If you read our “What we’re playing” blog posts that come out on Fridays, you’ve probably caught on that people at the office are in love with playing The Orange Box. There’s plenty of value, variety of gameplay, and yes, it even promises cake…so who wouldn’t love it.
While the Orange Box is probably most associated with Half-Life, many of folks here think the darling of the box is Portal. In fact, one of our Level Designers, Daryl Brigner, has created his very own level for the PC version of Portal, entitled Ren Test2.
I guess that was a trick rather than a treat . Anyways, I was downstairs this afternoon, and I was told I needed to check out Ricky Gonzalez’s “Vault 101″ costume. It doesn’t look like he needed to go overboard to create a proper costume (that Pip-Boy 3000 seems even more primitive than what Istvan talking about), but nevertheless, he did a great job capturing the look of a Vault 101 inhabitant.
After the break, check out more Halloween screenshots, um, I mean photos.
This week’s mod interview is with Morrowind modder, Mike Niccum (aka Darknut). Residing in Fayetteville, AR, Mike spends his days working as the boss of his graphic design company, Graphics By Mike, Inc. In his sparetime, Mike spends his time playing music (he played professionally for 14 years) and of course, working on projects for Morrowind. Above you’ll find the trailer to Mike’s latest project, Darknut’s Greater Dwemer Ruins, which will be available to modders this November.
You’re done quite a bit for the Morrowind community. What got you hooked on modding the game?
I really can’t pinpoint any one thing. Morrowind is one of my all-time favorite games & the open nature of it really lends itself to modding. The tools Bethesda & others have made available makes it pretty easy to boot.
This week there’s some more coverage out there on Fallout 3 you can read/listen to at your leisure. The 1Up Yours podcast, which goes up on every Friday, includes a segment early on where Shane Bettenhausen and James Mielke share their impressions upon watching the “E3 Demo” last week. The podcast is a long one at over two and a half hours, so if you’re just looking for the Fallout discussion, join in on the podcast about twenty minutes in. Download it here, or subscribe via iTunes.
In other coverage, Gwynne Dixon of TVG shares impressions after watching Pete preview the game previously. Here’s an excerpt:
“We’ve also been promised a wide variety of possible endings to Fallout 3 and a quest system that focuses more on player choice, rather than sheer volume. ‘The quest system is actually very different. Rather than having lots and lots of quests where you can do any of them that you want without being locked out, Fallout has a much smaller number of quests and how you do one may lock you out of doing other stuff,’ Pete told us.”
The Fallout 10th Anniversary contest is coming to a close. Tomorrow, just before the stroke of midnight, we will close the contest and then figure out which of the gazillion entries is the big weiner winner. There have been quite a few terrific entries, and numerous noble efforts. We’ll get into our favorites and all of that once it’s all said and done, but thanks to everyone that entered.
If you’ve been brainstorming for that one brilliant idea, I’d go ahead and put fingers to keys and submit your entry before it’s too late.
It was brought to my attention that one of our community members within the BGS forums, Leo Gura (aka Liquidgraph), has submitted his Oblivion mod, The Lost Spires, for the 10th Annual Independent Games Festival Student Showcase competition. For those that haven’t heard of the The Lost Spires, we talked about it a couple of weeks ago on the blog. You can also check out the mod’s official website here.
Anyhow, lets wish Leo (representing Cal-Irvine) good luck in the festival! Check out information on his submission and others over at IGF’s site.
We’re two days away from Halloween, and I’ve noticed on a few blogs people that gaming enthusiasts are carving their favorite videogame characters onto their pumpkins (check out some of the examples from Kotaku). I’ve seen plenty of good ones across the internets, with the Weighed Companion Cube one over on Joystiq being my favorite…until now.
Over the weekend, Cameron Swartzell e-mailed me the Vault Boy pumpkin you see above. Definitely gets the “thumbs up!”Here’s another shot of it in the light. Continue reading full article ›
Looks like my admission that last weekend’s weather was going to be nice (and it was!) brought a curse to the area this weekend. Yeah, that’s it…a Halloween Curse. Anyhow, it’s been raining non-stop for about three days and signs indicate that it won’t be getting better over the weekend. So now everyone has an excuse to play plenty of games, as if we wouldn’t anyways!
Have a good weekend everyone…rain or shine!
Ricardo Gonzalez, PipBoy Polisher: Fallout 2, Puzzle Quest, and Psychonauts ( finally! Best B-Day present ever! )
Ryan Lea QA: Z-Dub and Phantom Hourglass
Orin Tresnjak, Graphics Programmer: Quake Warsâ€”which, by the way, is a phenomenal game that is not getting the attention it deserves! Go play it! Also Warhammer Fantasy vs. my roommate, my orcs against his dwarves.
Steve Crews from MMO Gamer informed us his interview with our pal Matt Firor of ZeniMax Online is live on their site. No, you’re not going to find out the details of what game Matt is scheming up over in Hunt Valley, but it’s still a pretty interesting read. In the interview, you’ll learn a little more about Matt’s background, his thoughts on current trends within the MMO genre, as well as addressing some of the goals he’s setting for the studio.
Here’s a sample of interview, where Matt discusses the challenge of creating an MMO that offers something unique to the genre:
The MMO Gamer: Alright, no hypotheticals, let’s stick to the real basics: Will ZeniMax Online be up to the challenge of producing something gamers have never experienced before?
Matt Firor: Sure. I wouldn’t be in this position if I wasn’t ready to give something new to gamers. But our philosophy is to incrementally build on what gamers expect – to ease them into the game, make it feel comfortable, etc. before introducing too many new concepts to them. Introducing too many new concepts too quickly is a great way to drive your user base away before they get accustomed to the game.