cut to another," but rather "context for the storyline, the missions, the features and functionality of a game, so that the raters really can get exposed to a pretty reasonable sense of what they'd experience playing the game." The fact that the content of Oblivion under investigation was inaccessible during normal play made no difference in the decision. ESRB policy had been "absolutely clear" since the Hot Coffee controversy, Patricia Vance told a reporter. Publishers were told that they could not leave unfinished or other pertinent content on a disc.If locked-out content was "pertinent to a rating," ESRB policy stated that it needed to be disclosed, and Bethesda had not done so.
topless mod
Released in March 2006 and reported on game news sites as a curiosity in April of the same year, the Oblivion Topless Mod had been created by a woman calling herself "Maeyanie." Maeyanie created the mod in protest against what she called "government/society/whatever forcing companies to 'protect our innocent population from seeing those evil dirty things 50% of them possess personally anyways.'" The gaming website Joystiq reported on the mod on April 6, 2006: "Modders are already hard at work on bending the code of the recently released PC version of Elder Scrolls IV: Oblivion to their will. Early success: topless mod FTW!" Kotaku, another gaming site, reporting on the mod on April 5, 2006, didn't consider the mod anything new and said, "As usual in the world of computer gaming, one of the very first mods released for a popular game allows you to see the breasts of the main character." The content of the mod, wrote commentator Michael Zenke, Editor of Slashdot games, was fairly tame. Without nudity of the lower torso, and without self-consciousness on the part of the nude NPCs, Zenke wrote, the Oblivion Topless Mod was "as erotic as a doctor's visit." Pete Hines had discussed the mod with GameSpot staff before the game was re-rated, saying that he did not consider it a concern. "We can't control and don't condone the actions of anyone who alters the game so that it displays material that may be considered offensive. We haven't received any complaints on the issue from anyone.
re review of esrb.
During these investigations ESRB staff also found more blood and gore than the review tape had portrayed:
What Bethesda had originally disclosed to us, as an example: In that section of the game, there is a hanging corpse. What they disclosed to us was a hanging corpse in the dark, pretty far away and without much detail. And yet, when you bring a torch up to the hanging corpse in the actual game, you can see that it's very mutilated with lots of blood and bones. That was a very different depiction, far more intense, far more extreme than what had been disclosed to us.
In response to the new content, the ESRB hastily conducted a new review of Oblivion, showing to its reviewers the content originally submitted by Bethesda along with the newly disclosed content. The new review resulted in a Mature rating.
after all this with the release of the nude mod and the uncertafied content the game was moves from a 13+ to a mautre by the esrb,thanks to bethesda not showing their final content on the visual gore favctor in the game, this didnt lead to any fines only a age rating change.
examples of the nude mod.
Tuesday, 22 March 2016
Unit 71: Object-Oriented Design - Games Year 2 Grp A+B - Assignment 1
This week will start a new Unit and Assignment based around Unreal Blueprints and what you have been doing since the new year.
Link to assignment:Unit 71: Object-Oriented Design for Computer Games Assignment 1
Link to Object-oriented design PowerPoint:
OOD PowerPoint
Assignment help:
How is object-oriented design(OOD) used to enhance the design process within the games industry?
Your explanation must consist of the following concepts and principles:
object-oriented design is the process of planning a system of interacting objects for the purpose of solving a software problem. It is one approach to software design.
the state and behaviour is basicly, state the creation of a object and then addapting it in size, and look then the behaviour invllves the blueprints inside the object its self.
Re-usability and
Efficiency.
you can reuse blueprints for a map, monster scripts(health attack .ect) and hud coding theses are small examples, this can be done by reapplying the select code to the area’s needed, for example you can takes monster script and apply it to a rpg and a fps, this can be done by re-creating the code used for the select area or you could import and transfer it to continue its process this would require minimal adjustment to the old and now reused script after applying to the correct areas.
with efficiency you are able to take contecnt out with its code costomise it and change it then reuse it in diffrent areas of the game or softwear when in use allowing more reusability
Maintenance
bugs: with a bug update you would go back into the objects blueprint file and edits the said broken links like adding a new path or improving a current path.
new content: to add new content you would creat new objects like actors, locations and new enemys, then you create new code/blueprint for each bit of new content.
preformance: this could be updated by making each object low polly or by simplifying wach bit of code in the game to give it less to lode in.
Real-world modelling
real world ood can include 3d printing where you have to create the 3d modles its self and build it up from nothing the send the modle to the main printing area and then code it telling the printer where it can build up the model with each layer and area allowing it to makes everything in its manner to build up the modle part by part so with the code you would be impotting hight and wipth then modleing you give the design.
Collaboration and sharing
The modelling techniques of OOD provide an interface between creative designers (who can express their requirements without having to know the detail of the code) and programmers (who can use the models to implement the code). Your OOD can be shared with other members of your creative team.
with cillaboration and shearing you can create the lay out for the game in parts like with sprites you designe a charecter with its name jump hight and speed the its behviour then you can send this to another to create this charecter and this can all be broken down, like it is in the games design industry, you can brake it all down to code and to paper and colour this can be sheared as a concept to be build back up.
Communication
the objects blueprints linke to others in the game for example a collision box or a
trigger box theses combined with the blueprints ona charecter can help create boundrys or maybe mission triggers so the actor enters the box and then is allowed to do a certain mission in the game.
An example of blueprint communication:https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html
More:
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintCommsUsage/index.html
Quality assurance
to test the game you play it and try to activate each object, testing helth so you know the coding to live or die works or to help you see if each trigger box works with how the game is in the testing you must look in each area to make sure no bugs are lingering like grathical arroes or coding to keep the whole game in line, with user feed back you set a list of tests for someone to submit to and then give back feed back for the game.
Inheritance
Inheritance is the principle of class hierarchy. It is the ability for one object to take on the states, behaviors, and functionality of another object.
for example greating a solid water object then changing its code to make it a liquid sorce so the actors can swin in it and then also lose helth slowly when under its surface too long.
A real-world example of inheritance is genetic inheritance. We all receive genes from both our parents that then define who we are. We share qualities of both our parents, and yet at the same time are different from them.
Objects in OOD can do the same thing. Parent classes can have subclasses which can have the same properties of the parent class, and can define new states, behaviors, and functionality of their own.
===================================================================================
This week will start a new Unit and Assignment based around Unreal Blueprints and what you have been doing since the new year.
Link to assignment:Unit 71: Object-Oriented Design for Computer Games Assignment 1
Link to Object-oriented design PowerPoint:
OOD PowerPoint
Assignment help:
How is object-oriented design(OOD) used to enhance the design process within the games industry?
Your explanation must consist of the following concepts and principles:
object-oriented design is the process of planning a system of interacting objects for the purpose of solving a software problem. It is one approach to software design.
the state and behaviour is basicly, state the creation of a object and then addapting it in size, and look then the behaviour invllves the blueprints inside the object its self.
Re-usability and
Efficiency.
you can reuse blueprints for a map, monster scripts(health attack .ect) and hud coding theses are small examples, this can be done by reapplying the select code to the area’s needed, for example you can takes monster script and apply it to a rpg and a fps, this can be done by re-creating the code used for the select area or you could import and transfer it to continue its process this would require minimal adjustment to the old and now reused script after applying to the correct areas.
with efficiency you are able to take contecnt out with its code costomise it and change it then reuse it in diffrent areas of the game or softwear when in use allowing more reusability
Maintenance
bugs: with a bug update you would go back into the objects blueprint file and edits the said broken links like adding a new path or improving a current path.
new content: to add new content you would creat new objects like actors, locations and new enemys, then you create new code/blueprint for each bit of new content.
preformance: this could be updated by making each object low polly or by simplifying wach bit of code in the game to give it less to lode in.
Real-world modelling
real world ood can include 3d printing where you have to create the 3d modles its self and build it up from nothing the send the modle to the main printing area and then code it telling the printer where it can build up the model with each layer and area allowing it to makes everything in its manner to build up the modle part by part so with the code you would be impotting hight and wipth then modleing you give the design.
Collaboration and sharing
The modelling techniques of OOD provide an interface between creative designers (who can express their requirements without having to know the detail of the code) and programmers (who can use the models to implement the code). Your OOD can be shared with other members of your creative team.
with cillaboration and shearing you can create the lay out for the game in parts like with sprites you designe a charecter with its name jump hight and speed the its behviour then you can send this to another to create this charecter and this can all be broken down, like it is in the games design industry, you can brake it all down to code and to paper and colour this can be sheared as a concept to be build back up.
Communication
the objects blueprints linke to others in the game for example a collision box or a
trigger box theses combined with the blueprints ona charecter can help create boundrys or maybe mission triggers so the actor enters the box and then is allowed to do a certain mission in the game.
An example of blueprint communication:https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html
More:
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintCommsUsage/index.html
Quality assurance
to test the game you play it and try to activate each object, testing helth so you know the coding to live or die works or to help you see if each trigger box works with how the game is in the testing you must look in each area to make sure no bugs are lingering like grathical arroes or coding to keep the whole game in line, with user feed back you set a list of tests for someone to submit to and then give back feed back for the game.
Inheritance
Inheritance is the principle of class hierarchy. It is the ability for one object to take on the states, behaviors, and functionality of another object.
for example greating a solid water object then changing its code to make it a liquid sorce so the actors can swin in it and then also lose helth slowly when under its surface too long.
A real-world example of inheritance is genetic inheritance. We all receive genes from both our parents that then define who we are. We share qualities of both our parents, and yet at the same time are different from them.
Objects in OOD can do the same thing. Parent classes can have subclasses which can have the same properties of the parent class, and can define new states, behaviors, and functionality of their own.
===================================================================================
Wednesday, 2 March 2016
landscape
environment/landscape
below are multiple images of my landscape, including water, my shack, and a open area designed for the spawning of the enemy creatures, the water feature is the texture over a bsm within a deleted area in another bsm block, the landscape was created with the sculpting tool as i created the hills range and the cave, i used a rock resource to create the roof of the cave to make it seem more like a formation, the cave has a small water feature its designed for a travelling area nothing much should be happening in this area.
the character would spawn in the main shack then move through the cave to engage in combat with the mobs with a weapon provided in the shack, he would move to kill all the mobs or die him/her self.







below are multiple images of my landscape, including water, my shack, and a open area designed for the spawning of the enemy creatures, the water feature is the texture over a bsm within a deleted area in another bsm block, the landscape was created with the sculpting tool as i created the hills range and the cave, i used a rock resource to create the roof of the cave to make it seem more like a formation, the cave has a small water feature its designed for a travelling area nothing much should be happening in this area.
the character would spawn in the main shack then move through the cave to engage in combat with the mobs with a weapon provided in the shack, he would move to kill all the mobs or die him/her self.
Friday, 15 January 2016
Organisational Structure
|
Departments
|
Job Roles
|
Level of responsibility
|
Working Pattern
|
Type of company
|
Press/Media/Marketing
|
3D Modeller-this is the role where people would create the environments, buildings and characters in a game,E.G= rocks, houses, player model and more.
|
Intern-low level of responsibility, likely to be in a low area in the company to learn
|
Freelance-you are paid for a roaming rate for short amount of time you can lose out on pay with no contract.
|
Independent-An independent business is a business that is free from outside control. It usually means a privately owned establishment, as opposed to a publicly limited company, which is owned by investment shares traded in the stock market. In many cases, independent businesses are sole proprietorship companies.
|
Programming- programming, sometimes called coding is a process that leads from an original formulation of a computing problem to executable computer programs. Programming involves activities such as analysis, developing understanding, generating algorithms, verification of requirements of algorithms including their correctness and resources consumption, and implementation of algorithms in a target programming language. Source code is written in one or more programming languages
|
Animator-the animator brings things to life taking the models and making have a life like feel and movement, making a character look like a real person in ways.
|
Apprentice- theses people require a slightly higher responsibility level compared to the intern because this one had been chosen for a role to be trained in.
|
Salaried-this one is like the freelance except its slightly lower played but the pay is more set in stone to be given with a contract involved.
|
Large national- an large national company is a large county based company where the owners have multiple areas of business around the country.
|
Production-the production is the process of creating and producing the games and sometimes the creation of consoles.
|
Artist-the artist creates the final art collected from the concept artists.
|
Junior
|
Fixed Term- this is someone with a fixed amount of contracted time and pay making sure the worker gets payed for their work.
|
Large International- large international is like a large national but this has the company spread around the world in multiple country.
|
QA (Quality Assurance)-quality assurance is the area that well assures quality along set guidelines,this assurance is tested once the games are taking into testing by beta testers and alpha testers.
|
Game Testing-these people are the ones who deliver the quality control on the games in process and then report back the the developers with improvements and advice also opinions.
|
Team Leader-high-this one is in charge of many people in each team of workers and designers, meaning one person’s mistake are yours too.
|
Contract-this is a worker who will always be working on a set wage and amount of hours.
|
Studio- this a single building for a small company or large this can be based in one or in some cases more countries.
|
Publishing-publishing is the creation of the games, this is used to get the games news out faster than it would without this process.
|
Supervisor- High-this one like the team leader is in charge of many people in each workers and designers, meaning one person’s mistake are yours too.
| ||
Local-local is a business that is based in a town,city or village.
|
Planning-
|
Level Designer-this person will create the level in a basic form and then send it off the the editors for completion.
|
Manager the manager oversees all reporting to the director and ceo only making this a very high role of responsibility
| |
Franchise- this is a large company, in games design franchises are games like gears of war and halo.
|
Finance & Legal-areas that come into this are copyright, budgets and more, showing what exactly a team of developers are working with and against.
|
Level Editors-the level editors edit the game landscape and finalise it to create a more well done enviroment for characters and the player.
|
Director-extremely high in responsibility, this is the man and or woman who is incharge of everyone making sore everyone has a role to do and gets their job done at the end of the day.
| |
Advertising-this is the process of spreading word about products from the publishers.
|
Concept Artist-this is the person who will create the first sketches and drawings of the characters environments and more the games.
|
CEO the ceo is the leader of the leaders making their role the mores responsible roles because if anything happens it's this person's fault weather they know about a instant or not.
|
Expectations + Conditions
| |
Programmer-the programmer's create the physics and the movement in the games with no programmers nothing would happen in the game.
|
Sick Pay
| |||
Design-this is the process of building the ideas for games or other thing, this time is used to link and make sure thing work.
|
Working Patterns
| |||
HR (Human Resources)- HR is the area that makes sure all workers are happily working in their environment and can be checked on easly or other workers can discuss problems.
|
Story Developer-the story developers create and brainstorm the story for the games and then send this idea off the the dev team to create each game’s idea.
| |||
Wednesday, 13 January 2016
art and animation stuff.
Concept art
Video games, just like any other creative media format need to start from somewhere. Designers will need to express what’s going on inside their head and there is nothing better to do that with than using concept art. Concept art is probably the most valuable and inspirational aspect for any games creation.
Concept art is used for the design and creation of games, the art is part of the base elements of the creation of a game giving the basic layout of character’s, locations and scenes.
For example armour, this is drawn and drawn again till the picture matches the designers vision this is then sent to the models to create it into a object to be textured and added to the game, a example of this is the concept art used for daedric armour in the elder scrolls Skyrim.
Above is a picture of the end design and concept art for the daedric armour this would have taken days or weeks starting from a basic design and the creating more and more to add and improve it to create this fine example so armour, the armours colouring of a glowing demonic red and mat black show you the pure ‘evil’ that emits from the armour itself, in style it's drawn in a rather rough and hellish form clearly created on a digital software.
Room for improvement: It takes artists months to create a final piece of drawing because every little aspect needs to be perfect and match the characters description. Creating drafts is the first thing an artist does because it helps them to add or even delete some ideas from the piece. Creating master pieces take ages to create and takes a lot of time, no artist will create a first drawing straight away because it’s difficult to draw from the top of your head. It is easier to draw an image from many drafts and put them together to create a final drawing, and that's when artist start creating a master piece.
Various types of concept art: There are many types of different art work such as futuristic to modern art work. Creating various art work makes art a better subject because people use their imagination and passion to create wonderful pieces of work. Creating modern art work, you would expect artist to be drawing buildings, animals, scenery and people like they are now but if someone one drawing futuristic art then you would expect imagination beyond belief with long funny shaped buildings and flying cars etc. People take inspiration from sci movies and books to help them create piece of art they want to create.
One of the most important things in concept art is having the passion for it, there is no use trying to draw with no passion for what you’re doing or drawing because without the passion you won’t get the master piece you’re after.
Concept Art’s purpose is undeniably the most important step of design concerning visuals, and with the visuals being of highest priority within a video games overall development the job of a concept artist will be continuously sort after and yearned for. It will continue to fuel designs for everything from kettles to rockets and even fifty foot dragons. As this fundamental step, being the most creative and artistic, is in-fact the building blocks of success (hopefully) when appealing to a games audience.
other examples for concept art in games are:
here with SWTOR
this image is of a space battle occurring , this art gives you the feel of the world , like how it's in a time of war and how devastating all weapons used are you can see by the colours used, with the mixture of orange red and black for explosions and the oranging of the star destroyer as it falls into the atmosphere, the image is styled in a cartoon and realistic way to make the images combat more nice to look at and to give it the feel it's happening.
this image shows the true leader of havoc squad after the battle of alderaan, his armour torn up and face scorched by a thermal detonator, the dark shade over the image shows the sadness it implies and the amount of deaths in this great battle, this is also shown by each body laying on the floor in the background, the realistic and cartoony feel i believe still stays here manly cartoon like with the armour and the characters themselves have the realism.
and glitch in the system.
This concept image is on one of the enemy units called snarq, its look was designed to string a little fear into the player and have then feel they can't out run this flying machanical beast with its agile looks and menacing height in comparison to you. This would strike fear and a little laughter.
the brief.
A game that has 3 areas which are interconnected. Two of the rooms are to explore and the 3rd room contains the zombies (bots).
The first area is the largest and is set in an outside environment with landscaping and grass and some water features.
The Second room is a cave (or house / hut) in the landscaped environment. This is a fairly large area the player needs to explore and maybe find stuff.
The third room is access via a door in this cave or house and has zombies in their which will will attack the player on sight.
Plan what you think you need for this type of game.
Students will be marked for individual work, NOT for final product. So an excellent game does NOT mean a good grade.
my brief.
my brief was to create a game with water, zombies, a weapon, a charterer and create a environment ,this led to my plan.
my first play was create a area of a land in a curator this then developed into a mountion range then to my final plan of a canyon with a bridge to a tunnel or cave, then on charecter i started with a normal person curiouse i got bored of this idea quickly and created my more funny idea of a cosplay guy finding all this hell to wait for him.
mood.

animation.
is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion as in motion pictures in general is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation.
creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, such as paper cut-outs, puppets and clay figures. Images are displayed in a rapid succession, normaly at 24, 25, 30, or 60 frames per second.
no legal matters were needed to be considered with the concept art being made by me in free hand and not copyed or traced off any other artists work, if any would be considered it would be copyright but in the area i was creating all this i got nothing from other artists.
when looking into art i looked into it was all simply used for inspiration but not for accrual use in the look itself the art was simply used to help me get in the mindset to draw and create my concepts.
theme and audience.
the audience is anyone between the age of 14+ and any gender, the theame is to be set in a abandon cavern with a old shack leading to a dark realisation of the world just being you and zombies.
art.


Wednesday, 16 December 2015
models work
model .
stage one the head.
with the head i started with a sphere that i scaled to pull apart, the new forming head, pulling the front and back away from one another crating a large gap to fix this i added loops to it to creat the area to pull on the bottom to create the jar area on the head with helmet , this continues to be formed with scaling rotations and simple movement till it looked like a helmeted head, then then lead to me creating the chin area and then finishing the head to attach to the body later.
stage two the arm.
the arm was created using the cube that i extruded multiple times to create the arms length then used the loop tool to create the fingers and thumb then extruding the fingers multiple times, i created the armed to look like they are in rather block like armour that i would later adapt in its full body form.
stage three the leg.
the leg was created using a cylinder that i made rather tall pulled apart to create the foot and keep rather block and rounded to make its armoured look i then scaled and rotated parts to create its final look.
stage four the torso.
the torso started out as a primitive cylinder and then continues to be scaled in a mass amount and then i extruded areas for the shoulders and this started to form the torso as i keep moveing through i funaly cam out with a rather odd chest.
stage five the combination.
for the combination i imported every part to be in one save and joined them all together having one half of a body i then used the mirror tool and combine the tow half making the full body looking rather deformed i then started to fix its parts to look batter.
stage six the completion.
once it was all attached i adapted the arms to fit the armour look to invite a more gauntlet feel to the lower arms i corrected the chest making it more bulky and thick in its design, this is how it looks.
stage one the head.
with the head i started with a sphere that i scaled to pull apart, the new forming head, pulling the front and back away from one another crating a large gap to fix this i added loops to it to creat the area to pull on the bottom to create the jar area on the head with helmet , this continues to be formed with scaling rotations and simple movement till it looked like a helmeted head, then then lead to me creating the chin area and then finishing the head to attach to the body later.
stage two the arm.
the arm was created using the cube that i extruded multiple times to create the arms length then used the loop tool to create the fingers and thumb then extruding the fingers multiple times, i created the armed to look like they are in rather block like armour that i would later adapt in its full body form.
stage three the leg.
the leg was created using a cylinder that i made rather tall pulled apart to create the foot and keep rather block and rounded to make its armoured look i then scaled and rotated parts to create its final look.
stage four the torso.
the torso started out as a primitive cylinder and then continues to be scaled in a mass amount and then i extruded areas for the shoulders and this started to form the torso as i keep moveing through i funaly cam out with a rather odd chest.
stage five the combination.
for the combination i imported every part to be in one save and joined them all together having one half of a body i then used the mirror tool and combine the tow half making the full body looking rather deformed i then started to fix its parts to look batter.
stage six the completion.
once it was all attached i adapted the arms to fit the armour look to invite a more gauntlet feel to the lower arms i corrected the chest making it more bulky and thick in its design, this is how it looks.
Tuesday, 15 December 2015
Unit 44
fallout 4
in fallout 4 the graphics were more realistic than expected the characters looking smooth and looked like they fit their environment no matter how much you customize your player,the standard of the graphical look stayed even on low setting, yet in my personal opioning i so love how good it look on high and ultra, its can sometimes seem scary realy how much the producers put into the look compared to fallout new vegas and fallout 3 where it all seemed slightly blocky and cartoon ish in a real way.
gameplay
The gameplay was amazing, the combat systems V.A.T.S (vault tec,assisted targeting system) the new V.A.T.S is now slow motion rather than the time stop in fallout 3 and new vegas this makes it more like it should be and makes you think what you will do for each use of this ability, in general with no V.A.T.S it is still amazing , the weapons look beautiful and have amazing handling leading to the fights where it would make you feel you are actually be in combat with the enemies rather than the older fallouts dead looking mobs you now have theses static and evading targets they try to love and kill you making it far more exciting in combat. each weapon can be customized and changed to look different and have new increases with accuracy and other features that can be increased or added like with the gauss rifle can become a high damaging rifle that can instant kill most mobs.
companions
companions, these ai controlled npcs each have their own likes and dislikes leading to how well you get to know them and learn about their life stories, this can lead to new missions or convictions depending on how you act towards your followers,this could lead to them hating you or loving you for example the companion piper loved you to help and do good thing where strong a supermutant companion hates nuce thing meaning if you do what piper likes with him near it could lead to a full on fight with him or her killing you due to their characters being immortal. the companions will each have their own reason to follow you like you being 210 years old in piper's case or they want something from you like strong dose , making it easier to tell what they will want from you this makes the game more enjoyable and exciting.
power armour and more.
the power armor is made realistic in game by having to be powered by fusion cores this makes your scavenging more helpful not to mention how everything you find can be use to make other items and repair your armour and upgrade it as you continue to play the game and level , in doing this you must invest in certain perks that will allow you to do many more things in crafting and upgrading. the power armour has multiple types in the wastes and can all be found and used in combat.
story summery.
in the main storyline you play as a pre-war army veteran who was placed in a cryogenic vault created by vault-tec to take out experiments on the unknowing men women and children, leading to many vaults killing all residence, this vault known as ‘vault 111’ was a test to see how people reacted to cryofreezing in unknown circumstances, once you enter and are frozen after the bombs drop, you wake up at a unknown time point where you watch your son be stolen and your wife or husband be shoot depending on if you're male or female, you are once again frozen and start your search for your child thinking only ten years have passed and only later to find many more years had passed despite all the other reasons to dispute this factor, when you believe you have found your son it turns out he is a synth and your son is really in his sixties you are given the choice to join the institute and join your son, join the brotherhood of steel or other factions you learn about in the campaign, in my case i joined the brotherhood of steel because i will always stick with a military faction, this lead me to the point that i planted a nuclear device in their bases reactor and blow them all to the next universe, this happens after you help rebuild the brotherhood's greatest weapon a pre war robot called liberty prime who is armed with lasers and nuclear bombs to wipe out your enemies, the end of each story is open ended and ready for more content to continue the game, before blowing the base up you find the synth of your son want to come with you pulling at your heart wanting to keep him or let him die, this also happens with a companion who after you work with him for many missions and grow a bond you are forced to kill him or save him , this can affect you choices and ending and many more scenes in this game can pull at your heart.
Subscribe to:
Comments (Atom)



