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News for Saturday, April 30, 2005

Posted by Tannhauser - at 19:42

Jolt has posted a "first look" on the recently announced action-RPG Hellgate: London. The preview is rather short and sketchy, with no new information or screenshots.

Hellgate: London is a first-person action RPG, but the main thing that sets it apart from almost every other RPG is that the world, quests, items and events are all randomly generated (to a certain degree). It’s also set in the modern day (well, 25 years from now to be precise) and aims to have more action-oriented gameplay than the traditional fare, combing [combining?] hacking, slashing, shooting and blasting with a far more immersive viewpoint.
Link: Hellgate: London first look at Jolt.
Spotted at RPGCodex.

News for Friday, April 29, 2005

Posted by Brother None - at 22:29

DaC reported that CVG posted a new preview of Hellgate:London:

The game and its environments are randomly generated, and although quests will be nudging you forwards in terms of storyline, random events will change each player's experiences. You might be adventuring and randomly come across a rocking van full of Flesh Eaters, for example, or a Templar surrounded by Ravagers - who, should you save him, will stick his details onto your PDA and team up with you later in the game. Or, you might come across nothing at all.

"The way we approach story-telling is from what we call the 'water cooler experience,'" explains Roper. "If we all started form the same point - say London - and travelled to the same destination - like Rome - we would be involved in the same parts, or nodes, of a story, but our experiences along the way would be vastly different. We like the idea of each character having their own tale to tell that revolve around the same key elements. It's like players hanging around the water cooler, sharing their unique experiences even though they were all on the same basic path to the same destination."
They seem to be intent on doing a lot of innovation simply by making even more sections of the game randomnly generated, including skills and events. Seems a rather odd way to go about improving on Diablo, but we'll see how it goes.

In the meantime, FS.org spotted a Japanese site that posted an enormous bucketload of screenshots. The look and feel of the game are pretty good. Also be sure to check out the two galleries on FS.org if you haven't. Some of it even looks vaguely familiar

Link: HG:L preview on CVG
Link: HG:L screenshot gallery on 4Gamer.net (Japanese)
Link: HG:L screenshot gallery on FS.org
Link: HG:L concept art gallery on FS.org

Posted by Brother None - at 20:06

The game is sure getting a lot of coverage, we can now add a Q&A on Gamespot. It's a pretty good read:

GS: Like many fans of the team's previous work at Blizzard North, we were intrigued to hear that several members of the team that created the Diablo series were working on an all-new role-playing game. However, like many fans who heard more details, we were shocked to hear that the game would be a 3D game that uses a first-person perspective. Why was this decision made, and how will it work in the game?

ES: Many factors led to us deciding to use a first-person perspective. Primarily, we wanted to create a more-immersive atmosphere, but taking on a brand-new challenge also appealed to us. We believe that there are no other games like Hellgate: London, so we saw a chance to blaze a new trail and not simply create clones of our past successes. We really liked the pacing and reward structure of Diablo, and fans will hopefully be comfortable with the switch in viewpoints, because in most other respects, it is surprisingly similar.

(...)

GS: Tell us about the game's loot and weapon system. Even though the game will be played from a first-person perspective using firearm-class weapons, it won't be a first-person shooter. Could you explain how that will work?

ES: The combat system in Hellgate: London is a real-time system with projectiles moving through space and accurately colliding with targets, but what makes it different in feel from first-person shooters is that player reflexes and aim have only a small effect on success. Weapons have various dynamics to make them effective at any player skill level; some home in on targets, some automatically lock on, some have big explosive areas of effect, while others are just too inaccurate to use in any dexterous way. Character effectiveness will be a blend of equipment, skills, attributes, and "buffs," with just a little player skill thrown in.
They've got some interesting ideas going, let's see if they can pull it off.

Link: HG:L Q&A on GameSpot

Posted by Brother None - at 18:36

From the Fall's newsletter:

Europes [sic] biggest gaming magazine PC Games scored 85 % for the Extended Version of The Fall. On top of that The Fall receives the Silver Award for excellent gameplay. Graphics and music + sound got rated with 80 %.

PC Games praised the most important features for Roleplaying Games -Story, Quests, Atmophere and Character Development-:

+ Complex and thrilling quests
+ Sophisticated character development
+ Gripping story with numerous twists
+ Excellent post-apoc atmosphere

"The Fall is an excellent Roleplaying game - not only for Sci-Fi Fans, who can't stand magic and sword battles."
Perhaps by the time it reaches America, the Fall will be extended and bug-free, giving us the game these people are so positive about. A long wait ahead, though. Simultaneously, Carsten hinted at being in an advanced stage with the publisher for the English version and the publisher doing a great job:
You don't need to worry about the English translation. It was done by very experienced natives. Same for the speech. Our US partner spent a lot of money for [sic] it...
Link: comment thread on SSE fora

Posted by Tannhauser - at 1:01

Today there are two items of interest to report on the vehicular MMOG game Auto Assault. There is a new, 4-page article on Gamespy, about Auto Assault and it's utilization of the Havok physics engine. The article is chiefly concerned with how the Havok engine influences the game-play of the MMOG.

For NetDevil, all the technical trickery is in service to one goal -- bringing skill into MMO combat and putting the "spreadsheet warriors" out of business forever. "Our goal from the very beginning was to combine action and RPG." He said. "It's all the fun of taking on opponents knowing that regardless of what kind of equipment you have, there's always the possibility that your skill can win out over better stuff. If you're better at pulling your emergency brake at just the right time and getting your weapons zeroed in on your enemy just a little bit faster, we want you to win. If you're traveling through a big instance to fight one of the larger bosses, we don't want it to play out the same way every time -- there should never be a step-by-step walkthrough for any Auto Assault content."
FilePlanet also has a new movie pack featuring game-play trailers, weighing in at 110.8 MB.

Links:
Art & Design: Wreaking Havok in Auto Assault.
Auto Assault Movie Pack at FilePlanet.

News for Thursday, April 28, 2005

Posted by Tannhauser - at 21:32

RPG Vault has eight new screenshots of the German action RPG Restricted Area. Two shots are of various character screens, four are from a cinematic, and two are of the game in action.

Link: Restricted Area screenshots at RPG Vault.
Spotted at RPGDot.

Posted by Tannhauser - at 20:54

MMORPG.com has posted an interview with Christophe Watkins, Vice-President of the studio developing the post-apocalyptic MMORPG Fallen Earth.

MMORPG.com (Cthulhuvong): Can you give a tentative date for beta?
Christophe: Nope...
I wish we could be more precise, but we prefer to keep our heads down and when its ready we will announce it.

MMORPG.com (Madjake): How big of a world is Fallen Earth?
Christophe: It's not big, it's VERY big. It is 7,000 square kilometers.

MMORPG.com (DoctorRat): Care to elaborate more on how combat will work?
Christophe: This is one of the key areas we wish to differentiate ourselves from the competition. For now we'd like to keep the details secret.
So not very much actual information contained within.

Link: Fallen Earth interview at MMORPG.com
Spotted at Blue's News.

Posted by Brother None - at 20:08

The German 1.8 Patch of the Fall (extended version) has been released, as can be seen in this thread on the SSE fora. As you can see there are many, many features and updates on the new patch. If you look around the German forum you will also notice some issues with the patch being noted by the users. No surprise there.

Next, Carsten Strehse noted on the forum that some new shots of the extended version are up on the official website. You can check them out over here or click the individual links below.

Link: TF extended version screenshot: bunker storage
Link: TF extended version screenshot: bunker HQ
Link: TF extended version screenshot: combat near house
Link: TF extended version screenshot: combat near traintrack

Thanks Shadowstorm

Posted by Brother None - at 1:16

The newest Auto Assault newsletter has been sent around and this is what it has to say:We are very excited this week as we have introduced the first set of beta testers to Auto Assault and will continue to do so in the coming weeks and months. It’s not too late to sign-up! Visit http://www.plaync.com/aa_beta.html to register.

Our website at www.autoassault.com has undergone a slight makeover, featuring new art from the game, as well as a new entry in our Spring-Loaded Action month of wallpapers with the Longbow Rocket Launcher and we have updated our weekly forum poll (http://boards.autoassault.com).

This week’s new recon feature of Auto Assault takes a look at hazard mode, a special mode players can engage when they are faced with truly overwhelming odds with even more overwhelming firepower.

MMORPG.com’s Richard Duffek recently toured NCsoft’s Austin facility and interviewed Auto Assault’s Assistant Producer, Todd “Guinn” Keister.

News for Wednesday, April 27, 2005

Posted by Brother None - at 18:58

In yet another form 8-K filing to SEC, Interplay has announced a deal selling their only valuable intellectual property apart from Fallout:

Interplay Entertainment Corp. (the "Company") has entered into an agreement on April 25, 2005 effective April 19, 2005 with Snowblind Studios, Inc. ("Snowblind") pursuant to which Snowblind receives an exclusive license to the "Dark Alliance" trademark under certain conditions for the purpose of making non Massively Multiplayer video games.
Perhaps we shall see how much money Herve Caen raked in with the selling of this title and the Fallout non-MMORPG license and how much he re-invested into Ballerium (and FOOL?) when he finally licenses the late 10-K form.

Note how this is yet another deal in which Interplay keeps the right to making MMOGs, which makes it very likely that they're planning to produce a Fallout MMORPG and a (non-D&D?) BG:DA MMORPG somewhere in the (near) future.

Link: Form 8-K filing on sec.gov

Posted by Brother None - at 18:45

The Flagship Follower is reporting numerous Hellgate: London previews popping up over the web.

First is a short article by WorthPlaying, who also posted the screens we have already seen on Blue's News

Next up is a longer article with some pictures by ActionTrip:

Although the game is played from a first-person perspective by default, players will have the option of switching to third-person view. It is still unclear, however, to which extent the developers will let you use the third-person view. What is known for sure, is that melee combat will be played out in third-person view, which is only logical if you think about it. Although visuals will be this game's forte, Hellgate: London promises to offer us quite enough food to chew on apart from that. The game does play in a linear fashion, but we are not to expect Diablo-like linearity. You will be forced to follow a certain path, but it's the random sidequests, as well as different monster and loot locations, which will make every single gaming experience differ. Randomly generated landscapes and paths, as in Diablo II, should serve for making the game more interesting and adding to its replay value. Roper insists a great deal of randomization will be included in the game, and while the quests will follow the main storyline or be directly involved in the story they should be complex enough to provide you with a unique experience every time. Choosing specific quests may take you to different paths, leading to different outcomes. Simple quests that will include going from point A to point B in order to fetch something for somebody won't be an option. Too bad, as I've always fancied being a Fed Ex courrier (I have my reasons).
The longest article is from IGN PC at a whopping 4 pages long. Oddly enough, this article says something different than the above article:
The biggest and most immediate difference is probably the perspective at which the game is experienced, with first-person replacing the 3/4 field of view of Diablo. "The first-person perspective allows us to create different environments in feel as well as look," says Roper. While they loved the game they created at Blizzard, it just didn't provide some of the atmosphere that they were hoping for. One level in particular Roper mentioned was the Maggot Lair. In that 3/4 view, it just didn't provide the claustrophobic punch that could have made it perfect. They're hoping that allowing players to look through their character's eyes will provide them with more opportunities to frighten and wow them with new things that pop up around every corner.
Ah well, be sure to check all of it out.

Not mentioned on the Flagship Follower is the movie 3D Gamers released entitled "Hellgate: London E3 movie". It is basically just a trailer with some eery effects, concept art and bits of text placed over it all, simply to announce the game.

Link: short HG:L preview on WorthPlaying
Link: long HG:L preview on ActionTrip
Link: 4-page HG:L preview on IGN PC
Link: HG:L E3 movie on 3D Gamers

Posted by Pope Viper - at 4:43

Flagship Studios has officially announced Hellgate:London, they now have a teaser website up and running, plus some screenshots.

To remind everyone, the game is set twenty-five years in the future, HELLGATE: LONDON introduces a world devastated by a demon invasion and a desolate city scorched by hellfire where mankind has gone underground to survive. Among them are the Templar, an archaic and secret society that foresaw this demonic apocalypse centuries ago. Followers of arcane rites, the Templar combine futuristic technology with ancient artifacts to forge powerful weapons and armor. The mystic sanctuary of the Underground system provides players safe conduct throughout the sprawling metropolis of London as they seek to preserve the bloodline of man and gain a foothold against the minions of darkness.


Spotted at Blues News.

Nothing like seeing London as it must have looked after the Germans tried rolling into town...

Posted by Brother None - at 3:40

Yarrr. Russobit M, publisher of the Fall, reported that in a pretty original effort to fight piracy SSE's 1.7 patch for the Fall does not actually block pirated versions of the game, but rather it removes all NPCs, making the game unplayable, as well as the PC's clothes, making him walk around in his underwear.

Further on it mentions that the Fall will be released in Russia "somewhere during the summer"

Link: Russobit M website (in Russian)

Spotted on the SSE fora

Posted by Brother None - at 3:12

Here's something we missed; in 2003, William Joines did a short entitled "Fallout" for his junior thesis project. After watching it, I can only conclude that the 15-minute $650 dollar short is an excellent piece of work, with some really impressive acting and set-building.

The basic premise is that of a little girl waking up in an empty and damaged fallout shelter with her memory gone and we watch her as she tries to survive and regain her memories, locked in the shelter. The short was shown on the Riverrun Film Festival and was a Student Academy Award Nominee.

Be sure to check it out as you can see the whole thing on Will Joines' website

Link: Fallout page on Will Joines' website
Link: KODAK article on Fallout
Link: in case any of you ever want to build a bunker set, here's how to do it; John Steckley set-building page

After checking with the director, we can verify that there's no relation the the Fallout game. Spotted on Fallout.ru

News for Tuesday, April 26, 2005

Posted by Brother None - at 23:58

DaC conducted an interview Aleksey Tchestnikh, Lead Designer of Targem's upcoming Hard Truck. It's a fairly interesting read and reveals some things about Hard Truck that do not sound very appealing:

Firstly, I have to ask: how did you come up with the idea of a free-form game based on a post-apocalyptic earth where your method of transport is a truck? It's an idea that's never been done before...

The idea was in the air, asking to be fulfilled. The destroyed world, the new generations of people seized by the same passions, huge metal monsters bringing death and destruction – what can be a better game material?Smile Post apocalypse is a setting where everything is possible. Yet, it bears some resemblance to the familiar world.

(...)

So what's the game's focus? Combat? Trade?

The focus of the game is the spectacular combats on armored trucks with stunning special effects, realistic physics and damage system. The player will trade to earn money for new upgrades and weapons and to fight stronger enemies, to put it simple. But apart from combat and trade, the game has a strong RPG element. The player will follow the plot, communicate with numerous NPC and accomplish various quests.
Link: interview on DaC

Posted by Brother None - at 16:07

GIN posted a review of Restricted Area that stands out mostly in how ravingly positive it is and how much name-dropping happens inside the article, ranging from Diablo to Fallout:

Outside the original part of town where you start, the world looks a lot like the famous Fallout Series. There are even vaults and a good mixture of old technology like clubs and new tech like plasma rifles.

(...)

Restricted Area does a lot of things right. There is enough role-playing to keep a hardcore RPGer like myself happy and just when the levels start to get a little tedious, they seem to throw a boss level creature at you to shake things up. And it’s nice to find a game of this type that is not set in a medieval world. So for a sci-fi, shooter and RPG fix, sneak on into Restricted Area.
Link: RA review on GIN

Spotted on RPGCodex

Posted by Brother None - at 16:00

More and more games are being announced to make their appearance in the upcoming Electronic Expo. As by Gamespy's latest update, NCSoft will be there with Auto Assault and THQ will make a presentation of the previously hyped but slowly being forgotten S.T.A.L.K.E.R.. Bethesda, as expected, is only presenting TES: Oblivion (as they don't have anything else to present). Some of the rest of line-up holds some promises, including a presentation of Gothic III.

Link: E3 list on GameSpy

Posted by Silencer - at 12:45

Dorn posted an update in our forum on the upcoming Half-Life 2 modification - Gehenna. Screens follow.





Looks pretty good, observe the fallouty stats and VaultBoy art.

Link: Gehenna

News for Monday, April 25, 2005

Posted by Silencer - at 23:41

Intoxicate posted a report on their work:

I'd like to inform you that we've finished our work on the Southern Zone, which amounts to a 1/6 of the whole game area of Bourgeoisie. A separate section called World/South on our site has been opened. Kilan, proved to ba a great coordinator for the work, proving that he can manage the efforts of several people fantastically. The concepts are nearly ready, thanks to our graphic artists very little remains to be done in this part of the world, props to Kubek, Cerebrate, Onebadmotha, Katsumoto, GifteD & Suder. The Concepts, has been updated with a few graphics from the South.
The ChickenHead Team has been joined by a few persons of late, the full list of members can bee seen at the site.
Also, the English version of the site is being prepared, we have all the sections translated we're only waiting for the Administrator to finish writing the NewsSystem.

Source: Bourgeoisie: Pearl of the Wastes.

Posted by Odin - at 16:23

For those of you that have forgotten about the upcoming Fallout inspired RPG called Omega Syndrome, you'll be glad to hear that it has been updated to version 2.05, here's more info:

23RD APRIL 2005
THE OMEGA SYNDROME UPDATED TO VER 2.05!

Adjustable Viewport Scroll Speed!
You can adjust the scroll speed of the viewport. This feature is only limited by the power of your computer. See the Preferences Screen to change it.

Running Speed!
You can make your character run by pressing the Shift key. Be careful with it, because you'll loose stealth mode as soon as you start to run.

Note:
If you already own OS and want to play VER 2.05, you have to download the latest versions of the Demo and Add On 1.
Sounds great, remember to check that one out.
Link: Omega Syndrome

Posted by Odin - at 15:31

We here at NMA have gotten some great Fan Art posted lately, these include a Fallout casemod, Fallout "cartoon-strip", Fallouty ads. Check some of them out:




Great work guys, keep them coming!
Link: Fan Art Gallery

News for Sunday, April 24, 2005

Posted by Brother None - at 3:48

With Ballerium still lacking servers to run even their beta-tests and rumours of Interplay having Tulga Games develop a Fallout MMORPG spreading some slight rumblings are moving through the RB stockholder community. Not only do the investors for several reasons find the rumours to be pretty likely, it also seems Luke let one slip about Interplay's earnings reports, which would reveal the deal they made with Ballerium and might reveal more:

Finally got ahold of Luke. He said that he expects earnings to be released in the next 20 to 30 days. He said he hasn't talked to management about it though.
In the mean time, though, Interplay is officially late on its SEC filings once again, which changed their ticker symbol from IPLY.OB into IPLYE.OB. Is anyone tallying how many times that has happened?

Link: Raging Bull Interplay forum

Posted by Silencer - at 0:37

GameGuru Mania have gotten an interview with Aleksey Tchetsnikh, writer and the lead designer on newly renamed Hard Truck: Apocalyptic Wars title, here's a fragment:

GGMania: What can you tell us about the engine that is being used for the game?

Aleksey: We have a modern engine that supports vertex shaders 2.0, environment-mapping, bump-mapping, so that you will see reflections and shades. Our particle system allows us to create spectacular visual effects, making the combats truly impressive.

GGMania: Will the game have a multiplayer mode? If so, what will it include?

Aleksey: No, but we are negotiating such option with the publisher.
Sounds kind of weird they don't have plans for MP drawn up yet, but maybe this will let them improve SP quality... There're also some screens for you to look at.

Link: HT interview at GGMania

Spotted at RPGdot.

News for Friday, April 22, 2005

Posted by Odin - at 23:58

Santiago Lamelo informed us that Buka Entertainment have renamed their old ExMachina title to Hard Truck: Apocalyptic Wars, here's more info:

Buka Entertainment is pleased to announce a new title Hard Truck: Apocalyptic Wars.

This third person action/RPG is set in the post-apocalyptic environment full of menacing mysteries and unfriendly inhabitants. Explore the new world using your heavy truck. The truck is your ultimate shelter, armor and a mean to earn your living.
The upgrades of your heavy truck will pave the road to your victories in truck battles.
Hard Truck: Apocalyptic Wars offers enjoyment from a dynamic and colorful 3D world and exciting action-on-wheels!
That logo looks awfully familiar..
Thanks Santiago!

Posted by Odin - at 23:46

Worthplaying have posted a trailer pack of Stalker, here's some info:

S.T.A.L.K.E.R.: Shadow Of Chernobyl will provide players with extremely dynamic gameplay of fast and tough combats, where players are to oppose dangerous and wise enemies, a large set of multifarious weaponry, possibility to control various machinery, incredible detailing and game world interactivity, story-driven single player with original team gameplay, a well-balanced multiplayer with numerous modes: DeathMatch, CTF, Cooperative, various team games and much more (thanks Oblivion-Lost.com).
Download it here (101MB)

Posted by Silencer - at 11:49

The new website has been launched for Rdzawe Stepy (The Rusty Steppes) - a post-apocalyptic PnP RPG in a ravaged Poland. It'll have Pomeranian bunkers, Russian raiders, slave guilds in the South and more!

A few words from Kaspar:

The handbook will contain a detailed description of twelve countries of the so-called New World. This is what the afterwar settlers name the lands encircled by the Odra river to the west, the Murky Sea to the north, the Rusty Steppes to the east and the plateau to the south. These are the lands of today Poland, Czech, Slovalkia, Lithuania, and parts of Germany, Ukraine and Belarus. We want each of the regions to be exceptional in it's own way, to have a different "feel", draw from different concepts and inspirations.
Unfortunately, it won't be in English unless Kaspar finds someone to do the translation, but feel free to drop by for the Gallery's sake.

Link: www.rdzawestepy.1k20.net

Posted by Odin - at 8:00

The upcoming Fallout 2 mod called Fallout Yurop have posted a small update on their project and their forums:

Urgh.... still... undead... more embalming fluid pleaseeee... urg urghhh.

Brains, need braaaiinnns! Will change brains for screenshots in the gallery!

PS: Yurop Team wishes to thank hackers for deleting our forum and destroying some ideas and stuff, which were only there. Hope you all die during the first a-bomb explosion in the next war.


Snazzy shots!

Posted by Odin - at 5:35

As Silencer earlier talked about (for those that got that newsbit), our subdomain Vault Dweller's Homepage have now become a part of NMA. More specifically they are now running the Polish NMA. Which we are proud to announce is up and running as we speak, as you probably guessed by the language flags on the front page.

Which means that you Polish Fallout fans out there can now read the NMA news in your own language!

Right now there isn't much content translated in our Polish site, but we will translate things as we go along. So stay tuned!

News for Thursday, April 21, 2005

Posted by Silencer - at 13:59

Not really a Fallout 3 preview, but if you're wondering what might a Bethesda's engine powered PA game have looked like, you could visit Ashes of Apocalypse - a post-apocalyptic mod for Morrowind in the making:

Ashes of Apocalypse is set in the year 2069, where the earth is a sprawling nuclear wasteland. Its resources quenched to the last drop and unrest over the horizon. Leaders of nations came together on one last solution to save themselves by authorizing the use of nuclear weapons causing clouds of radiation over enemy cities. These warheads not only killed everyone in their vicinity but launched off a period of chaos known as the Radion Wars.

The last patches of these people built barrier cities to protect themselves from a new enemy. Shamblers of the ever vast wastelands that now reach as far as the eye can see. These two sets of people remain in search of ways to wipe each other out.

You awaken from a nuke that has just hit your barrier city and escape to the wastelands into a world full of choices. Do you join the people of the wasteland? Do you find one of the last remaining barrier cities? Or do you side with no one seeking your own ends? There is so many choices that are up to you in this world of post-apocalyptic freedom. Chose wisely...
Check it out, they've gotten some new wallpapers and artwork recently, and the promised trailer is to be found here.

Link: Ashes of Apocalypse

Posted by Odin - at 2:07

Dorn of the Gehenna mod informed me of their latest update:

Water Baron .pdf released.

http://www.icestormcity.com/deathbysurfeit/WaterBaronWhite.pdf

The picture you see is the skin a water baron will have. Custom made by our model team.
Nice, thanks Dorn!

Posted by Odin - at 1:52

The ongoing post apocalyptic game called Abaddon has had an update since I last visited it, the game is now up to v0.5Beta. Here's more info:

Well I have been working pretty hard the past couple of weeks on the abaddongine, and I actually have a working battle system in place now, so the game engine is almost complete!
This version is still a tech demo, but you can fight, and everything works almost as it will in the real game (just need to fix a few things with the battle engine). And loads of new artwork as well!

You can download the latest version here!
They have also posted some more screenshots to look at (which I uploaded to our new Abaddon gallery.

Posted by Odin - at 0:51

We here are NMA have obtained some more concept art images, renders and such from the old Black Isle Van Buren (Fallout 3) project which was cancelled/shelved, without further ado:




These are just some of the ones I uploaded to our Fallout 3 - Van Buren Gallery.

News for Tuesday, April 19, 2005

Posted by Odin - at 21:23

Our resident Fallout mod guide guy dude_obj posted this interesting picture of some of the critters which will be featured in his upcoming Fallout 2 mod called FO2XP:


He's gotten some help from Wild_qwerty of Mutants Rising team, nice work guys!

Posted by Odin - at 21:19

Lich posted some more screenshots of his upcoming Fallout 2 mod called Black Steel, so here they are in all their glory:




Nice, he's also posted some more MP3s for you guys to listen to. I assume these will be used in his mod.

Posted by Odin - at 3:47

The latest rumour concering Interplay is that Herve Caen/IPLY have been talking to David Bowman of Artifact Entertainment/Tulga Games since the beginning of the year about Tulga doing the Fallout MMORPG.

An anonymous source told us that the negotiations continues and that he's afraid Artifact Entertainment/Tulga Games will wreak the Fallout name even more then what IPLY did with Fallout Bos (Xbox,PS2).

True or false ?

Posted by Odin - at 3:43

Glowbewohner informed us that he had asked Pete Hines about their E3 line up, more specifically if they were going to show Fallout 3 on this years E3 and here's Pete's response:

No. We are in the pre-production phase of development on Fallout 3 and it will be a LONG time before we start talking specifically about our plans and what we're up to.
Not really a surprise, but thanks for informing us Glowbewohner.

News for Sunday, April 17, 2005

Posted by Silencer - at 18:31

The cRPG project Polish Wasteland has got three new wallpapers by Czacha, to be admired in the Wallpapers section.

Source: Polish Wasteland

Posted by Silencer - at 14:33

I've decided to post for you some pictures from the mod (Not the newest ones, mind you, with floats and stuff. We're holding those back until we're ready to begin the closed betatest Wink), here they come:



Also, although it is taking us heaps more time than we had initially expected, we're getting ready to release the beta. Jargo's figured out a way to script the timed quest (Yes, we're going to have one of these), now all that's left is to wrap up the town and script the remaining locations - apart from Arroyo, we're going to have a few tiny locations on the world map. So, I ask for your patience and see you soon!

Posted by Silencer - at 13:44

Today Ground Zero Team have posted a status report on Trinity: Primitive.

We've wrapped up a detailed description of Cracow (Primitive's main location), its districts, buildings, NPCs and quests. Currently we're working on other locations. The story and all the main quests are ready - now side quests are being created, not directly interweaved with the main game plot. We're creating new versions of the character's biography (which will be dependant on the PC's age). We're constructing the post-nuclear world: its history, climate, economical situation and day-to-day life. We're preaparing lists of enemies for random encounters as well as creatures inhabiting the game areas.

We're drawing concept sketches of everything that you'll be able to see in Primitve, which includes characters, objects and places, as well as game screens, menu and interface elements. We've compiled a list of all the necessary objects - our graphicians are systematically creating their models and textures, also animating the characters. We've begun to work on the main menu graphics, and also on the sounds for Trinity:Primitive.

The programming work is proceeding most noticably. The game skeleton is practically complete. Most of the enigine elements are ready or in advanced development. We've finished working on the sound system. An important new revelation is the change of the physics engine. in "Trinity:Primitive" you'll se the advanced physics of the "Newton" engine. We're currently adapting it to our needs. We're writing tools for creating maps, objects and materials, simultanously working on the location system. We're also approaching the advanced camera views and animation systems.
The project is well and alive, soon new sections on their website will appear. We wish them godspeed and wait eagerly.

Source: Trinity

News for Friday, April 15, 2005

Posted by Odin - at 14:19

RPGDot is reporting that Carsten has posted a small update on the official forums for The Fall

Some info for my non-German friends. Smile

The Extended Version of The Fall has gone Gold. The release will be at the end of April. The EV includes two new maps, a lot of new features, quests and characters, better graphics and some new voice actors. Of course all that additional content is also included in the US version.

The release in Russia will be somewhere in May. That's quite sure now.

Regarding the release of the US version we have no fixed date yet. It's also a matter of marketing and distribution not only of development. From our point of view the most important thing is that the product is perfectly polished at its release.
So get ready for some more waiting.

Posted by Odin - at 13:53

Dorn of the Gehenna project informed us of a couple more newsbits about their project:

The new site and forums have been launched. HOT, Gehenna Porject lead, made this all possible within one week.

Site: www.trivialstudios.com

Forums:
The forums are still under partial post and topic construction, but they work fine.

Beta Testers requested.
We are looking for cutting edge PCs and old PCs.

Please sign in in the following thread
Nice, thanks Dorn!

Posted by Odin - at 13:50

Lich sent me some more screenshots of his upcoming Fallout 2 mod called Black Steel, without further ado:



Looks intriguing, thanks Lich!

News for Thursday, April 14, 2005

Posted by Silencer - at 17:07

MMHell have got this little interview on the upcoming MMORPG Sigonyth. Here's a snippet on some issues related to the game world itself and solutions used:

Nandini: Will Signoyth be a seamless planet, or will you rely on instancing for large parts of the game world?

David: We don't plan to dedicate specific areas for pvp or other forms of playing. We want players to arrange terrains by themselves, our role will be introducing some deterrent solutions for particularly annoying players who will try to spoil the fun in our game. As far as crossing large vasts of terrain is concerned, the world is not going to be homogeneous, it will be divided into vast regions - players will move from one region to another.

Nandini: We've learned that Sigonyth will be a desert planet, as hinted by the subtitle "Desert Eternity" - will players have to struggle with dehydration or heat effects?

David: Exactly, this will be one of the key aspects of the game. Considering the weather conditions, it's obvious that a player will have to take extra care of his character. It would be a shame for a game designer not to use all the benefits given to him by such climate. As you could see, characters that appear in game screenshots are wearing masks. Please remember that this is only one part of equipment from the essential means of survival.
Link: Sigonyth Interview @ MMHell

News for Wednesday, April 13, 2005

Posted by Silencer - at 16:18

At least some of you must be wondering what's been up with Trinity. G.Z.T. have not given any signs of life for a few months, but yesterday a long-awaited news post appeared on their website stating the following:

After a few months of being cut off from the outside world, we return to regular updates. For a long time we've been working hard on the project, hence our silence. The appropriate time has come to share our hitherto accomplishments and pass unto you a multitude of information about the world we've created. Soon you'll see a vast update on our website. We've prepared many new sections to introduce you to the post-nuclear reality of Trinity. You'll be able to learn about organisations and social groups, acquaint yourself with some of the locations and learn about the origins of the nuclear confrontation. In a few days we'll post the summary of our endeavours, in which you'll learn about the state of the project.
We eagerly await more information from the developers, keep up the good work!

Posted by Silencer - at 16:10

Intoxicate found this browsing through a newly sprung-up Polish Fallout website: Fallout 2 Center, an interview with Captain_Walker, boss of the Vault21 Poland project, here's a snippet

Darel (FC): From the information I gather that you'll need to eat in the game, you've already created a "can" to serve this purpose. Does that mean that the character will be able to fatten or thinner? What new possibilities will the player have to shape not the character, but the appearance of the PC?

Captain_Walker (V21PL): We're thinking of introducing many avantgarde solutions, such as food (a character that will want to travel through the wasteland will have to buy provisions so as not to starve) or weapon malfunctions. We'll also try to make new perks, skills and characteristics. We hope that our work will make the game more realistic.
It seems like a curious project, best of luck to you guys.

Spotted at Fallout 2 Center

Posted by Silencer - at 16:02

Estwalk said that the group working on the Fallout mod called Vault21 Poland is looking for new Level Designers to create locations for the mod.

If you've been playing with the mapper (Interplay's or Dims', doesn't matter) or if you'd like to, we invite you to cooperate with us. Mail me with a sample of your work, and if we find we could use it, the team will decide if you can join. Send zipped or RAR-ed maps to kompsoft@wp.pl
Source: SHAMO Forums

Posted by Silencer - at 15:58

SODA gave us the tip that his newest model can be found at the Polish Wasteland website. Visit it to learn more about the project, or jump right away to their gallery section.

Posted by Silencer - at 15:52

Due to an increase in the speed at which the project progresses, the Bourgeoisie: Pearl of the Wastes team is in dire need of 3D graphic artists. Anyone with the ability to model and texture low-poly objects may apply, along with the knowledge of 3dsmax or gmax, a lot of zest and a bit of free time. We invite everybody interested to the website http://burzuj.nma-fallout.com/ or to mail the project coordinator intoxicate@nma-fallout.com

News for Tuesday, April 12, 2005

Posted by Odin - at 11:04

Lich posted some more screenshots of his upcoming Fallout 2 mod called Black Steel, here they are:



Looking good, looking good!

News for Monday, April 11, 2005

Posted by Odin - at 22:26

Worthplaying is reporting that the Restricted Area demo is out, so remember to grab that and give it a try.
Link: RA demo@Worthplaying (350MB)

Posted by Odin - at 21:47

Lich sent me some screenshots of his upcoming Fallout 2 mod called Black Steel, here's some info about the mod too:

Mod will be extension to Fallout 2 game and change it.
Everything will be dirty, dust, rusty and ruins. Most of people will be sick and poor. In the game you will not be the chosen one, but you can meet him on his quest. Your primary quest is something else- this adventure is about searching the wasteland for some strange box (inspiration taken from horror movie: hellraiser)

Features:
-lots of new locations
-ruins everything already exist in game
-made totally random system (to play several times without bored)

Sounds interesting, keep up the good work.

Posted by Silencer - at 16:27

The Vault Dweller's Home Page has officially become a part of No Mutants Allowed. In the near future you will be able to find us - the new Polish news section for NMA - under the address http://pl.nma-fallout.com/

We'll continue to strive to provide you with news from the Polish Fallout communities, as well as attract Polish fans with latest Fallout and PA news.

The old VDHP domain aliases will gradually be replaced with the new address.

Posted by Odin - at 15:24

As we are in the process of moving our domain to another supplier, you guys might notice some problems in the following week. Hopefully you won't see one problem, but you might.

As always we can be reached at http://nma-fallout.telefragged.com if our domain fails.

News for Sunday, April 10, 2005

Posted by Silencer - at 2:51

DriveThruRPG.com is selling, at a price of $0.00, the Player's Handbook for the post-apocalyptic role-playing game setting called Gamma World. The handbook itself is a PDF file, and it is to be used with d20 rule sets - you'll need a D20 Modern or D&D ed. 3.5 rulebook to play.

The GM's book unfortunately isn't free.

Spotted at Poltergeist

Posted by Brother None - at 0:28

PC IGN did a preview of the upcoming Restricted Area game:

Master Creating's Restricted Area should seem familiar to most gamers. Taking the best parts of games like Diablo and Fallout, Restricted Area is a modern version of the classic isometric action games that used to make up such a large percentage of the PC gaming catalog. We recently had the chance to play through a fair bit of the game ourselves thanks to a recent build.

I'm amazed that these post-apocalyptic games don't shock us into some sort of grassroots action as gamers. I mean, at times it seems like science-fiction fans and gamers are the only ones who are routinely exposed to the proverbial "chilling vision of things to come." In this case, Restricted Area postulates a world where the environmental excesses of the 20th century eventually lead to a global catastrophe. Worldwide economic depression, civil wars and rising corporate tensions only add to humanity's troubles during this period.
Link: RA preview on PC IGN

Spotted on RPGCodex

Posted by Brother None - at 0:08

Well, time to catch up on the Auto Assault bits;

Gamespot continued on its Profile Preview series, now grabbing the Biomeks:

The biomeks have embraced technology and intellect to adapt to "the alien contamination." Like the mutants, biomeks have little concern for the effects of the contamination. They commonly replace vulnerable body parts with powerful biomechanized prostheses, a technology that traces back hundreds of years to their original military ancestors
Techgage did an interview with Rob Williams of Auto Assault and I'm really starting to wonder why I keep seeing this question pop up:
TG: Will there be a magic system in the game, and what types of weapons can we expect to see?

ND: There is not a magic system in Auto Assault, but there are plenty of fantastic-looking abilities in the game. There are many different types of weapons, from modern military-type weaponry to futuristic, high-tech gadgets and gizmos. Some examples include machine guns, cannons, missile launchers and flamethrowers. Each race has its own special Hazard Mode, too, that can be used when the going gets tough and they need a little boost to even out the fight. Biomeks, for example, have the ability to transform their vehicles into meks, robot-like machines that can stomp opponents. A concept sketch of this can be found to the right.
And finally GameSpy did a preview of the game:
For those with a fetish for the trappings of RPGs, Auto Assault will have more than its fair share. There will be four classes, including Tanks, which literally drive huge, highly-armored tanks into battle; Officers, who are the "pet" class, the precise nature of which I'm not too clear on; Engineers, who will do things like set traps and build automated turrets, as well as repair damaged vehicles; and "Rangers," a high-damage, low durability stealth class that focuses on long range attacks. Each faction will have its own particular variation of these archetypes, but they'll all serve more or less the same roles.
Link: Auto Assault Profile Preview - Biomeks on Gamespot
Link: Auto Assault Developer Interview on Techgage
Link: Auto Assault Preview on GameSpy

Thanks Vasilii

News for Saturday, April 9, 2005

Posted by Brother None - at 23:47

Fan Made Fallout had a bit of an update, announcing the addition of four new members, putting their number at 19 in total. They're still recruiting though, head over to their forums if you're interested

Most interesting was the release of this small "mingling", an interesting soundbyte, very good ambient music with lots of wind, much like the Fallout originals. I particularly like the occasional panpipe-esque sound blowing through it.

Spotted on DaC

Posted by Brother None - at 23:41

We're glad to report DaC is back up, even if we're a bit tardy in reporting it. You can read up on what went wrong here. They're having some problems getting some things up and running, their wiki pages are currently down but will hopefully be up again soon.

Link: Duck and Cover

News for Thursday, April 7, 2005

Posted by Odin - at 10:13

Worthplaying have posted yet another Auto Assault trailer for you all to look at, it's a whooping 28 MB in size and here is some info:

Combine fast-paced vehicular combat with high-tech, futuristic weaponry and hundreds of intense skills and you get Auto Assault – a unique departure from traditional Massively Multiplayer Online Role Playing Games (MMORPGs). Hop in your own customized cars, semis, and motorcycles and prepare to fight the mutated creatures and bandits of Auto Assault's post-apocalyptic world. Battle other players both in arenas and in epic race vs. race wars for control of the regions in a devastated Earth. Auto Assault uses the power of the Havok physics engine to let you make insane jumps, send obstacles flying and even blast bridges, buildings, fences and trees with your car-mounted rockets. Anything you can hit, you can destroy!
Link: Auto Assault trailer#4

News for Wednesday, April 6, 2005

Posted by Odin - at 23:22

Grendelin emailed me his latest mod updates and an updated Fallout modding guide, here's what he emailed me:

Thanks Grendelin!

Posted by Odin - at 23:05

Following up their own top 100 list IGN decided it was time for the public to post their own top games, so if you want to vote for Fallout do so here. They also posted a Fallout image to promote the feature, strangly enough Fallout didn't make their top 100 list.
Link: Top Games Evah!
Again thanks to Vasilii for informing us!

Posted by Odin - at 23:01

Vasilii also informed us that IPLY has filed a new 8-K form, announcing that they hired a new accountant:

On March 30, 2005, the Audit Committee of the Board of Directors of the Registrant appointed Rose, Snyder & Jacobs, A Corporation of Public Accountants,subject to the completion of Rose, Snyder & Jacobs' normal client acceptance procedures, as the Registrant's new independent public accounting firm to audit the Registrant's financial statements.
Linky: IPLY 8-K form

Posted by Odin - at 22:58

The notorious Stalker fansite called Oblivion Lost have posted several new Stalker newsbits, here are some highlights:

Thanks Vasilii!

Posted by Silencer - at 20:06

quake665 let us know in this thread about a new HalfLife 2 mod in the works, called Gehenna:

After the world has suffered terrible social and economic disasters, all that remains left to roam the empty city streets are daring adventurers, the first since the Renaissance (and sparing those in the space explorations of the mid Twentieth Century).

A brand new world has been opened. However bleak and foreboding it may be, there, somewhere, slumbers hope -- one day the world will return to a state of relative peace.

Enter Las Vegas, the year 2051. Several factions struggle for power, for survival, for freedom. Water barons tax the dehydrated poor. The Vanguard sweeps the inner city for stragglers too weak to survive. This is a world desperate for heroes and heroines.

Strap on your shotgun, pull out your knife. It's crunch time.
For a screenie:
Links: Gehenna, NMA forum thread

Posted by Odin - at 11:33

DAC is down at the moment, Dark Underlord explains a little in this forum thread, here's a summary:

They were kicked for having the fallout patches in the server, wich was in violation of...something. They`ll get back.
Apparently they are moving to sorcerors.net again, so it will probably be up in a day or two.

News for Monday, April 4, 2005

Posted by Silencer - at 22:08

Bloodlust gave us the tip about some seeworthy Fan Made Fallout screens, and thanks to Odin you can behold them at our site:


Nice. See more in our Gallery section.

Posted by Odin - at 20:50

Thorgrimm posted a couple of new pictures from the upcoming Fallout mod for Civilization 3, one shows the new bots barracks and the other one shows the Vault citizen unit (Vault Dweller Settler)::



Looks nice, good work!
Link: Fallout - Civ3 mod forum thread@NMA

News for Saturday, April 2, 2005

Posted by Tannhauser - at 22:17

For those who remember the post-apocalyptic MMORPG Fallen Earth: the developers have released their third newsletter which includes a new video.

Dear Friends of Fallen Earth™,

Let us first start by apologizing for not sending you this third newsletter sooner. We’ve been very focused on integrating new features into the game which hopefully you will enjoy when you see them.

We have started populating the first starter towns and the outlying areas around them. We have added a number of mutant powers including biologic mutations endowing the player with super human abilities as well as certain mutations that allow the player to control the environment around them. Other major features we have added include projectile based grenades, rocket propelled grenades and mines. Additionally, we have added sniper scopes and vision enhancing visors as well as a host of other features.

A good part of our time has been spent on speed optimizations and we are pretty happy with the performance. We have increased the frame rate by three fold in the last two months and there are still some improvements we are hoping to ring-out.

In addition to optimizations, we have spent much of our time on polishing the game and that is an ongoing process. There are still a number of features we want to add and gameplay issues we want to improve, and we are diligently working our way through them.

This is just a sample of what we have worked on. We could say more, but we feel we would ruin some really exciting surprises coming down the road… so it’s best that we stop here for now and reserve some for the coming news…

Forums? They’ll open when we start our closed betas. We’re tempted to say when, but we still have a great deal to do and it is hard to predict how long all these tasks will take. Some of the game features may require more time than we anticipate, so instead of augmenting your frustration, we ask you kindly to remain patient. We want to produce a game you will truly enjoy, not just work towards some arbitrary date.

As far as selecting Beta testers, we haven’t decided how we’ll select them, but one thing is for certain, it will be fair to all, and the recipients of this newsletter will be among the first contacted.

As a special bonus to thank you for your patience and support,
Use this link to download an exclusive new video: Hunting the Sandworm
(60 MB; AVI format)

Thanks to the good folk at the WarCry Network for hosting the video!

Thank You

- The Editors
So, upcoming beta testing, for those interested.

Posted by Odin - at 8:10

Steve Meister aka MrSmileyFaceDude from Bethesda has written an article about the combat in Oblivion (Elder Scrolls), not really Fallout related but considering that this guy will most likely do the combat engine in Fallout 3 it makes sense to see what might be in store for Fallout 3 (remember that this doesn't mean that Oblivion and Fallout 3 will be using the same combat system):

Gone are the days of "Always Use Best Attack." Button mashing will NOT result in successful combat. Skills and stats are still as crucial as ever. The goal is to make combat exciting, violent and fun, while still maintaining the balance between character skills and player skills.
.....
To perform "normal" attacks, you just click the attack button to swing your melee weapon. If you click again at a certain point in the swing, you can perform another attack on the back swing - so you can do multiple slashes with your weapon by properly timed clicks of the attack button. Each time you attack, some fatigue is burned..
....
In Morrowind, blocking was done automatically, based on your blocking skill. For Oblivion, blocking is now performed manually using a block button. Just hold the button, and you can block - either with your shield OR with a weapon...
.....
The answer is another new feature: recoil. If an attacker's blow is blocked, the attacker will recoil. Think of a sword bouncing off a shield. Recoils send the opponent back a little bit, and it takes a second or two for them to recover
This will give you a headsup on how combat is handled (there's more to read in the article tho), recoil sounds like a neaty feature. So what if Fallout was to be like this? Post your opinions about that in the news comments.

Link: Steve talks about Combat in Oblivion

Spotted at Worthplaying.
_________________

Posted by Odin - at 8:09

I got this in my mailbox, it's a summary of Auto Assault news:

Here’s a quick look at what’s hot off the presses for Auto Assault this week.
- PC Gamer (available at your favorite bookstore or newsstand) is featuring a “hands-on” preview of Auto Assault in the May 2005 issue.
- The Daily Camera, Boulder County Colorado’s signature newspaper, recently spoke with Scott “Scorch” Brown and Peter “Piza” Grundy. That article is available online (free registration required).
- Jive came back for a second helping of Q&A goodness with Scorch which you can read here.
- Yahoo! Games Domain is presenting a screenshot-packed look at Auto Assault.
- GameDaily invites you to “take your love of vehicular homicide to the PC” in their in-depth preview.

On the official Auto Assault site, the Recon section has been updated to give a glimpse of “Legerdemain,” a location whose discovery “is mystifying and, quite frankly, horrifying to the three races of Auto Assault.”.

Stop by the official forums and cast your vote for which of the three races – Biomek, Human, or Mutant – you’re anxious to play first when you enter the world of Auto Assault. (Currently, the leading vote seems to indicate that people want to play them all!)
That about does it.

Posted by Odin - at 7:41

The Fallout 2 Patcher (high-res Fo2 Util) has once again been updated, it's a minor update but I'll post about it anyways. Here's what's been fixed/added on this latest release:

Added support for a different version of Fallout2.exe

New:
* Support for BIG5 (thanks Kinkairy), I'm not too sure what version it is though

Fixes:
* Centered the credits screen for no reason
Nice, good job jdoe407!
Link: Forum thread@NMA, Fallout 2 Patcher v3c

Posted by Odin - at 7:28

Kahgan of the Mutants Rising team posted some new screenshots of their upcoming Fallout 2 mod, without further ado:



Nice, thanks man!
Link: Mutants Rising

News for Friday, April 1, 2005

Posted by Odin - at 18:44

Worthplaying have posted three new screenshots of Auto Assault, so grab a look at those if you're interested.
Link: Auto Assault Screenies

Posted by Odin - at 18:42

Bethesda are looking for people, more specifically Level designers. Here's more info:

LEVEL DESIGNER -- Rockville, Maryland

Design, create, build, and script levels for future Elder Scrolls and Fallout products. Includes working in our proprietary toolset to design, build, light, and script game areas.

Candidate should have:

* Excellent sense of 3D game space and gameflow.
* Experience with designing, building, and populating game levels.
* Experience scripting or programming complex interactivity.
* Excellent communication and writing skills.
* Architectural design experience a plus.
* Experience with 3D Studio Max a plus.
* Experience with The Elder Scrolls Construction Set a plus.
* Knowledge of Role Playing games and The Elder Scrolls or Fallout a plus.
* Game industry experience a plus.
Any takers?
Link: Bethesda Job openings

Posted by Pope Viper - at 1:37

It appears that Obsidian will be doing Fallout 4, with Bethesda publishing.

March 31, 2005 (Rockville, MD) -- Bethesda Softworks® is pleased to announce that we have hired the talents of Obsidian Entertainment® to develop and design a Fallout® sequel. The return of this exceptional series is aimed at the core fans of Fallout®, because the company are confident that the game's appeal will extend to a much broader audience. "In this day when good role-playing games are rare, our releases of Fallout 3® and Fallout 4® promise to deliver what gamers have been yearning to play for ages", said Todd Howard, the game's Executive Producer. "While we wanted to make Fallout 3® our own game, we thought that the previous, cancelled attempt at it was a great idea, so we're finally giving the Obsidian® team a chance to finish it."

Howard continued, "As fellow gamers and fans of the Fallout series, we are fortunate to have the talents of the original developers of Fallout and Fallout 2 creating a worthy sequel to Fallout and we are confident that Obsidian Entertainment will deliver a game that will be remembered for years to come."

The sequel to Fallout 3, previously codenamed "Van Buren" during its development at Interplay is to resume development at Obsidian Entertainment under the currently given title of "Fallout 4", which may be subject to change. The game is to be produced by Bethesda Softworks LLC (www.bethsoft.com), a Zenimax Media company.
What? Does this mean Van Buren will live?? If so, will they stick to the original storyline? If so, which version?
May we live in interesting times.
Seen at RPG Codex

Edit: April Fools Joke!

Posted by Odin - at 1:01

We got a tips (remember to include your nick/name next time) that there were two new screenshots of an upcoming UT2004 mod called Misleading Lands (as I cannot read French that good I cannot tell you what it's about).

They also plan on making a video for the introduction of the game, which will be a cutscene made with the UT engine.

Link: Nuka Cola

Posted by Odin - at 0:54

Good old Hervie boy is still holding IPLY alive and kicking, according to one of the investors at the Raging Bull Forums, here's what he posted:

I found out from Herve Caen himself that Interplay is going to be appointing new auditors in the next couple of days and that earnings will be delayed because of that. It is reassuring to me just to hear back from him and to hear that he has an auditing committee who is reviewing getting new auditors. Until all is officially lost, I'm holding out a small amount of hope that Interplay will get bought out before they go bankrupt.
IPLY has also filed for a delay for the filing of 10-K (too much filing going on if you ask me).
Link: IPLY Filing for delay and Raging Bull Forum thread

Posted by Odin - at 0:50

Evil Avatar is reporting that Computer Games Magazine have conducted an interview with vetlana Tchestnikh of Targem, to talk about Targem's upcoming post apocalyptic "vehicle combat action-RPG" ExMachina. Here's a snibblet:

Computer Games - First, how did the idea for ExMachina come about?

Svetlana Tchestnikh - After 3 years of working on RTS projects (Battle Mages and its addon), our team wanted to make something different, something with more drive and adrenaline. That’s when the idea of a heavy truck action game came up. It’s probably worth mentioning here that we are great fans of Fallout and we all like the post-apocalypses setting. So, a few brainstorming sessions later the idea of Action/RPG in the post-apocalyptic future started to take shape…
And they said Fallout wasn't influential eh...
Link: ExMachina Interview at CGM

Posted by Odin - at 0:45

Games Domain is the latest to preview the upcoming post apocalyptic game called Auto Assault, here's a bit from that preview:

The game is Roadblasters meets Mad Max with a side order of role-playing tossed in, and designed to appeal to the action-oriented gamer. In a recent demo, the focus was on "blowing s%$# up" as the developers tried to reinforce the combat aspect of the game.
Really, Roleplaying you say?
Link: Auto Assault Preview at Games Domain
Spotted at BluesNews