Beth soft`s Pete Hines interview @ shacknews.http://www.shacknews...7_petehines_1.x
Вторая страница послностью посвящена Fo3.
Shack: You guys have your own trademark series so you're used to dealing with fan expectation, but is it different or intimidating working on a franchise like Fallout that already has such a built in reputation?
Pete Hines: Oh, yeah. Absolutely. For a couple of reasons. Number one is that we're treating it as if we made the first two, with the same care and attention we give to The Elder Scrolls, but the truth of the matter is that we haven't. As a result there's probably a lot more divergent opinion about what it should be, what we should do, are we the right guys to do it, and so on.
Shack: Is there any of that internally?
Pete Hines: Internally, not really. Internally, we're a bunch of Fallout geeks. There is nobody [here] who hasn't played that game and enjoyed it. I have that game on my laptop, I take it with me and play it. But it's definitely different, because it's not really considered ours, the franchise. We didn't start it. There is a little bit of that sentiment out there that we have to prove that we're worthy to be the guys to make Fallout 3. I don't think there's anything wrong with that, because we have very high expectations for ourselves. The standard that we hold ourselves to, the kind of games we expect to make in terms of quality, we have a very high level of expectation. There's really nothing like the people from the outside expecting more than we expect ourselves.
Yeah, that figures.
Там же, интервью о Jade Empire PChttp://www.shacknews...empire_pcqa_1.x
Shack: A lot of console-to-PC ports suffer from "console visuals." How has Jade Empire fared in the process of being ported?
Diarmid Clarke: Jade Empire: Special Edition is certainly not just a straight port: we've completely upgraded the entire game to look absolutely spectacular on the PC. This means high-resolution graphics (which look terrific in widescreen, by the way), hand crafted textures, and enhanced effects. We've also made the graphics scalable so they also look fantastic on lower-end machines as well. We've also spent a lot of time crafting a very intuitive control system for the keyboard and mouse, and players can also map their keys however they want, and we are really happy that players actually prefer playing through the keyboard/mouse option. We're also providing support for gamepads as well.
И наконец Oblivion review @ Firing Squad (60%)http://news.firingsq...Oblivion_Review
The Elder Scrolls series, by Bethesda Softworks, has long been hailed as one of the leaders in pushing the RPG envelope in terms of scale. The newest addition, Oblivion, can be taken in two distinct ways. To the casual gamer who has not played the other Elder Scrolls games, Oblivion seems mind-blowing. A continuous world full of different races, conflicts, and quests in which you seek out treasure and fame by killing monsters, becoming a rampant criminal, or murdering your way to the top. The hardcore gamer knows that this was the case in Ultima 7, released in 1992. So this concept of a free-form RPG is nothing new. So what is new about Oblivion?
Bethesda has always had a strong point in lore, quests and storyline. The storyline, however, in Oblivion, feels more canned and standard-issue than in the previous games. There are still quite a few quests that are innovative - one in which you must enter the painting of an artist to rescue him, battling painted goblins under a beautiful painted sky. In terms of lore, I must say it’s a lot less rich than in Morrowind. Most of the books are recycled from previous games. Story is a strong point in general for these games, however with Oblivion, the focus around power-gaming as opposed to role playing really can take you out of it. A huge factor taking me out of the story and out of the roleplaying mood is:
AI. They said so many things about what the AI would be in this game, and really, it’s none of those. The 12 voice actors for the game did a shaky job at best, however, because there are only 12 voice actors and around 1,000 NPCs, you end up hearing the same pieces of dialogue, the same voices, all over the place. Hearing the same voice for a vendor in one town as I do in 5 other towns really takes me out of it.
Final word: I bring up Ultima 7 again, and with good reason. Created fifteen years ago, it’s got more immersive features than what we consider to be a top contender in the American-style RPG market. That says very bad things about the work ethic and priorities of Bethesda. It’s a laziness letdown whose technology simply isn’t optimized for today’s PCs and whose design is simply not optimized for today’s hardcore gamer.
Неужели кто-то наконец догадался сравнить TES4 и U7?