Let’s be honest, many of us are excited for the release of Final Fantasy XIII and God of War III (fingers crossed that they both come out this year). But does anyone else get woozy thinking about them — like our very own Brendan Fraser Gavin Carter:
“I’m most looking forward to the coming installments of PlayStation series that haven’t seen a true next generation debut â€“ namely God of War and Final Fantasy. Everything I’ve seen on the new Final Fantasy games has looked fantastic, and I feel faint when I think of the potential of a PS3 God of War game.”
Ladies love Gavin Carter. Gavin Carter loves Kratos.
We put out a press release today letting everyone know about several launch events we’re having at Best Buy stores across the country. Check it out to find a location near you.
Additionally, Gamestop is having midnight launches at 1600 of their stores. These locations will begin their events at 10 p.m. (local time). If you want to know if a store in your area is having a midnight launch, contact your local store for details.
So where will we be at the strike of midnight? If you’re able to make it to the Rockville Pike Best Buy (1200 Rockville Pike), we’ll be having a special event at the store. After purchasing the game, you’ll be able to get your copy signed by Todd Howard, Emil Pagliarulo, Istvan Pely, Gavin Carter, or any of the other devs that might be out there. Additionally, we’ll have the Fallout Airstream on display. The festivities start at 10 p.m. Monday night. Hope you can make it out.
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.
Last night’s episode of GameTrailers TV with Geoff Keighley is now available to view on their website. The episode is split into four segments, which includes new footage of the game and interviews with Gavin, Istvan, Emil and Todd. Additionally, the episode features an interview with Fallout 3 composer, Inon Zur.
Thought I’d point out a few articles I came across while going through a stack of magazines at my desk.
The September issue of Play Magazine has an interview with Fallout 3 Lead Producer Gavin Carter. In the interview, the Gav discusses topics ranging from the Gamebryo engine, game performance and Fallout 3 gameplay. Here’s a sample:
play: What gameplay situations in Fallout 3 really demonstrate the engine’s new ballistics and physics system?
Gavin: The best situations to see this in are during VATS sequences. VATS allows you to pause time, target specific areas of an enemy, and queue up moves that are then executed in a cinematic fashion.
Just went through a stack of magazines at my desk, and thought I’d share some of the highlights with you guys.
We just received the August issue of Game Informer, which includes a feature titled “The Art of Writing” that discusses how game studios prepare interactive storytelling in games. Check it out to read Lead Designer Emil Pagliarulo’s thoughts on the topic. If you’re thirsty for more, Game Informer Unlimited members can see more of his thoughts on storytelling here.
Over in the UK, the latest issue of Xbox World has an 8-page cover story on Fallout 3. Meanwhile, in the July issue of X-360, Lead Producer Gavin Carter sits in for their “Hot Seat” feature. Here’s a sample of Gavin discussing endings within the game:
“Most games either give you one big ending, or you get right to the end and then you get to make a choice which determines which ending you see from one of two, or three, or however many. We wanted to do something that was tailored more to your individual character and was based on your actions throughout the game, as opposed to one big choice at the end of the game.”
Lastly, if you haven’t read the Fallout 3 cover story in the September issue of PC Gamer (US), their web counterpart, GamesRadar, has confirmed it’s now on newsstands.
Death in games is traditionally something to be avoided. Yet I’m sure in moments of weakness and frustration, we’ve all indulged in the urge to purposefully send our ill-behaving digital characters to their doom down some spiky pit or fiery furnace. For those who can’t get enough of such anti-social behavior, I recommend downloading Karoshi and Karoshi 2.0 by 2D Cube (aka Jesse Venbrux), a pair of hilarious puzzle platformers.
“Karoshi” is a Japanese term that translates literally into “death from overwork.” Playing a suit-clad businessman, the object is, quite simply, to kill yourself. Each level is laid out using a variety of very simple elements — blocks, spikes, safes, and a small variety of set dressing pieces. The game controls like a standard platformer, and death can be visited on your character a number of ways. Whether you collide with a set of spikes, fall off the world to your death, or get your head smashed in by a falling safe, you’re rewarded with a cloud of blood and and an explosion of limbs guaranteed to put a smile on your face.
“Watch out, for there are creatures like radscorpions and deathclaws about. Beyond those, there are quite a few supermutants–slobbering freaks that wander around and kill people for the heck of it. There’s also the supermutant behemoth, a gargantuan mutant that runs around swinging a lamp post as a club. Ghouls also make a return from previous games, but now there are three different types: ones that can still think and talk (like Harold from previous titles), feral ghouls that simply act on an instinct to kill or eat you, and “glowing ones.” The last type is heavily irradiated to the point that their presence can make you sick and heal any other ghoul nearby.”
This week’s Inside the Vault is about Gavin Carter, our lead producer on Fallout 3. Gavin is responsible for one of my favorite Elder Scrolls quests – Tribunal’s A Star is Born, which involved the player acting in a play. We tried to reprise the concept of the “play” quest for Oblivion, but unfortunately, it ended up on the cutting room floor. Gavin has been involved with Fallout 3’s development from the very start, and he will be responsible for getting it to the finish line, as well (No pressure, Gav).
This will be our last Inside the Vault for 2007. I believe these interviews are a great way to learn more about the passionate, fascinating people working here at the studio. I hope you’ve enjoyed reading about them as much as I have.
With most of the big gaming events (TGS, Leipzig, E3) behind us, the trickle of coverage for Fallout 3 has subsided a little bit. That said, this week Gameshark was able to sit down with Lead Producer Gavin Carter to discuss a few items about the game. Here’s a sample of what he had to say:
Gameshark: The SPECIAL character development system from the first two Fallout games is back. How will it be different (if at all)?
Gavin: We’re using the SPECIAL character system and making few changes to it. The stats all play nicely with our gameplay design. For instance, Perception still feeds into seeing enemies and Agility still affects your action points, which are used for VATS mode. Any of the SPECIAL stats (as well as skills) can be polled in dialog and give you access to different options. Some perks also require a minimum score in a SPECIAL stat for you to use them, as well.
Head over to Gameshark to read the rest of the interview…