Photos of the Irvine launch event courtesy Kate from I Shoot Games
Getting time off from work to play a game can be tricky. Ryan devised a unique, but particularly painful solution to the problem for today’s Fallout: New Vegas launch:
I’m a school bus driver in cold ass Duluth, MN. Time off isn’t given to me very liberally, so unless I have a valid reason, I don’t miss a day. However, this game is something I’ve been looking forward to since its’ February announcement. I had to guarantee myself some time to play it, without anyone being able to ask me to move off of the couch. So, what did I do?… I scheduled all four of my wisdom teeth to be removed tomorrow, and I will have to be off work for five days, recuperating on my couch, and unable to help family or friends with anything at all. It’s time to Fall-Out!
“Rodent” had a more direct approach:
I just straight told my boss that I can’t come in on Tuesday because Fallout trumps trolling on the computer. It’s even marked “FNV” on the calendar — but indecently I logged about 80 hours of Fallout 3 just at work so it’s not even an issue.
It’s all New Vegas, all the time on the third episode of The Bethesda Podcast.
In our first segment we sat down again with Fallout: New Vegas senior producer Jason Bergman for a lightning round of fan questions ahead of the game’s October 19 release — including an update on the PC system requirements from a special guest. Then it’s on to our long talk with Obsidian CEO Feargus Urquhart on all things Fallout.
You can now grab the podcast via any of the following methods:
Today on the PlayStation Blog (both in North America and Europe), we’re sharing information on the eight companions that can accompany you in Fallout: New Vegas. As mentioned in previous interviews and coverage, while playing the game, you’ll be able to have one humanoid and one non-humanoid companion at anytime.
Bethesda Game Studios lead level designer Joel Burgess offers his thoughts on best documentation practices following an appearance on the “World of Design” panel at last month’s QuakeCon.
QuakeCon was awesome. Among other things, we got an amazing demo of Rage, walked around a BYOC that would make anybody believe in PC gaming, and heard the news that Arkane joined up with Zenimax. Which, believe me, is worth being excited about.
I think our World of Design panel went well, but I had a feeling that one of my remarks might raise some eyebrows. Sure enough, the next morning I had an email waiting for me from an astute SMU student, asking me to explain my thoughts on documentation for level design.
During the Q&A session, I advocated just getting into the editor and going after ideas rather than spending much time planning. This is looked upon poorly by some designers, and actively discouraged in a lot of school curricula. SMU students, specifically, write up an abstract and an LDD (level design document) before beginning work on a level. So why would I suggest this isn’t the best way to go?
With a blend of studio news and casual discussion, the Bethesda Podcast will offer an inside look at a wide range of subjects. Our first episode kicks off with a quick update on Fallout: New Vegas from senior producer Jason Bergman, including a sampling of the game’s unique soundtrack. Then it’s on to a lengthy talk with Bethesda’s Todd Howard and id Software’s Tim Willits on a number of topics, including QuakeCon, post-apocalyptic games, and what the two studios are working on.
Moar Brink news! We’ve also just announced Brink’s digital pre-order bonuses for North American retailers. Extend your customization options even further with the exclusive DOOM, Fallout, Psycho and Spec Ops packs. Each contains unique apparel, tattoos, weapons and weapon attachments for your in-game character. These pre-order bonuses will be offered exclusively through participating North American retailers and will be made available in Europe and Australia in the coming weeks.