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“Leonard Boyarsky, the art director … had that movie running continuously in his office, and I think he remarked on several occasions that having a dog in the game would be really cool. “Dogmeat was definitely inspired by The Road Warrior,” says Cain. I was shocked when I heard of all the work people went through to keep Dogmeat alive to the end – especially the hell that they went through with the force fields in the Military Base.”ĭogmeat returned in 1998’s Fallout 2 as an Easter egg for players who invest heavily in the Luck stat and explore the well-hidden “Café of Broken Dreams.” There are other dogs in the game – K-9 and Pariah Dog to name a couple – but none compares to Dogmeat, who boasts a new feature in the sequel: “Accidentally” shoot him and a man named Mel will try to kill you. “I always intended that the various NPCs that joined up with the player would come to a violent end. “We never expected that Dogmeat would become such a popular character,” says Taylor. (“We never planned for them in the design,” says Cain.) No followers, no Dogmeat.ĭogmeat’s limitations ultimately become clear, however: Without ranged combat abilities, armor or the ability to take commands, he’s often torn to bits by the end of the game – as was the plan all along.
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Tim Cain, Lead Programmer and Designer of Fallout and currently the Design Director of Carbine Studios’ unannounced MMOG, notes that Heinig was the one who figured out how to get followers working in the first place. If there is one person to thank for Dogmeat, it is likely Heinig. “One, he was an iconic character to add to the game, so it would be rather undramatic for him to be weak and useless and two, since he couldn’t use ranged weapons, he needed to be tough enough to contribute somehow in melee combat.” “Dogmeat specifically had strong stats for two main reasons,” says Jesse Heinig, Fallout Scripter/Designer and current freelance game writer for White Wolf/CCP. At least Dogmeat never shot me in the back!”įallout‘s Dogmeat has been described as a “killing machine” and a “tiny god.” He can chew up foes with four attacks per round, often knocking them prone, and his 50 hit points make him tougher than you in the early stages of the game. “Dogmeat ended up getting a terrific bonus to knock down and was actually rather useful,” says Chris Taylor, Lead Designer of Fallout (and Lead Systems Designer for Interplay’s “Project V13,” the working title of the widely speculated Fallout Online MMOG). If you want him gone, you either have to shoot him, Old Yeller-style, or wait until someone else does the job for you. If you feed him an iguana-on-a-stick or are wearing a leather jacket like his previous owner, Dogmeat will follow you and never again leave your side. This makes him unique in the Wasteland.ĭogmeat first appeared in 1997’s Fallout, developed by Black Isle Studios and distributed by Interplay, where he can be found in Junktown terrorizing a man named Phil.
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So long as you feed him, exercise him regularly and generally avoid shooting him in the head, Dogmeat will be your friend until the end.
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He doesn’t care who you are or whether you’re good or evil. Perhaps no character in the Fallout universe is as beloved by players as Dogmeat, the canine companion to every Lone Wanderer to leave (or be thrown out of) his vault.