Emil Thinks We’re All Crack Addicts

Bigguns is looking for the groin shot.

Bigguns is looking for the groin shot.

Emil made an appearance at the BGS forums to defend his baby.  Some interesting comments in there about the inspiration for V.A.T.S. and the implementation.  Here’s one quote that tickled my funny bone:

It certainly wasn’t the case that we came up with a concept, put it into the game, and said, “There it is! It’s perfect” The road from paper design to implementation was loooonngg…. So regardless of what the paper design was, for us, that’s always just the beginning. The one thing you have to realize is that anything can look good on paper. Anything. In a written doc, you can justify your arguments, tighten any logic errors, dot your i’s and cross your t’s… but if you get it into the game, and it sucks (and it often does!) you have to change it. Most of the “bad’ games I’ve played are bad not because they’ve been crappy ideas, but because they haven’t been properly executed. It’s as if the developers were so blinded by the the awesomeness of their ideas on paper, they couldn’t accept that those same ideas just did not translate into fun gameplay. It’s an easy trap to fall into, and every developer has at one point or another, myself included.

Laughing with me yet?  Maybe sometime soon.  He also goes on to say that V.A.T.S. will please everyone, really!

We designed the combat balance with V.A.T.S. use in mind. Trust me, those who say they won’t use it will. If there’s one thing we learned throughout development it’s that people use V.A.T.S. It just feels natural, and the camera playbacks are a kind of visual crack. So V.A.T.S. is one part tactical, one part pure visceral entertainment. Chances are at least one of those elements will appeal to you, and you’ll end up using V.A.T.S.

And of course, later in the conversation, the sore subject of groin shots reared its ugly head.

Quick answers — no groin shots because it took long enough for us to get the other body parts balanced. And we were afraid the groin shots would instantly change the tone to “goofy” — so they didn’t make the cut.

Yes, it seems groin shots were the tipping point on the goof-o-meter.  Truly a fine line between the comedic and the dramatic that the designers had to walk.  Steel be with them in that endeavor.

Chime in over here.

X-Play Fallout 3 Special

If you’re like me, you probably can’t even find G4TV on your television dial and luckily for us the good people at G4 know this.  They’ve posted up their Fallout 3 X-Play special on the internets for all to see.  Included is some great footage of Rivet City and commentary from Todd, Pete, Istvan and my personal favorite Emil (do moar interviews, plz).

Gamasutra Interviews Todd

Gamasutra has posted an interview with Todd Howard.  While light on Fallout 3 details the interview does go into some of Todd’s view on game design:

As a game director — and it’s not like this is the first time you’ve done this — how do you even approach something like this? It seems like such a fairly monumental task, on two fronts: one, it’s just the issue of making a game this big, but you guys have done that before. But then there’s also the issue of inheriting that IP. Not that you’re doing it alone, but it seems like a pretty substantial undertaking. How do you approach that?

TH: The good thing with Fallout is that…  from a workflow standpoint — I mean how we go about what we do — it’s similar to what we do with Elder Scrolls, where it’s very big, and it’s an established world — whether or not  we’ve established it, or somebody else. The Elder Scrolls [world] is so big that no one person can remember it all, so when we think up stuff, we have to go research it. Like, “What did it say in this book in Daggerfall?” It’s so much stuff. So we go through the same work with Fallout.

And frankly, it was a very nice change of pace for us. We were really excited to do the project. So, I think we’re kind of used to doing it; I don’t know that there’s something specific I could point to, and go, “Here’s how we go about it.”

The one thing we do is we lay out the world. One of the first things we do is draw the map, and come up with the people and places. And the rest of it comes out of that. I mean, in Fallout, we knew we wanted to have vaults.

I usually come up with — this is bizarre — the first thing I always come up with is the beginning of the game, and the interface. I don’t know why. Like, how does it start, and what’s the interface. There’s no reason for that; it’s just what goes on.

And we knew we wanted to start in the vault, and play through. I’ve always been interested in games that just start, and you play them; the character generation is part of the game. An early influence is Indiana Jones and the Fate of Atlantis.

Check out the full interview over yonder.

This newsbit pilfered mercilessly from Kharn.

Bring Back Will Wright

A new episode of Todd Time has gone live on G4TV’s website.  This week, Todd talks about reinvention in game design.  Recycling old ideas.  Professing his love for space marines and nazi killing.  Yeah, I’m not sure either.  Make sure you navigate away from the page before that E for All video starts, you might find yourself in mortal danger before you know it.

Ashley Cheng on Fallout 3

It has been a great year for Ashley Cheng, he’s gotten married and now he’s shipped Fallout 3.  He shared a few thoughts on the latter over at his blog:

There’s always some work to do, but I’m finally at the point where I can actually breath at work. The game is done done. Like done. For most of the team, the game has been done for a while and the final push of a project always feels like a lot of hurry up and wait, as we wrap up testing, carefully eyeballing every bug we find, trying to get as much information as possible before deciding if the risk/reward is there to make the change.

Now I get to wait along with them. I’m very fortunate to be working with an incredibly talented team, at an awesome company, for great bosses, where we work on fun and successful games.

It is as good as I hoped it would be. I can’t express how proud I am of Fallout 3. It is the best game, in my opinion, that we’ve made. And (doing my best Peter Molyneux impersonation here) it will be one of the best games you’ll play this year 😉

And as we continue on, my goal, as ever, is to make sure our next project is even better. Most people don’t know this but I am usually the last person to touch all the games we make here. So as you boot up Fallout 3 on your PC, Xbox 360 or Playstation 3, know that I was the one who sent it off to you. So you know who to blame:)

I know how lucky I am to be in this industry, to have been given the opportunity to make these great games, and to have our hard work pay off with the tremendous success we’ve had.

I think I can speak for everyone here at the blog when I say congratulations to Ashley on both counts.  I hope he, and the rest of the good people at BethSoft, enjoy this quiet time before the next project kicks into high gear.

Pete Hines: Bounty Hunter

According to Kotaku, Bethesda is searching for those responsible for the recent leak of Fallout 3 (360).  Pete Hines has made the solemn vow to hunt them where they sleep, to find those responsible and make them pay by any means necessary.  That’s not actually what he said, here’s the quote:

“We’re looking into it. Since we haven’t sent out a single disc, it greatly reduces the number of places this might have come from.”

The Kotaku reporter wasn’t sure what to do with this non-quote and started talking about sniffing his games.  I’m not that kinky so I’ll just ask that you postulate who will be rounding out Pete Hines’ vengeance posse in the comments below.  My money is on Gstaff, I heard he carries a peacemaker with him everywhere he goes.

GTTV Footage

A Planetarium in Fallout 3

As Briosa mentioned earlier, GTTV had an episode dedicated mostly to Fallout earlier this morning.  You can watch the episode over at Gametrailers.com,  There’s some new footage interspersed with lots of old footage and short Q&A sessions with various developers from the game.  There’s also some coverage on other games and an exclusive Red Alert trailer.  But hey look, a planetarium, I love planetariums!

Tonight on Spike TV

A message from Rohan at Gametrailers TV:

Hi! I’m Rohan from GameTrailers TV

I wanted to let you know that this Friday, tomorrow night at 1am on Spike TV, we’ve got a whole show on Fallout 3!

We went to Bethesda to talk about the game with the developers, received over 15 minutes of brand new, never-before-seen footage, and ask the questions that true Fallout fans want to hear. Trust me, I’m one of them. We unveil a new quest that takes you to the Washington Monument and get up close and personal with the Super Mutant Behemoth.

Not only that, but we’ve got other exclusives in the show – everything from an interview with Tony Parker about NBA Live 09 to a brand new Command & Conquer: Red Alert 3 trailer that features the remixed Hell March theme. It focuses on the Empire of the Rising Sun, and has to be seen to believe!

Check out the promo for the show here:

http://www.gametrailers.com/player/40937.html

Fallout 3 Gold! It’s Official Now

Fallout 3 Special Edition, coming in October

Almost here

From the Official Site:

October 9, 2008 (Rockville, MD) – Bethesda Softworks®, a ZeniMax Media company,  announced today that its highly anticipated title, Fallout® 3, has gone gold and will be available on store shelves and online in North America on October 28, in Europe and Australia on October 30, and in the UK on October 31. Developed at Bethesda Game Studios – creators of the 2006 Game of the Year,  The Elder Scrolls IV: Oblivion®Fallout 3 is slated for release on the Xbox 360®video game and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system, and Games for Windows.

Fallout 3 has been the biggest project we’ve ever undertaken,” said Todd Howard, game director for Fallout 3. “It’s been a long journey and we’re really happy with how it turned out. We can’t wait for everyone to get a chance to play it.”

Fallout 3 features one of the most realized game worlds ever created. Set more than 200 years following a nuclear war, you can create any kind of character you want and explore the open wastes of Washington, D.C however you choose. Every minute is a fight for survival as you encounter Super Mutants, Ghouls, Raiders, and other dangers of the Wasteland.

Fallout 3’s first review is featured as this month’s cover story in Official Xbox Magazine, hitting subscribers now and on newsstands October 21. Hailed as one of the most anticipated games for 2008, Fallout 3 has already won numerous awards including Best of Show from the official Game Critics Awards at E3 2008, a selection voted on by an independent group of journalists from 36 leading North American media outlets that cover the videogame industry.

Fallout® 3 has been rated Mature by the ESRB.

That’s all folks!

The last Vault Arcade comic is up, it ends with a whimper.  The big news though is that the BethBlog is having a contest to celebrate the end of the PA run (or maybe to celebrate the game finally coming out, could be a little of both)…

  • Send an email to bethblog@bethsoft.com. In it, let us know which of the 12 comics was your favorite.
  • All e-mails must be received by midnight (U.S. EST), Sunday, October 12th. Winners will be randomly selected and contacted shortly there after. Any foul play detected will result in automatic disqualification.
  • All participants must be 18 or older to enter and verification may be required before the winner is announced.

While you’re at it.  Tell Bethsoft you want some new wallpapers, preferably high-res versions of those DC ads linked below.

Riding on the Metro

John Cangany of Washington D.C. alerted Joystiq to a new ad campaign by BethSoft in support of Fallout 3.  Apparently, these ads are having the desired effect:

Anyway, metro riders were transfixed by this ad. Unlike the “Fred, your ass is looking fat” hippo posters or the metro etiquette ads, the crumbling Washington Monument and mutated American flag caught a lot of eyes, and people STARED. Like, legit stared, as if the ad were either a really pretty or really ugly, disfigured lady.

Joystiq contacted BethSoft for more information and received a few photos of the different ads.  They’ve also requested some help from DC residents in identifying the locations so if you’re familiar with the locales, head on over and share what you got.

Update: Pete Hines says the ads are currently at the Metro Center station and only at the Metro Center station.

Fallout 3 Review From Sweden

Swedish PCGamer reviews Fallout 3, gives a 81% score, and Dupa got us some bits and pieces in English:

I just got the October issue of  swedish PC gamer and they have a review of the PC version of fallout 3.
In short:
score: 81%
Pros:
VATS
SPECIAL
Megaton at night
Cons:
A feeling of lifeless backdrops
Lifeless/stale Characters
To much on a too small area

Its Written by Joakim Bennet, who has proclaimed love for Fallout many times over the years he has been at PC gamer sweden.

Other short stuff(not quotes):
Vats is great, realtime combat isnt. The realtime combat (damage/hits etc) doesnt seem to be in sync with whats happening on the screen.
HtH combat in 3rd person is just as bad as in oblivion
Bennet misses the world map, random encunters, the empty wastes.
AI isn’t great. Enemies running in circles and no reaction from NPC that gets hot from a long distance is quite common.
You can pick up anything that isn’t bolted to the floor.
The SPECIAL system and Perks works great

He also writes about four important points and compare them to the originals:

Continue reading

The DRM Interview

Lincoln takes a ride.

Lincoln takes a ride.

From the you’ve-probably-already-read-this file, Shack News conducted an interview with BethSoft PR Gorilla Pete Hines. The big take away from this interview seems to be the confirmation of minimal DRM for Fallout 3’s PC version:

Shack: Similar question in the sense that it’s an issue that can be overblown. What kind of copy protection will be included on the PC version of Fallout 3?

Pete Hines: Pretty similar to what we did for Oblivion, which was–we basically don’t do any–we do the mildest form possible. I actually don’t know if I even want to get into what it is that we exactly do, but we try to be really noninvasive when it comes to that stuff. [ed- Oblivion employed a simple DVD check.]

The rest of the interview is over yonder.