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News for Sunday, February 28, 2010

Posted by Brother None - at 18:46

It's that time again, when the odd preference of giving exclusive to magazines - apparently on the assumption that people still read them - drives us all to scan, scan, scan, hurray!
[Future Inc Senior Editor] became a fan of No Mutants Allowed.
[Future Inc Senior Editor] commented on No Mutants Allowed's link.
[Future Inc Senior Editor] Remove these scans of our content from your website. It's illegal to redistribute copies of our pages without our permission.

Scans removed as per above hilarious sequence of events.

Posted by Brother None - at 18:37

The court schedule for the Interplay v Bethesda case is on display at Duck and Cover. Nothing to see, other than it showing you shouldn't expect the case to end any time soon.

Posted by Sander - at 5:14

And yet another preview with even more details on the next Fallout game. This time, Ausir has posted a summary over at The Vault

  • The box on the first page of the preview names Bethesda as both the publisher and the developer, while the article text itself gives due credit to Obsidian and discusses the devs' work on Fallout, Fallout 2 and Van Buren.
    New California Rangers wear modified LAPD riot armor. The trenchcoat guy from the teaser is identified as one in the article.
  • Gun modifications will increase damage, ammo capacity, accuracy, rate of fire and more
  • The player will be able to have two or three companions in their party
  • With Raul the ghoul in your party, you'll start to pick up clues that he's more than just a simple mechanic
  • Unsurprisingly, deathclaws and radscorpions are mentioned
  • From the screenshot, Fore! indeed looks like an attack on the head, not groin, as mentioned in an earlier preview
  • The dinosaur casino is identified as Dinky the Dinosaur
  • NCR is described as large and powerful but bureaucratic.
  • Chris Avellone: "It's a very amusing location design-wise. Vegas is like a whole city-wide amusement park. We can play on different themes, different styles. It's fun for the artists, it's fun for the designers... I don't know how much fun it's going to be for the programmers"
  • J.E. Sawyer: "The Karma system is mostly the same as in Fallout 3, but checked less often. Mostly we rely on reputation, because that's what people know. Karma is just a general indicator of how much of a sonofabitch you are. If you murder people in secret, your reputation doesn't go down because no on knows you did anything, so you can maintain a good reputation but your karma has tanked really heavily. Karma does influence some things, but reputation is usually what most people in the world base their opinions of you on."
  • Avellone: "We recognized that one of the strengths of Fallout 3 was that so much of the game revolved everything around Washington, D.C. That's your signature city. And to be honest, adventuring in post-apocalyptic D.C. is interesting. You're like, OK, I get it. I know what D.C. is like in the real world, I'd like to see what it's like in the real world when mutants are running around in the streets.
    So, if we have a western version of Fallout 3, what's a key signature city that people will immediately gt when they hear the title. And also, what's interesting to us? So individually, Vegas came up for a number of people without a community discussion about it. That kept coming up. So we said, OK, if within this small sample group that city keeps coming up, and we understand why, that's the city to use."

News for Friday, February 26, 2010

Posted by Brother None - at 22:25

NMA user Arden is a good candidate for best first post ever, as he posted in NMA's PC Games preview thread - scans now removed - to provide the non-German speakers with a lot more details from the preview.

Page 1: Introduction and reference to fallout 1 + 2. And mentioning of the fact that the old games played on the westcoast and FO3 on the east

Page 2: Mentions the char creation. Most of it was mentioned already in other threads here. You get shot in the head and buried in the Mojave. The Robot shown in the teaser digs you out and brings you to Goodsprings. The interface for appearance selection seems to be unchanged apart from a slide to set your age.

There are some speculations about rumours on this page too: The Origin-like Backgrounds for Characters remain unconfirmed. Chinese Agent Faction and/or Origin remain unconfirmed. Ghouls are present in FONV but PCGamer thinks it unlikely that you can play a ghoul (don’t know what leads them to that assumption). Vehicles remain unconfirmed but they think it possible, since the terrain isn’t as urban as the Wastelands of the capital. Caesars Legion is in Control of NV or at least a part of it (Vegas Strip). This leads to some speculation about Arena-fights and betting.

Page3: Char creation again. FONV will have about the same size as FO3. Your first Goal is to find out why you were killed. Your adventures will have a significant impact on the development of Vegas. Weapon modifications. Most of this was mentioned already. You can put an extended clip and a scope on pistols. Pistols are only effective at close range because of a big spread at long range. Rifles can be further upgraded by a mod that increases RoF. There’s a mention of the fact that in FO1+2 weapons could be modified but FO3 achieved this only through Fan-made Mods.

Page4: Mentions Pipboy and the hardcore-mode. Some aspects of hardcore are: stimpaks heal over time. You can die of dehydration (there was some speculation on NMA if dehydration would lead to death or only to stats-losses. So don’t forget taking some water with you)
Ammo has weight and crippled limbs need to be treated by a doctor.

Some places like goodsprings, hooverdam and McCarran Airport are mentioned. Area 51 remains unconfirmed. The solar-array can be used as weapon or powersupply, a choice to be made by the player.

Some Graphics comparsions. As mentioned by buxbaum666 the animations and faces seem to be slightly worse than FO3 but they mention that there’s ample time for Obsidian to improve this.

Page5: History of Obsidian, Games they made and the fact that a lot of the people that made FO2 are working at Obsidian now.
In Goodspring you get to do the tutorial. The tutorial can be skipped (thank god).

Page6: Combat System. VATS remains unchanged so far. Except that each melee-weapon now has a special attack. You can side with the powder gang or assist the people of Goodsprings to beat the gang off. The stuff about the companion-wheel was already mentioned.


Page 7: Mentions that the dialog-system has been reworked. Apparently each and every possible answer is shown even if your skills are too low. The way the options are written should give the player an idea if they are likely to succeed on a skilltest. If an answer contains a lot of stuttering or insecurity the player should choose another option. You don’t get punished for failing a test directly. You can also retry the speechoption again later when you have increased the relevant skill. The NPC’s respond believable to your insecurity by low skills.

Page 8: Combat again and weapon-mods again. Then some info on the reputation-system (with a mention that Players of FO1+2 will recognize this). Instead of karma you get reputation for different locations and factions. There are 3 factions: NCR is based at the McCarren Airport and is allied to BOS. Ceasers Legion is based in Vegas-Strip. And then there are the people of Vegas, based in… well, Vegas.

Page9: confusing bit: barter is not used solely for trading but represents your ability to persuade (don’t know what happens to speech). Mention of Black Mountain and supermuties, nothing really new. Some are smart some are stupid and you can take advantage of this and sow some dissent. And some, of course, are night-kin.

Page10. You get a companion in Black Mountain. Some stuff about companion-management.

First Impression of Weber: I liked Fo1 and 2. I was excited when Bethesda announced Fo3 and made that excellent game (quote of Weber, don’t burn me). The chap was disappointed at first when he heard about FONV because he hoped for the next evolution of FO after FO3 (don’t know what that would be exactly in his opinion, something like FO3:BOS 1st Person with IMMERSION-Engine™). But after an hour of FONV he lost the bad feeling and cant wait now to know how the story goes on and how Obsidians changes will feel.

The interview with CA:
PG: Why Vegas?
CA: We wanted to take the player away from D.C. and far to the west. So that the feeling was more of the wild west instead of the feeling of “rebirth” of FO3.
PG: some of you worked on the old titles, how do you feel about being able to work on FONV?
CA: Very happy. Loved FO1, was happy to work on 2 and was happy too when Bethesda came around the corner asking him to do FONV.
PG: So Bethesda asked you? You didn’t go to beth?
CA. yes, they approached us. But with our background this wasn’t surprising. We showed that we can do good games based on existing material. And many of us have worked on Fallout.
PG: Whats the biggest difference between FO3 and FONV?
CA: The focus in NV will be on interaction with the factions. There will be lots of ways to piss those off or get on their good side. Moddable Weapons, Companion-Management and new dialog-system.
PG: (intelligence) So I can ruin my reputation easily in NV?
CA: Well, its like real life: different people react differently to your actions. Sometimes the player will realise immediately that he fucked up, sometimes consequences will show hours later. Same with the dialog: some npc’s will react different to different skills and they respond accordingly.
PG: Will we be able to correct our decisions?
CA: Absolutely. If you later got the skills or stats then you can certainly try to get things straight.
PG: How is the progress on the Game?
CA: Good. Right now we work on dialog and places. The rest looks pretty good.

Posted by Tagaziel - at 11:22

Brian Menze, the man behind the Vault Boy, has published an unused Vault Boy image on his DeviantArt account:

This image was unused and the only Vault Boy image to ever be cut from Fallout 2. (I'm sure you can figure out why) I remember when I got the request to do a perk illustration for "child Killer" that there would be no way to keep in from being offensive. I mean really! how do you make an illustration of "child killer" and keep it from being offensive? Anyway for some reason, I thought this was the least offensive way to do it. I have no idea what i was thinking. Even the designer who requested it realized it was a bad idea, so we nixed it. Looking back on it now, I can't beleive I drew this.


Link: Unused Vault Boy Fallout 2 on DeviantArt. Image seems to be removed from DeviantArt, for reasons unknown

Thanks, Ausir and verevoof for pointing it out and Mr Menze for sharing it with the community.

Posted by Lexx - at 0:16

Here are the scans of the 10-page PC Games preview for those that speak German. If not, you should still take a look as there's a few new images, including of weapon modifications.

Imagine scans removed at magazine's request.

News for Thursday, February 25, 2010

Posted by Sander - at 1:31

Over at The Vault someone calling himself Rootmars has posted a summary of the preview in this month's German PC Games (called Gamer by Rootmars, though according to Ausir that's a mistake)

  • Opening sequence: Courier is executed with a headshot. No ambush.
  • Character look creation: Mitchell holds a mirror in front of your face "I hope I put you back together properly so you recognize yourself."
  • Character creation: G.O.A.T. is replaced with a psychoanalysis test.
  • Weapons: picture of a hunting rifle included. Available modifications are scope, larger magazine and a 3rd one for faster load between shots.
  • Weapons: picture of a normal and a unique 9mm Pistol. Shown mods: scope and magazine enlargement. One gun shown with both scope and enlarged magazine.
  • Weapons: The unique pistol has a unique skin, engravings and a picture of Virgin Mary on the grip. This could mean that every unique weapon has its own skin. "These rare guns not only look UNIQUE, but have unique properties."
  • Weapons: Concept art of a guy in the trenchoat from the teaser wielding a Fallout 3-style minigun (It's a little bit smaller though)
  • Goodsprings: When you leave the Powder Ganger Quest unsolved, you'll encounter them later when they are more powerful.
  • Goodsprings: You can convince Mayor Trudi to ambush the Powder Gangers with a sufficient sneak skill.
  • Some choices you make during the game reveal their consequences far later.
  • Some NPC companions will have their own quests too, not only Raul.
  • Radar: A new yellow bar for companions is added by Obsidian.
  • "Caps" are mentioned as currency, not poker chips or dollars.
  • Hint that weapon modifications can be found in the wastes. (May be speculation)
  • Some statements hint that the NCR and the Brotherhood of Steel somehow work together - you easily gain access to Helios 1 by having a good reputation with NCR and BOS
    Dialogue with Fantastic in Helios 1 can be influenced with a high barter skill.
  • Game world will be as big as the one from Fallout 3.
  • Avellone on game development: "We are currently working on the dialogues and places. The rest looks pretty good for now."

News for Tuesday, February 23, 2010

Posted by Silencer - at 10:59

Duck and Cover reports that while it is speculative at this time, the fact is that InXile Entertainment claims to be making a game for Bethesda Softworks. Said Brian Fargo, regarding his recent tour of Europe, that was to promote:

our game that we are doing for Bethesda that has been under wraps for a couple years.
It has been made known by Brian since at least June 2007 that inXile intends to make a Wasteland sequel, and they had the copyrights secured since 2003. While the intellectual property for Wasteland is hopefully safely away from hands of Bethesda, it is unknown at this point whether this developed game is being made independently or has any connection or bearing on the upcoming Wasteland 2.

Or is Bethesda striving for a postapocalyptic monopoly? At this rate, they will be sending us paychecks soon ;)

Link: http://www.duckandcover.cx/forums/viewtopic.php?t=23768

News for Monday, February 22, 2010

Posted by Brother None - at 19:33

Almost forgot to post this; in their February issue, PC Gamer US's Dan Stapleton (who wrote the preview for the March issue) did a writeup on New Vegas as one of their top 10 most anticipated games. Said article can now be found online.

Why were we so excited to hear that the next game in the Fallout series would be developed by Obsidian rather than the franchise's current home, Bethesda? Game trivia: the original creators of Fallout: A Post-Nuclear Role-Playing Game and Fallout 2 worked at the Interplay-owned Black Isle Studios. When Interplay effectively shut down, many Black Isle employees, including studio head Feargus Urquhart, bailed and founded Obsidian in 2003. Obsidian's resume includes strong RPG games like Star Wars: Knights of the Old Republic II, Neverwinter Nights 2 and the upcoming Alpha Protocol. While not all of the brains behind Fallout reside at Obsidian, an injection of original Black Isle mojo is outstanding news. If we had to bet on anybody to surpass 2008's incredibly Fallout 3, it'd be these guys. - Dan Stapleton

Posted by Brother None - at 18:20

Duck and Cover has an absolutely rock-solid interview with Tim Cain, the father of Fallout, on his past with the license and his current work at Carbine. It's a recommended read.

DAC: What are your thoughts and opinions on Fallout 3 and its various DLCs from Bethesda? Did you play/finish the game?

Tim: I played and finished Fallout 3 as soon as it came out. I really enjoyed the game, and I think Bethesda’s designers had really done their homework. The game showed they had a deep understanding and knowledge of the key aspects of the original games. I even replayed it a few times to see how I could have different experiences, and I had fun with that.

Of course, I would have done things differently if I had made it.

DAC: What was your initial reaction when you learned that Bethesda bought the license from Interplay?

Tim: I was surprised and a little disappointed. I was hoping that Troika would get the license, but we were massively outbid. But in the end, they made a good game, and I went to a great company to make MMOs, so all was well.
(...)
DAC: Looking back, is there anything that you would have changed about the original Fallout games?

Tim: Oh, there is so much that I would have done differently based on what I know now. The interface could have been improved, and there are ways to speed up and balance the turn-based combat system to make it more comparable with modern games. I also wished our budget could have been larger, not only to make a bigger and longer game, but also to have a real marketing campaign. Sometimes I feel that Fallout 1 was basically an advertisement for Fallout 2. Smile
Notice the photo of the recent Troika reunion near the bottom of the interview. No professional reunion is forthcoming, though Sad

News for Sunday, February 21, 2010

Posted by Brother None - at 0:28

As PC Gamer UK mentioned in its podcast (see one tick below), it's hard to get a straight answer from a developer on the game made by the company he is indirectly working for. Still, for what it's worth, Chris Avellone gives his opinion on Fallout 3 (or at least minor portions of it) in his blog.

[Dislikes] Didn't like not being able to kill Amata or Andy the Robot at the outset because I hated them both. I didn't like that the first potential companion was a bad karma companion and expensive, but then the twin goals of being an **** and scrounging up a thousand caps became bait and a challenge in trying to get him - when I got Jericho, I felt like I'd earned him as a companion. I think Repair became too valuable as a skill, but it's better than the special case it was in Fallout 1 and 2, so I'd rather that than it remain a broken skill (like Doctor in F2). Maybe because I'm approaching it from the development end, I didn't care, but I think the level cap turned a number of people off, as did not being able to play after and continue the game until Broken Steel came out. Some of the locations I think broke the 4th wall (Dunwich, which I actually enjoyed playing, just not the premise).

[Likes] Opening immersion and re-introducing you into the Fallout world. Fallout 1 and 2 had consistently broken or special case skills that were rectified in F3 (for example, Repair - and Doctor vs. First Aid in Fallout 2 became broken without a time limit, so Medicine was clearly an improvement). Fast Travel. Felt my skills mattered in general. (...) The Arlington Cemetery actually hit me pretty hard, and as a location it really drove home the futility of war to me - just seeing all those graves with Washington DC stretching out behind it made me feel really bad. Loved firing my combat shotgun into a bus with 5 ghouls trapped on the Dupont Circle freeway below and watching the whole screen erupt in fire. Consistently being rewarded for exploring the environment - there was always at least three things to see on the horizon that you wanted to go check out. I didn't think I would like Liberty Prime, but the Iron Giant aspect worked for me and made me do a 180.
Thanks Starwars.

News for Saturday, February 20, 2010

Posted by Brother None - at 22:51

PC Gamer UK podcast Episode 38 discussed Fallout: New Vegas, with the 3 hosts questioning the 4th - the writer of the preview, Tim Edwards - for more details on the game.

The New Vegas discussion starts right off (at 0:30) and lasts until 15 minutes in. Edwards discusses the weapon mods and survival mode, and is then made to admit he didn't play the older Fallout games (he played Fallout 1 on the plane back from previewing New Vegas), as one of the others notes that this version seems more "in tune" with the first one than Fallout 3.

Edwards: "They seem to play at a lot of that when they do the presentation. They understood what made Fallout 1 such a success. I spoke to Josh [Sawyer] and Chris [Avellone] of Obsidian and they were very heavily involved in Fallout 1 and 2 [this is not true - ed] and both of them brought up that Fallout 2 was actually a little bit off of what they wanted Fallout to be. It was too funny, too silly, too stupid, there's too many pop culture references in it. I'm very well aware it can sound a bit cynical when you say "They were very complementary about Bethesda" because they're giving them an enormous amount of money to make a Fallout game (...) The one thing Chris Avellone said about Fallout 3 is if they had the technology Bethesda did to make a Fallout game, it would have been very very similar to Fallout 3. One thing - in his words - Fallout 3 "friggin' nailed" was exploration."

They discuss Van Buren and how much it carries over into New Vegas, plotwise having the "same framework" and factions. Following is a long discussion of how terrible Games for Windows Live is and how it sucks New Vegas uses it.

They return to discussing New Vegas at 09:45, talking about how the karma system didn't work in Fallout 3 and the reputation system looks much better, and should be the only system.

Edwards: "There are some gambling minigames, I think. Don't quote me on that. (...) What was interesting is that they literally didn't show anything coming from the skyline of Vegas during the demonstration. It's probably the place in the game that hasn't really had any attention or isn't up to the standard that they're willing to show it. Specifically asked I want to do ghoul crooner. And I think Josh said "Everyone always asks for ghoul crooner" in the game, so it's almost certain to happen. (...) I don't think the Vegas in the game isn't going to be near as big as people are expecting. Expect it to be at a similar scale to Washington, rather than a GTA-style city that you're exploring in a Fallout world. (...) It's Vegas of the 50s, so it's a Fallout Vegas, not a Vegas of today. There are specific landmarks in it that are similar to what is available today, one of the highlights of the Vegas skyline is the Stratosphere. (...) There's a building that's very similar to the Stratosphere in [New] Vegas that you can see, but it's more like...it's very tall, but in shape it's actually like the Landmark (...) Their art style is specifically the 50s vision of what the future would look like, is what their art director said, I think. You're looking at making a Vegas of what people in the 50s thought Vegas would look like, rather than Vegas today."

News for Thursday, February 18, 2010

Posted by Sander - at 19:52

Duck and Cover is reporting that OXM editor Jon Hicks has issued a response to the controversy on their New Vegas preview.

[On] the subject of the “absolute travesty,” we’re well aware of the previous appearance of those factions in the original Fallout PC games. That information was originally included in the panel referring to Obsidian’s heritage, but was cut for reasons of space - and because it won’t be of interest to the majority of Xbox gamers who were introduced to the series by Fallout 3.
Previously, the OXM article neglected to mention the links New Vegas has to the original Fallout games.

News for Wednesday, February 17, 2010

Posted by Brother None - at 21:53

Breaking news! GamesRadar is reporting the US magazine PC Gamer has the world exclusive first look at Fallout: New Vegas, in stands March 2!


What? We've already seen 3 previews from the UK? You fool, didn't you hear the news, the UK doesn't count as a part of the world! Apparently!

Anyway, hopefully we'll hear more from this preview soon, as it should have hit subscribers now. It is written by the more competent Dan Stapleton, and should be a better read than the OXM joke of an article.

Thanks Ausir.

Posted by Lexx - at 0:53

USA Today previews Fallout: New Vegas. No images or big new info in this short writeup, but it is still of interest.

Events in the game happen a few years after Fallout 3. No characters from that game appear, Hines says, "but you will eventually hear a little bit about the events" of that game. New Vegas is "a self-contained story. You don't have to have played the previous games to have any clue what's going on here."

At the game's outset, you get to customize your character by choosing gender, age, race, other attributes and skills. "You were a courier, and you were obviously carrying something that somebody wanted," Hines says. "Part of the story is finding out what you had and what they took."

News for Tuesday, February 16, 2010

Posted by Tagaziel - at 13:32

An interview with J. E. Sawyer, the lead designer of Fallout: New Vegas, has been made available on Xbox Live. However, us untermenschen without a subscription have to settle for an overview:

1. New areas will open up for the player depending on your reputation
2. Not all weapons have mods
3. "You only buy mods from stores" - once bought you highlight the weapon you want to add it to in your inventory and apply it
4. They will cost you a lot of money
5. Hardcore is seperate to difficulty
6. Hardcore is more of a mechanical shift as opposed to just bumping up hp - he compares it to Ninja Gaiden
7. There is a dehydration meter
8. Dehydration meter will have impact o the player (most likely drop in stats)
9. Being out in the desert in the day, as opposed to night, will have a greater effect on your need for food and water
Link: Interview with JES, rundown

Thanks, CoolManDan, you're cool.

News for Monday, February 15, 2010

Posted by Brother None - at 20:55

The new OXM UK Podcast is out, interview Pete Hines on Fallout: New Vegas. The site's own extracts highlights the hardcore fan impact on hiring Obsidian: none.

"We don't do major development deals and projects to appease any one fanbase," Pete Hines explained. "That's a really good way to go out of business fast."

Still, Hines recognises that Obsidian is a great fit for the project.

"I don't think I've talked to anybody about this, whether it's people at other publishers, developers, journalists, whatever, who haven't said it makes sense."
Also confirmed is Inon Zur is doing the soundtrack again.

Thanks Incognito.

News for Sunday, February 14, 2010

Posted by Nark - at 0:07

Never gonna give you up. Never gonna let you down...
Here is the OXM UK preview which, if nothing else, are the best scans and thus the best look we've had so far.

- Scans removed at copyright holder's request -

Some core points:

  • The Brotherhood of Steel is back, but the core story revolves around the NCR and Caesar's Legion.
  • SPECIAL now has descriptions - eg CHA 10 = Cult Leader, EN 1 = Basically Dead.
  • Those descriptions for Strength: 10 - Hercules' Bigger Cousin 9 - Doomsday Pecs 8 - Circus Strongman 7 - Beach Bully 6 - Barrel Chested 5 - Average Joe 4 - Lightweight 3 - Doughy Baby 2 - Beached Jellyfish 1 - Wet Noodle
  • You get a Vault 21 jumpsuit from the doc who revives you, along with a pistol and a Pip Boy 3000.
  • Weapons can be modified, but modifications only have positive results. The magazine implies you won't need to make a choice between different mods, because they won't be mutually exclusive.
  • And a little later the magazine contradicts itself by writing that adding a larger magazine increases reload times.
  • Every weapon has a special attack, not just the golf club. It seems that Fore! does not mean groin shots are back for every weapon.
  • Guns have different knockback amounts, pistols don't do much, shotguns blast people away.
  • There's a town-specific reputation, and Obsidian has 'hinted' that the reputation will impact endings.
  • Karma has been overhauled, tracking the factions and ideologies that you agree with.
  • Nightkin are back, as blue-skinned Super Mutants who've gone schizophrenic through Stealth Boy use. They attack you while cloaked, deactivating cloak at the last minute to hit you with a club.
  • The Tabitha situation can also be resolved by convincing Tabitha to revolt against the other Super Mutants.
  • Helios One is not only a power plant, but also the location of the controls of a solar weapon developed by Poseidon Energy which you can employ yourself.
  • You can now choose the main character's age.
OXM also lets us know they have much sympathy for the plight of the fans of the Fallout franchise, now that the games are being developed by a completely different company:
Clearly, you have a responsibility to push the series forward, but there's also nothing worse than a misguided attempt to differentiate a folow-up that only ruins what everyone loved about the original. Throw in a new developer - New Vegas is being developed by Obsidian rather than Bethesda's in-house team - and there is no doubt that a fair few Fallout fans will be more than a little concerned that this could be a recipe for nuclear disaster.

News for Saturday, February 13, 2010

Posted by Tagaziel - at 22:03

Dauntless paratrooper Ausir has reported on OXM content from that other site:

* The Brotherhood of Steel will make an appearance, but won't be one of the main factions, unlike the New California Republic and the Caesar's Legion
* Special attacks in VATS are performed by pressing Y (For 360)
* The Pip-Boy in the game is the Pip-Boy 3000 from Fallout 3
* Your quest in the wasteland involves finding out who tried to murde you and what was in the package you were carrying
* In Goodsprings, there is the option of joining with the Powder Gangers and ruining the town.
* Customization - Scopes on pistols is one example. It also affects the guns performance, add a large magazine to a weapon, and you'll notice longer, but fewer reloading times.
* The reputation will be important to the ending
* Nightkin have been turned schizophrenic through prolonged use of Stealth Boys, they deactivate their camo before attacking you, with a club. You can only target them in VATS when there visible.
* You can covince Tabitha that the dumb mutants are planning a revolt against the smart ones, and that causes a battle between the two factions, leaving you to go and grab up Raul.
* Poseidon Energy was developing a solar weapon called Archimedes II. The plant is currently controlled by NCR, and they've placed a guy named Fantastic in charge of the plant, he hasn't figured out how to activate the plant or the weapon yet. But, if your good enough, then you can. You can divert power to the wastes, or use the weapon for your own ends.
* SPECIAL descriptions are back: If you have 1 Endurance, your Endurance description is 'Basically Dead' and with 10 Charisma you are 'Cult Leader'.

Link: OXM New Vegas info

News for Friday, February 12, 2010

Posted by iii - at 1:36

There were some questions on the weapon in this pic being a grenade launcher or not, especially after PSM3 put a minigun description next to it. J.E. Sawyer confirmed that the Big Gun is a grenade launcher:

It's actually the grenade machine gun. Sorry for the mixup.
And in case of any doubt, he confirmed that weapon modifying will be in the game here.

News for Wednesday, February 10, 2010

Posted by iii - at 19:07

Sawyer on guns, history and Fallout.

Close to it in some cases, especially when it comes to sidearms. The M1911 is still in service in some U.S. military and LEO branches and it's been 99 years since it was introduced. The Hi-Power has been even more successful worldwide, though for "only" for 89 years. The 9mm Luger/Parabellum/NATO round is practically omnipresent in handguns and submachine guns despite being 108 years old. Rifles and machine guns saw the most development in the first half of the 20th century. The difference between a M1903 Springfield and an AR-15 is huge. The difference between an AR-15 and an M4 is not. The U.S. military's assault rifles still tend to fire .223 Rem/5.56 NATO, their marksman/sniper rifles still tend to fire .308 Win/7.62 NATO, and their sidearms tend to fire 9mm NATO or .45 ACP.

The Fallout games are also set in the United States which, practically speaking, means the private collections of citizens are as relevant as what LEO/military groups have. The U.S.'s "curio and relics" collector license system means that when a firearm is 50 years old, it can be transferred through the private market with a C&R license instead of a more restrictive FFL. If the End of the World came tomorrow, the number of private citizens rolling out with AR-15s, M1 Garands, Mauser K98s, AK-47s, Thompsons SMGs, BARs, Hi-Powers, Mosin-Nagants, and M1911s would be pretty large.

Posted by Brother None - at 0:38

With 6 previews coming out at about the same time world-wide (and yet each uses the word "exclusive" in its PR), you can expect similar but slightly different reads, since they're all looking at the same presentation, and Bethesda gave each of them the same screenshots. That's no reason for us with high interest in New Vegas not to keep on trecking though, which is why No Mutants Allowed brings you the PSM3 (UK) preview:



What's new?
  • It shows the command wheel for followers, with 8 commands: toggle melee/ranged, open inventory, toggle stay close/keep distance, back up, toggle aggressive/passive AI, use stimpack, toggle wait here/follow me, return to normal dialogue.
  • Scripting is wittier, characters more distinct. Example from vigour test word association: mother-human shield.
  • Opening inventory consists of a kit from the doc, adapted to your starting stats (like Fallout 1).
  • The Nevada area is less affected by the nuclear war, so it has plant life, relatively unspoiled houses, and in visual presentation has saturated colours and a bright sky.
  • There's a tutorial (led by a character named Sunny who looks a lot like Moira Brown), but unlike Fallout 3, it's optional, so you can hit the open game in 5 minutes from starting.
  • NCR and Caesar's Legion are the confirmed faction, article assumes Brotherhood of Steel will be in but they weren't not mentioned in the presentation.
  • "In New Vegas it's all about the player examining the ideologies of the various groups that are controlling the area and supporting one over the others," explains Sawyer. "Each of the ideologies will have something good that you can relate to, but will also have massive flaws."
  • When asked about PS3's Fallout 3 being inferior to the others and if New Vegas will do better, Obsidian devs make no promises but indicate it was a learning process and they're working with all 3 platforms and all have problems.
  • The New Vegas strip is still in construction but will have gambling, variety shows and concerts.
  • Electrical power is key in the faction struggle.
  • Radiation is still a problem, there's a nuclear test site to explore north of New Vegas.
  • The soundtrack will blend "Rat Pack style tunes with more Western numbers".
  • New Vegas doesn't tell a single-player story, but weaves decision into the gameworld and gives you greater power to influence things than Fallout 3 did.
  • On top of adding back in geckos, New Vegas has a whole new type of animal: mutated mountain rams called Big Horners.

Posted by Brother None - at 0:20

The Bethesda Blog has a new Inside the Vault with QA lead Andrew Scharf. Why him? He's working on Fallout: New Vegas is why.

What games have you worked on?
I was the first person in QA to be hired after Fallout 3’s release, so when I started I mainly worked on the Fallout 3 Downloadable Content. This worked out perfectly for me, considering I had just finished my first playthrough at home and was itching for more content. It was pretty awesome to think that for a game I had spent countless hours enjoying at home as an end user, I was now playing an active role in the development of additional content.

Shortly after working on Broken Steel, I was brought on to lead the testing of Medieval Games, one of our externally developed titles published by Vir2L Studios. Currently, I’m the QA Lead on Fallout New Vegas.
(...)
What would you say is your personal favorite game of all time?
I’m a huge fan of the Interplay/Black Isle RPG’s, namely Fallout 1, 2, and Planescape: Torment. I can’t even begin tell you how many times I’ve replayed those games over the past 10 years. Other than those games, I’d say Diablo 2 and System Shock 2 are also favorites that I find myself coming back to every couple of years.
We stopped posting Inside the Vault on NMA a while back because, well, they're not interesting, and it doesn't seem like that's changed, so I'm not sure yet if we'll keep updating these if all they have for us is QA people and producers.

News for Tuesday, February 9, 2010

Posted by Brother None - at 19:49

Bethesda has bought in as an exhibitor for E3 this June. Obsidian is not listed but is likely showing off New Vegas at Bethesda's booth, as their presence has already been personally confirmed to me.

Thanks Duck and Cover.

News for Monday, February 8, 2010

Posted by Brother None - at 19:09

PSM's preview of Fallout: New Vegas isn't in the stands yet, but magazine network site CVG previews the preview.

Lead producer of Fallout New Vegas, Larry Liberty said: "We had to modify the dialogue engine from Fallout 3 to include the types of dialogue and options that we wanted.

"We want real, memorable characters. I think it helps you to remember parts of the world you'd otherwise forget."

As part of its world-exclusive cover feature, PSM3 played an extensive demo of New Vegas. The mag reported that it was 'apparent that Obsidian are much more comfortable behind the keyboard than the team that made Fallout 3 and, before that, Oblivion. The scripting is wittier, the characters more distinct.'
Thanks King of Creation.

Posted by The Vault Dweller - at 18:38

The team for Fallout 1.5: Resurrection would like to assure everyone that indeed they are still active.

Recently we have received quite a few questions asking whether we’re still alive and whether there is going to be an update soon. That’s quite understandable, considering that the last update came a year ago Wink Ok so we’re not releasing a lot of info, but that’s because we’re trying to put all of our free time into the actual development. In order to compensate at least a little, we’ve uploaded two new images into the gallery. One is a screenshot of the player visiting supermutants, the other is a new loading screen featuring an ad for post-apocalyptic New Mexico’s favorite cigarette brand.

You can head on over to their site to view the new pictures.

We thank Daemon for the news entry.

News for Sunday, February 7, 2010

Posted by Brother None - at 19:07

With the scans widely available, we thought we'd chuck up the images from PC Gamer, including two shots (the last two) that don't seem to be on the most commonly available scans.




Thanks go to Play3.de.

Posted by The Idiot - at 2:05

Scans of the PC Gamer New Vegas preview are predictably making their rounds. View some good ones over at 3drealms.

The links in the post above seem to be broken. View the scans here:

Link: pagespread 1
Link: pagespread 2
Link: pagespread 3

And some (smaller) mirrors:
Link: pagespread 1
Link: pagespread 2
Link: pagespread 3

News for Saturday, February 6, 2010

Posted by Sander - at 21:10

New Vegas developers have offered some more clarifications on the information being released. Primarily, it appears that Area 51 might not be in the game:

The Area 51 thing was pure speculation on PC Gamer's part. We did not show it or confirm whether or not it's in there. PC Gamer put it in because it's Nevada, and they think that means it will be in there.

I'm not saying it is or isn't, just that we haven't said either way.
Furthermore, J.E. Sawyer explains why dialogue options are always shown:
There are a few reasons for including this:

* In the same way that a locked safe beyond your Lockpicking skill indicates, it lets the player know that there's an option here.
* Some of the NPC responses to low skill checks can be pretty entertaining.

I also do want to clarify what is meant by "no penalty for failure". All it means is that you won't wind up in a worse position than you were before selecting it. If a dude bursts in and is intent on killing you, he's still going to want to kill you if you fail the Speech check to talk him out of it.
Why they added the Hardcore mode:
It's true that a lot of people have modded in those features, but a lot of the things in Hardcore mode are also things that I personally wanted to play the game with. I realize not everyone does, but it's the only way I play it.
And why the addition of the dialogue doesn't increase costs (apparently people are worried about costs):
When taken in the context of all of the VO that needs to be recorded for the game, alternate responses for low-skill dialogue checks account for a very small percentage of lines.

F3 also (often) had alternate lines for failed skill checks; they just originated from the same player line. Player lines aren't voiced, so there's no real increase there.
Thanks Ausir and iii.

Posted by Sander - at 19:21

Josh Sawyer, lead developer of Fallout: New Vegas, has clarified how skill-based dialogue options work:

This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.
Thanks, Lexx.

Posted by Sander - at 17:00

Apparently, a number of people have received their copies of PC gamer, which includes a feature on Fallout: New Vegas. The ever vigilant Ausir has of course listed all features that have been mentioned.

  • There is an optional hardcore mode, the character needs to drink water, ammo has weight, healing isn't instant etc.

  • Normal mode is more similar to Fallout 3 gameplay.

  • The storyline is focused on the New California Republic vs. Caesar's Legion (slavers from the east) vs. New Vegas residents.

  • You are not a vault dweller but are given a Pip-Boy by someone who is one.

  • There is a screenshot of a vault suit as well.

  • There is an assault rifle looking like the M4, as well as a new big gun with a backpack, held like a minigun.

  • There are special moves for melee weapons in VATS - specifically a move for a golf club called "Fore" which seems to be a groin shot.

  • The Hoover Dam is in the game and is supplying electricity to the city.

  • There is a quest to rescue a ghoul from some super mutants. The ghoul can then become your companion

  • The Geckos are back.

  • There are both dumb and intelligent super mutants, including the elite Nightkin. On at least one occasion you can convince them to fight amongst themselves.

  • Some super mutants look similar to the ones in Fallout 3, while others are new. There is e.g. a female super mutant with a 1950s hairstyle who apparently is one of their leaders.

  • Screenshots include a guy with a beard and straw hat, a ghoul and an NCR Ranger.

  • The only picture of New Vegas itself is concept art and not a screenshot.

  • Some location screenshots include a huge model dinosaur advertising a hotel, some satellite dishes, an array of solar panels

  • A character generation shot showing a "vigour machine" instead of the skill book

  • NCR base is the McCarran Airport, Caesar's Legion is based in the Vegas Strip, while super mutants are based in a place called Black Mountain.

  • There is also a town called Fremont and another called Primm. A topless reuve is mentioned as being in the latter. Area 51 also appears.

  • NCR Ranger armor is similar to a brown combat armor with sleeves, there are concept arts of a Ranger.

  • Skils have a bigger effect on conversation choices. E.g. someone with a high Explosives skill may be able to have a coversation about explosives where appropriate.

  • There is a Reputation system in addition to Karma.

  • First-person action RPG with the same engine as Fallout 3.

  • Set in the Mojave wastelands. Vegas didn't get many nukes. More intact buildings, as well as desert vegetation. Vegas itself is mostly intact.

  • Both karma and reputation are tracked. If I'm reading it right there's separate reputations for each of the settlements, as in 1 and 2.

  • All dialogue options are shown to all players, regardless of whether you have the stats to succeed or not, though there's no punishment for failure.

  • Bartering is not just lower prices but negotiating for better rewards.

  • Weapons also now have knock-back upon death, with shotguns sending people flying.

  • Followers can be managed through a context-sensitive menu, with orders like "follow", "stay" or "attack".

  • You're a courier, wounded and left for dead in a shallow grave. A friendly robot, Victor, digs you out, and his doctor owner Mitchell patches you up. You take a "vigour test", which is some sort of electric parlour game. This decides who you are and sets up SPECIAL. You can also take some Rorschach tests, but the mag says this is for fun. The Doc then gives you a Pipboy as he was once a Vault dweller.

  • "Hoover Dam", and "Helios" (a solar plant, confirmed by the mag to have been built by Poseidon) are fought into and then you can direct the power to wherever you choose. In the case of Helios you can also keep the plant for your self, use the energy to call down a powerful laser, or even try to distribute to all equally, however there is a risk of overloading the reactors.

  • There is a "reputation system", in which all three factions (NCR, Ceasar's Legion and the locals) will either see you as good or bad toward them individually.

  • There is a screenshot of three Capital Wasteland mutants running toward the player, who is wielding what *looks* to be a heavy incinerator, but has a TV screen and no flamer fuel tanks. He's also wearing NCR combat armour, which is in gold/mustard colours.

  • There are two separate screens of supermutants that look to be more local, grey skin, and the two are wearing very different clothes. One is Tabitha, who is hearing a blonde wig and love heart glasses. The mag implies she's "not all there".

  • On that quest, you rescue Raul, a ghoul who Tabitha kept alive to fix her favourite robot. He appears to be a follower, as the mag says you can give him items, and also commands, such as "stay, follow or attack", and also tell him to switch to melee, in which case he'll mutter "sure, I'll put away my rather effective gun, and switch to this piece of um, metal tubing here".

  • From what I read, the "all dialog" thing seems to imply there will be failures for skill checks as well as speech checks, though, as the mag states, there is no penalty for failing a skill check. In fact, the mag gives an example: A woman who the player tried a Sneak skill attempt on in conversation failed when convincing her an ambush would help the town be rid of a gang of raiders. She simply says "Good luck with your, uh, ambush"

  • Vault 21 is in the game

More info added as it is unveiled, thanks King of Creation, Ausir and iii

Posted by alec - at 0:47

In good old NMA tradition, here's a bit of likely source material spotted out of the trailer. The cowboy appearing on the robot is Vegas Vic.


These are old ads. Courtesy Old & New Las Vegas.

Posted by Brother None - at 0:45

Bethesda has updated its blog to give us more precise information on what magazines will have New Vegas stories, and where.

Next week in the UK be on the lookout for New Vegas cover stories in OXM, PSM3, and PC Gamer. All three publications will be on newsstands on February 11th.

Stateside, PC Gamer subscribers can expect the New Vegas cover story next week (on newsstands on March 2nd). Meanwhile, both OXM and PlayStation: The Official Magazine will have features on the game – subscribers can expect to see these later in the month.
We hope to see some summaries and writeups for our non-Anglo-American readers soon after the 11th.

News for Friday, February 5, 2010

Posted by Brother None - at 18:57

FOnline: 2238 is one of the winners in Mod DB's 2009 mod of the year player's choice for indie games (thanks Dude101), ranking in at 4th.

FOnline: 2238 brings you back to the world of Fallout once you knew it, only this time as a MMO-RPG hybrid. Cross the border where the unique game setting of the original Fallout & Fallout 2 games meets the unique MMO design.
Our friends at GameBanshee also ran their somewhat belated game of the year awards, and stack one more up for Fallout 3 DLC as Broken Steel is runner-up Best Expansion/DLC. They're also the first to award New Vegas, I think, as most anticipated.
When we learned that Obsidian Entertainment was actually going to get their hands on the Fallout franchise again, Diablo III took an immediate tumble down our most anticipated list. Despite the near certainty that it will be another FPS/RPG hybrid, Fallout: New Vegas overcomes a lot of the associated fears of riding on Fallout 3's FPS-inclined system by doing what most of us would consider a lost dream - returning the Fallout license to some of the people it originally belonged to.

While none of the developers credited as having created Fallout's "original game design" (Tim Cain, Leonard Boyarsky, Jason D. Anderson, Chris Taylor, Jason Taylor, and R. Scott Campbell) are currently at Obsidian, the studio boasts names like Feargus Urquhart (Fallout 1/2 producer), Chris Avellone (Fallout 2 designer), J.E. Sawyer (Van Buren lead designer), and Scott Everts (Fallout 1/2 designer) amongst its staff.

And so we head into 2010 excited to see what they'll do with the Fallout license, and hopeful they will be able to overcome some of Fallout 3's flaws, most noticeably its less-than-stellar writing. That doesn't seem like much of a stretch, either, considering that these are the same people that gave us Planescape: Torment.

Posted by Brother None - at 13:20

The Obsidian devs have migrated to the Bethesda forums en masse, and requisite Meet the Devs threads ensued. While normally talkative types, it's pretty clear we shouldn't expect any information to come out through the forum channel, as it does not fit Bethesda's policies. The devs so far can only be found in the meet the devs threads, which have a strict no game info/questions policy, and that means it's only interesting if you want to know J.E. Sawyer's favourite games are Fallout/Darklands/Pool of Radiance (nice), or maybe this post from Chris Avellone is of interest.

Yep, I did area design and encounter design for F2 (worked on Vault City's third and final iteration, companions: Cassidy and Myron, special encounters, New Reno, Raider Camp, and the EPA, which got canned - and good thing, too, we already had too many locations) and some perk designs. Brian Menze, Feargus, Chris Jones, Scotty Everts, and Dan Spitzley are all here, all worked on Fallout 2, not all of them are on New Vegas, though.

The trailer is the only thing I can point to to answer your question, can't say much more than that. Josh and John Gonzalez (our creative lead and master of all things plot-related) put together a great story with some fun new mechanics, and they know their Fallout. I think we're using all the stuff we've been kicking around for the past ten+ years with RPGs and seeing how they can be applied to New Vegas on both the plot and system side.
Not telling us nothing.

Meanwhile, Bethesda producer Jason Bergman is egging us on to spot more hints in the trailer.
Bring on the #FalloutNewVegas speculation! Should be lots of little tidbits you can gleam from that teaser if you look carefully enough.
I expect detailed analysis and charts from us dedicated Fallout fans. Remember this? It was awesome, more please.

If you need a second look, IGN's Rewind Theater has gone back to dissect the trailer. To some extent.

News for Thursday, February 4, 2010

Posted by Brother None - at 21:29

This particular guy from the Fallout: New Vegas trailer:



Has been shockingly busy inciting speculation. Of what nature, do you ask? Well, he fits Tycho's description fairly well.
You see a man in dusty leather armor with a trenchcoat and gas mask.
Fairly spotted (thanks jero cvmi) but it's pretty unlikely that this is Tycho. But what it made me recall was Tycho's description of his faction, the Desert Rangers (a nod to Wasteland).
We Rangers hail from back east, what used to be called Nevada. Our heritage stretches back to the days of the Texas Rangers. We learn survival and combat skills in order to go out into the world and have a chance of surviving and making things better.
Nevada? Why, that happens to be where New Vegas takes place.

Let the frenzied speculation begin!

Posted by Brother None - at 20:43

Now that the cat is more or less all the way out of the bag (or at the very least an ear is showing) on Fallout: New Vegas, No Mutants Allowed has launched its subsite. Of course, there's pretty much nothing to show as of now, but an about page, FAQ page and gallery are roaring to go.

Meanwhile, Bethesda is celebrating the trailer by taking over the Twitterverse and Facebocosm by running a competition where you can retweet the trailer and/or like it on Facebook for a chance to win a New Vegas poster signed by the devs. No country restrictions, apparently, which is pretty cool.

Speaking of the bloated behemoths that haunt our nightmares, No Mutants Allowed can also be found on facebook and Twitter. Both will be used for big-news updates and local articles only, so sign up to track the scoop.

In other, other news, OXM UK's preview of New Vegas should be coming next week, to be joined by a second preview of New Vegas in PSM3, or so Twitter tells us (thanks Briosafreak). No sign of PC World joining the two console-official mags. A lot of us won't feel like still dealing in paper magazines, so if there are any friendly types with subscriptions reading this, get in touch so you can pass along summaries of the preview content to us.

Posted by Tagaziel - at 17:32

The promise has been met: Obsidian Entertainment and Bethesda Softworks have released a debut trailer for Fallout: New Vegas.



Link: Fallout: New Vegas debut trailer

Posted by Sander - at 1:11

Bethesda has announced via Twitter that there will be 'new stuff' on Fallout: New Vegas tomorrow.

Keep your eyes peeled for new stuff on #FalloutNewVegas tomorrow!
Tomorrow we will provide you with the riveting details of the actual news.

Thanks Ausir and cronicler.

News for Wednesday, February 3, 2010

Posted by Brother None - at 18:59

The Vault lost the race to post the Interplay v Bethesda filings this time, so instead one-ups DaC by posting a more detailed summary, as well as the entire log of correspondence between Interplay and Bethesda. An interesting read if you want to Herve Caen getting snubbed over and over again.

News for Tuesday, February 2, 2010

Posted by Silencer - at 19:16

Gone With the Blastwave has gotten a long deserved update. In addition Morr posts that if you'd like a published dead-tree version of Blastwave that will last you long after the Apocalypse cuts off your internets, now is the time (it is only available in the coming eight weeks).

Thanks Grifka.

Posted by Brother None - at 17:42

S.T.A.L.K.E.R.: Call of Pripyat is hitting stores in the US today, according to this press release.

S.T.A.L.K.E.R.: Call of Pripyat Hits Stores Today!

New York, NY February 2nd, 2010 – Today ushers in a new day for the S.T.A.L.K.E.R. franchise with the release of S.T.A.L.K.E.R.: Call of Pripyat. The game, published by Viva Media and bitComposer Games, hits stores today, February 2nd, 2010. CEO Carlo Voelker commented, “The ‘Call of Pripyat’ is the third installment in the highly acclaimed S.T.A.L.K.E.R. series. With its dedicated and loyal fanbase, we anticipate a strong launch.”

Players will live the life of undercover agent Major Degtyarev, an experienced stalker, as he eats, drinks, and sleeps in the Zone. Call of Pripyat is non-linear game play at its best, as the player seeks allies and makes enemies in the treacherous and fragile balance between rival factions, bandits, and mercenaries.

Where most first person shooters rely on relentless action to engage their players, Call of Pripyat goes in an entirely different direction, allowing for long moments of silence amidst a desolate landscape and an ever changing vista. The environment is dynamic: day and night alternate and are filled with thunderstorms and sunshine, and the game's artificial intelligence interacts with itself beyond the peripheral of the player. The game truly takes on a life of its own.

Game Details:
• Photorealistic graphics depicting the Zone, a contaminated area neighboring the Chernobyl disaster site.
• New story, a number of unique characters.
• Over 70 custom missions and extended side quests
• New monsters: Chimera and Burer.
• New A-Life system, created using the players’ best-liked elements of the first two games in series.
• Sleep function added into the game.
• New player’s interface.
• Possibility to continue the game after completion in freeplay mode.
• The game is developed on X-Ray engine v.1.6
• Supports DirectX 11.0
•S.T.A.L.K.E.R.:Call of Pripyat Collector’s Edition includes an area map, tech-tree poster, and stickers!

Platform: Win PC
Price: $39.99
Genre: Shooter/RPG
Release Date: February 2nd, 2010
Minimum System Requirements: Windows XP/SP 2, Intel Pentium 4.22 GHz/AMD Athlon XP 2200+, 768 MB RAM/6GB free hard drive space, nVidia GeForce 5900/ATI Radeon 9600 XT 128 MB VRAM, DirectX 9.0 compatible

Posted by Brother None - at 17:17

The first bit is Interplay demanding Bethesda pay all of their legal fees, including attorneys' fees. It's of no real interest unless you want to be reminded of how much money attorneys make.

The longer, more interesting bit from our buddies at DaC comes from Interplay CEO Herve Caen's statements to the court. It doesn't really contain anything we don't already know, though.

Interplay has not sub-licensed its rights to Masthead, but rather entered into a development agreement for Masthead to work with Interplay to develop the MMOG. Interplay has not assigned any rights in the Fallout mark or in its MMOG to Masthead or to anyone.
(...)
The advanced state of Masthead's technology and Interplay's extensive pre-production phase resulted in a playable demonstration in March 2009. The demonstration is a portion of the post-apocalyptic game world, incorporating buildings, locations, objects, non-player characters, and controllable player characters. At the time of the hearing, or if requested by the Court prior thereto, we will submit the video demonstration of the game from March 2009.
It also contains this highly specious argument.
It is interesting that in or about August 2007, just four months after Interplay had entered into the TLA with Bethesda, Bethesda's parent compabny, ZeniMax Media LLC, announced the creation of its own MMOG development house, ZeniMax Online Studios. Based on Bethesda's subsequent conduct it thus appears that Bethesda never intended to permit Interplay to develop an MMOG under the terms of the TLA and planned from the outset to terminate Interplay's rights and grant them instead to affiliated ZeniMax Online Studios for a Fallout MMOG.

Bethesda's attempt to terminate the MMOG rights undert the TLA is consistent with its overall conduct designed to interfere with Interplay's exploitation of rights granted undert the parties' agreements, including Interplay's Merchandising Rights to the Interplay-developed Pre-existing Fallout Games.
In other news, Interplay's stock seems to have been ticked down a little bit as someone dumped 300k stocks into the market. Why? Who knows.