Fallout 3

Fallout 3 is a post-apocalyptic computer and console open-ended, action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth installment, following Fallout: Brotherhood of Steel.

Release
It was released on October 28, 2008 in North America, on October 31, 2008 in Europe and Australia and on December 4, 2008 in Japan. It is available on the PC, Xbox 360 and PlayStation 3. On November 11, 2015, Fallout 3 became backward compatible exclusively for Xbox One and later Xbox Series X/S.

Setting
The game begins in 2277, 200 years after the Great War. The ruins of Washington, D.C. is now referred to as the Capital Wasteland and serves as the game's setting. The player takes the role of the Lone Wanderer, who grew up in Vault 101 and has left to search for their missing father, James. Along the way, the Lone Wanderer attempts to survive the threats of the wasteland while battling or aiding factions that all strive to accomplish opposing goals.

Character system
Main character creation occurs as the player experiences the character's childhood. The player decides the character's general appearance using a Gene Projection, conducted by the father before the mother dies. Afterward, the father removes his surgeon's mask to reveal a face similar to the one chosen by the player for the character; your father's race will also be the same as your own no matter what.

As a child in the vault, the character receives a book titled You're SPECIAL!, whereupon the player can set the character's seven primary aptitudes. SPECIAL stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These stats determine which kind of person the player character will be.

The character receives training weapons (a BB gun) and a Pip-Boy 3000 later on during childhood, and the player's performance in various tests determines the rest of the attributes. Additionally, several quests inside the Vault are able to influence the player character's relationship with their father. Skills and Perks are similar to those in previous games: the player chooses three Tag skills out of 13 to be the character's specialties. Five skills have been cut out from the game (Fallout and Fallout 2 had 18 skills). First Aid and Doctor have been integrated into Medicine, Throwing and Traps have been merged into Explosives, Steal integrated into Sneak, and both Outdoorsman and Gamble have been removed completely. The maximum level the player can achieve is level 20 (which is to be raised to 30 after purchase of the third add-on installment, along with the ability to continue your game after the main story missions are complete). The Traits from the previous Fallout installments were combined with Perks in Fallout 3, and the player can choose a new Perk each time after gaining a level.

Combat
The gameplay features include real-time combat and first- or third-person perspective, in contrast to the previous games, which were turn-based and isometric. The Vault-Tec Assisted Targeting System, or V.A.T.S., is an active pause combat system implemented in the game. While using V.A.T.S., the otherwise real-time combat is paused. Attacks in V.A.T.S. cost Action Points, and the player can target specific body areas for attacks to inflict specific injuries. When attacks are selected, V.A.T.S. will then execute the attack in real-time slow motion, allowing the gory deaths in the game to be shown in great detail. The player will take 90% reduced damage from enemies during this sequence. It should be noted that while the player has a 15% increased critical hit chance while using V.A.T.S., weapon degradation per shot is greatly increased, forcing the player to strike a balance between using more ammunition or losing guns more quickly. This trade-off allows for two very different play styles throughout the game.

Items
A dynamic facet of gameplay is that firearms wear out from use over time. As a weapon degenerates, its damage is reduced and it loses accuracy. However, worn-out firearms of the same type can be combined to make more reliable and powerful weapons. Weapon schematics can also be found and used to create various devices, such as the Rock-It Launcher that can fire various items such as lunchboxes and stuffed animals, or the bottlecap mine, made out of a Vault-Tec lunchbox, cherry bombs, a sensor module and bottle caps. Along with equipping various weapons, the player can also utilize different armors and clothing that may have effects that can alter various skills. For example, a pair of mechanic's coveralls may boost the player's repair skill while it is worn. Armor and clothing come in two main parts for the head and body, allowing a player to wear different combinations of hats and armor as well as masks and facial clothing, which can be worn with hats. Also, a player's inventory has a specified weight limit, preventing a player from carrying too many items. Story-related or essential items like Ammunition have no weight, due to the developer not wishing to bog down inventory management. The player character's weight limit can be increased by increasing the Strength stat in SPECIAL.

Party
The player can have a maximum party of three, consisting of themselves, Dogmeat, and a single non-player character. In addition to having Dogmeat in one's party, it is possible to send him out on his own to search for items such as weapons and ammunition, radiation medicine, and stimpaks. Dogmeat can be killed during the game if the player misuses him or places him in severely dangerous situations such as leading him into the Deathclaw Sanctuary. He cannot be replaced, unless one has the Broken Steel add on, in which a perk can be chosen that allows recruiting Dogmeat's puppy (Puppies!). Dogmeat and Dogmeat's puppies can be given stimpaks to heal them if needed. The player's party can further be extended, with several temporary quest non-player characters that will stay with them until the quest related to the non-player character is completed. If their quest is never completed, however, many will stay permanently with the player until killed.

Karma
The Karma system is an important gameplay feature. A player's actions, including conversation and combat choices, affect the player's status in the game world; a player who makes good decisions is received more positively by non-player characters, and a player who makes bad decisions has the opposite reaction. Crimes can also be committed by a player, and whichever faction or group that is harmed by a crime are fully aware of the player's action in most cases. Other factions that were not affected by the crime will not be aware of it, and since a town is usually its own faction, news of a crime committed in one town will not spread to another. Good or evil deeds will cause a bounty by the opposite alignment group. Talon Company (if one has good Karma) or the Regulators (if one has bad Karma) will ambush the player character randomly, and are not bound to any particular area.

Series connections

 * While Fallout and Fallout 2 feature turn-based combat and top-down isometric view in a 2D engine, Fallout 3 features real-time combat and first- or third-person view in a 3D engine.
 * Perks and Traits have been merged. In Fallout and Fallout 2, Traits were chosen at character creation, and were commonly a combination of a powerful advantage and a potent disadvantage, where Perks were purely advantageous.
 * In the SPECIAL character system, the number of skills have been reduced from 18 to 13, traits have been removed and perks are selected at every level instead of every 3 to 4 levels.

Interplay
Fallout 3 was initially under development by Black Isle Studios, a studio owned by Interplay Entertainment, under the working title Van Buren. Interplay Entertainment closed down Black Isle Studios before the game could be completed and the license to develop Fallout 3 was sold for a $1,175,000 minimum guaranteed advance against royalties to Bethesda Softworks, who also received the right to two additional Fallout titles in the future. Bethesda's Fallout 3 was developed from scratch, using neither Van Buren code, nor any other materials created by Black Isle Studios. In May 2007, a playable technology demo of the canceled project was released by fansite "No Mutants Allowed."

Bethesda
In July 2004, Bethesda announced that the company would be working on Fallout 3, with principal development not beginning until after The Elder Scrolls IV: Oblivion was completed. Fallout 3 uses a version of the same Gamebryo engine as Oblivion, and was developed by the same team. In 2006, Bethesda bought the full Fallout franchise, leaving Interplay the right to make Project V13. Between May 2 and June 5, 2007 Bethesda showcased 5 pieces of concept art by Craig Mullins on the Fallout 3 website during the countdown to the teaser. The cinematic teaser trailer for Fallout 3, consisting of the first part of the intro, was released by Bethesda Softworks on June 5, 2007, after a 30-day countdown on the Fallout 3 website. On August 2, 2007, the game's website was opened.

Reception
Fallout 3 received a Metacritic metascore of 91/100 for PC, 90/100 for PS3, and 93/100 for Xbox. In its firs week, the game outsold all previous Fallout games. Fallout 3 won several awards following its showcasing at E3 2007. IGN gave it the Game of E3 2007 award, and GameSpot gave it the Best Role-Playing Game of E3 2007 award. Following the game's demonstration at E3 2008, IGN also gave it Best Overall RPG, Best Overall Console Game, and Overall Game of the Show for E3 2008. Game Critics Awards gave the game Best Role-Playing Game and Best of Show for E3 2008.

Release issues

 * On July 4, 2008, Fallout 3 was refused classification in Australia, thus making the game illegal for sale in the country. According to the Australian Classification Board, the game was refused classification due to the "realistic visual representations of drugs and their delivery method (bringing) the 'science-fiction' drugs in line with 'real-world' drugs." Despite this, Australia's Fallout 3 was expected to be released on October 30, on par with the European version. In the aftermath, Pete Hines announced that all references to real-world proscribed drugs would be replaced with fictional names, in all versions of the game.
 * On behalf of Bethesda, PR manager Sam Brace announced during the 2008 Games Convention in Leipzig, that the German version will have a reduced level of violence, in particular no exploding heads and dismembered limbs. The uncensored version remained banned in Germany until its declassification on February 4, 2016.
 * The Japanese version was changed due to the cultural sensitivity on the topic of nuclear warfare. Mister Burke and the option to blow up Megaton during "The Power of the Atom" were removed, and certain human and ghoul animations were removed. In addition, the Fat Man launcher was renamed as "Nuka Launcher."
 * The distributor Microsoft India decided not to release the game in that country, citing "cultural sensitivities" as the reason.

Developers


The project was led by executive producer Todd Howard. Other producers include Ashley Cheng, Gavin Carter and Jeff Gardiner. The lead designer is Emil Pagliarulo who previously worked on Thief games as well as the Dark Brotherhood quests in Oblivion. The lead level designer is Joel Burgess. Other leads are lead artist Istvan Pely and lead programmer Steve Meister. PR and marketing for the game are coordinated by Pete Hines.

Music
The soundtrack of Fallout 3 is comprised of two main elements: the ambient soundtrack composed by Inon Zur, who also created the soundtrack of Fallout Tactics, and songs and other musical works which are played by in-game radio stations.

Game of the Year Edition
Fallout 3: Game of the Year Edition was released on October 13, 2009, for PC, PS3, and 360. This edition included all five add-ons, a Vault Secure poster on the back cover, and a copyright information booklet with a "Wasteland Survival Guide" cover. Mothership Zeta was not available in disc form aside from the Game of the Year edition.

Behind the scenes

 * According to Fred Zeleny, around 30% of the game's dialogue was cut towards the end of development in order to "fit all the voiced dialogue on the disc." As a result, dialogue that differentiated "between male and female characters" was removed.
 * During development, the downtown D.C. area in Fallout 3 was twice the size as in the final game. The team decided it was too large and confusing and cut the area space in half.
 * Leonard Boyarsky expressed regret over not being able to work on a third Fallout game.

Videos
E3 2008 Fallout 3 Trailer Fallout 3 Intro Fallout 3 Operation Anchorage Trailer Fallout 3 The Pitt Fallout 3 Broken Steel DLC Trailer Fallout 3 Point Lookout DLC Trailer Fallout 3 Mothership Zeta DLC Trailer Adam Adamowicz- Part illustrator, Part Storyteller - Concept Artist