The main Quest of the game is split into three distinct sections. Fondly dubbed as 'Acts', these sections allow the player to open a clear and concise narrative, gather the concept behind the plot, follow through with their resolution of the problem put to them, and come to a satisfactory close.
Without revealing too much information, Act 1 has been designed with an eye to scare. What better does Who do best then aim to frighten and excite, and it's through this that clever plot elements have been channelled with smoke and mirror style scripting to provide an interesting mechanic on a new series staple; The Weeping Angel.
The main problem with a Weeping Angel is that it can't move when you can see it, and as there's no real field of vision within the Fallout game scope, you have to utilise the player's central focus of attention; the crosshair.
The second problem, is how do you kill an Angel? Well; you don't. You can't kill the Angels, it's not possible. But they can 'kill' you. All you have to do is survive, and surviving at the end of the day, is the best staple of new Who. Survival and Running. Lots of running.
As we round off completion of the incorporated narrative and scripted codework into Act 1, I can release a few teasers you'll have to get your head around for now...
- "There's more doors then there are rooms...?"
- All that Vegas Rock 'n Roll is just too much for Bob and the gang...
- A Runaway Box and a faithful nod back to Fallout 2...
Keep tuning in, more soon
Demeggy & the Team