Before we head out for the weekend, we wanted to share some exciting news about the panels we have planned for QuakeCon 2010. In addition to folks you know and love from Bethesda Game Studios and id Software (including the likes of Todd Howard and John Carmack), some of our favorite people in the industry will be attending. Below is the schedule of events…
‘The World of Design’ Panel
12.30pm in the Cortez Room
Joel Burgess, Bethesda Game Studios
Matt Hooper, id Software
Neil Alphonso, Splash Damage
Todd Alderman, Respawn Entertainment
QuakeCon Kick Off — 2:30pm in the Grand Ballroom
Todd Hollenshead will welcome attendees to QuakeCon 2010
Keynote — 2:30pm in the Grand Ballroom
John Carmack’s Annual Keynote address to QuakeCon attendees
“Rocket Talk” — 5:30pm in the Grand Ballroom
John Carmack and Richard Garriott share their passion for Rockets and space travel in this special QuakeCon presentation
Check out the rest of the schedule after the break…
Coverage of the recent Brink blast is still coming in, with OXM UK, Britxbox and Games.on all publishing previews of the Splash Damage shooter.
If you’re still not sure what to make of this Brink game, don’t forget to check out the bevy of new gameplay videos. G4’s Adam Sessler was “pleasantly surprised” after viewing them, reporting: “It wasn’t until we received the videos that I fully appreciated how ambitious [Brink] is with campaign-based multiplayer.”
Sarcastic Gamer took a look at the art of the Ark, highlighting Brink concepts in the first SG Artview. The site is also collecting questions that it plans to pose to Brink developers, so head over to the SG forums to suggest a few.
In listy news, the Fallout 3 DLC expansions have been nominated for Machinima.com’s Inside Gaming Awards 2009. Speaking to that content, Telegraph named Fallout 3: Game of the Year Edition as one of the top 10 time-stealing games of 2009. Platform Nation also included Brink in its list of “10 Original IPs for 2010.”
Lastly, GameSpot spoke to Fallout 3 lead designer Emil Pagliarulo for its examination of moral quandaries in video games. Here’s an excerpt from the interview:
“I think players simply get tired of experiencing the same things over and over and over in games. Frankly, it gets boring. When morality’s involved, the simple act of shooting a bad guy isn’t so simple anymore.”
As more news hits the interwebs, we’ll keep you posted.
TGIF! As you countdown to the weekend, here’s some coverage for you to read up on.
With Halloween tomorrow, I thought I’d share all the entries in Joystiq’s 2009 Pumpkin Carving Contest. Among all the awesome entries, you’ll find Fallout contributions (pics 55, 57 — shown above, and 80). Really great stuff — bums me out I never got around to carving one.
Moving along, a new blog post at Bitmob was motivated by a tale of evil things you can do in Fallout 3. So out of curiosity, Dan Hsu asked folks around the gaming industry to share their memories of “doing evil” in games. Among others, the list includes Todd Howard and Emil Pagliarulo, as well as some other guys tied to the Fallout franchise (Obsidian’s Feargus Urquhart and Chris Avellone). Find out their evil deeds here.
The latest AVault podcast (#53) is up and features Pete Hines. Give it a listen (as I’m doing right now) to hear him discuss Fallout 3, Brink, id Software and more.
Lastly, Strategy Informer recently put up a new preview for Rogue Warrior. You can read it here. Elsewhere, you can check out the game’s achievements at none other than Xbox 360 Achievements.
Having spent most of last week on the road, I wasn’t able to spend much time on my laptop — so now I’ve got a bunch news to share.
WET, is just a week away from release, and there’s oodles of coverage to read up on. We’ll begin at Major Nelson’s blog, where the game’s demo had a strong debut on Xbox LIVE — coming in as the #8 most-played game.
At Talking About Games, there’s an interview with WET’s Creative Director, Patrick Fortier. Here’s a quick look:
What sort of research was done to prepare the team to make this game? Was that you guys we saw wall-running between semis on the Los Angeles freeway?
Patrick: There was a long pre-production period to this project. Every element of the game first came to life through concept-art and appropriate research. Obviously old 70’s movies really inspired the graphical look of the game, but we also looked at more old school action games in terms of capturing the spirit of gameplay we were looking for.
I hope everyone’s having a glourious weekend. Here’s some news and info I thought I’d share.
G4TV caught up with Todd Howard at QuakeCon last weekend. Above you can watch the interview, as Todd touches on the future of The Elder Scrolls, Fallout 3 content on PS3, and Zenimax’s recent acquisition of id Software.
A couple of interesting blog posts at Destructoid. They caught up with Emil Pagliarulo (briefly) for a feature they did on “What the armor says.” Meanwhile, Ben PerLee had a chance to play WET this past week. Here’s an excerpt in which he discusses the game’s soundtrack…
“I’ll say it plainly: this soundtrack is really good, and my favorite part of my hands-on with the game. It’sfilthy hot.”
“As always with the DLC developed for Fallout 3 by Bethesda, the depth and attention to detail is fantastic. There is a wealth of enjoyment to be had and Bethesda has truly shown the world how DLC should be designed, developed and distributed.”
That’s all for now…now get back to enjoying your weekend.
Welcome back to another web update…shall we get started?
At The Escapist, we’ve got two things for you to check out. First, Emil shared a cool gaming anecdote with the site for a series called First-Person Gaming. To find out who pwn’d him in Call of Duty 4, click here. Also on the site, part-time mycologist Zach Miller has a column this week titled, “The Shrooms of Oblivion.” Here, he discusses the realism of Oblivion and how real-world plants (err mushrooms) add to the player immersion. Here’s a snippet of the column, where he talked with one of our artists, Noah Berry:
Noah Berry, an artist at Bethesda, said that using real-world plants was entirely in keeping with the Elder Scrolls series. “Personally, I’ve always found that some of the most vivid and absorbing fantasy worlds – in fiction, film or in games – have familiar elements operating as touchstones for the participant. Even if they only register on a subconscious level, the more realistic trappings can provide contextual grounding for the player.”
We’ll move along (since I hate mushrooms) to Bitmob, who have 21 Random Questions with Todd Howard. Learn about Todd’s favorite book and 20 other random things.
With a long weekend, those that didn’t take a a vacation from their PCs and game consoles had plenty of time to catch up on games. I see a few folks checking out Punch-Out!! on Wii, the PS3 demo for inFamous, and office favorites like Dawn of War II, Team Fortress 2, and Plants vs. Zombies.
Hope you all had a great weekend. Let us know what you played.
Chris Esko, Gameplay Programmer: Red Faction: Guerilla multiplayer demo, Demigod, Team Fortres 2, Plants vs. Zombies.
Daryl Brigner, Level Designer: Mass Effect (PC), Team Fortress 2 (PC), and possibly some Shadow of the Colossus.
Cory Dornbusch, QA Medic: Dodging Jarate wielding Snipers in Team Fortress 2. Then get stuck in with the boyz in Dawn of War 2, after that try “little rocket man” for Half Life 2 Ep.2.
Here’s a few interesting links from around the web.
Voting for the Golden Joystick Awards 2009 has begun. Fallout 3 is nominated in five categories: Ultimate Game of the Year, PC Game of the Year, PlayStation Game of the Year, Xbox Game of the Year, and Soundtrack of the Year. Additionally, Bethesda is nominated for Publisher of the Year, and Rogue Warrior is nominated in the The One to Watch category.
Speaking of Rogue Warrior, Inc Gamers has a video interview with Senior Producer Sean Griffiths. Elsewhere, Ron Burke at Gaming Trend has new previews up for both Rogue Warrior and WET.
At SPOnG, there’s a new interview with Pete. Here’s an excerpt of Pete discussing Fallout 3’s new level cap — hitting tomorrow with Broken Steel:
SPOnG: Will there be enough quest experience to be had in Broken Steel for players to level up to 30 without having to grind on pre-DLC quests/enemies?
Pete Hines: No, probably not, and that wasn’t the intention. The intention was to remove the level cap so that if you have Broken Steel, regardless of whether you want to play that quest or not, or you want to start a new game from scratch, you can continue playing beyond level 20. Again, fans wanted to be able to take their characters to higher levels, so we included it. But it is not specific to the length of Broken Steel, at all. It is a very long climb to get from 20 to 30 and you’ll need to do a LOT to get there.
Finally, Pittsburgh City Paper talked about The Pitt with Emil. Read it here.