Around the Web: Post Apocalyptic Double Feature


On a business trip out to Phoenix, I’m taking advantage of the flight’s wifi. Here’s a web update covering news for both Fallout: New Vegas and RAGE.

Kicking things off, Planet Fallout had a chance to interview Obsidian’s Chris Avellone — asking questions both on his career and New Vegas. For more interviews with members of the team, keep an eye on the site in the coming weeks.

Meanwhile at PC Gamer this weekend, the site has a new hands-on preview, as well as an interview with Senior Producer Larry Liberty. Here’s a quick look at the latter, as Larry talks about some of his favorite weapons in the game:

PC Gamer: What are your favourite new items and weapons that we’ll discover in New Vegas?

Larry Liberty: I really like the Ballistic Fist – it’s essentially a tiny shotgun grafted onto a gauntlet. It’s activated by a pressure plate when impacting a target. Perfect for the unarmed fighters among us. Euclid’s C-Finder has the single coolest weapon effect in the game. It’s a space-based mega-weapon that has its own quest line. Spears are really fun for Melee fighters. We’ve added the ability to throw weapons, and in the case of the spear you can literally pin limbs to walls, with or without the victim. If you prefer a more traditional, conventional FPS weapon, the Light Machine Gun is fantastic. It has a high rate of fire, and with the right ammo type can handle most enemies rather easily.

To read the rest of PC Gamer’s interview, head here. And more more coverage on the game, check out the following:

For the latest news on RAGE, read on after the break.

There’s plenty to read and watch on RAGE — with coverage on the game coming out of PAX, QuakeCon,  and GamesCom. After seeing Matt Hooper and Tim Willits present the game at PAX, ThatVideoGame Blog had this to say:

“The first thing that stuck out was how polished the game looked. The Xbox 360 version was the one being shown, and it was a rock solid 60 frames per second at all times throughout the demonstration. Furthermore, there didn’t seem to be any noticeable bugs. The menus looked fully fleshed out, there wasn’t any pop-in, and nothing glitched out or fell through the environment. The core game screamed ‘retail ready’, which is pretty amazing when you consider that the game isn’t coming out for another year.”

In addition to recently touring id’s offices, 1Up shot community questions for RAGE over to Tim Wilits to answer. Read his answers here.

For more on RAGE, check out these sites…

  • RAGE design director Matt Hooper discusses the game with ScrewAttack.
  • John Funk from The Escapist posts impressions after seeing the game presented at PAX.
  • Skewed ‘N Reviewed has an audio interview with Tim Willits.
  • Default Prime shares reactions after seeing the game presented at this year’s QuakeCon.
  • gamestyle offers up their opinions on the game.
  • RAGE heats ups the thermometer on GameReactor.
  • Ben Biggs at NowGamer explains how RAGE is one of the site’s most anticipated titles of 2011.

To wrap things up, we shift gears back to Fallout. A few weeks back we noted that Fallout 3 made IGN’s list of the top Xbox 360 games (ranking #2). Recently, the site ran a similar feature for the Top 25 PlayStation 3 games — where again the game made the list at #2.

Reader Comments

  1. wow, the Ballistic Fist sounds hilarious. i really hope it does crit knockdown like the FO3 Gauss Rifle! i also really hope there’s incendiary shotgun rounds… are there any incendiary ammunition types?

    i’m really looking forward to trying the spears, as well. i could see the physics being tricky to implement, and very frustrating to the player if they didn’t perform as expected, but these could easily be the most fun weapons in the game if pulled off right.

    the Comic Book Resources interview with Chris was nice – especially for the preview pages! i’ve been pretty excited to read the novel, so it’s great to hear that Chris cared so much about its development. i’d like to hear more about writing for NV – not in a plot detail sense, more a discussion of the challenges in writing a sequel, how to handle variable plot lines, and what unique writing difficulties lie in open-world games.