We’ve just released a new video showcasing the world of Hunted — aptly titled, The World of Hunted.
Let us know what you think of the video, and be sure to check out the revamped website for the game.
The dragon is out of the bag. The Elder Scrolls V: Skyrim will hit stores in under 11 months, and we couldn’t wait until after the holidays before tearing into it with executive game director Todd Howard.
This brief, but boisterous episode of the Bethesda Podcast includes a discussion of Todd’s trip to the VGAs, his thoughts on keeping secrets, info on where to hear more about Skyrim in the coming weeks, and a bonus John Carmack story.
Grab this episode via any of the following methods:
“You should have acted. They’re already here. The Elder Scrolls told of their return.”
And returned it has! The Elder Scrolls V: Skyrim was announced to the world by game director Todd Howard at tonight’s VGAs. Along with Todd’s appearance, viewers were able to to get the first look at the game’s announcement trailer. If you missed it, it’s now up on our teaser site. And while you’re there, if you click on the background of the page, you can pan around and explore the backdrop.
Skyrim releases on Friday, November 11, 2011… that’s less than a year away!! In the coming weeks and months, stay tuned for more details on Bethesda Game Studios’ latest game.
Update: The PC patch is now available. Restart Steam and launch Fallout: New Vegas to begin the auto-download. The update is also available on Xbox 360. You can access it by starting up Fallout: New Vegas while connected to Xbox LIVE.
Today PlayStation 3 users in North America and European territories can download the latest game update for Fallout: New Vegas. With your PS3 connected online, you should receive a prompt to download update 1.02*. This update will be available on Xbox 360 and Steam early next week (we’ll keep you posted). Below is list of issues resolved with the game update.
After the break, see other issues/quests the patch covers…
Looking to buy a new TV? Or even two new TVs? Beginning today, GameStop has a sweepstakes perfect for enjoying the co-op experience of Hunted. One lucky winner will take home a double dose of awesome – to keep for their own or share with a friend:
For full details on prizes and rules, head to GameStop.com.
On a very special hour-long edition of the Bethesda Podcast, id Software co-founder and technical director John Carmack joins us for a long discussion on topics ranging from the development of RAGE Mobile to space exploration and Ferraris.
Also featured on the podcast is Bethesda Game Studios level designer Joel Burgess, who shares his Minecraft expertise, as well as his advice on breaking into the video game industry.
You can now grab the podcast via any of the following methods:
Big week on iTunes. First the Beatles show up, and now RAGE for the iPhone, iPod touch, and iPad is available! In the game, you’ll get a taste of RAGE’s world and story as you compete in Mutant Bash TV, a post-apocalyptic game show where you’ll be stalked by hungry mutants while you scour pulse-pounding levels for ammo and cash pick-ups.
It should be noted that the game is available as two separate releases: RAGE HD ($1.99) and RAGE (SD version, $.99). Before you download, you should make sure you pick the version best suited for your Apple device. Below is information on the game’s compatibility with specific iPhones, iPads, and iPod touches.
RAGE (SD app)
RAGE HD (high definition version)
For more on the game, check out our official page for the game.
We wanted to give you guys a heads-up regarding the latest progress on Fallout: New Vegas updates.
We’ve come up with solutions for the Xbox 360 save issue folks are reporting, along with a number of other issues being reported. We’re currently running final testing and certification on a comprehensive patch for all three platforms (PC, Xbox 360 and PlayStation 3), so we’ll have something available in the coming weeks. When we have more details, we’ll let you know.
We are also looking into the issues people are experiencing with the pre-order DLC, including not being able to access the content.
Updated: The incremental update for PC users (v 1.2.0) is now available for download on Steam. Check out our forums for the issues it covers. As mentioned previously, we still have a comprehensive update coming for PC, 360, and PS3. As we have more info to share, we’ll let everyone know.
Update 12/8: It’s sounding good for a release of the update for PS3 users in Europe tonight — as early as midnight GMT. PS3 users in North America shouldn’t have to wait too much longer… we’ll keep you posted.
We’re also hopeful to have the update available on Steam tomorrow and the update on 360 next week. Once updates are released, we’ll start sharing notes on the update. Stay tuned.
The fourth episode of the Bethesda Podcast may not tell you how to beat New Vegas, but it will certainly help a little!
To kick things off, we welcome a new member studio to the growing ZeniMax family. Then it’s on to a long talk with Fallout: New Vegas Official Game Guide writer David Hodgson, who divulges plenty of hints and tips for would-be wastelanders.
You can now grab the podcast via any of the following methods:
This month we’re privileged to share a special diary from the legendary John Carmack, technical director and co-founder of id Software. In addition to his current work on RAGE — coming to Xbox 360, Games for Windows, and PlayStation 3 on September 13, 2011 — and id Tech 5 technology, John has been working on an iPhone/iPad/iPod touch version of RAGE that will introduce gamers to the game’s story and world.
Round of applause for John Carmack…
RAGE for iPhone
Our mobile development efforts at id took some twists and turns in the last year. The plan was always to do something RAGE-related on the iPhone/iPad/iPod touch next, but with all the big things going on at id, the mobile efforts weren’t front and center on the priority list. There had been a bit of background work going on, but it was only towards the end of July that I was able to sit down and write the core engine code that would drive the project.
I was excited about how well it turned out, and since this was right before QuakeCon, I broke with tradition and did a live technology demo during my keynote. In hindsight, I probably introduced it poorly. I said something like “Its RAGE. On the iPhone. At 60 frames a second.” Some people took that to mean that the entire PC/console game experience was going to be on the iPhone, which is definitely not the case.
What I showed was a technology demo, written from scratch, but using the RAGE content creation pipeline and media. We do not have the full RAGE game running on iOS, and we do not plan to try. While it would (amazingly!) actually be possible to compile the full-blown PC/console RAGE game for an iPhone4 with some effort, it would be a hopelessly bad idea. Even the latest and greatest mobile devices are still a fraction of the power of a 360 or PS3, let alone a high end gaming PC, so none of the carefully made performance tradeoffs would be appropriate for the platform, to say nothing of the vast differences in controls.
What we do have is something unlike anything ever seen on the iOS platforms. It is glorious, and a lot of fun. Development has been proceeding at high intensity since QuakeCon, and we hope to have the app out by the end of November.
The technical decision to use our megatexture content creation pipeline for the game levels had consequences for its scope. The data required for the game is big. Really, really big. Seeing Myst do well on the iPhone with a 700 meg download gave me some confidence that users would still download huge apps, and that became the target size for our standard definition version, but the high definition version for iPad / iPhone 4 will be around twice that size. This is more like getting a movie than an app, so be prepared for a long download. Still, for perspective, the full scale RAGE game is around 20 gigs of data with JPEG-XR compression, so 0.7 gigs of non-transcoded data is obviously a tiny slice of it.
Since we weren’t going to be able to have lots of hugely expansive levels, we knew that there would be some disappointment if we went out at a high price point, no matter how good it looked. We have experimented with a range of price points on the iPhone titles so far, but we had avoided the very low end. We decided that this would be a good opportunity to try a $0.99 SD / $1.99 HD price point. We need to stay focused on not letting the project creep out of control, but I think people will be very happy with the value.
The little slice of RAGE that we decided to build the iPhone product around is “Mutant Bash TV”, a post apocalyptic combat game show in the RAGE wasteland. This is the perfect setup for a quintessential first person shooter game play experience — you pick your targets, aim your shots, time your reloads, dodge the bad guys, and try and make it through to the end of the level with a better score than last time. Beyond basic survival, there are pickups, head shots, and hit streak multipliers to add more options to the gameplay, and there is a broad range of skill levels available from keep-hitting-fire-and-you-should-make-it to almost-impossible.
A large goal of the project has been to make sure that the levels can be replayed many times. The key is making the gamplay itself the rewarding aspect, rather than story progression, character development, or any kind of surprises. Many of the elements that made Doom Resurrection good the first time you played it hurt the replayability, for instance. RAGE iOS is all action, all the time. I have played the game dozens of times, and testing it is still fun instead of a chore.