'No magic in Fallout 3,' says executive producer

We hit up Bethesda Softworks to talk with Todd Howard for a quick update on weapons, Perks, and the massive post-apocalyptic world.

It's been dead quiet on the Fallout 3 front, and here at GamePro, we're afraid of the dark, deafly silence. We hit up Bethesda Softworks to talk with Fallout 3 executive producer Todd Howard for a quick update on weapons, Perks, and the massive post-apocalyptic world.

GamePro: To Oblivion players, what will Fallout 3 feel like? It's obvious (to us at least) that combat mechanics and design play a much larger role in Fallout 3 than Oblivion.

Todd Howard: The overall game flow feels like Oblivion, in that you make your own character and then explore a huge open world and do whatever you want. The basic gameplay of Fallout 3 is similar, which is one of the reasons we really wanted to do Fallout in the first place. I'd say the amount of action is similar to Oblivion, not more, not less. The basic combat in Fallout 3 may seem more complex then Oblivion's, but at the same time, there is no magic in Fallout 3, so we felt we needed to do as much as we could with the guns and add a nice layer of being able to shoot body parts and feel the effects of a crippled leg and such.

GP: How many Perks do you plan for the final game? Could you give us an example of a low-level one and a high-level/godly one?

Howard: The Perks are still being tweaked, so we're not ready to talk about them just yet. Sorry.

GP: Radiation and mutation play a big role in the Fallout mythos. Will mutation ever be a factor from the player's perspective?

Howard: Only in that it's bad to the player. You get radiation poisoning from various levels of contact.

GP: There were quite a few rifles and assault rifles in the early press preview. What other weapons are waiting to be found?

Howard: Shotguns, yes. Flamethrower, yes, Pistols, yes, Submachine guns, yes. We have a lot of weapons, even melee attacks.

GP: What's one particular detail of the game that Bethesda is particularly proud of?

Howard: Right now we've got a lot of the world built and we're excited by how fun it is to explore. I admit we were worried about such a grand world that is completely destroyed and it feeling morbidly depressing and empty. We have a ways to go yet, but it's looking good and there's a lot of sandbox gameplay to discover.

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