As you get ready for the weekend, here’s some of the latest Fallout 3 coverage you can read as you head out for the weekend.
Clint McCredie of Australian gaming site Gameplayer has a five-page piece based on an an interview he did with Pete. After reading it, I realized that I probably need to take some time and refresh myself on the works of Charles Dickens. All I could think of when I read Clint’s intro is, “Where’s the mentions of Tiny Tim and the Ghost of Christmas Past?” Dickens references aside, here’s a snippet from the interview:
“We wander further and come across the settlement of Megaton, one of the larger piles of junk that are called towns in this world, and are allowed in by a security droid. Inside, the city’s grim and dirty, like living inside a drainpipe. We’re a bit perturbed that there’s so many people left alive in the town, especially as we can’t work out what they’re doing to survive. Where do they get their food from? ‘Emil Pagliarulo, the lead designer, had me read Cormac McCarthy’s The Road,’ explains Hines. ‘If you read his take on the post-apocalyptic world, then yes, everything should be absolutely dead, and there’d be nothing left to eat except canned stuff. If you take that view, then in 200 years nobody should still be around.’”
As if Gabe and Tycho from Penny Arcade weren’t everywhere already (if you’ve been under a rock, they even have their own game coming out), modder HidekiShashu put on YouTube a video that shows how he’s brought their likeness into Morrowind. This first video shows Gabe interacting with Tycho. There’s also another short video with Gabe showing off his cardboard tube weapon.
What’s next? Maybe someone can make an Oblivion level with Zero Punctuation-esque animation.
Our first Inside the Vault for 2008 is with someone all our Elder Scrolls fans know – Christiane Meister. She’s been the Lead Character Artist for Morrowind and Oblivion. She is currently hard at work on Fallout 3 along with the rest of the team.
The folks at Oblivion Real Estate put out their most recent newsletter highlighting some things from around the community including the winners of The MORE Homes Challenge, their official holiday mod, and the always-entertaining PrincessStomper interviewing designer Erik J. Caponi and artist Megan Sawyer.
The interview covers a number of things related to what Erik and Megan do for a living, as well as their interests and whatnot and is quite lengthy and entertaining read, particularly the part about Erik being strikingly handsome. I could get maybe “looks like he could be the lead singer in a band at any given moment,” but strikingly handsome? If you were at a party with him and told someone he was in Queens of the Stone Age, they’d totally believe you.
Head on over to check out the interview and the full newsletter.
Fallout 3 coverage continues to trickle in. The latest coverage comes from the online magazine, PCGZine, who recently spoke with Pete about the game. Here’s a sample of the interview:
Fallout 3 looks to be a very dark game. Where will the glimmers of hope come from? The plot? The gameplay? Twisted moments of black humour? How would you describe the game’s personality?
Pete: The glimmers of hope come from the people you meet. Where there’s humanity, there’s hope â€“ people have dreams and aspirations. And you can squash those dreams, or help people fulfill them. Definitely plenty of dark humor, but I don’t’ know if that’s where I’d look for glimmers of hope.
Is Fallout 3 an action game, or a strategy game? And if it’s both can you tell us about passages of play that typify each element. Actually, why not tell us anyway…
Pete: It’s a role-playing game. First. Last. Always. Any role-playing game always absorbs bits of other genres in terms of how it presents combat or what the player is doing, but it is a post nuclear role-playing game to its core.
To read the rest, download PCGZine’s latest issue (#13) here.
This week we’re talking with Morrowind/Oblivion modder Wrye. Born and raised in Texas, Wrye works in programming and has been playing games since Pong. It’s also worth noting that Wrye might be a monkey that lives in the zoo….hmm???
For this week’s mod interview, we’re talking with AlienSlof, who is known for her numerous contributions to the Elder Scrolls community — whether it be her Goth Shop mods or her tendancy to help other modders in the community.
A resident of Leeds, when Slof isn’t modding Morrowind or Oblivion, she works as a freelance professional artist. In her spare time (away from modding), she’s also an avid fan and collector of anything related to Giger’s Aliens(yes, those nasty creatures that battled with Sigourney Weaver). Hmm, I suppose that explains why her online name has “Alien” in it.
This week we’re talking with Morrowind modder Midgetalien. Hailing from the UK, he’s a 19-year-old studying Ancient History and Archaeology. I asked him if he had anything interesting to share with the community, Simon (that’s his real name) claims he has no fingers on his right hand.
Here’s what he had to say about his modding experience.
How did you get into modding? Can you talk about the first mod you ever worked on?
Why did i get into modding? I don’t really know, I guess that i liked the idea of being able to add new content to the game. When I first joined the community I made loads of requests for, what I now see as really small details (such as adding soul gems to a merchant), then someone said “hey why not do it yourself?” It kinda grew from there.The first mod i ever worked on was a personnel Balmora Expanded mod. Theres a couple out there already but they were not what i was looking for. I never released that mod because it was so buggy and conflicted with way to many others. I may go back and change it. After that my first public release was Vampire Lair. Currently at version 4 it is unstable and instead of fixing those bugs i am working on a complete new version starting from scratch. Continue reading full article ›
Noticed that yesterday CVG put up part two of their interview with me over on their site. Here’s an excerpt:
How many hours will Fallout 3 take to finish in the first play through?
Pete Hines: That’s a play-style thing. It’s probably about 20 good hours for the main quest and all of the side quest stuff is probably at least another 20 hours. Then there’s all the miscellaneous freeform stuff, the exploring.
In addition, if you’re located here in the U.S. you’ll see the next issue of Games for Windows magazine (image above) features Fallout 3 on the cover as part of their cover story on the Top 10 PC Games of 2008.
Patrick at MSN in the UK dropped me an email to let me know his preview on Fallout 3 had gone up. It’s sort of the interview we did after the demo mixed in with info on the game from the demo/preview. In any case you can find the whole thing over at MSN.
In coverage elsewhere, Play.TM’s Luke Guttridge has put up his impressions after seeing the game in action last week.
Well, Fallout 3 is rich, ambitious and epic in scale. Whether it can blend perfectly RPG and FPS (with a splash of third-person thrown in) remains to be seen, but the lengths the developers are going to are more than apparent. We’ll certainly be following this new offering with interest as it is polished, tweaked and expanded ahead of a debut around this time next year. Until then, suffice to say that this is one wasteland we’ll be more than happy to revisit.