In post-apocalyptic news, Emil dropped me a note that over on Dark Horizons there’s a post referencing an Entertainment Weekly story that Viggo Mortensen is in talks about playing the role of the father in a movie adaptation of Cormac McCarthy’s “The Road,” a book that has been very popular around the office. I borrowed a copy from Josh Jones and finally got around to reading it during my trip to Leipzig.
Anyway, Viggo would be fracking awesome. He’s perfect. Hope they get him, and can’t wait to see who they get for his kid. Not familiar with the work of the guys they have doing the adaptation (Joe Penhall) or directing (John Hillcoat), but I’d love to see this movie happen. As bleak a picture as has ever been painted of a post-nuclear world.
If you haven’t read it already, you need to. It’s that good.
Thought I’d share a few links to some Leipzig coverage of Fallout 3 from the past week.
Spanish gaming site HardGame2.com seems to have enjoyed their screening of the demo at GC. The game walked away with their award for “Best RPG” on PS3, Xbox 360 and PC. The game also captured their “Best Xbox” game award, as well as the “2nd Absolute Best Game in the Show” behind Mafia II. If you’re fluent in Spanish, you can also read Roberto Hidalgo Burgos’ preview that’s on their site. We’ve got a bit of it translated below:
“Even if at E3 it was barely shown, at GC we enjoyed an in-game demo of more than an hour, where Bethesda left us completely stunned in the same way they do about a year ago with Oblivion. Fallout 3 unites again in a title a wide and diverse gaming experience, with top-notch graphics, all wrapped with a rich and highly immersive background, promising dozens of gaming hours.”
In other international coverage, Scandinavian game site Game Reactor is hosting an interview up with Emil Pagliarulo in which Emil talks about his favorite elements of Fallout, some of the creatures that will appear in the game, and more.
Finally, back here in the states, GamePro writer Vicious Sid has put up his preview that covers some of the basics about the game:
“Just before the war, many sought refuge is massive underground bunkers called Vaults. Once sealed, the Vaults are sealed permanently — nobody enters, nobody leaves. This is the dark world of Fallout, a cult hit on the PC in the late 90’s and now an upcoming action-RPG from Bethesda Softworks, creator of The Elder Scrolls series.”
Update: Looks like there’s another Spanish preview up on Meristation. Time to head over to Babelfish.
Today’s Q&A is with Bruce Nesmith, our Director of Design. I first met Bruce over a decade ago working here at Bethesda (pre-Zenimax). I remember Bruce and Todd Howard shared an office together back then. Bruce did a lot of system design and also worked on the Thieves Guild in Oblivion.
What’s your job at Bethesda?
I am the Director of Design, and a Senior Game Designer. It sounds cooler than it is.
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On June 5th — three months ago today — fans may recall seeing the above image on our website – that is, when our servers weren’t crashing in anticipation of the teaser trailer.
Well, everyone’s seen the above trailer now, or so it seems. Today I got word that the trailer has been viewed more than 2 million times off our website (over 1.8 million downloads) and through Xbox Live (over 250K downloads). That doesn’t include YouTube views or downloads off of all the other sites that hosted the trailer.
To put it in context, in the first five months that we hosted the Oblivion teaser trailer, 800,000 views took place. So the Fallout 3 trailer has been viewed more than twice as many times in about half the time. Impressive…most impressive.
If you haven’t had a chance to view the teaser (though I’m guessing any visitor to our site has), check it out here:
If you haven’t been looking around, there’s some interesting coverage for Fallout 3 this week…
Apparently there will be an interview with Emil on GameTap this weekend (I’ll update the blog when it surfaces). This morning, ActionTrip posted an interview with Lead Producer, Gavin Carter. Here’s a quick look at it:
ActionTrip: As we understand, the team is also keeping itself busy with balancing combat in the game. If you can, please tell us about the advantages of V.A.T.S. Do you think hardcore RPG fans will enjoy the cinematic aspect of it?
Gavin: A big advantage is that during VATS mode, time is paused and you’re given a wealth of information about your situation. Every targetable enemy and object is highlighted and you can pan around and get a sense for where things are coming from. For each individual target, you can see their overall health, and the condition and the likelihood of landing a shot for each body part. This is the part that I feel separates VATS from standard “real-time with pause” systems in that it gives you information to base a tactical choice on. You may find that you have a high chance to hit a mutant’s torso, but then you notice that landing one more risky shot to the arm will cripple him, severely reducing his ability to aim. Recently I’ve been replaying Oblivion and find myself hammering the VATS button unconsciously whenever I get jumped by an enemy.
Elsewhere this week, Eurogamer has followed up their E3 preview with an interview with Pete from last week’s GC in Leipzig:
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For this edition of Inside the Vault, meet artist, Josh Jones. He is the Lead Character Artist on Fallout 3. Josh is also our resident motion capture specialist — he also spends much of his time fine tuning our animation system.
What’s your job at Bethesda?
Lead Character Artist. I split my time between meetings and animation work. I also work a great deal with character rigging and other technical aspects of character art production.
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So if you were to wander by the cube of Grant Struthers (one of our artists) you would notice that Grant has a sign up outside his cube that is rather, ah, unique.
You see, Grant gets involved in some pretty different sorts of projects related to art and special effects and so forth. As was covered in his Inside the Vault interview, he was one of the driving forces behind the room that disolves into butterflies for the opening sequence in Shivering Isles. He also worked on the big nuke explosion we’re doing in Fallout 3 that is featured in the demo, etc.
Well current he’s working on Fallout 3 (blood effects, stuff like that) and apparently was getting comments/complaints from devs who were innocently dropping by his desk to chat about this or that and were completely disgusted by whatever happened to be on Grant’s screen (e.g., reference photos of cadavers, body parts, etc.).
So Grant figured he’d come up with a way to warn people about the dangers of looking at whatever he was working on or looking at at that particular moment, and came up with his own system for warning the unsuspecting.
I love this place.
Emil dropped me a note to let me know he posted in the forums today to clarify his comments a bit further as to dialogue, and what it does (or doesn’t) influence in terms of gameplay. Here’s an excerpt from his post:
I was specifically answering the question about whether or not dialogue affects the endgame. It doesn’t — not directly. The endgame itself doesn’t change based upon things you may or may not have said in dialogue. The endgame is affected by your actions. So that’s what I meant by, “We went back and forth with the impact of dialogue on the character, and ultimately decided we didn’t want to penalize or reward the player for carrying on a conversation.” And yeah, that was a pretty bad choice of words, because it seems like the things you say in dialogue don’t matter — and nothing could be further from the truth.
Believe me or not, but here’s the reality of dialogue in Fallout 3: it does matter. It matters more than dialogue in one of our games has ever mattered. I feel really comfortable saying that, because one of my responsibilities is editing and directing all the dialogue that gets written, and one of my personal crusades is pushing the NPC interactions to be more meaningful. We approached that level in Oblivion — now I really feel like we’ve truly reached it.
You can find his full post here.
Yes, I know, these screens were first publicly shown in the July 2007 GameInformer cover story, but they’re also now available for you to check out in high resolution online. Take a trip over to the official site to take a look.
Joe Rybicki did a 10 question interview with Emil, which is now up 1Up. Here’s a sample…
1UP: The “Vault-Tec Assisted Targeting System” allows for very methodical combat. But you’ve mentioned that you don’t need to use VATS at all. How viable an option is run-n-gun? EP: You can play the entire game in first- or third-person without ever going into VATS. We never actually force you into VATS for combat. So if you just want to point your weapon and pull the trigger, go for it. That said, the game is very much an RPG and not a straight FPS, so your effectiveness with any weapon is dictated by your skills, as well as the condition of the weapon. If you find a crappy laser pistol and you’ve completely ignored the Energy Weapons skill, don’t expect to pull a Han Solo anytime soon, in or out of VATS. Personally, I use the run-n-gun method to take care of the weaker opponents, like Radroaches, and VATS for just about everything else; mostly because I’ve become addicted to the gory cinematic playback stuff.