Critters

Any transition from 2D to 3D was bound to have an effect on the way that iconic Fallout creatures look - especially when the game in question is being made by a new development team. Having said that, there were a couple of familiar beasties we've run into that looked very close to their former selves. Giant molerats and radscorpions both look the business; the latter are also quite difficult to kill, which we like - we personally always felt that the giant scorpions were a bit too wimpy in the previous Fallouts. The robots we encountered were also pretty impressive: Brainbots look exactly as they did in Fallout 2, while the newly-designed bots fit into the 1950s Flash Gordon-alike style that was favoured in the original RPG.

Ghouls are something of a mixed bag. The ones we encountered in settlements looked suitably messed-up, and the way they were consistently presented as second-class citizens is also something that clicks with traditional Fallout canon. On the other hand, there's at least one location that features "feral" ghouls - which are essentially fast zombies in everything but name. The game explains these as being "ghouls that have gone mad", but it still seems a little bit odd - they're simply too bestial, too far removed from the civilised chaps that will happily share a cup of tea with you; they feel like a separate species. The Super Mutants look pretty good, we feel: they all tend to look quite similar, but their towering presence is excellent. When we stumbled upon a pair of them, both armed with large miniguns, we knew we were in big trouble. For the most part, they seemed to be quite tough too - soaking up lots of bullets and even a couple of critical hits before they finally took a dirt nap.

We haven't seen any deathclaws yet, sadly - but we did run into the occasional centaur - a mutant monstrosity created by The Master, the villain of Fallout 1. These look really nasty - you'll feel quite revolted the first time you spot one crawling towards you on its many scuttling legs.