We’re down to the final hours before the release of Fallout 3. If you’re waiting to pick up the game at midnight, here’s some coverage you can read to kill the time.
Mike Musgrove of the Washington Post has a new interview with Todd, as well as a feature about Fallout 3 titled, “Fallout 3, Starring Washington, D.C.,” which ran on the front page of their Business section yesterday. Here’s a snippet:
“Some Washington area game fans have been wondering whether they’ll be able to find their office or the buildings in their neighborhood in the game. Chances are, they might not. Bethesda Softworks executive producer Todd Howard says the studio didn’t seek to create a street-to-street level of verisimilitude. Instead, it tweaked the city’s map in a way that made sense for a video game’s pacing. He thinks people who know the area will periodically experience a more general ‘Hey, I know this view!’ feeling.”
A new interview with Lead Sound Designer Mark Lampert can be found over at GameSpy. Here’s a quick look at one of the questions:
GameSpy: What real-world weapons did you use to create the sounds of the ones in the game?
Mark Lampert: Quite a bit of the action on the game’s small arms (pistols, rifles, shotguns, etc.) is actually recorded from real firearms. A colleague kindly brought two pistols and three rifles over to my place where I could set up a couple of mics and record the sound of the bolt being opened and slammed shut, magazines sliding into place and being taken out, dry firing, etc. The actual sounds of the game’s weapons being fired were composited together from field recording libraries, as well a as little bit of Foley recording in places where I might want to add some extra bass or exaggerate the sound of the weapon’s action.
Elsewhere, you can read a new interview with Pete at Worth Playing, and Emil’s did an op/ed about violence for Edge.
Finally, at The Vault, there’s a new contest/scavenger hunt where you have a chance to win a copy of Fallout 3, as well as other Fallout-related schwag. Good luck!