With most of the big gaming events (TGS, Leipzig, E3) behind us, the trickle of coverage for Fallout 3 has subsided a little bit. That said, this week Gameshark was able to sit down with Lead Producer Gavin Carter to discuss a few items about the game. Here’s a sample of what he had to say:
Gameshark: The SPECIAL character development system from the first two Fallout games is back. How will it be different (if at all)?
Gavin: We’re using the SPECIAL character system and making few changes to it. The stats all play nicely with our gameplay design. For instance, Perception still feeds into seeing enemies and Agility still affects your action points, which are used for VATS mode. Any of the SPECIAL stats (as well as skills) can be polled in dialog and give you access to different options. Some perks also require a minimum score in a SPECIAL stat for you to use them, as well.
Head over to Gameshark to read the rest of the interview…
This one’s going to come as a shocker. There’s plenty of guys and gals from the office that are planning on playing Halo 3 this weekend. You can count me in on that as well, though I also hope to get a little NCAA 2008 action in.
As for the rest of the crowd, here’s the weekend lineup…
Jangjoon Cha: This new game called Oblivion goty, and …(cough cough)…Halo…
Today’s Inside the Vault is with Mark Lampert, our sound engineer. Mark actually wrote a team diary on Elderscrolls.com about the sound effects and voice recordings for Oblivion – a great read. Another fun fact: Mark was our first mocap stunt man – in early Fallout builds, it was Mark’s walk and crouch that were in the game.
What’s your job at Bethesda?
I’m the sound engineer, and I handle all aspects of the sound design for Bethesda Game Studios. In addition I do the voice casting, recording and editing, plus any post processing such as voice effects, and I share in directing, typically with the lead designer of a project. There’s also a little bit of music work in terms of mastering our chosen composer’s tracks for the game, and sometimes I end up writing little bits and pieces of things here and there as needed. Continue reading full article ›
Not too long ago, I caught this video on YouTube and thought it was pretty interesting, however, it wasn’t until after attending the GameCrazy event that it really clicked for me. Sitting across from Ubi Soft’s booth, I probably saw the trailer it’s based on 100 times.
Anyhow, after you watch this video, check out the actual trailer for Assassin’s Creed to see the similarities. For those wondering, the song in the trailer is Lonely Souls by U.N.K.L.E featuring Richard Ashcroft (formerly of The Verve) on vocals. This was one of my favorite songs of my freshman year of college — nearly a decade ago.
So we’ve got a number of new products headed to store shelves this week. First, Oblivion PS3 (above) finally comes to Japan this week. The Japanese 360 version was released several months ago and has done very well. Hopefully the PS3 version will meet with similar success.
Next, the Oblivion GotY edition for Xbox 360 is shipping this week throughout Europe. It was released last week in the UK and will be in stores towards the end of the week.
Finally, Oblivion GotY edition for PS3 is looking like it’s on track to ship in N. America mid-October. I think we’ve cleared the few remaining hurdles we had left (although I’ve been doing this long enough to know there’s an endless supply of hurdles and someone is apt to throw one out in front of you when you least expect it). We’ll let you know when we do.
A couple of weeks ago I received an e-mail from Stephane Wuttunee (aka Veritas_Secreto) regarding his mod project, Tamriel NPCs Revamped. For this mod, the 39-year-old Canadian recreated nearly every NPC within Oblivion (leaving only guards in the game untouched). I had a chance to ask Stephane a few questions and here’s what he had to say.
Kudos to the folks at Loading.Ready.Run for creating this. It’s genius. You might want to grab a sandwich while it loads up.
Me? I’m running to the store today at lunch to try to see if I can fight through the mob to get a copy of Company of Heroes: Opposing Fronts. Kurt, Bruce, Jeff, and I still play multiplayer at lunch every day we can (Jeff and I had a stunning come-from-behind victory in Point Du Hoc yesterday) so we’ve been eagerly awaiting this day for a different reason than most of the rest of the known universe.
Here’s an interesting tidbit: speaking with Todd, he wanted to emphasize that officially there is no X or Y in the Daedric Alpabet, although a a few may have accidentally shown up in Morrowind. Now if I could only get a Cracker Jack-like decoder ring so I could start deciphering Todd’s e-mails.
So I’m back from a weeklong trip to Tokyo and the Tokyo Game Show, my first trip there. Folks have been asking how the trip was so I thought I’d recap. I went down to meet with a few different folks and mostly to talk to the press about Oblivion, as it just came out there not too long ago for 360 and comes out on PS3 this Thursday.
The press folks were extremely nice and all went out of their way to talk about how much they liked Oblivion, how different it was than Japanese RPGs, asked lots of “how did you do this” questions, it was fun. Doing interviews via a translator (my Japanese is limited to anything mentioned in a Styx song) is always a bit trying as every question and answer gets repeated in both languages and can be pretty time-consuming, but Tetsu (our guy from Oblivion’s publisher in Japan, Spike) and I have done this a couple times now so I’m getting comfortable with it. Plus, when you get asked the same questions over and over, it gets to a point where he could pretty much give the answer without even asking me. We did a live interview on the show floor with Famitsu on Saturday, the first day the public can show up.
And let me tell you, show up they do. It’s like a big concert just got out and ran smack into Halloween. People crammed in everywhere, waiting in long lines for a chance to have a hands-on experience with their favorite upcoming game. The image at the top, which I borrowed from the boys at Kotaku, gives a pretty good idea of what the show floor looks like. Not everywhere mind you, but in enough places that it’s still pretty impressive, and daunting.