Ok, boys and girls, Fo3 is the next big thing:
Интервью с bethesda softworks` Todd Howard. Фоллаут 3, вдохновение и планы:
http://www.nma-fallo...le.php?id=36055Цитата
What are your inspirations...
Oh, whatever. You guys just ask these questions because you’re subversively trying to get a better understanding of who we are and what makes us tick, because that will give you insight into what Fallout 3 is and what’s going to make it tick, so I’m not going to answer the questions, since I think you guys have proven you deserve something more, straight from “the horse’s mouth”.
<snip>
I obviously replayed the games, and Fallout 1 remains the truest inspiration for what we’re doing, but again, it can be hard to get at the “soul” of it, because of its aging. So I look to things like the first game’s manual. The fiction and tone of it. There is also a great, great section in the Fallout 1 hintbook, “One Woman’s Path through the Desert”, which is a journal of going through the game, as if it was real. In some ways, that section is a better look into the game then the game itself. I also read old-reviews, because they gave me a better understanding of how those games felt then. Again, removing the aging.
Aging?
Pete Hines комментирует недавний тизер
http://fallout.bethsoft.com/Цитата
1) Yes, that's in-engine (in-engine means it's done with game assets in our rendering engine, but isn't done real-time. If it was done in real-time, that'd be gameplay footage. This isn't something, for example, that was sent to some house [e.g. Blue Studios] so they could build assets and render it out, and create something for us to release [e.g. Dawn of War 40K intro cinematic]).
2) Yes, that's The Ink Spots singing "I Don't Want to Set the World On Fire"
3) Yes, that's Ron Perlman [voiceover man extraordinaire of Fallout 1 and 2].
Fallout 3 teaser comments @ Games for Windows (Computer Gaming World magazine)
http://www.1up.com/d...ory?cId=3160085Цитата
Sean Molloy: Smart start -- it certainly gave me faith that they're sticking with the original games' tone. You get olde radiola tunes, a quick glimpse at Pip (the original Fallout boy!) in those propaganda posters on the bus. So yup, this is Fallout. I'm also now completely convinced it's gonna be some first-person Oblivion-style thing. ...
<snip>
Jeff Green: Yeah, this looks hot. I'm palpitating here. Okay, so it's just the trailer, and that has no bearings on whether they'll actually make a good game or not. But they nailed the tone here, dead on. Even the choice of that Ink Spots song ("set the world on fire"--get it??) was right on, especially considering that they could have gone with, um, Fall Out Boy, just to pick the worst possible alternative.
<snip>
I'm right there with Sean Molloy. I need to see what happens the second I walk out of my vault and into Fallout 3's apocalypse. I can deal with no more turn-based gameplay...
GameSpot on Fallout 3
http://www.gamespot....estnews;title;0Цитата
The GI cover also added ammo to the theory that Fallout 3 would be a major departure from previous PC Fallouts and the widely despised console spin-off, Fallout: Brotherhood of Steel. The magazine claims that Bethesda's goal has been to "reinvent" the RPG, which was originally a top-down turn-based title, into an all-new "open-ended RPG." Both Fallout and Fallout 2 offered open-ended gameplay with many side quests inside a larger, linear storyline--as did Oblivion.
Please, pretty please, stop reinventing the RPGs
И на последок более информативная статья о Фо3
http://www.gamedaily...articleID=42791Цитата
The two most major and confirmed announcements about the game were a relief. Fallout 3 will continue to use the series' SPECIAL (i.e. Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck) character attribute system. We guess the system will contain a few small modifications, but the main character system will be in place. Secondly, characters from previous games will make return appearances; they would need to travel from Southern California (the setting for the first two games) to Washington, D.C., the major metropolitan area in the game. This change seems like a good move for Bethesda since it will help keep the game fresh and allow the development team to create a new history for the series (and cheap assets since the developer is located a few miles from the D.C. border).
<snip>
Fallout veteran Ron Perlman reprises his role as the game's narrator. Bethesda also signed Liam Neeson to voice the main character's father, who will play a substantial role in the game. The dedication to use high quality voice acting and high-end graphics show that Bethesda has lofty goals. This definitely bodes well for Fallout 3.
Will the be some more Patrick Steward??
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In other news:
BioShock "Hands On" previews:
http://www.eurogamer...rticle_id=77488http://www.computera...e.php?id=165561http://pc.ign.com/ar...5/795080p1.htmlhttp://previews.team...35/BioShock/p1/http://www.gamespot....p;mode=previewsVideo preview:
http://www.1up.com/d...ory?cId=3160143Цитата
"As you investigate Rapture's sprawling, doomed infrastructure, its crumbling art deco facades, and leaky corridors, you'll uncover the secrets of what went wrong. Stepping out of the diving bell, you'll see signs of a struggle ... We'd barely set foot onto the first platform of the city proper before running into a splicer, which is one of BioShock's common enemies and one of Rapture's former residents. As Atlas will quickly fill you in, it seems that overuse of Adam turns the subject into a crazed monster that fiends for--what else--more Adam. Imagine a crazed junkie dying to get his hands on a fix; only this junkie can throw fireballs out of thin air and move large objects with his mind. And those are just the basic enemies."
Witcher Interview @ Gameshark
http://www.gameshark...r-Interview.htmЦитата
As for the combat system, this was one of the greater challenges we had to face in the game’s production. The fact that we were looking to merge classic tactical choices with modern dynamic action in real time, as well as with easy and intuitive controls, all the while staying true to Sapkowski’s literary descriptions, was making us wonder why we were making life so difficult for ourselves. This was especially true, since we could not draw from similar systems, for they simply did not yet exist in other games. And while we had to work literally from scratch, in my opinion it was definitely worth it. Consequently, we avoided any unexciting static turn-based play, thoughtless and mind-numbing mouse-clicking, or a “click and forget” system. Instead, I dare say that the combat system we created is spectacular and dynamic, as well as one that gets the player hooked by giving him liberty to tinker around with a plethora of combination possibilities.
So? Real-time with pause?
NWN2:MotB interview @ Eurogamer
http://www.eurogamer...c...6840&page=1Цитата
One similarity to the previously mentioned Planescape Torment is that rather than having a mass of companions, there's fewer who are more detailed. "We have come up with a whole new cast of companions that both use some of the new races and classes that we are putting in the expansion and really fit within the setting of Mask of the Betrayer," he says, "But, we have also changed their focus a bit. Instead of much of the story depending on certain companions like in NWN2, in the expansion you have much more freedom to have who you want in the party, or no one in the party." Feargus' personal favourite? "I really like One of Many. I kind of look at him like Morte from Torment's evil step brother and I think it's really cool how you get him into your party."
VtMB unofficial pathch 3.6
Цитата
*Fixed player shown alive at wrong endings and restored warform hop.
*Repaired Boris, Kerri, Mercurio, Heather and newscaster dialogues.
*Fixed lockpicking and pickup sounds and some NPCs not staying dead.
*Adjusted Heather's last clothes, more props and minor text issues.
*Repaired Blood Strike, Salvo and Purge working sometimes not right.
*Fixed two wrong auras in Santa Monica clinic and endgame taxi bug.
*Restored Desert Eagle ammo model and fixed other inventory details.
*Swapped several female hunters that were talking with male voices.
*Fixed Domination, replica katana and Empire hotel lockpicking bugs.
*Corrected conditions for Vandal, Trip and Mercurio during endgame.
*Replaced broken female fire axe texture, thanks to Offkorn and Doe.
http://www.planetvam...es/vtmbup36.zip-----------------
Indie news:
Avencast interview @ RPG Vault
http://rpgvault.ign....3/793376p1.htmlЦитата
What core strengths will differentiate Avencast from other games that might seem similar in terms of their play? What kind of individual will find it most appealing?
What differentiates Avencast most from other games would be the combat and general style of action, which draw heavy inspiration from beat 'em ups, shooters and the like, rather than classical RPGs.
http://www.avencast.com/