Yes.have you not heard of import taxes?
Yes.have you not heard of import taxes?
Where do you import PAL 360 games for cheaper than local prices if you don't mind me asking? I import region free games frequently, but the Euro exchange rate tends to mean local is cheaper from my experience.There is nothing stopping you from importing a game. I have imported a few games myself for much cheaper than it would cost to buy them locally (bad me for not supporting the local economy but half price with shipping included is hard to ignore).
It is not illegal to play a game that has been refused classification, as a title that has been refused classification. However it is illegal to/me rants about something to do with stupid SA attorney general vetoing the push to improve the classification system.
- Let a minor see you playing a game that hasn't been classified
- Publically display a game that hasn't been classified
- Sell a that hasn't been classified
- Advertise for a game that hasn't been classified without advertising approval
I am also curious about the 200 endings. I am wondering if they will be alike (~cluster wise) or each one be completly unique.
And IMO Oblivion was a good game except for the horrible leveling system which thankfully modders changed. I dont want the world to level up with me but rather I start as nobody, match the world and then surpass it as a true warrior!
well wasBioshock banned?... there were syringe injections with different effects in that as well although not with all the other representations of drug paraphernalia. I agree that the censoring is an erratic process
Ooh err. The OFLC has released some pretty interesting tidbits about the game when discussing why it was banned.
The report says "material that contains drug use and sexual violence related to incentives and rewards is Refused Classification". In applying this to Fallout 3, the Board state:
Quote:
The game contains the option to take a variety of "chems" using a device which is connected to the character's arm. Upon selection of the device a menu selection screen is displayed. Upon this screen is a list of "chems" that the player can take, by means of selection. These "chems" have positive effects and some negative effects (lowering of intelligence, or the character may become addicted to the "chem"). The positive effects include increase in strength, stamina, resistance to damage, agility and hit points. Corresponding with the list of various "chems" are small visual representation of the drugs, these include syringes, tablets, pill bottles, a crack-type pipe and blister packs. In the Board's view these realistic visual representations of drugs and their delivery method bring the "science-fiction" drugs in line with "real-world" drugs.
The report explains that "chems are an essential element of Fallout 3". In particular:
Quote:
The player can also select and use "Morphine" (a proscribed drug) which has the effect of enabling the character to ignore limb pain when the character's extremities are targeted by the enemy.
Do not read if you don't want gameplay elements revealed! http://palgn.com.au/article.php?mail=1&id=12094
Sois bannable, but shooting someone in the head is OK. Thanks for protecting me, censors!using drugs
I don't think bethesda is going to make fallout 3 that gory. probably on the same level as obliv, anything more than that and they start to cut back their user base. The trend with devs these days is to make games as appealing as possible to as large a user base as possible. Which makes sense I suppose from a business standpoint but it detracts from a lot of games. Oblivion is a perfect example of this.
In the end though they're just going to be shooting themselves in the foot as anything that detracts from the game will end up having a negative effect.
Hehe, in Fallout 1 & 2 you could take drugs. There where loads, you could become a drug addict if you took to many. There was so many random variables that played into those games.
I remember i walked through some green acid from a nuclear power plant , and i got an extra toe after a couple days because of the raditation. Thus i was by definition a "Mutant" and i couldn't become a citizen of Vault 15. There where tons of stuff like that, i also lowed how you could convince people to do crazy stuff through conversation.
Come to think of it, there where rather grim sides to Fallout 1 & 2 that would never pass sensorship today. You could kill children in that game.Killing people (once you got good weapons) could become extremely gory.
I hope Besethda manages to recreate a similarly grim world, but with the detail of todays 3d graphics, and all the bad video gaming press, they obviously have to show some constraint. Shooting children will not happend, but then again, im fine with that. I just hope that they will manage to make the game super gory enough.
Yup. Oblivion on consoles was terrible because of that, in my opinion. That and im not so found of RPGs where you dont talk in conversations, but walk to an npc and select a topic, then hear a monologe from the npc.
The originial fall out games where very heavy on dialoge, and conversation could be used to get information, finish quests in alternative ways, etc etc etc. I hope besethda (spelling?) will have a proper dialoge system, not the crappy monologes from the elder scrolls.
Here's a screen shot of what appears to be communication with an NPC.
I'm still not sure what you mean when you say "talk in conversations" versus Oblivion's system. But I haven't played any of the previous Fallout games, so I don't have much of a point of reference.
In Oblivion, your main character never talks. And when you comminicate with an NPC, the only thing you can do to control the conversation (monologe would be more appropriate), is to select which topic you want the NPC to talk about. So you have say 3-4 genres to talk about say, city, shops, Quest, myth, and if you select one of these, the NPC will talk about the titles.
You dont talk back, you just select a topic, and listen to whatever the NPC has to say, thus you have no control of conversations, which is very lame for an RPG.
In Fallout 1 & 2, you had actual dialoge, you could ask questions, say stuff, and NPC would respond to that. You could influence the conversation in each "step" (every time the NPC response was finished) and ask deeper question, etc. Keep in mind ofcourse that Fallout is 10 years old, so the dialoge was mostly text and just some voice for the major npcs, but the dialoge felt "real".
Perhaps too large of an undertaking to match that kind of depth, with current production cost? Depth, overall, that is, not just with the dialogue.