Fallout 3 GOTY Guides from Prima

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Today I thumbed through the new Fallout 3 Game of the Year Edition Game Guides from Prima Games — which will be in stores, along with the game, tomorrow. Available in regular and individually-numbered Collector’s Edition flavors,  the guides feature all the content from the original Game Guide, plus new pages for Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta.

I gotta say, these books are absolutely massive. Author David Hodgson tells me the book actually weighs in more than a pound heavier than the original book. And with 752 pages of content, it is officially the largest Prima Guide ever written! For those wondering, the guides once again include a movie-sized game map — now updated with new locations from the DLC content..

Hit the jump to see the unique back cover of the CE guide — complete with moar Vault Boy action!

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Beyond the id: Meet Peter Sokal


This week we introduce a new segment to Bethesda Blog, Beyond the id, to highlight our friends and colleagues at id Software. This week we’re kicking things off with Peter Sokal — the Community Manager for id.

How long have you worked as the Community Manager at id Software?
I’ve been working at id for about 10 months now, and it has been quite the ride.

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That’s all I could think of when I saw the above image of Todd in the second “Codec Chatter” interview at the revamped Game Informer website.

Here’s a snippet of the interview:

Now that you’ve successfully reinvented Fallout, is there another classic franchise you’d like to bring to the next generation?

Todd: I’d go with Wing Commander. I think the world needs a cinematic space shooter reboot. Maybe I can swing the Battlestar Galactica license and sneak it in that way.

Head here for the rest. Enjoy!

Around the web


Hope everyone has had a great week. Here’s a web roundup with some of the latest news I’ve come across.

This week we’ve got a trio of Splash Damage developers answering questions about Brink. Over the last three days, Xbox 360 Achievements has been updating their site with new segments featuring Creative Director Richard Ham. Click the links for interviews one, two, and three. Be on the lookout for the final video tomorrow (I hear it’s a doozy).

Richard isn’t the only answering questions. Edge has a two-part interview with Senior Game Designer Ed Stern. Head to these links (part 1, part 2). As the intro indicates, you can expect more coverage on Brink in the upcoming issue of Edge — due out on October 27th.

Meanwhile, Hooked Gamers hooked up with Paul Wedgwood for more details on the game. Here’s a great answer to one of the questions I hear most often about the game:

Hooked Gamers: It is possible to join any running game, turning a single player game into a multiplayer game. How does this work? How do people find each other when they are already playing? Is it possible to join a running game on either side of the conflict?

Paul Wedgwood: Yes – I’ll explain. In Brink you take on a combat role that suits your playing style, and then fight through different environments to complete big objectives as part of a coordinated squad. When you first start playing offline, you’ll play alongside an AI squad. When you see a friend come online, you can invite them in (up to seven of them), and they’ll join your game, replacing your AI squad mates.

For more on that answer and the remainder of the interview, head here.

News on Fallout 3 and WET after the jump.

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Modding Interview: DragoonWraith


This week we’ve got a modding interview with Kevin Ryan (aka DragoonWraith). Kevin spends a lot of time working as a “Sheriff” for both The G.E.C.K. and TES Construction Set wikis — he’s helped us add some really cool features to both.

The 21-year-old hails from New York City and attends school out in Claremont, CA, where he’s studying to be an engineer at Harvey Mudd College.

Check it out after the break…

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Brink Roundup: More from PAX 09 (Updated)

It’s only been about a week since our last blog post on Brink, but there’s already plenty of new coverage — courtesy of the game’s appearance at GamesCom and PAX.

We begin with Giant Bomb — watch Brad Shoemaker’s interview with Game Director Paul Wedgwood above.

Additional PAX interviews can be found at the following:

  • Machinima has put up an Inside Gaming Plus Interview with Paul Wedgwood.
  • Creative Director Richard Ham tackles questions for The Weekly Blend.
  • Following up their preview coverage, The Goozex Report interviews Richard Ham.

Need more interview action, Richard Ham did a beast of an interview (28 minutes long) with Videogamer.com. Watch it in HD here. Additionally, Richard answered questions for MTV Game One at GamesCom.

PAX also set the stage for a trio of new previews — check out impressions at Endsights, 360 Sync, and GamePro.

Finally, yours truly made a brief appearance on Insomniac’s Full Moon Show to discuss Brink and our other titles at PAX. Watch it here.

Update: There’s an interesting preview written by Alec Meer at Rock, Paper, Shotgun. Here’s an excerpt from ‘Splash Damage’s Brink: This Is How It is’…

“That said, Me will be Me in Brink. There is, thank grud, no Alec Meer player model, but there is an elaborate character editor, a little akin to City of Heroes and APB. You choose your face, your body type, your hair, your tatooos, your beard, your clothing…”

Read the rest here.

WET Roundup: Eve of Release Edition


We’re just a few hours from the North American release of WET, so this is my last chance to share some previews. For good measure, I’ll throw in a couple interviews, too.

Last week Mark Walton of Gamespot UK went hands-on with Rubi’s Boneyard — Rubi’s home in the game, which has plenty challenges of its own. Here’s a snippet:

“The Boneyard is a desolate place, full of broken-down planes and run-down vehicles smack bang in the middle of the desert, more than slightly reminiscent of the aircraft graveyards featured in films like Con Air. Yet this is Rubi’s home, and like any good action hero, her home is stocked full of guns and platforms to keep her amused–but make no mistake, this is no Croft Manor. The Boneyard level will be accessible at any point in the game, and you will be able to use it as a training ground for new skills picked up during the single-player campaign. You can also participate in time trials and challenges.”

For more late impressions on WET, check out UGOVideogamer.com, TotalPlayStation.com, and IGN.

Moving to interviews, Go! Gaming Giant caught up with Creative Director Patrick Fortier for their latest podcast. Download it here. Meanwhile, Gamer Limit interviewed Senior Games Producer Avi Winkler. Here’s an excerpt:

So we know WET‘s all about stylish action coupled with a Tarantino-esque narrative; how significant is the story told in the game? Do you think games have the ability to tell memorable tales just as well as other mediums such as films?

AW:I think story is important in giving context to the situations in the game.  It’s more fun taking on enemies and working your way through levels if you understand why your protagonist is there and if you’re given a lot of flavour to your bad guys.  I think that’s something we do quite well in WET.

That’s it for tonight. As post-release news comes out on WET, we’ll let you know.

New Splash Damage Dev Profile


In more Splash Damage news, a new developer profile is up on their official site. This time around, they’ve got with Brink Character Artist (and Aussie-native) Ben ‘Mantegra’ Davis. Since folks always ask me how to get into the industry, I’ve chosen this snippet from the interview to share…

Do you have any tips for people wanting to break in?

Ben: You have got to have passion and love games if you want to work in this industry. If you want to be an artist but you don’t like playing games then this business is not for you. Practice, practice and practice some more. Learn as much as you can about the industry and above all else be persistent. Become a member of the online gaming community and get your name out there. Post your work on forums regularly and get constructive feedback. Always keep improving your skills in your spare time and keep up to date with the latest games technology. Presentation is key to a good portfolio.

Head here to read the rest. We’ll be sure to let you know when the next one goes up.

PAX ’09: Brink Roundup

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As promised, here’s a web update on Brink coverage coming out of PAX. Above is a cool shot of our Brink booth, which during downtime used LED lights to display screenshots from the game.

In coverage news, Co-Optimus has an audio interview (courtesy of the  Colony of Gamers team) with Creative Director Richard Ham. Additionally, the site shares impressions after seeing Paul Wedgwood’s presentation of the game.

For additional PAX impressions, check out GameStooge, SideQuesting, and The Goozex Report. As more news pops, we’ll keep you updated.

Hit the jump for Brink coverage from GamesCom and QuakeCon, as well as more photos from our PAX booth.

Web Roundup


Having spent most of last week on the road, I wasn’t able to spend much time on my laptop — so now I’ve got a bunch news to share.

WET, is just a week away from release, and there’s oodles of coverage to read up on. We’ll begin at Major Nelson’s blog, where the game’s demo had a strong debut on Xbox LIVE — coming in as the #8 most-played game.

At Talking About Games, there’s an interview with WET’s Creative Director, Patrick Fortier. Here’s a quick look:

What sort of research was done to prepare the team to make this game? Was that you guys we saw wall-running between semis on the Los Angeles freeway?

Patrick: There was a long pre-production period to this project.  Every element of the game first came to life through concept-art and appropriate research.  Obviously old 70’s movies really inspired the graphical look of the game, but we also looked at more old school action games in terms of capturing the spirit of gameplay we were looking for.

Mr. Fortier also appeared on last week’s GameHounds Podcast and in an interview at Xbox 360 Asylum.

For more on WET, check out previews at the following sites.

Brink and Fallout 3 news after the break…

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