As we explored the Wasteland, it wasn't too long before we came across some enemies: giant ants. This was the first opportunity we got to see how combat played out. There were two modes available. The first seemed pretty reminiscent of first-person shooters. The game's cursor was moved overtop the enemies and the hero fired his gun. In the second mode, Todd brought up a targeting HUD that displayed different sections of the enemy's body (like arms, legs, torso, head). Each section had a health gauge and an attack success percentage. Attacking through this method seemed much more like a typical RPG setup and should be more comfortable with those leery of FPS games. However, it definitely seemed like a lot of work was put into both styles of attack, and later battles in the demo showed that there was a lot more to both of them. For instance, our hero got into a pretty intense shooting firefight later on in the midst of DC's ruins, and this involved lots of rapid running and gunning. Meanwhile, a battle in some old abandoned metro tunnels showed us how the targetting system could be used to strategically queue up successive attacks against multiple enemies, and another battle against some giant ants demonstrated how hitting their antennae could cause them to become frenzied and attack their own allies.
One of the things that most impressed us about Fallout 3 is the writing and overall tone of the game, which puts the player in what someone from the 1950ís might imagine is the future. The design is excellent, featuring a retro-futuristic aesthetic that could best be described as the bastard child of The Jetsons and Mad Max. I mean, the fact that shooting the fusion reactor in a car that looks like a Studebaker will cause a miniature nuclear explosion speaks volumes about the artists.