Broken Steel gameplay on X-Play

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Tonight on G4TV, the X-Play crew premiered the first footage of Fallout 3’s third DLC, Broken Steel. On their site, see the extended edition of Adam Sessler’s interview with Todd and Emil. Keep in mind there’s some minor spoilers, especially if you haven’t completed the main quest.

Broken Steel hits Xbox LIVE and Games for Windows LIVE May 5th.

Broken Steel interview/screenshots at Gamespot

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This evening on Gamespot, a new interview on Broken Steel went up — courtesy of Fallout 3 Designer Alan Nanes. Here’s a sample:

Gamespot: How do you account for the variety of endings in the original game with this continuation? Are there decisions that players have made that have to be cast aside for the sake of storytelling?

Alan Nanes: This was perhaps one of the toughest things for us to do when creating Broken Steel. We took great pains to make certain that the actions players made at the end of Fallout 3’s original story are not completely invalidated. In fact, we took what players did into careful account and wove it into some of the quests. For example, if players decided to follow President Eden’s advice and spiked the water with the Modified F.E.V., that decision will affect the Capital Wasteland and how the player interacts or perceives its inhabitants. We’ve also added some new decisions to the original storyline that players will be able to make to add some more variety and make the transition feel right.

Head to Gamespot to read the rest and check out the first screenshots for Broken Steel.

Planet Fallout Update – Dogmeat Armor Edition

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Today Planet Fallout put up a new update on mods to their site, so I figured now’s as good a time as ever to update you on some other happenings at their site.

Let’s start with mods. Currently, the most popular mod on the site is eaglechunks01’s Dogmeat Leather Armor. At double its normal cost this week, you can download it free here. :) Elsewhere, if you’re looking for some ridiculous firepower, generalveggieman has unveiled his Super Fatman – which unleashes 255 mini-nukes with one shot. Finally, if you’re looking to move through the Capital Wasteland a little quicker, check out Clorf’s Sprint Mod — which cleverly uses up AP if you choose to sprint.

Are you just getting started with adding mods? You might want to check out these helpful tutorials on Installing Fallout 3 Mods and Installing Fallout Mod Manager.

In other modding news, Blinzler has a new State of Modding interview with Vault Dweller’s Survival Perk Pack creator Pirate_Phil. Also, don’t forget about the site’s Project Safehouse Modding Contest — the deadline to enter is April 30th.

Last but not least, the Planet Fallout team is giving out DLC codes for The Pitt. Check here for more details.

Around the web

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Here’s a look at some online coverage from the past week…

Up on GamaSutra today, there’s a three-page interview with Pete Hines. Among other things, Pete discusses our partnership with Splash Damage and our DLC philosophy. Here’s a snippet of the latter:

As a developer of open-world games, I imagine there is some degree of creative restriction on what Bethesda can do with DLC, in that discrete content has to be integrated in some logical way. You can’t just add another racetrack to the menu, or whatever. How do you approach that?

Pete Hines: It is a constraint from one standpoint, which is that if you’re going to plug it into the existing world then it has to be adaptable for anybody at any level that we discern, at least for the first two [in Fallout 3]. We don’t discern whether you’re level 1, level 10, level 15, or level 20, so we have to allow for all of that.

But in general, no. We like building our games that way. Having the DLC exist within that world allows us to, once we’re done making all the content for the game and we’ve finished the game from that standpoint and then spent lot of time playing it, look for areas that we’d like to do more of — to do something different than when you’re looking at the whole spectrum of content you’ve provided.

More news after the break….

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Weekend Update

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In case you missed these, here’s plenty of stories you can read up on…

At last week’s GDC, Emil participated in two events. On Wednesday, he joined Shadow of the Colossus/Ico creator Fumito Ueda (Team Ico) and No More Heroes creator Goichi Suda (Grasshopper Manufacture) for the developer panel “Evolving Game Design: Today and Tomorrow, East and West Game Design.” You can check out some of their discussion at Shacknews. Additionally, on Friday, Emil had the keynote for GDC’s Game Career Seminar. There’s a pretty good recap of the address here at Gamespot.

In case you didn’t already know it, The Pitt takes place in a post-apocalyptic version of the Steel City. With the news of a game taking place in their town, Pittsburgh Station KDKA talked with Jeff Gardiner about the game’s take on the city.

Last week IGN Australia held their awards for the best games of 2008 — where Fallout 3 captured the IGN Select Award for Game of the Year, as well as Best PC Game. The game also received Runner Up honors in several categories — including the all-important Best Widow Maker category.

In our final update on the March Mayhem Developers Showdown, we bowed out of the competition after losing a very close matchup (51% to 49% ) to Turbine. You may recall that Turbine ousted us in the Final Four of last year’s showdown.

What we’re playing: Pre-Pitt release edition

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Before The Pitt hits tomorrow, here’s a few bits of coverage you’ll want to check out.

At Major Nelson’s blog, be sure to give his latest podcast a listen, as Todd Howard makes his first ever appearance. Starting 23:02 into the podcast, they discuss Fallout 3 DLC, game demos, and even the games that Todd is currently playing.

Jeff continues to tackle questions on The Pitt. You can find his answers for the XCN here, as well as a new interview at Talking About Games. Here’s a look at the latter:

Can players revisit Pittsburgh once the quests are finished, or will their excursion be a one-time trip?

JG: The players can revisit The Pitt and there are a handful of repeatable quests, unique vendors, and the city will be affected by the decisions the player made to solve the quest.

In non-DLC news, GameBanshee has completed their walkthrough guide for Fallout 3. If you’re finding yourself stuck in the game, be sure to give it a look.

Finally, while the Bethesda Blog editors no longer have a team to root for in the NCAA Tourament, the dev team advanced in The Escapists’ March Mayhem bracket. In the latest matchup, we’re paired against Treasure.

Inside the Vault: Matt Killmon

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After a long hiatus, we’re back. We’re here to talk with Matt Killmon, video producer. His most recent work, the trailer for The Pitt, can be found here.

What’s your job at Bethesda?
I’m the video producer at ZeniMax Media, which means I do all the video work for Bethesda’s internal and external projects, as well as other games published by ZeniMax’s mobile gaming division, Vir2L. Trailers, promo footage, b-roll for news organizations, even in-game video… anything that’s video is my responsibility.

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Around the Web: Erik talks about maturing

No, this isn’t like that episode of the Brady Bunch where Peter sings “Time to Change.” Designer Erik J. Caponi is talking about “mature games” in a new Kotaku feature “Growing Up Games: When Will Mature, Mature?” Here’s a snippet of him discussing different definitions of what a mature game is:

“The word really has two meanings when we apply it to media. One is ‘not appropriate for children’ and the other is ‘exploring subject matter in a sophisticated fashion,'” Caponi explains. “Ironically, the word mature when applied to games tends to have a very childish connotation.”

Elsewhere, be sure to also read CG Society’s new interview with Fallout 3 Environment Artist Rashad Redic — previously featured here for Inside the Vault. Given that the interview comes post-release, you’ll get a chance to learn a little more about Rashad’s role and what he worked on for Fallout 3. Here’s an excerpt:

In what ways did you take Fallout3’s day/night cycle into consideration, so that your work looked consistently good in all the various light models and times of day?

Rashad: We use these full screen image processes similar to how film is tinted to color grade our environments, and we actually spent a lot of time tweaking the day and night cycles along with these image processes to give us the look we wanted. In our editor you can scrub through the different times of day and see how the color shifts affect the art, and we were very mindful of our color palette and art style throughout that process.

I guess I missed it when I put up Pete’s Gametrailers interview from D.I.C.E., but there’s also a new one with Todd. Watch it above.

More news after the break…

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