From Strategy Informer:
It’s been a long time coming, but the sequel to legendary PC RPG series is almost upon us. Strategy Informer was invited to see the latest version of the forthcoming game and have a chat with Bethesda’s Vice President of PR and Marketing, Pete Hines, about post-apocalyptic worlds, overzealous fanboys and keeping distraught developers away from sharp objects.
Er ok… well Pete Hines answers a lot of questions:
SI:[…]To say it is eagerly anticipated is quite an understatement, but do the ultra-high expectations worry Bethesda?
Pete Hines – “Oh no, not at all! I’d be disappointed if it was anything less. I think they should expect as good a Fallout game as is possible, given how long they’ve waited, and people who are fans of Bethesda should certainly expect that we’ve put every ounce of energy and creativity into making something that is worthwhile.”
SI:[…]does Fallout 3 still offer a non-violent choice to the player?
Pete Hines – “That is certainly our goal, to mirror all of those original experiences – well, the positive ones. Things like, giving the player plenty of opportunity to avoid combat as a viable option.”
SI:[…]One of the few problems with Oblivion was the repetition within the various caves and ruins found around the map. Clearly, this was because of the sheer size of the game – there had to be a cutback somewhere – but does Fallout 3 have the same issue?
Pete Hines – “Yeah, sometimes it got pretty monotonous. I think that is one of the reasons why we don’t mind scaling things down a little bit in terms of size and scope. If you’ve got fewer dungeons, you can put much more polish on them and make them more distinct and different. For an extreme example, if you had 1000 compared to one, the one would be immensely detailed, whereas with the 1000 you’d have to get a bit generic. The same is true with almost every part of the game – characters, locations and events – all of them get much better and more memorable when you have fewer of them to manage. I think the variety is a bit better, as you’ve got buildings, underground parts, above ground quasi-dungeons… There is a much better mix, so hopefully folks will find it to be more appealing and more exciting than Oblivion.”
SI:[…]With videogame violence back on the radar once again, I asked Pete if he had any worries about the censors.
Pete Hines – “Ultimately, it’s going to be up to the players to decide whether or not they were torn between two choice or whether it was a simple A or B. Games have changed a lot in the last ten years and stuff that was edgy and out of the norm now seems fairly tame. In GTA, you can curbstomp hookers and kill cops – that wasn’t the norm back then! Now, you don’t even blink at it, look at the God of War sex game, for instance. The environment has changed but I certainly hope that making the morale choices and having to live with the consequences, sometimes even being surprised by the consequences, is something that we’ve captured. As long as there is context, unlike some of the games we recently heard were getting in trouble where all you do is go around and be violent, we’ll be okay. It is certainly something we are aware of but I don’t think [Fallout 3] is anywhere out of the norm than many other games that came out over here without any trouble.”
SI:[…]In closing, I asked Pete what they wanted to get out of the release of Fallout 3.
Pete Hines – “I’d like to see two things. I’d like to see people who played the original Fallout and say “That is exactly what I wanted from a new Fallout game” or maybe be so bold to hope that folks will think it was even better than what they expected. We want fans who loved that series to find a game that is true to what they remembered. We also want bring a bunch of new fans to this series – maybe people who weren’t old enough or weren’t into it ten years ago that now have a chance to experience this really great world that Tim Cain and all those other guys created and hopefully have a great time playing our game.”
There’s a lot more there to read.