New podcast highlights Cthulhu

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If you’re a podcast listener and you haven’t listened to Rebel FM, it comes highly recommend by several guys here at the office (including myself). In addition to their weekly podcast that hits every Wednesday, the Rebel FM team have kicked off a new podcast series called Rebel FM Game Club. For this show, they pick a game and discuss it at length each week as they’re playing through it. For their first featured game, they selected one of our titles, Call of Cthulhu: Dark Corners of the Earth, which we released a few years back on Xbox and PC.

If you’re interested in hearing about Cthulhu, give the podcast a listen. To get the game, check your local game store or download it at Direct2Drive.

Around the web

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Here’s the latest online coverage for Fallout 3.

As we mentioned a few weeks back, PC Gamer named Fallout 3 as their 2008 Game of the Year. If you weren’t able to pick up the issue, you can now read the remarks written by Todd Howard and Emil Pagliarulo over at GamesRadar.

This week, Fallout 3 was nominated for two Game Audio Network Guild’s awards. The game was nominated for Best Use of Multi-Channel Surround in a Game, as well as Best Use of Licensed Music.

In DLC news, there’s a couple things you can check out. If you’re a Game Informer subscriber, you can read a new interview with Jeff Gardiner on their Game Informer Unlimted page. In the interview, Jeff discusses both The Pitt and Broken Steel. Elsewhere, Area 5 share their thoughts on Fallout 3′s first DLC, Operation: Anchorage, in a new video podcast.

Finally, here’s some new modding news from Planet Fallout. This week Blinzler has two new State of Modding Interviews this week — this time with Mr.SlackPants and Joefoxx.

While you’re there, check out some of Planet Fallout’s featured mods. If you’re seeking new apparel, check out Moira’s New Shipment by CrowBennett08 and Camo Uniforms Remix by rebel5555. Need a new place to stay? Check out Yevic1994′s Big Town Junk House or one of Princess Stomper’s homes located in Rivet City and atop the Washington Monument.

About Game Development: On Creativity

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About Game Development are short essays exploring the world of game development at Bethesda Game Studios. Today’s post is about creativity.

Here’s a useless party trick: what’s the fastest way to clear a room of single women? Say you make video games for a living. Because at every party, there is that guy. The one with the killer idea, the sure thing. He’s done all the work already, he’s practically giving it away. Once that guy latches onto you, forget about talking to anybody else.

If only making a game could be reduced to a singular, perfect idea — a romanticized act, full of mystery, that one performs alone like Michelangelo, dimly lit by candlelight, on his back painting the ceiling of the Sistine Chapel.

It’s a lie, of course. The painting of the Sistine Chapel was the work of an army of assistants, carpenters building scaffolding, laborers mining limestone, Craft food services, one Pope, and lots of other people who I couldn’t even begin to imagine.

With projects as complex as our games, creativity involves a large number of people working together. A game like Oblivion or Fallout 3 consists of literally tens of thousands of ideas. Everyone here at the studio contributes to this vast matrix of features, code, sound, art and words. It is both beautiful and frightening. I don’t think we would be doing our projects justice if we weren’t, at least, a little terrified.

We are at our most creative — that is, we create our best work — when we are working together. Some of the best parts of our games can be traced to groups of individuals iterating — a programmer and an artist pushing to improve our particle system to get the right visual effect; a designer, level designer and world artist creating a city full of buildings, dungeons, characters and quests; a hit squad of programmers, level designers, artists and animators cranking away until a giant anti-communist propaganda spouting robot is able to walk and blow **** up.

-Ashley Cheng, Production Director

What we’re playing: Flower(s) for Valentine’s Edition

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It’s Valentine’s weekend, so several guys at the office are giving some love to Flower — a new downloadable game out on PlayStation 3 this week. if you’re looking for something different, I highly recommend it.

Here’s the rest of what we’re playing. Hope you’re all having a lovely weekend.

Mike Dulany, Programmer: Flower, House of the Dead: Overkill.

Aaron Mitschelen, QA: LotRO, WoW, Persona 4, Onechanbara: Bikini Samurai Squad (wait, what?).

Gary Noonan, Animator: Working on a top secret MW mod project. ;)

Liz Beetem, Tortured Artiste: House of the Dead Overkill while blasting the psychobilly outta my ITunes in loving memory of Lux Interior.

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In Print: New details on The Pitt

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Fallout 3′s second DLC, The Pitt, will be arriving next month on Games for Windows LIVE and Xbox LIVE, but if you want a sneak peek at the content, there’s a couple magazines out there with new information on the game.

The most recent issue of Game Informer (now hitting subscribers) and the UK edition of OXM (now on newsstands) feature new details and screenshots.

Elsewhere, in the upcoming issue of OXM (April), there’s a feature on “The State of DLC Today,” which will feature an interview with Todd Howard, their Operation: Anchorage Review, and a screen from The Pitt.

As more information comes out on The Pitt, we’ll keep you updated.

This week at Splash Damage

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Here’s another look at what’s going on with our friends from Splash Damage.

Congrats are in order for Technical Director Arnout van Meer, who was recently honored by Develop Magazine — making their 30 Under 30 List that honors rising stars in Europe’s game development community.

In other news, on the Splash Damage website, they’ve got a new developer profile. This week you can get to know their Production Coordinator, Matt “Anti” Lowe. Here’s a quick look:

Why did you join Splash Damage?
I’ve always been a big fan of FPS games, so Splash Damage was the perfect fit. They were also probably the only studio making FPS games in the UK at the time, so it felt like an amazing opportunity to be able to work with them. The chance to share my own opinions of what makes a great Shooter and possibly see that have some affect on a retail game was really exciting!

That’s all for this week, but we’ll keep you up to speed on new developments at their office.

Modding Interview: Phitt

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This week we’re talking with Elder Scrolls/Fallout 3 modder, Philipp Termeer (known in the forums as Phitt). Phitt is a resident of Wiesbaden, Germany where he works as an engineer. Phitt has been playing our games since Morrowind, and began modding with Oblivion.

Phitt is currently working on a very impressive Oblivion, Sheogorad, using thousands of meshes made from scratch. Pretty impressive homage to Morrowind!

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Planet Fallout Modding Update

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Today we’re checking in on some of the latest modding news at Planet Fallout.

We’ll begin with the third installation of their State of Modding series. This time around, Blinzler goes head-to-head with BGS forum member Qzilla. Here’s a snippet of the interview:

Any advice to people new to modding (Fallout 3)?
Qzilla:
Everyone says this to new modders but it’s 100% true: start small! If your first foray into modding is making a WIP thread for a TC for Oblivion/Fallout 3 and you haven’t even started on it yet… you’re starting down a long long tunnel with no end in sight. The best way to start modding, from my perspective, is to find someone else’s *small* mod, and try to customize it more to your liking, emphasis again on *small*. Mods can get very complex very fast, so the best way to gain understanding is to start with something small and simple, and then once you’ve got the basics down you can start trying to mix things together to do more complicated things. No matter how much you may want to remake the entire Deus Ex game with the Fallout 3 engine — or whatever wild-eyed dream you’ve cooked up — it’s not gonna happen.

For more State of Modding interview, click here.

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