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News for Friday, March 31, 2006

Posted by Brother None - at 17:21

RoadKill Warriors has relaunched its site with the following note:

Welcome to RoadKill Warriors new official website!

Its nice to be back, we've been gone for a long time and probably many of you though that RKW was dead. Which is completely wrong! We've been working on the possibilities to get RKW where we want to, and it is to make a retail version of the game. While doing this the progress on the modversion has been sparse, as you probably noticed.
You can download the alpha v2 after answering some questions about what you would like RKW to be.

Link: RoadKill Warriors website

News for Thursday, March 30, 2006

Posted by Silencer - at 13:32

Although he huffed, and puffed, and threatened to update less regularily, Morr published his latest episode of his postapocalyptic comic Gone with the Blast Wave, entitled "Kinda depressing".

Link: Gone with the Blast Wave.

Thanks MorfiB and Dragonette!

News for Wednesday, March 29, 2006

Posted by Brother None - at 18:38

Vitaly has released part two of his "tactical shooter" Flash Game Endless War. One of the game's four sections is the "Post-Nuclear Campaign", dedicated to Fallout. A nice tribute and a decent if very tough game.

Link: Endless War 2 on NewGrounds

Posted by Brother None - at 18:05

There has been a new release of S.T.A.L.K.E.R. news, which shocked me beyond words in the fact that someone actually played it, something I didn't expect to happen until my grandchildren were all growed up. Oh, and apparently it is very faithful to how Chernobyl looks:

Despite the play tests of the game haven’t yet started, we found it impossible to refuse the request of one particular player to come see the game in action. Our special guest to check out S.T.A.L.K.E.R. was the General Manager of Chernobyl Atomic Power Plant Igor Gramotkin, accompanied by CAPP Deputy Technical Director for Security Alexander Novikov.

The power plant officials have been very positive on what they saw on screen. "I heard about the game previously, but I never saw it live. And what I've seen today has actually amazed me with the level of authenticity you get while playing it", said Mr. Gramotkin.
We're almost at the 20-year anniversary (April the 26th), we can probably expect more surprises from S.T.A.L.K.E.R. at that point.

Link: S.T.A.L.K.E.R. website

News for Monday, March 27, 2006

Posted by Silencer - at 20:56

A couple of Polish modders are working on a new Fallout 2 mod, I'm just letting you know so that you're aware that WE SHALL CONQUER! ;)

Greetings. We were working under cover, because we didn't want to give hope to the fans, as we remember our previous experiences. But now the day has come and we're convinced that the polish Fallout 2 modification project will become true at more then 90%. The rest of the percents is the nuclear doom wich can interrupt our work. What is waiting for you is a brand new plot, world and characters. The plot of the game is taking plance especially in Poland and sometimes in Russia. We meet our hero, when he is burying his father, to be left on his own in the farm on unfriendly postapocalyptic ground.

Link: New Life Fallout 2 Mod

Spotted at

News for Sunday, March 26, 2006

Posted by Silencer - at 19:40

The cold, eastern wind strenghtens as we present new screens from Outcome, a post-apocalyptic cRPG in progress, made in Russia and posted in this thread.

This time with shadows. Thanks, GM!

Posted by Silencer - at 15:18

Although it is almost spring here, the eternal winter of Forlorn World prevails. There are some new artworks that the devs want to show us:

Their authors are Mariusz Pawluk, Jarosław Gąsior „geno7” and Benedykt Szneider, respectively.
A new recruitment drive has started for the project, curiously, even a poster, which you might print and exhibit, has been prepared. You can also help by writing your ideas in the proffesions thread on the FW forum, on jobs that could survive after a nuclear war.


News for Friday, March 24, 2006

Posted by Silencer - at 19:57

Fan Made Fallout was again updated, it seems they are gaining speed in their development, although at the same time, realizing the abundance of work to be done, the deadline is being pushed back indefinitely. Among a short recap of the project's history, current status and future plans, there is a nice graphic - the custom Talking Head made for the project:

Slow progress aside, we are getting there. Unlike four years ago when we had no plot, no followers and no idea what the hell we were doing, we're now in a much better position. All of our locations and their factions are sorted and our main plot has well and truly been set in concrete. The trouble now is working through those last final details like "What's the name of the gun seller in this location and what guns does he sell?" and the more important "So this thief quest, how exactly are we going to achieve that? When will event Y be triggered and what's involved?".
Read more on that subject here.

News for Friday, March 17, 2006

Posted by Tannhauser - at 12:53

Josh E. Sawyer, who you may remember as a developer for the Van Buren project, has a nifty new interview with RPGCodex. All sorts of interesting information and quite a bit about Sawyer's take on Van Buren.

4. Moving on, next stop - Black Isle's Fallout 3, you are the lead designer again. What was your vision for the game? Where you were going to take the series and would your vision fit into the setting, the feel, the style of the first two games?

Not to speak too much for Chris Avellone, but we both agreed that Fallout 3 shouldn't feel like the world was really getting better. In fact, we wanted to make it feel like it was getting worse. Any infrastructure that groups like NCR had built up had become corrupted and was boiling with the nastier aspects of human social organization: tyranny, war, graft, intolerance -- all that good stuff.

NCR had been totally corrupted by the caravan houses. The Brotherhood of Steel was falling apart and rife with desperation and paranoia. A megalomaniacal tribal despot had risen from the ranks of the Followers of the Apocalypse. The Mormons of New Canaan were divided on issues of religious acceptance and racial biases. Even the remaining super mutants had to deal with a new problem: their impending extinction.

Would BIS' Fallout 3 have fit into the style of the first two? Sure! Yeah, it would have been great! Best ever! Of course I think it did, but I know a lot of people had big problems with the system changes I was making and with the inclusion of groups like the Mormons.
Of course, no mention of the interview could be complete without the last question.
13. Long time ago, answering a question about the future of RPGs at NMA, you said that they are going "straight to hell" and that "Troika is one of the last pure PC RPG developer in the U.S." How would you answer the same question today?

To my knowledge there are no pure PC RPG developers left outside of very small outfits like Spiderweb Software.

Welcome to hell!
At this point, we all eagerly await Vault Dweller's next developer interview.

Link: Interview with JE Sawyer at RPGCodex.

Thanks to Briosafreak.

News for Wednesday, March 15, 2006

Posted by Brother None - at 19:15

Our old fellow-in-arms Tim Buckley of Ctrl-Alt-Del fame once again shows his love for the series in this surprising episode in his "Quest for Oblivion" series (started here), which follows nicely on a small cameo (of sorts) by our well-known Fallout Boy here.

In other web-comic news, Twelve Motion has been working for some time on his excellent Fallout comic series called "The Water Chip", up to four chapters now, check it out!

Link: Fallout comic on Ctrl-Alt-Del
Link: The Water Chip comic series

Posted by Silencer - at 3:04

Kimmo Lemetti updated his web comic Gone With the Blast Wave. There are now all in all thirteen episodes of post-apocalyptic, devastated-world black humour. Morr indicates in the news post that he's wearied with making the comic:

Im taking another week off. For the reason Im just gonna say "Because I feel like it". The comic is being a pain. I need more time off… I kinda miss the days when no one cared if I updated or not.
So be sure to drop by and show that we care. Or to annoy him some more.

Link: Gone With the Blast wave - newest episode

News for Sunday, March 12, 2006

Posted by Silencer - at 21:16

Makers of Ashes of Apocalypse announced they have closed the open design for the version 1.2 on Friday, and if anyone sends new content, it will have to wait for the next one. Work on this Morrowind PA conversion continues.

Meanwhile, the version 1.1 had been released some time ago, and for your convenience, we have it mirrored at NMA Downloads. It requires the original AoA v1.0.

Link: Ashes of Apocalypse

News for Friday, March 10, 2006

Posted by Silencer - at 11:29

There's a new website on the net, and it's the home of Ground Zero - a postnuclear mod in the making for Doom 3. The site was launched some time ago, and now it's been updated with their first open prototype which is available for download. There are a number of screenshots on the site already, and you can go and witness them, but I won't post them here since you'd probably laugh, and it's not nice to laugh since the team have been showing steady progress since August last year.

The (currently quite gray and threadbare) town of Springhill has been inhabited by evil radioactive bandits, and you must clear it out with nothing but your trusty sidearm, flashlight, and fists!

In our first public play test you will get a glimpse of the "step-based" combat system we're developing, as well as the method for crafting Ground Zero's environments. We even managed to sneak in some new music from composer Blaise Douros. Please be sure to read over the included manual (located in the plug-in folder) which should answer most immediate questions, as well as the known bugs document for various code and graphic errata. Keep in mind that this is a VERY early release and only scratches the surface of our final vision.

This is the first of many public releases we'll do over the course of development. We would like to keep the public in the loop throughout production, so please come by the forums to leave feedback, suggestions, questions, or even to discuss problems that have come up in your own projects. We feel that collaboration and open doors are important in cultivating a strong mod community and innovative game design in general.
Note: This mod has nothing in common with the Ground Zero strategy game or Ground Zero Team, the creators of Forlorn World.

Link: Ground Zero

Spotted at FalloutNow!

Posted by Silencer - at 11:13

In case you missed the original post or couldn't get it because of bandwidth limits, the Darkfall EN demo is available for download at NMA. The download is 110 MiB heavy.

Link: Darkfall English Demo at NMA Downloads, Darkfall Polish translation

Posted by Silencer - at 10:04

Our beloved host, Telefragged, have set up a file hosting service for you to share your large files via a simple web interface. You can upload files tangibly more capacious than with popular hosting services or with our own upload section, so I encourage you to take advantage!


Posted by Silencer - at 0:42

We welcome today a new hosted site, the Lost Vault. It's a large Spanish Fallout fan site ran by Khorne & ACB.

They're still polishing up their content system and readjusting the site, but they're here, so if you're a Spanish-speaking Fallout fan, pay them a visit for sure!


Link: Lost Vault

News for Wednesday, March 8, 2006

Posted by Brother None - at 2:36

RPGCodex posted a rather hilarious picture-filled "interview" (if I can refer to it as such) with our dear beloved Chris Avellone, which brought up that well-remembered painful subject that is New Reno:

SERGE: Let's go briefly through your career-defining moments. Fallout 2, New Reno. (...) I feel that organized crime and "families" are too much for a post-apoc setting. Organized crime, in my opinion, requires a much more developed social infrastructure. In a less developed one, there is no reason for bandits and raiders to form anything higher than a gang.

CHRIS: Okay, well that's no fun. I completely disagree with that. I think if you have the organized structure for towns, cities, caravans, religious cults, water merchants, then you can either have some structure that equates to that or a predator that feeds on those structures (like Decker was in the Hub, and he was many, many years before New Reno). I was going off a one-page design outline for the area that Tim Cain had done, but I agreed with it, and I am sure Tim would still agree with it on principle, if not on execution.
Secondly, I (and Tom French, now a rockstar at Pandemic) had a lot of fun working on New Reno. I think it presents a lot of fun role-playing opportunities and things to do, no matter what "type" of character you are, but does it fit in the setting? No, probably not. It's too sexually over the top, too much profanity, and the look and attitude of some of the characters is too modern-day to complement the feel of the Fallout world (the Mordino family, the fedora hats, the porn studio, the tommy guns, shivs). In that respect, I would consider it an immature design, and while I had fun with it, I don't think it was the best rendition of a section of the Fallout world. It also had horrible load times because I crammed too much stuff in there.

But I still think it was fun to play, and it was fun to design. And I think it was cool to be able to go back there after the game was over and have some fun. And killing the crime bosses in secret ways was fun. And I liked Golgotha, even if the name was inappropriate. And I liked Lenny's Dad (thanks, French).
Oh, dear. But on a subject closer to our hearts *right now* (and RPGCodex will have to forgive me quoting so much, but it's good stuff);
SERGE: Isometric vs anything else. How important the camera angle is? Does it add anything to gameplay? Some people believe that a true Fallout sequel should be isometric, some say that it's not very important? What's your opinion as an ex-Fallout developer?

CHRIS: Camera angle is critical to gameplay. Isometric is more tactical, less immersive, but better for any game where you have to manage more than one companion.

Is it important to Fallout? Beats me. When we were doing Fallout 3, we were doing isometric just because that's the game we wanted to make. Josh can probably say more, if you wanted to ask him.

I don't think what makes Fallout great is tied to its camera angle.
There's more mention of Fallout and other interesting stuff in there, be sure to check it out!

Link: Interview on RPGCodex, part 1
Link: Interview on RPGCodex, part 2

News for Monday, March 6, 2006

Posted by Brother None - at 20:51

dude_obj has started working on a new mod, called Fallout Zero. Of note is the scripting work:

The lizards in this pen are fun to watch due to the way they are scripted. They do not just wander randomly, they are trying to catch fish in the water. When a lizard spots a fish it runs to the edge of the water and its attack animation is sequenced. They wander over the bridge, and along the water edge looking for fish, and ocassionally go stare at the rats in the adjoining room. You can use the computer to open the forcefield door and watch the lizards feast on rats.
Link: Fallout Zero screenshots and story
Link: Fallout Zero discussion thread (NMA)

Posted by Silencer - at 2:45

I Must Be Crazy 2 sent us an update to the famed Vertibird Mod

Fly to almost any town in the Fallout 2 universe! Explore the wastes with the greatest of ease!

With this newest version of the Vertibird MOD, it is now possible to fly to the Ghost Farm, the Raiders' Cave, the Sierra Army Depot, the New Reno Stables, Golgotha, and Vault 15!

Also, you can now take flight, and take your car too! That's right! No more flying from Town A to Town B, walking all the way back to Town A, then driving from Town A back to Town B just to get the Vertibird and your car in the same town. You can now actually put a car in the Vertibird's spacious cargo hold and transport it almost anywhere in the vast Wasteland in record time!

So buckle up, and prepare for an incredible ride!
Link: Vertibird Mod 1.4 at our downloads section

Posted by Silencer - at 2:11

Silver Style once again test our patience with a beta v1.10 patch for the German players of The Fall. Major fixes include the addition of a dialogue history, redesigned characters, reputation from battles, drugs, combat balancing, new weapons, improved textures, bullet-holes etc.


Spotted at

News for Sunday, March 5, 2006

Posted by Silencer - at 14:31

Sethergal let us know of an update to the New Dawn website, a cRPG which is a sort of postapocalyptic Warcraft set on a devastated Earth years after it was hit by a stray comet (think the world of Thundarr the Barbarian) There are a few new concept arts


News for Friday, March 3, 2006

Posted by Silencer - at 2:35

Again the website for Abaddon has been revamped, venturing deeper into the postapocalyptic western theme:

It is 162 years after the apocalypse. Humans live in a small collection of independent city-states united against a seemingly endless horde of living machines called the yao-guai, whose sole desire is wiping the human race from the face of the Earth.

Welcome to the bleak future of Abaddon(...)
Link: Abaddon - A Freeware Post Apocalyptic Western Computer Role Playing Game

News for Wednesday, March 1, 2006

Posted by Brother None - at 23:29

Kamaz sent us this trailer/commercial for a post-apoc LARP called PostCity in Latvia:

It's about an alternate history where after 9/11 started the Third World War. But it was different war -- instead of rifles and tanks those were airplanes loaded with people and suicide-bombers on the streets. It was global war of terrorism. There were fanatics, that claimed end of the world and prepeared (sic!) for it by building hideouts and shelters. Ironically, this time they were right -- some of the countries got isolated during this intense attacks of terrorists. Mass panic and chaos broke out leading to total anarchy and decay.
Link: PA short/trailer

Details snatched from Duck and Cover