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Fallout 3
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Fallout 3
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==Gameplay== Initial previews of Fallout 3 revealed that the game will feature both first-person and third-person perspective. Main character creation occurs as the player experiences the character's childhood. The character's mother dies in labor in the Vault 101 hospital, immediately after which the player decides the character's Traits and general appearance through a DNA analysis conducted by the father. Afterwords, the father removes his surgeon's mask to reveal a face similar to the one chosen by the player for the character. 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. The character receives training weapons 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 will be able to influence the player character's relationship with his or her father. Skills and Perks are similar to those in previous games: the player chooses three Tag Skills out of 14 to be the character's specialties, and the character will gain a Perk every other level. Four skills have been cut out from the game ([[Fallout]] and [[Fallout 2]] had 18 skills) but it is unknown which skills have been removed. The maximum level the player can achieve is level 20. The Vault-tec Assisted Targeting System, or V.A.T.S., will play an important part in the fighting phases of the game. While using V.A.T.S., real-time combat is paused creating a combat system that the Bethesda developers have described as a hybrid between turn-based and real-time combat. V.A.T.S. will also allow the gory deaths in the game to be shown in slow motion and great detail. Various actions cost action points, limiting the actions of each combatant during a turn, and both the player and enemies can target specific body areas for attacks to inflict specific injuries. The game will feature a new health and radiation system as well. The player can measure an object's radioactivity and gauge the effect it will have on the character. Another unique facet of gameplay is that firearms wear out after time: as a weapon degenerates, its rate of fire slows and it loses accuracy. However, worn out firearms can be combined to make more reliable and powerful weapons. Weapon schematics can also be found and used to create various devices such as rocket launchers or the clever shrapnel bomb, made out of a Vault-Tec lunchbox and bottlecaps. 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. Also, a player's inventory has a specified weight limit, preventing a player from carrying too many items. Items like weapon ammo have no weight, due to the developer not wishing to bog down inventory management. The player will have a maximum party of three, consisting of himself/herself, Dogmeat, and a single NPC. In addition to having Dogmeat in your party you will be able to send him out on his own to search for items such as arms and ammo, radiation medicine, and stimpacks. Dogmeat can be killed during the game if the player misuses him or places him in a severely dangerous situation and he cannot be replaced. Only one NPC can travel with the player at any time, and in order to get another NPC to travel, the first one must be "fired" by the player. A karma system will be an important feature in the gameplay. A player's actions, including conversation and combat choices, will affect the player's status in the game world; a player who makes good choices will be received more positively by NPCs, and a player that makes bad choices will have the opposite reaction. Crimes can also be committed by a player, and whichever faction or group that is harmed by a crime will be fully aware of the player's action. 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; factions can range in size and boundaries, however, and my not be restricted to a single area.
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