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News for Thursday, June 30, 2005

Posted by Brother None - at 15:26

As it's a slow newsperiod, here're two more reviews of Master Creating's Restricted Area, from sites that aren't as mean overal as Something Awful, but seem to be agreeing with them here. First GameZone, which gave the game 6.1/10:

Ah, Fallout, that tidy little RPG that came out eight years ago that had me all wound up, playing until 4 a.m. and darn near causing me a divorce. Oh, Diablo, the rock em', sock em' action fest that darn near had an entire generation of gamers playing till 4 a.m. and almost causing divorce on a megawatt level. Ah, Restricted Area, the game that probably should have come out in 1999 as it clearly borrows from these two more successful and engaging games. Look, I wanted to love this game cause it really did bring me back to a time when I could actually stay up til 4 a.m. As it is, work, kids, bills and age don't afford me that leisure. But still, Restricted Area is an action RPG that would have been a sure hit if they had only completed it last millennium.
Then the harsher eToyChest, which punished the game with 35/100:
Budget titles usually offer limited value, but for limited cost. Oftentimes these do not offer the same production value of a higher profile title, nor do they break much, if any new ground. They may clone some other famous game, perhaps with a different plot, or a offer slightly different mechanic to to give it their own unique spin. Unfortunately, Restricted Area is neither fun nor is it a budget title. It is overpriced, monotonous, and a blatant rip-off of Diablo - with less than half of the polish.
It's like reading the obituaries.

Link: RA review on GameZone
Link: RA review on eToyChest

Both spotted on RPGDot

Posted by Brother None - at 4:19

Level 11 Games presents Goliath, a post-apocalyptic vehicle combat game:

* Terrain supports huge worlds (demo level is 3000m x 3000m) and view distances of 1km.
* 3D sound system with 32 simultaneous sounds and advanced features like Doppler shifting.
* Effects include normal mapping, realistic shadows, particle effects, billboards, gibs and more.
* Realistic physics modelling - vehicles have mass, suspension, etc, and can jump and roll.
* AI system capable of controlling 16 AI teammates, 1 Goliath (with over 20 weapons) and a large number of drones. AI players have projects and work together as a team to achieve multiple objectives at once.
* Scripting system enables building placement, level parameters, effects scripts, vehicle parameters and more to be set by artists outside the program.
* Multiplayer LAN game supports up to 16 players and allows joining the game while it is in progress (replacing an AI player).
* Most subsystems feature level of detail systems to reduce CPU/GPU work. Models/sounds/physics and more function differently based on distance from the camera.

Link: Goliath Game website

Posted by Silencer - at 0:38

FileFront have posted a 16,4 MB trailer for Fallen Earth, which is a Post Apocalyptic MMOG.

Link: Fallen Earth Trailer at FileFront

Thanks go to our new user Ratsnack for the heads up.

News for Wednesday, June 29, 2005

Posted by Pope Viper - at 4:44

It appears that Interplay, has somehow found the funds to re-establish a web presence, minimal though it may be.

Interplay LIVES!

Thanks to Corith for pointing this out in a thread in our forums.

News for Monday, June 27, 2005

Posted by Silencer - at 12:37

Sethergal let us know that the New Dawn project website was updated with some info on one of the factions to be found in the game world, and the Bestiary nas been enriched with a description of beings known as the darkogs. From the time of our last update, a new graphic artist joined, Michał Tejchma.

There are new concept artworks:

The game world will be shattered and cast back in development after a comet impact:
The comet hit was an armageddon. Everything that was on the surface, has been destroyed, and most of what survived underground is unusable. Humanity started building civilisation anew. A small group of people control the remnants of the old civilisation, but do not share this knowledge with others.

Link: New Dawn

News for Sunday, June 26, 2005

Posted by Silencer - at 11:50

Takashi informed us about a mod for Battlefield 2 with a post-apocalyptic feel, aptly called Battlefield Apocalypse. The mod will have all the nice fallout-like stuff, just read on at their website:

I suppose it was bound to happen sooner or later. Granddad said that men always seem to find a way to destroy each other, and themselves. Seems to me they did a hell of a job this time, and took out the whole damn planet in the bargain.

I guess we're not any different now, though. No lessons learned. They say it was a real mess in The Dark, that time just After when the survivors began crawling out of their holes. The sky was blacked out by ash clouds, and almost every growing thing was dead. People killed each other over food, and to hear Granddad tell it, sometimes they had to eat those they killed.

Wasn't long before folks started banding together. They built strongholds in the rubble, and they salvaged what they could from the machines of Before: cars, generators, guns. Eventually, the Dark passed, and Man survived.

You'll have four factions (one resembling a more hardliner BOS), a set of weapons, a choice of postapocalyptic vehicles and more. Mad Max's pic keeps popping out all over the site, but I guess it's good.

Link: Battlefield Apocalypse

News for Saturday, June 25, 2005

Posted by Brother None - at 17:00

SomethingAwful reviewed RA in a very honest way. It's a very funny read:

Only two characters ever give you any quests or missions, and it only takes five missions to beat the entire game. Yes, that's correct, if you complete those five missions, the game ends. In retrospect, this is a positive feature, because much like the "city," every mission is exactly the same. You can sometimes choose between "mutant cleaning," which means to kill everybody in a zone, or "assassination," which means to kill everybody in a zone, or "rescue," which means to kill everybody except one person in a zone. If all of this is too complex for you to understand, I'll try to explain it in a slower, more simple fashion: THIS GAME IS A BASTARD GAME.
Link: RA review on SA

Thanks SynthWailer

News for Friday, June 24, 2005

Posted by Brother None - at 22:56

Two more reviews of Restricted Area popped up on the net and the first one from GameOver immediately does the dual-name dropping we've seen so many times before:

Restricted Area is a simple action role-playing game from Master Creating and Whiptail Interactive. It takes place in a futuristic world where large corporations have replaced governments, and where global warming has had such an adverse affect on the planet that people can only survive in large cities. The wastelands outside the cities are “restricted areas” where mutants and monsters roam free, and where freelancers can make their fortune. In other words, Restricted Area is what might happen if Diablo and Fallout got married and had a child.
Really? What a terrible clever thing to say. It follows with some praise and some critique:
Worse, the missions in the campaign are almost all identical. Basically, you have to explore 3-4 levels and kill enemies, and then do something different at the end of the last level. There are two problems with this. First off, those first few levels are boring because there isn’t anything to do in them other than kill hundreds of enemies. Then, in the final level, the actual objective usually isn’t anything more than clicking on a box or killing a single “leader” version of an enemy. Master Creating should have known something was wrong when they created random missions for the campaign, and the random missions played just like the required campaign missions.
The second one also drops the Fallout and Diablo-brand names and is also critical of the game, in a fair way:
The RPG aspects work well enough. Guns and swords are obvious, but instead of new armor and amulets, you replace your body parts with cybernetically enhanced ones. You don’t see that cool new robotic arm on your character, which is disappointing, but you’ll notice the effects right away. Likewise, you’ll notice the effects of leveling up as you gain new stats and abilities based on each of the four character’s unique skill trees. It’s satisfying to become noticeably more powerful each time, rather than advancing in tiny increments.


Restricted Area is truly a noble and heroic effort by two guys to produce a viable PC title. It’s a familiar, comforting way to spend an hour in the wasteland. But when you compare it to a top-shelf game like Neverwinter Nights, it just, well, doesn’t compare. Which, by the way, makes it a shame that their publisher went for a top-shelf price of $40 instead of something a little more reasonable, like $20. If you’ve got $40 to spend, there are plenty of better titles to choose from.

Link: RA review on GameOver
Link: RA review on Game Revolution

Both reviews spotted on Duck and Cover

Posted by Brother None - at 22:46

Gamespot posted an update on their E3 impressions of Hellgate: London:

Hellgate's pedigree alone should get gamers excited, but judging from the Nvidia event, even without its lineage, this looks to be a fast-paced, exciting, gorgeous game. Since the event was mainly for the purposes of showing off hardware, we didn't get many gameplay details. However, we'll definitely keep you up to date with developments as they come along.
The preview calls it a "a first-person role-playing game that looks and plays like a shooter". I don't know about you, but I'm getting more and more confused, as some previews emphasize the CRPG element and others more-or-less call it a straight-out shooter. Some clarity would be nice.

Link: HG:L preview on Gamespot

News for Thursday, June 23, 2005

Posted by Silencer - at 16:44

The creators of Bourgeoisie: Pearl of the Wastes need a new name for their team. The competition is open and the prize is an own NPC in the world of Bourgeoisie, access to unpublished info about the game and the option to participate in beta-tests of the demo. Mail your suggestions to or post them right there!

Link: Forum thread at Bourgeoisie forum

News for Wednesday, June 22, 2005

Posted by Brother None - at 1:57

Interplay has filed yet another belated 10-K, this time for Q1 2005, which means they're more or less up to date on their filing, if not on other things:

As of March 31, 2005, we had a working capital deficit of approximately $18 million, and our cash balance was approximately $.04 million. We currently have no cash reserves and are unable to pay current liabilities. We cannot continue in our current form without obtaining additional financing or income.

On April 16, 2004, Arden Realty, our landlord filed an unlawful detainer action against us alleging unpaid rent of approximately $432,000. We were unable to pay our rent, and vacated the office space during the month of June 2004. On June 3, 2004, our Landlord obtained a judgment of approximately $588,000 exclusive of interest. We also owe an additional approximately $148,000 on a prior settlement with the Landlord. We negotiated a forbearance agreement whereby Arden has agreed to accept payments commencing in January 2005 in the amount of $60,000 per month until the full amount is paid. We are currently in default of this agreement.

We have received notice from the Internal Revenue Service ("IRS") that we owe approximately $117,000 in payroll tax penalties for late payment of payroll taxes in the 3rd and 4th quarters of 2003 and the 1st and 2nd quarters of 2004. Such amount has been accrued at December 31, 2004. We have received notice from the California Employment Development Department that we owe payroll taxes and penalties of approximately $101,000. We have received notice from the State Board of Equalization that we owe approximately $64,000 in State Use Tax. We have also received notice from the Orange County Treasurer that we owe approximately $28,000 in property taxes. Such amounts have been accrued at March 31, 2005.

We were unable to meet certain 2004 payroll obligations to our employees as a result several employees filed claims with the State of California Labor Board ("Labor Board"). The Labor Board has fined us approximately $10,000 for failure to meet our payroll obligations and set trial dates for August 2005.

Since we were having difficulty meeting our payroll obligations on a timely basis to our employees a large number of our employees stopped reporting to work in late May and early June 2004. We were subsequently evicted from our building at 16815 Von Karman Avenue in Irvine, California in mid June 2004. We had a core group of approximately 5 employees on payroll on March 31, 2005. All employees have not been paid for the period August through December 31, 2004. Since we have been unable to pay the employees we have continuing liability to them.

Our property, general liability, auto, fiduciary liability, workers compensation, directors and officers, and employment practices liability insurance policies, have been cancelled. We obtained a new workers' compensation insurance policy. The Labor Board fined us approximately $79,000 for not having worker's compensation coverage for a period of time. Our health insurance was also cancelled but was subsequently reinstated. We are appealing the Labor Board fines.

We entered into tri-party agreements with Atari Interactive, Inc. and Vivendi and Avalon that allows Vivendi to resume North American distribution, and Avalon to resume International distribution pursuant to their pre-existing agreements with us of certain Dungeons & Dragons games, including BALDUR'S GATE: DARK ALLIANCE II. Vivendi has paid Atari approximately $853,000 as of March 31, 2005.


Additionally, we have reduced our fixed overhead commitments, and cancelled or suspended development on future titles which management believes do not meet sufficient projected profit margins, and scaled back certain marketing programs associated with the cancelled projects. Management will continue to pursue various alternatives to improve future operating results.


Our operating activities generated cash of $.014 million during the three months ended March 31, 2005.


Currently there is no internal development of new titles going on.
Also, according to the report, Titus owes Interplay 365 thousand dollars and Avalon slightly more than 2 million, of which debts they reasonably expect to recieve 20 thousand dollars. So far, for Q1 2005, Interplay's net revenue has been $793,000, most of which from outside North America (88%) and most of which on console games (77%). Subtract their costs and their total loss over Q1 2005 comes to $216,000

The bit about cancelling future development might refer to Ballerium, which was however not cancelled by March the 31st and which is not mentioned by name a single time throughout the report. So how much money has Interplay put in that lost effort? Former Interplay employee Corith puts it at $675,000, which is more than half the money Caen got for Fallout 3. Interesting is that in the 10-K report, the biggest contractual agreement amounts mentioned are Developer License Commitments, their dues to external developers, set at 4.7 million total. Meanwhile rumours of fraud are circulating more and more around the Raging Bull stock-holder's forum as they consider suing Caen for whatever he's worth. I have to wonder who those "approximately 5 employees" still remaining are, though...

Link: Interplay 10-K over Q1 2005 on

News for Tuesday, June 21, 2005

Posted by Odin - at 19:48

So you begged, pleaded, yelled and did all sort of things to me, just to get back the Fallout items sections. So far I'm almost done with the ones for Fallout 1 and 2, more info to come but I thought that you guys would want to see some of it.
Link: Fallout 1 items db, Fallout 2 Items db

News for Sunday, June 19, 2005

Posted by Silencer - at 14:39

Phymosis from the French Fallout website Nuka Cola sent us news about the project called Misleading Lands. Here's what he said:

There is a new website in flash for Misleading Lands, the rpg/fps modification for Unreal engine

The leader thinks they will release the introduction cinematic at the end of August, and, if everything is fine, they plan to release the first public beta at the end of the year.
The team has a new website too ( ) and I've posted 2 news screenshots of some renders here.
If you know French, you may visit his site for info, and now for the promised screens:

News for Thursday, June 16, 2005

Posted by Odin - at 19:58

Ever wanted to know more about Van Buren and it's areas, well now you can. We here at NMA have obtained a design doc for the Denver/Dog City area, here's a preview:

Denver is a pre-War city that was being rebuilt when the War started; prisoners on work release salvage what they can from the city while evading huge packs of hungry dogs that roam the streets.
The city consists of 3-4 large maps, with 10-15 smaller maps or floorplans (covering various buildings and high-rise floors). The salvagers are about 20 NCR former prisoners on a special work release program, salvaging stuff for NCR in exchange for their eventual freedom. The dogs are the now-feral descendents of local pets and specially-bred police dogs. Rats, giant cockroaches, mutant bats, and climbing lizards are common hazards, as well as robot police dogs sent to enforce the "quarantine" on the PC.
So now you can know all about that fabled area called Denver.
Link: Denver Design Doc

News for Wednesday, June 15, 2005

Posted by Silencer - at 9:13

Phat let us know that the game Ballerium, an Israeli MMOG which was supposed to get Interplay out of the rut, had again been cancelled, according to Gamasutra and a news post on the game's official site:


We're sorry to deliver this update that as for now we've come to a complete stop with regards to Ballerium.
Seems like Interplay had come into great difficulties realizing the contract with us.
Although we dearly hope that some day they (or anybody else) be able to re-ingnite the project, we're currently very passimistic regarding that.

We''ve received some interest from third parties that might want to license the technology and build their own gam with that, but it's really to soon to know if anything will actually grow of that.

We'd be pleased to deliver happier news, should we be able sometime.

Until then, thanks to all who have been with us.

New poll idea: 'Who didn't see that coming?'

News for Monday, June 13, 2005

Posted by Silencer - at 13:22

I've been neglecting to inform you until now about some new modding projects, so let's get it done...

First off, Finesse has finished and released his Finesse Weapon Mod for Fallout 2, so be sure to download it and give it a try. Here's the relevant forum thread.

Secondly, Xavierblazer announced in the forum that he's working on a mod set in Las Vegas, a project called Black and White.

The mod is going to be set in Las vegas mainly, with two smaller towns around it. I will devise a new way of traveling to other towns so the player doesn't have to travel in the worldmap and risk doing pointless encounters. One town will be Silver City, an "Of Mice and Men" inspired town about the size of Broken Hills. Another will be a large religious town with a COC church at its center.

The mod starts out in 2294 with your character waking up in the desert dazed and confused with a case of amnesia. By your side is a large red book with an interesting texture. You see lights in the distance and follow them to the gates of Las Vegas. and thats where the gameplay begins. you will learn about where you came from as you progress through the mod and can decide what to do from there. There are probably going to be about a dozen different ways you can play the mod. You could overthrow Reggie(the little Bishop turned town mayor that the Chosen One made with the female Bishop in Fallout 2) and Become mayor, you could obtain your own house and customize it how you like, or you could just wait in the shadows until it gets dark and rob peoples houses and pawn their stuff at the local pawn shop and blow your hard earned earnings at the casino.

Next up, Lisac2k has made a mod he calls Survivor, it's a combined mod that changes many things in-game:
The main idea is: you can go through the whole game using only one class of weapons. If you want to use energy weapons only, now you can. If you want to go through the game with a melee character, just go ahead! The weapons and their parameters are changed, and you'll find more powerful weapons of every class as you go further and further through the game.

Link: Finesse's Mod Homepage, Project Black & White Homepage, Survivor Mod Homepage,

News for Saturday, June 11, 2005

Posted by Silencer - at 15:27

IGN have got a developer diary for Flagship Studios' Hellgate: London, the issues discussed are mainly the E3, the game perspective and the idea of the Templar Knights; there are also some concept arts shown.

The design of the Templar class was a challenge from the beginning. It's one of those things where I had a good idea in my head what he should feel like, but I was having trouble coming up with the specifics. I knew that the Templar were supposed to feel like modern-day (or near-future) knights. But they couldn't feel archaic; they had to feel bad-assed to a modern audience. We knew that there was the potential risk that the design could be either too fantasy-looking or too generically sci-fi. The whole design process was a delicate balancing act between these two extremes.

Link: Hellgate: London dev diary at IGN

Posted by Silencer - at 0:46

Lexx posted an update on the status of his Fallout 2 mod in the works:

I have uploaded 2 new Screens. More will be follow. And Necrois has joined the small team and will work on the new ambient music. He makes cool stuff and I´am sure that you will like his industrial stuff. Maybe at the next update you can here one or two tracks.

You can see parts of the new big Trader-City Hogarth. (some kind like the Hub)

Oh yes, and I updated the homepage and the forum if it someone interests. More updates in the next time but for now I´am too tired to do anything else with it and will going to sleep right now oO...

So long.... and stay tunned!

The screens:

Links: Lexx mod homepage , Lexx mod forum.

News for Friday, June 10, 2005

Posted by Silencer - at 22:28

RPGVault has got 3 exclusive screens from the post-apocalyptic RPG called Ground Zero. A snippet on the game itself:

June 09, 2005 - A strategy game with role-playing elements, Ground Zero: Genesis Of A New World takes place shortly after humanity has almost completely eradicated itself. You've managed to find a small community of survivors, but your continued existence remains far from assured. Choosing among the mercenary, technician, doctor and hunter professions, you'll have to build a team that will be able to acquire the necessities of life and to overcome the many dangers within developer Destrax' harsh, lawless world. Then again, perhaps the prosperous merchants traveling the wastes can be convinced that they'd be wise to share their riches with you.
Judging from the inventory shown on the screens, the game will have some sort of a provision system. Might be fun.

Link: Ground Zero Exclusive Screens at RPGVault

Spotted at Duck And Cover

Posted by Odin - at 1:12

Well as promised Chris Avellone delivers yet another update to his Fallout Developers Profile, so without further ado here's a bit from it:

15. What’s your favorite Fallout memory?

I don’t know. Long walks on the beach maybe? The first kiss? What kind of dumbass question is this? I didn’t have a romantic relationship with the game, for fuck’s sake....
Link: Fallout Developers Profile - MCA Part II

News for Wednesday, June 8, 2005

Posted by Silencer - at 15:03

Morgan posted a newsbit at their forum about an update of the Warriors of the Apocalypse mod for HL2. Here's a bit:

Thanks for hanging in there so long. I told you this mod wasn't gonna die :D

If you're new to WOTAMOD, drop by the forums and join the community, its lamer free and has tons of media not on the site. We (the developers) post our Work In Progress (WIP) for you all to enjoy.

If you are very talented it modelling vehicles, unwrapping models, skinning, or coding, please drop me a line at or make your talents known on our forums

More to come soon!

There are some new weapon renders to be seen, including two varieties of cool pipebomb explosives:

Ah, this sure brings back the war memories... Anyway, be sure to check out their site if you're into some post-apocalyptic FPP action.

Link: Warriors of the Apocalypse

News for Tuesday, June 7, 2005

Posted by Silencer - at 15:10

Aleksey Moseechev a.k.a. Mosey sent us the photographs of his new cool work, you might remember his Brotherhood of Steel Paladin, well, here's an Enclave Trooper with a Plasma Rifle, also made from plastic:

Aleks, where will we be able to purchase one of those? ;)

Link: Алексей Мосеечев's page @

Posted by Silencer - at 3:24

Hellgate: London has gotten a short preview at, the conclusion being:

Blending role-playing-style character creation and progression with first-person action and online gameplay sounds like the ingredients for a big mess, but what we saw at E3 2005 was looking sweet, even though it has a full year months before it’ll be pulled out of the oven. Patience hungry gamers; good things come to those who wait.

Link: Hellgate: London previewed @ GameMethod

Spotted at RPGDot

News for Monday, June 6, 2005

Posted by Silencer - at 15:38

Sethergal let us know that an English version of their web page is about to launch, so be sure to pay them a visit. Also, they'll post some new stuff soon - weapon, faction descriptions etc. - and they're looking for concept artists.

New Dawn will be a cRPG set on a post-apocalyptic Earth recovering from devastation wrought by a comet impact.


Posted by Silencer - at 15:32

Lich posted in the Black Steel Mod Forum:

I made new project site and change mod to.. open source!
That mean you can download all components in production without waiting when all be completed. For some days- maps, interface and other things will be aviable (and much more pictures or fallouthy music to download)
Enjoy :D

Links: Black Steel Mod Website, Black Steel Mod Forum

Posted by Silencer - at 15:23

Fan Made Fallout has had an update since last we've checked, here's a bit:

It is with great pleasure (well, not really but I needed a big dramatic way to start off this news post, which isn't to say it's without great pleasure just that it's not really that big of a deal so.. Ahem. Anyway...) that I welcome Coolman to the team who'll be working with us in the art department. One of his tasks will be to help us out with talking heads, town maps and other assorted in-game images which will help spruce up Fan Made Fallout.

If you think you've got a talent for art, we'd like to hear from you (better yet, if other people have said to you "Wow, your art is good." Then we'd like to hear from you. If it's only you who thinks you're talented then you probably suck and should find another hobby). While it is unlikely at this stage that we will have actual talking heads, we will definately be having still or static images. Basically, instead of moving their lips, they'll just look at you. It's 90% of the fun while only requiring 20% of the work. Be sure to drop us a line in our public forums if you're interested in helping out the team.

We're looking for that right arty feel at the moment and need some in-game assets such as one or two new items, the talking heads and the town map screens to be created by competent artists. As usual, we're also still in need of a few more writers who can use the dialogue tool to write dialogue for FMF. If you've got a knack for writing - perhaps you've even written some fan fiction at some point in time - we'd like to hear from you too.

Now, besides the above there are also a handful of screens from the mod to admire:

Post your comments if you have something to say, I'll only say 'Good work!'.

Link: Fan Made Fallout

Posted by Brother None - at 2:37

Interplay finally filed their 10-K report for the end of 2004 (10-K for Q1 2005 still pending). After some meager profits in 2002 and 2003, their loss over 2004 was 4.7 million dollars. Oddly enough, their international revenue grew over 2004 and to be about 6x as much as their US revenue. Their licensing revenue dropped to 1.7 million (16 million over 2003), which is almost all from Fallout (see below). Their console revenue actually dropped 23% despite grand titles like Fallout: Brotherhood of Steel. Their total liabities are about 18.2 million dollars, about 1.6 million of which are debts and 8.7 million accounts payable.

Some highlights:

As we anticipate continued substantial growth in the use of high-speed Internet access, which could provide significantly expanded market potential for online products, we are focusing our efforts to launching an online service, entitled GamesOnLine, allowing consumers to become part of a unique online community of gamers and access selected content. We currently have one online game in development, Ballerium.


In June 2004 we licensed to Bethesda Softworks LLC, the rights to develop FALLOUT 3 on all platforms for $1.175 million minimum guaranteed advance against royalties. Bethesda also has an option to develop two sequels, FALLOUT 4, and FALLOUT 5 for $1.0 million minimum guaranteed advance against royalties per
sequel. Interplay retained the rights to develop a massively multiplayer online game ("MMORPG") using the Fallout Trademark.

In July 2004, we granted an option to Vivendi to purchase the REDNECK RAMPAGE intellectual property rights for $300,000. Later that month, Vivendi exercised the option.


International net revenues for the year ended December 31, 2004 were $9.9 million an increase of 3.4 million as compared to International net revenues for the year ended December 31, 2003. The increase in International net revenues compared to the year ended December 31, 2003 was mainly due to releasing BALDUR'S GATE DARK ALLIANCE II and FALLOUT: BROTHERHOOD OF STEEL during the twelve months ended December 31, 2004 and not having comparable titles during 2003.


In addition, the Company continues to seek and expects to require external sources of funding, including but not limited to, a sale or merger of the Company, a private placement of the Company's capital stock, the sale of selected assets, the licensing of certain product rights in selected territories, selected distribution agreements, and/or other strategic transactions sufficient to provide short-term funding, and potentially achieve the Company's long-term strategic objectives. In this regard, the Company licensed to Bethesda Softworks LLC ("Bethesda") the rights to develop Fallout 3 on all platforms for a non refundable advance against royalties of $1.175 million and sold the Redneck Rampage intellectual property rights to Vivendi for $300,000.
This last part means, as we well know, that the only tactic open to Caen is selling off bits or all of the company and then run away as fast as he can. Also, an interesting rumour from the Interplay Raging Bull Forum:
I believe IPLY already talking with some other party about the online Fallout title, I’m sure the folks at NMA will sniff out who soon enough.
Link: Interplay 10-K SEC filing

News for Sunday, June 5, 2005

Posted by Silencer - at 23:57 has got the first in a series of Dev Journals for Sigonyth. Here's a snippet:

The goal of the development team is to capture the unique feeling of desert environment and requirements for surviving, while avoiding it becoming a tedious and unfunny part of the game.

The main part of survival system in New Desert will be dehydration and aspects of managing your character to avoid this situation. It will be also tied to general fatigue of the character.

Basically every character will have an indicator showing water pool as well as indicator for general fatigue. General fatigue will influence your overall condition resulting in decrease of abilities when tired. This will be a long time factor based on your exposure to environment and combat (especially if you are getting hit), that can be countered by rest and eating.
There are also bits on mutations, history and such, lcick on the link for the whole 2 page article.

Link: Sigonyth: Desert Eternity Developer Journal at

Spotted at Trzynasty Schron

News for Saturday, June 4, 2005

Posted by Silencer - at 13:44

The Bourgeoisie website has been updated. The team is working on creating a tech demo, which is drawing closer and closer. Today's update has given us the first in-game screens from the game's new engine, Torque.

The graphics shown are from the pre-techdemo and are but a glimpse of what awaits us in the full product, however they do produce an image of the project's feel and level. The location shown, or rather a design of a location's interior are called Active Mines and they are a little aberrant to what the postapocalyptic genre has accomodated us to, but this is just one of many planned locations.

The team is working on a Demo, which will consist of a few quests and locations, and naturally the NPC's that populate them. The demo will most probably be publicly available.

Work continues on the story and gameworld, the Plot section at the site has been updated. Oi'burżuj, the game's RPG system is being enhanced, particularily with features related to items and crafting.

As a conclusion, some new concept artwork:

And also a small announcement from the project coordinator:
Due to an increase in the speed of our work over the Demo, we're looking for 2D and 3D artists who'd help us develop Bourgeoisie. If only you are willing, please mail

Link: Bourgeoisie

News for Friday, June 3, 2005

Posted by Silencer - at 17:48

Lich graced us with some screenies from his already "controversial" Black Steel mod for Fallout 2:

The mapping and sprites are decent enough, but there's still not much estabilished in regard to the plot and such.

Links: Black Steel website, Black Steel forum

Posted by Silencer - at 1:01

Eimink sent us some news, it looks like the beginning of June also brings us the Mutants Rising press release:

Finally, a press release. We had some major problems with our ISP and our forums were down longer than we first anticipated. Luckily we are now back in action and the mod is starting to take shape once again. We can´t and won´t provide any dates concerning the demo its final release, but those dates are closing by each day. In the past few weeks we have had a very good progress with scripting and the first towns are starting to take shape, thanks to Lust who has done a great job. Despite the fact we are still in need of scripters, so if you know your way with Fallout scripting, drop an application at our forum. Good writers are also welcome to apply. Before our servers went down, we agreed to cooperate/collaborate with Fan Made Fallout. The idea of this thing is to help each other out and give consultation whenever needed. Ultimately this should make things a bit easier for both teams.

Slunk3AM and Eimink have made a bunch of new background music tracks with some completely new ideas. You can download a sample of their work from here:

Kahgan supplied this PR with a few screenshots for you to drool on

Oh, and if you want to apply for a position in the team, or you are just looking to chew dung with us, drop a line or two at our forum!

-Team NWS
*cough cough* The work will go on... Now that their forum is back online.

Link: Mutants Rising Press Release

Posted by Silencer - at 1:00

Clone directed my attention to the Ashes of Apocalypse, a Fallout-like mod for the Bethesda-made RPG, Morrowind. Looks like they've exchanged some pleasantries with Bethesda over how the mod should be distributed since our last update and also have had moved their website, their fora are back up... Head there if you're interested in the mod, have a look at their NCR guard concept and other fun media files.

Link: Ashes of Apocalypse

News for Wednesday, June 1, 2005

Posted by Brother None - at 17:02

The infamous Game Critics Awards, the panel of gaming experts that decides every year what was good in E3 and what was not (with a rather large tendency to be wrong) announced their E3 nominations. No "missing" award for Fallout 3, thankfully, but Auto Assault has been nominated for best online multiplayer game and Hellgate:London for best CRPG, right next to Bethesda's Oblivion. Winners will be announced on the 7th of June.

Link: E3 nominations on GCA

Posted by Brother None - at 16:57

Loadedinc did an article on the E3 showcase of Hellgate:London. They make a very, very poor defense as to why HG:L is a CRPG and not a FPS:

At first glance Hellgate looks like your average fast paced shooter but there's more here than meets the eye. Older gamers may remember the excellent Hexen series which involved running around 3D environments with all kinds of magical weapons. Hexen was considered a shooter due to the lack of any real RPG elements and in some ways Hellgate reminded me of the gameplay we all knew and loved with Hexen, only Hellgate features stacks of RPG elements to enhance the overall game.


As Hellgate is an RPG, there's the good old level bar along the bottom of the screen. Players increase in levels the more experience they gain and after a level is reached players can assign up to five points per level to various character attributes. Flagship reiterated that this may change depending on how the game development goes over the coming months. They have said that the level cap will most likely be around fifty.
So, it's basically a FPS with CRPG elements consisting of leveling up? Owtch, I sure hope Flagship won't use any of that rhetoric in their press releases.

Link: HG:L E3 impressions on Loadedinc

Spotted on DaC

Posted by Brother None - at 12:37

Master Creating's Restricted Area has finally shipped to Northern America. The official website is reporting on the first American review, as well as a bucketload of previews, most of which are old but I'll include them as links for everyone to get a quick overview. The review, while only a review of a beta, is very positive and does a lot of namedropping, from Diablo to you know what:

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. Inside dark abandoned factories and the like, your cursor acts like a portable flashlight. Whatever you point to is illuminated somewhat, which is a really cool effect that I highly enjoy. If you think you see something moving in the dark, you shine your light on it. If something is there, then you are ready to click the right mouse button to blow it away, just like having a light on the end of your gun.
And according to the website, Gamespy has gone as far as to proclaim the game "the love child of Fallout and Diablo!"

Link: Restricted Area website
Link: GIN RA review that really is a preview, actually
Link: Gamespy RA preview
Link: NLGaming RA preview
Link: Game Chronicles RA preview
Link: GameNexus RA preview
Link: LoadedInc RA preview

Spotted on RPGDot