Quick roundup time, starting with the Fallout 3 trailer, theme and pictures being released on the Xbox360 Live service. In the words of the Fallout fan veteran, Xbox aficionado, enfant terrible and tatoo guru Killzig at DAC:
the theme is pretty weak.
turns your guide background to the default silver/grey metallic drab look.
the following backgrounds for the following blades:
xbox live blade
capitol building concept art
first concept art, wasteland
slaver camp concept art
the carrier concept art
no screens, nothing new.
Major Nelson has some more info as well as the price points.
the gamer pics are:
4 variations of vault boy. the thumbs up Major Nelson is using
just his head (this is also the icon that is displayed for the game on the marketplace),
head and shoulders,
there’s also the power armor helmet (game informer cover),
and the bethesda vault door logo.
yes, people pay for this. MS Points are like disney dollars but less useful. Non transferable. Non refundable.
Well, as we all know, there weren’t talking heads in Fallout. Also, Oblivion had that exact same body part targeting system. And let’s not forget that Oblivion also had an offset-from-center third person camera.
He also likes the idea of minigames on Fallout 3, but leaves a friendly advice to the Bethesda devs:
I think minigames are great, mostly because I think most CRPG mechanics like lockpicking are absolutely boring and terrible in every way. The minigames should definitely be good (and I think the Oblivion ones had some major problems), but the ol’ “roll a die to see if you’ve spent enough points over the last 20 hours of gameplay” mechanic is incredibly dull to me. At least combat has enough instances of those checks and other variables that it’s a robust game, but lockpicking (as an example) on its own is brainless and uninteresting. I think the lockpicking minigame in Oblivion was “okay” and I think the persuasion minigame had a lot of flaws. But I’m also pretty confident that the Bethesda folks know this too.
He says some more stuff on this, check this topic for it.
Remember the thank you note from the fans to Ron Perlman? Matt “Gstaff” Grandstaff is going to send it to the man, well sort off:
Kaos passed this on to me, and we can try to pass it on to Ron’s agent and let it go from there.
I went through and spell checked the introductory letter, added a few commas where they were necessary, etc. As for the comments, I left them as is, because they were the actual posts.
He didn’t pass the request for a small interview to this blog though, oh well.
And yeah everybody is talking about the Eurogamer interview with Gavin “kathode” Carter and Emil “Rohan/Emil” Pagliarulo. If for some reason you haven’t read it by now go on and check it, it’s the most interesting and important interview about Fallout 3 so far:
Emil Pagliarulo: Me personally, I really feel like we’re making a game in the legacy of the Fallout games. It’s so different than working with the Elder Scrolls stuff. It’s first-person, and that’s it. Actually it’s interesting for me – it harkens back for me to some of the most enjoyable first-person games I’ve ever played, the Terminator games Bethesda made. Fallout 3 is Bethesda’s triumphant return to gunplay games, after swords and sorcery for so long. For me it’s about bringing back /that/ legacy.
Gavin Carter: I feel like when people see it’s first-person they’re going to say, “Oh, there’s Oblivion. It’s Oblivion with guns.” But honestly there’s not a single thing we didn’t look at and think, how are we going to do this for Fallout? We stripped out our entire character system. It’s all Fallout now, with specials and experience, it’s not skill based. The whole questing system is Fallout. There are different paths to all the quests, you can lock yourself out of quests. It’s not like Oblivion where you can say, “I’ve just started in the Fighter’s Guild, but I’m the Grey Fox.” There’s nothing in the game that we haven’t looked at as its own thing.
Eurogamer: Do you feel like you owe Interplay anything?
Emil Pagliarulo: You can’t. You can’t proceed feeling that way. It’s like, you also can’t proceed feeling like you owe the fans of Fallout anything, you can’t feel bad that you’re not making a turn-based isometric game. When I first started I think did feel like that, and there was a period of coming to terms with it, and just saying, “I’m going to make the best game I can make, it is what it is, and we have the skills to make an excellent game, so that’s what we’re going to do.”