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.
Here’s a load of new coverage for you to read up on before the release of Fallout 3 (T-minus 4 days!!!).
Russ Frushtick from UGO put up a new blog post covering the delivery of a Brotherhood of Steel statue arriving at their office. Having helped pack/unpack one of these, I can tell you, it’s quite the production.
GameSpy: How much effort went into creating the main storyline versus encounters and characters found off the beaten path?
Emil Pagliarulo: I’d say it was a pretty equal division. I laid out the miscellaneous quests and the main quest at pretty much the same time. You know, we wanted to get everything on the table as soon as possible, for scheduling and practicality purposes as well as any creative reasons. But that was just the baseline. The other designers certainly fleshed out all that stuff throughout development, and things like the random encounter system came later, and really complimented the gameplay we already had.
Moving along, there’s a new interview with Todd at Paste magazine. Head here to read it.
Here’s a few notable Fallout 3 mentions I thought you’d like to check out.
First, there’s a contest at Planet Fallout that you’ll want to enter. Entering their “End of World Sweeps” gives you a chance to win a plasma TV, an Area-51: Quad Core Flagship from Alienware, an Xbox 360, as well as some Fallout 3-related schwag. To enter, you must be at least 18 years of age and a US resident. You can read the rest of the contest rules here before entering.
Also at Planet Fallout, Blinzler continues his primer for Fallout 3 with new features on characters, places, and groups found within the game.
In interview news, there’s a pair of new interviews worth reading. At GamaSutra, Todd talks about the process of creating Fallout 3, while Pete tackles questions at Big Download. Here’s a snippet from the former:
How does it feel, by the way, to have been making games for that period of time, and especially having one series that has existed for so long?
Todd: Well they take so long, so it’s not like we’ve made many games. It’s good. I mean, I think we’re lucky, in that the audience for what we do hasn’t gone away. It’s gotten bigger, if anything. It’s gotten a lot bigger. So, we’re fortunate that we can make those kinds of games that we want to play.
Last week I felt very lucky to be one of the few folks with a LittleBigPlanet beta key. While I created very little, I’ve had a blast playing the game. This week I’ve got company, as a few devs were able to track down a beta key. I can’t wait to see these guys come up with. Will Daryl create his next RenTest? He better get cracking, the beta ends this weekend.
Here’s the rundown of the other games we’re playing.
Daryl Brigner, Level Designer: Mount & Blade, Brothers in Arms: HH, and Little Big Planet Beta.
Larry Waldman, QA: LittleBigPlanet Beta (thanks Nghi), Fable 1.