Over at the official site for Brink, we’ve put up four new screenshots. Head to the site to check them out.
Enjoy!
Over at the official site for Brink, we’ve put up four new screenshots. Head to the site to check them out.
Enjoy!
We’ve got coverage from QuakeCon, GamesCom, San Francisco, Atlantis. You name it, we got it…
Germany has become the center of the gaming world this week — as press and gamers alike flock to GamesCom in Cologne. Above is a picture of our booth — inspired by Brink’s Container City. Find more pictures at Kotaku, as well as this Splash Damage-endorsed Flickr page.
Press folks have been checking out WET at GamesCom, as well as in New York, San Francisco, and last week at QuakeCon. Read hands-on impressions at Kotaku, Team Xbox and Gamespot. Here’s a look at the Gamespot preview:
“Wet seems to be at its best during the combat sections, which are quick, stylish, and a whole lot of fun to play. The platforming sequences, by contrast, tend to slow the action down a great deal, and we’re hoping there’s more gun-firing and swordplay than ledge-leaping and chasm-jumping in the final version of the game.”
Elsewhere, Game Trailers has a new interview for WET with Pete taken last week at QuakeCon. Hit the jump below to catch it and the latest Fallout 3 news…
Between QuakeCon last week and GamesCom this week, there’s new screenshots and coverage up for Brink to check out on Brink.
With GamesCom going on in Cologne this week, we’ve put up three new screens on the official site for Brink (including the one above). As new coverage pops up from the event, we’ll keep you posted.
Out of QuakeCon, Kotaku has a few posts from Stephen Totilo about the game. He chatted with Game Director Paul Wedgwood about the game’s SMART system, as well as the buzz that players get from great teamplay. He also wrote a new preview of the game. Here’s an excerpt:
“Wedgwood explained that the game would keep generating contextual missions that suited the classes of the three controlled characters. They assisted each other until reaching a narrative choke point that cued an in-engine cut-scene and a cliffhanger — the three troopers discovering something surprising that we couldn’t see.”
For more QuakeCon coverage, be sure to check out BlueGamer, Big Download, David Ellis of 1Up’s Twitter, and Paul Wedgwood’s shortest-ever interview at ScrewAttack.
In other Brink news, we’ve put up a Fan Site Kit for for everyone to download. Right now it’s got screenshots, game information, wallpapers, avatars, and more. Over time, we’ll be adding new elements to the kit – we’ll keep you posted with details.
Head here to download the the kit.
Before I head down to our booth at QuakeCon, I thought I’d share some Fallout 3 links from around the web.
More Mothership Zeta reviews are in. Check out X-Play’s review above, as well as reviews at:
Elsewhere, Crispy Gamer has a feature on 50 Things to Do in the Capital Wasteland. It’s an interesting list with some helpful pointers. How many of the 50 have you done?
Artist Megan Sawyer sent me this blog post, Excerpts from the Secret Diary of President Eden, which definitely made me chuckle. Here’s an excerpt:
“2277 August 27 – I’m pretty sure that Colonel Autumn is conspiring against me. I know because I read his lips while he was talking behind a glass partition. Am I upset about this? Not really. More like just sad. Disappointed that my government is so weak. Maybe if we had a legislative and a judicial branch, there would be a balance of power, and stuff like this wouldn’t happen. Haha.”
Finally, Edge has a competition up on their site to win a very rare Fallout 3-branded iPod Nano. For details on entering (you have until tomorrow), click here.
Before Mothership Zeta launches on Monday, we’ve uploaded a new trailer. Check it out on our site or through our Bethesda Softworks YouTube Channel. Special thanks to Matt Killmon for all his awesome work on all our DLC trailers.
We’ve also got a new Team Diary from Fallout 3 Lead Artist Istvan Pely, who spearheaded Mothershp Zeta. In the diary, Ist discusses what went into making this “far out” DLC — detailing the hard work and countless hours put in by members of the team. Here’s an excerpt:
“And with that begins the Vault Dweller’s final and most fantastical adventure in the Capital Wasteland, or rather several hundred miles far above it. The concept of the UFO visit emerged early in the idea-toss sessions we had for DLC, in fact it was the very first thing to pop into my mind; it just seemed a natural fit. But we saved it for last, as a fitting conclusion to the Vault Dweller’s story.”
You can read the rest here — complete with new screenshots.
Updated: Polish site Polygamia.pl has a Mothership Zeta interview with Brian Chapin. It’s in both Polish and English. For consistency’s sake, I’ll post the snippet in English…
We know that the main quest in this add-on will be to escape from the spaceship. How many side-quests and achievements can we expect from it?
BC: There aren’t any explicit side quests, but Mothership Zeta is a pretty big place. While you’ll be receiving three of the four achievements from completing the main quest line, you’ll have to do some searching off the beaten path to get the last achievement. And it’s worth exploring just to see everything that the aliens are up to — they’ve been doing some pretty strange things.
For those keeping track, we’re less than two days away from Mothership Zeta!
On the Fallout 3 Official Site, we’ve put up three new screenshots (including the one shown above). Head here to check them out.
Mothership Zeta comes to Xbox LIVE and Games for Windows LIVE on Monday, August 3rd.
Hello from London. Just wanted to let you know on the Fallout 3 Official Site, we’ve got a new Team Diary for Point Lookout. The diary was written by Joel Burgess and Nate Purkeypile, Lead Designer and Lead Artist for Point Lookout, respectively. In the diary, they discuss how DLC #4 came to be, and even share early images from the project’s development.
In addition to the diary, we’ve uploaded six new screenshots — including the image above. Head here to see the rest.
Point Lookout will be available for download on Xbox LIVE and Games for Windows LIVE this coming Tuesday, June 23.
Update: In related news, The Hachiko interviewed Joel Burgess and Jeff Gardiner to discuss Point Lookout and Mothership Zeta. Read the interview here. Jeff was also interviewed for Platform Nation.
At the Fallout 3 Official Site, we’ve got a new developer diary. This time around we enlisted Broken Steel’s Lead Designer Alan Nanes and Lead Level Designer Jeff Browne to discuss the new features and changes implemented in the game with the third DLC. Here’s a snippet:
“If we were to increase the level cap to 30, we first needed to figure out which factions we wanted to support the new cap. Super Mutants were one creature we knew we had to support. The decision was made to keep the Super Mutant Behemoth at the top, so we needed to fill the gap between the Behemoth and the Super Mutant Master. Thus was born the Super Mutant Overlord – a creature much stronger than a Super Mutant Master and one that is beginning to take on the shape and form of a Behemoth. Its posture is beginning to show signs of the Behemoth with its large, thick neck and slightly forward head. Given enough time, the Overlord would eventually grow to become a Behemoth.”
In addition to the diary, you’ll be able to check out three new screenshots. Broken Steel arrives on Games for Windows LIVE and Xbox LIVE on May 5th.
The Pitt is less than two weeks away from release (March 24th), and we’ve got three new screenshots to share on the Fallout 3 Official Site. The shot above shows your character going after the Trogs with the AutoAxe — a new weapon you’ll come across.
In addition, there’s a new team diary from Jeff Gardiner, who serves as the lead producer for Fallout 3 DLC (and Oblivion’s as well). Jeff’s diary provides some insights into the process of creating DLC for our games. Here’s an excerpt:
Towards the end of the development of a game, there are three pretty well known, but very loosely defined phases, known as Alpha, Beta and finally Gold. Prior to that there are two major phases, Pre-Production and then of course Production itself which is where the bulk of the game goes from documents on paper (or in someone’s gray matter) to the screen where we can all enjoy them. It was right before we went Beta that the decision was made to start thinking about our DLC. Now, before you think we just cut existing content from the game in order to milk our fans, let me explain in more detail how we view these various stages.
To get the full story, and see a couple new concept art pieces from the DLC, read the full diary.