Wanna know Todd’s ritual on release day? Kotaku’s Brian Ashcraft got answers from Todd, as well as other notable developers for a post titled “What Game Developers Do When Their Games Launch.” You can check it out here.
Finally, of all the Fallout 3 coverage I’ve sifted through, this has got to be the weirdest. At GameGrep, I found this clip where a guy is discussing his dreams on a radio station. Give it a listen, and within a few seconds, you’ll realize he’s pulling the DJ’s leg. I bet Three Dog is having a good laugh about this somewhere.
Welcome back to another look at Fallout 3 coverage from around the web.
We’ll start with a few interesting articles I’ve read this week. Before reading these, be warned there are spoilers within these articles. Up first, GamesRadar’s Tyler Wilde has a three-page feature detailing how you can become “evil” within the game. Rather than just looking at things from the dark side, D. Riley at The New Gamer discusses morality issues from both sides — focusing on Tenpenny Tower quests. Meanwhile, at GamaSutra, Duncan Fyfe shares his opinion of the game while sharing what he believes the game signifies. Here’s a snippet:
“On your tour of D.C., you’re made to revisit all the initial promise inherent in that document, while you’re picking up the pieces and kicking around the ashes. The buildings stand remarkably intact, frozen in time, for you to look up at and think about how this all went to hell.”
Moving along, last week we let you know that Pete and Emil would be answering questions for their old friends at The Adrenaline Vault. That podcast (#8) is now available here. In other podcast news, there’s a new interview with Pete at Gamers with Jobs. To hear Pete, tune in around the 38-minute mark.
Plenty of Fallout-related news popping up across the web. Let’s get started.
If you’re missing the weekly Penny Arcade Fallout comics, there’s plenty of other comics filling the void. At Spookingtons, there’s a new Fallout 3-themed comic from Jeremy “Norm” Scott (creator of the popular EGM comics “Hsu & Chan.” I’ve got it posted above, but head here to see the full-sized comic.
The creators of the Oblivion comics Philip of Oblivion, which will soon celebrate its 99th comic, have begun a similar series based off Fallout 3 — appropriately titled Philip of Fallout.
Fallout 3 has been out nearly two weeks and new reviews continue to make their way online. Today, Seth Schiesal of The New York Times reviewed the game — calling it “one of the most ambitious single-player role-playing games in recent years.”
“Most every quest in Fallout 3 has more than one solution, the easiest often being to go in with guns blazing, but the most rewarding ones are those that play off of your character’s strengths, such as his ability to talk himself out of a situation or lend some intelligent insight about a problem. There are plenty of dialogue choices and situations that might not be readily apparent in a first playthrough with a particular build.”
What was your first thought when asked to work on a sequel as strongly anticipated as Fallout 3 – excited? Nervous? Something else?
Inon Zur: Well, I actually composed the previous sequel, Brotherhood Of Steel, so I was familiar with the story and genre. However, this is a different company, Bethesda Softworks, and these people created Oblivion – so I was very excited to work with them, and I was REALLY excited to take on another Fallout game!
Finally, at Planet Fallout, staff member Blinzler has a series of blog posts entiled “Wasteland Stories.” These chronicle events of his play experience with the game. So far he’s done two entries — Dancing with Deathclaws (great name) and Unarmed Combat.
“The story is of course kind of tragic. But this is Fallout. And Fallout does not mess around. It tries very hard, and I think succeeds, in presenting you with a world where there is NO hope. Your job, depending on how you play the game, is to restore that hope. You can either be a beacon of humanity or a scourge.”
Here’s some Fallout 3 related news from around the web that I thought you’d like to know about.
Pete answered Fallout 3-related questions today on EuroGamer. Included in the Q&A, Pete let PS3 gamers know that trophy support for the game will be implemented into the game (we’ll give you more details on this when we can). Head here to read the rest of the chat.
Last week at the Golden Joystick Awards, Fallout 3 won the Edge Most Wanted award.
Mike Snider at USA Today has a new article showcasing new releases with a focus on Fallout 3. Meanwhile, at MTV Mutliplayer, Patrick Klepek discusses how the game is consuming his time.
New reviews for Fallout 3 continue to hit. Here’s some of the latest ones to go up…
UGO’s Russ Frushtick grades the game an A+ in his review.
This morning I got an email from Fallout fan Brandon Selver showing off his pumpkin carving of Vault Boy. Turns out he wasn’t the only one that had the idea. Several folks at the office sent me links to Vault Boy Jack-O-Lanterns over at at Kotaku. Check them out after the jump.
“It’s actually a bit liberating to experience Fallout 3 without being caught up in the RPG conventions. The first one that I threw out the window against everyone’s advice was to specialize in specific areas. Deep down, I know I’m only padding the clock, since it’ll take a long time to get really good at anything instead of being great at a few things. Oh, and if there’s a level cap, then I’ve effectively shot myself in the foot.”
“Some Washington area game fans have been wondering whether they’ll be able to find their office or the buildings in their neighborhood in the game. Chances are, they might not. Bethesda Softworks executive producer Todd Howard says the studio didn’t seek to create a street-to-street level of verisimilitude. Instead, it tweaked the city’s map in a way that made sense for a video game’s pacing. He thinks people who know the area will periodically experience a more general ‘Hey, I know this view!’ feeling.”
GameSpy: What real-world weapons did you use to create the sounds of the ones in the game?
Mark Lampert: Quite a bit of the action on the game’s small arms (pistols, rifles, shotguns, etc.) is actually recorded from real firearms. A colleague kindly brought two pistols and three rifles over to my place where I could set up a couple of mics and record the sound of the bolt being opened and slammed shut, magazines sliding into place and being taken out, dry firing, etc. The actual sounds of the game’s weapons being fired were composited together from field recording libraries, as well a as little bit of Foley recording in places where I might want to add some extra bass or exaggerate the sound of the weapon’s action.