Wednesday, August 6, 2008

The Irradiated Future

As has been established, I love 30s to 60s culture. I'd have to say it's because of the almost childlike hopeful attitude that is so prominent at the time. Life and the economy were good (after the Great Depression and in particular after WWII, of course), and everyone seemed to think that everything was uphill from there, like they had found perfection and it would last forever. Untrue, of course, but that naive enthusiasm for the future has a certain charm to it.

When I think of this kind of culture, I think either the great USA versus the evil Nazis and twisted Japanese or the last island of capitalism in the shark-infested ocean of communism. It was riddled with new advances driven by fear and war and tons of propaganda, usually given in campy little PSAs, like Duck and Cover, mostly because the future looked frightening, but people wanted to fool themselves and others into thinking it would all turn out alright.

In stark contrast, Fallout is grittily dystopian with everything having hit rock bottom and no real sign of the next hill in sight. This contrasts so vividly with the utopian views of the cold war culture, it's like ebony and ivory. It's so darkly humorous to see, say, old, faded posters proclaiming the glory of the future hanging on the walls of filthy, half-destroyed buildings in the middle of a wasteland, it's hard to imagine someone not appreciating the atmospheric contrasts.

For an example of the contrasting atmospheres, just look at the below montage to see what I mean.



I've heard that Fallout was based on Wasteland, Mad Max, and other such things (which I have peered at but never really gotten into, myself), but when I think Fallout, I think three things: gritty, atmospheric, and violent. A vague list, maybe, but I think that anyone who has played Fallout 1 and 2 has to admit that the game is essentially those three things.

As far as CRPGs go, Fallout is classic, and any self-proclaimed roleplaying game fan will most likely have played at least one game in the series. It has spawned a cult following, though I would recommend avoiding much of the fan community, as they are, in my experience, a bitter and unpleasant lot.

All the buzz (and concern, I suppose) has been about the newest game in the series, Fallout 3. With Bethesda at the wheel, it's hard to say whether it will be a credit or insult to the original material. As much as I liked Fallout 2, though, I do hope that the third cuts down on the immersion-breaking pop culture references.

I think that one of the hardest things to pull off will be the immersive, believable atmosphere. Naturally, that's the hardest part for any storyteller, but I think that it will be particularly difficult for someone who's never created the game to find that sweet spot of atmosphere concurrence. In Bethesda's credit, I think that they are really, honestly trying, and that they have the right idea in mind. Look at their diaries, hell their website design, if you have any doubt of that. It's obvious that they know what they're doing. For a good example, see the E3 '08 trailer below.



Ahh, such a fantastic job. The intro PSA looks exactly like something someone would see in the 50s. I couldn't ask for it to be better, and their choice of music is superb as well. My only real concerns come with the game footage.

As I have described, one of the main points of Fallout is the violence. Some complain that Fallout's graphics are dated, but I beg to differ. There is an enormous amount of detail packed into those sprites, and I really don't think that more is necessary, or even worthwhile.

Even the talking heads, simple as they may be compared to rendering a 3D model on the fly, don't break immersion in the slightest (if anything, they add to it).



In fact, it's done so well, I think that Bethesda will have a bit of trouble recreating it in full 3D. The nice thing about sprites (and the talking heads are more or less sprites) is that they are just a number of images that are shown in succession, and displaying an image takes practically no system resources. In contrast, stuffing that kind of detail into a 3D model is very taxing for a computer to render, plus the detail has to be uniform. In the case of the talking heads, there doesn't have to be a great-looking back of the head, because no one will see that. In Fallout 3, the quality has to be the same on all parts of the model, which may mean that the model has lower-resolution textures, less polygons, etc.

Another thing that concerns me is atmosphere. When the entire game is a bunch of images overlaying other images, all seen from a high isometric perspective, it's easy to make it look like there is more detail than there actually is. When you can actually walk up to something in first person and observe it up close, though, any lack of detail becomes glaringly apparent. Additionally, something looks a bit... wrong with the in-game footage. Maybe it could use the barrel distortion techniques employed in Mass Effect, which I will be sure to discuss in detail soon enough.

Yahtzee of Zero Punctuation mentioned Fallout 3 in his E3 overview, but I have to clarify one point; you won't always see a long, cinematic death for every enemy you fight, it's controlled by the fight mode you have selected, so at least there's an option to disable it should it become tedious (Final Fantasy VII in particular suffered from that, especially when the attack cinematics clocked in at around half a minute or more).



All in all, I think that Bethesda is on the right track to capturing what made Fallout great, though I do hope that they polish the graphics a bit before release, in particular the much-hyped death shots. Unfortunately, you just can't realistically pack the kind of detail into a 3D model for a game necessary to make it really look like someone's just gotten their side blown out or arm shot off. Sprites are great with that, because they can do whatever they like--they're just a succession of pictures. 3D models are limited by geometry and how it interacts with the environment and itself. In particular, I get the feeling that I'm just looking at a full 3D model that was chopped up into parts, then glued back together in the case of the player going at a mutant with a gatling gun; they fall apart like they are some kind of toy.

No comments:

Post a Comment