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News for Wednesday, March 31, 2010

Posted by Brother None - at 20:09

The Bethesda Blog announced the winners of its signed poster contest, signatures including - of course - a Vault Boy from Brian Menze and stick figure from Chris Avellone.

Back when the Fallout: New Vegas teaser trailer was revealed, we kicked off a contest for folks to have chance to win a New Vegas poster signed by the developers at Obsidian Entertainment. Before we send the posters to the winners (more on that in a second), I thought I’d share how they turned out. The Obsidian team seems to have mastered the art of signing posters — it’s got monsters, Vault Boy, and no smudges. Nice work, guys!

Congrats to Jessica Duncan and Louis Gonzalez on winning via Facebook and Twitter, respectively. Your posters should be on the way soon!

News for Saturday, March 27, 2010

Posted by Brother None - at 1:17

These things always stream in the news reports so just to beat it to the punch: GAME's retail listing has New Vegas at October. This means close to nothing as retail listings are almost always guesstimates.

If you're wondering what the image is from the header, it's New Vegas fanart by lawzy87.

News for Thursday, March 25, 2010

Posted by Brother None - at 22:41

Videogameszone.de offers a tidbits from an interview with creative director Chris Avellone on, errr, "Fallout 4: New Vegas". Translated:

"In New Vegas we put more emphasis on interaction with the various factions. Therefore, there are countless ways to mess up with a group, or instead ingratiate yourself with them. We also added customizable weapons, a more sophisticated followers system and new dialog options," responds Chris Avellone, Creative Director at Obsidian Entertainment, to our question, what most distinguishes Fallout: New Vegas from Fallout 3. He adds that the various characters would also respond differently to actions of the player. "Of course there are situations in which the player can tell in an instant if he screwed up, but sometimes you can only notice the consequences hours later. Our dialogue system functions similar to that," says Avellone. However, mistakes can be fixed later in the game. "At a later point, when you have improved a skill or stat, with which you can suck up, you can try your luck with them," concludes Avellone.

News for Sunday, March 21, 2010

Posted by Brother None - at 19:42

Just a quick post to point to a short screenshot comparison between New Vegas' official screenshots and in-game shots from Metro 2033.

Posted by Brother None - at 19:22

The Dutch videogaming site PS3Clan posted "brand new" New Vegas posters. Going in figuring they would be fanmade, but to my surprise they look legit, offering high resolution shots of the NCR helmet and the mafia Vault Boy.

News for Saturday, March 20, 2010

Posted by Brother None - at 1:09

DotCorp Asset Management (an investment group with millions tied in with internet "high-growth companies" like Deezer and MyThing) has purchased a large amount of Interplay stock. 8-K filing here, news here.

Interplay (IPLY.OB) Receives Investment from DotCorp Asset Management

Investment Includes Stake in Common Stock & Warrants

LOS ANGELES, Calif. — March 17, 2010 — Interplay today announced that DotCorp Asset Management has acquired 11,625,000 shares of common stock, (including 4.6 million shares of existing treasury stock previously held by Interplay), and a warrant to acquire up to 7.5 million additional shares. DotCorp Asset Management will not be represented on the Interplay board.

“This investment furthers Interplay’s efforts to create new games based on its impressive portfolio of intellectual properties,” said Interplay CEO Hervé Caen. “We are happy to see that our strategy attracts the interest of new investors and it is a real pleasure to welcome DotCorp Asset Management to the ranks of our shareholders.”

“We are excited to find an investment with solid assets and experienced management,” said Steve Rosenblum, co-founder of DotCorp Asset Management. “Interplay’s ongoing emphasis on rejuvenating its amazing games portfolio, together with a lean execution, the PV13 MMO project, and the executives’ motivation make an attractive combination.”
The monetary consideration, according to the 8-K filing, was $982,650.

Thanks Duck and Cover.

Posted by Brother None - at 0:33

The Vault has a write-up of two lines on a two-page CD-Action Fallout: New Vegas preview. It offers nothing new.

The Bethesda Blog reports of an internal award for taking the best screenshot of New Vegas, and Obsidian marketing/PR producer Matthew Rorie. That's pretty weird, and I have no idea why they think it's worth reporting to the world if they're not showing the screenshot Rorie won with.

News for Friday, March 19, 2010

Posted by Brother None - at 19:09

The post-apocalyptic shooter is out now.

Fear the Future as Metro 2033TM ships to Retail

Experience a Post-Apocalyptic World Unlike Any Other in Metro 2033, A New Benchmark in Atmosphere and Immersion

AGOURA HILLS, Calif., Mar 19, 2010 - THQ Inc. (NASDAQ:THQI) today announced the release of Metro 2033™, a landmark title in the first-person genre. Based on a novel by the Russian author Dmitry Glukhovsky, Metro 2033 combines classic first-person-shooter action with elements of survival horror and intelligent plot and character development not seen before in gaming, to create a true genre original. Metro 2033 is now available to purchase at retail stores around the world for both the Xbox 360® video game and entertainment system from Microsoft and Games for Windows®.

"Metro 2033 offers gamers an experience unlike any other," said Richard Williams, Vice President, THQ Global Brand Management. "We’ve taken an extremely deep, engaging story, an incredible Russian twist on the post apocalyptic setting, and wrapped it up in some of the very best cinematic, first person action gameplay. The world of Metro 2033 is going to be talked about for years to come, just like other great gaming worlds that have gone before."

Metro 2033’s unique atmosphere is made possible by the brand new technology powering it. The proprietary 4A Engine produces some of the most spectacular visuals yet seen on Xbox 360, while PC owners will benefit from a host of advanced features that ensure Metro 2033 sets a new standard in graphical fidelity.

Metro 2033 has already earned critical acclaim around the globe, and is set to become the definitive ‘Sleeper Hit’ of 2010 as early reviews point to a modern classic:

“Bioshock crossed with Half-Life in Fallout’s world”

- 9 /10 - Xbox World 360 Magazine – UK

“There is only one word to describe the game: brilliant”

- 9 / 10 - GameReactor.de – Germany

“Metro 2033 is a fascinating world where each bullet is pure gold”

- 9 / 10 – 3DJuegos.com – Spain

The Launch trailer for Metro 2033 can be found on the official Metro 2033 website, Metro2033Game.com.

For more Metro 2033 news, visit Metro2033Game.com, follow Twitter.com/Metro2033 or become a fan at Facebook.com/Metro2033.

News for Thursday, March 18, 2010

Posted by Brother None - at 0:49

Bethesda Blog does an Inside the Vault on Obsidian clan chief Feargus Urquhart with their usual riveting standard of questions.

Since founding the studio, how do you think your role has changed?

The biggest change in my role is that I spend less time doing very specific things on the games we are working on. What I mean is that I don’t do things like edit data files or get art into the game.

Even though that’s the case, I do try and spend as much time on working on the games as possible. For example, on Knights of the Old Republic 2 we were on a pretty tight schedule and budget, so everyone needed to pitch in. I became the guy who put art props (beds, chests, lamps, etc…), creatures and characters into the game.
Chris Avellone is interviewed on Eurogamer about how much he loves Fallout 3. Oh and some other stuff too (thanks Ausir).
Eurogamer: So what did you think of Bethesda's take on Fallout 3, given you worked on the original attempt?

Chris Avellone: I enjoyed it quite a bit. Some of the things I really liked about it were... Well, in Fallout 1 and Fallout 2, a lot of the special skill structure they had for the game system actually either ended up being only useful in special cases, like Repair. That, or they had a time limit involved with them, like Doctor. Doctor worked in Fallout 1 because the game had a time pressure, and it was faster to use the skill than buy Stimpaks. But when they took the time limit away in Fallout 2 - and they did the patch that removed it from Fallout 1 - that skill wasn't really balanced anymore. I like very much how Fallout 3 took a lot of skills that had issues before and made them relevant - like, Repair is pretty damn important in Fallout 3!

The only drawback I can think of so far is that I made the mistake of starting out with a four-strength character during my first playthrough, and the amount of stuff you need to carry around ... I was constantly using mailboxes to store stuff, and hopping back and forth between Megaton and my little safehouse to sell it all! I wish I'd made my strength higher.
(...)
Eurogamer: Do you think Bethesda carried on in the spirit of the series?


Chris Avellone: Yeah, absolutely. I guess my critique would be that Bethesda's always gotten the openworld game mechanic down pretty well. They have a tradition of it; they understand the design mechanics involved with that, and I believe very much that the Fallout world, by design, all the way from the first one, was always intended to be a go-anywhere-you-want-and-do-anything open world. And I think that Bethesda's design methodology and the Fallout world have always been pretty complementary.
(...)
Eurogamer: The RPGCodex would be pretty cross with you, Chris.

Chris Avellone: I think they're going to be cross with me no matter what I do, and I've learned to live with it as long as they provide me with detailed critiques, because past all the profanity they'll spit out, they've actually got some good information on why certain systems are broken, and which ones aren't. Those are actually worth paying attention to, so I value those guys.

Eurogamer: So you read it, then?

Chris Avellone: Oh, yeah, sure. The two sites I usually follow are RPGWatch and RPGCodex. And there's one other site I follow, but it escapes me right now ...

Eurogamer: Eurogamer?

Chris Avellone: [Silence.]

Eurogamer: Right. Well, anyway, so here's a big one: what defines an RPG these days? It seems to change a lot.

Chris Avellone: Well, I have a personal definition. Of the RPGs I've played recently, I'll be honest: I've been pretty much immersed in Fallout 3. But it seems to me that the most important parts of an RPG are that, in terms of all the character-building you can do in the opening screens, all those skill choices and background choices need to matter in the gameworld.

That may sound kind of self-evident, but there's a lot of game balance that needs to go into making sure that each skill, trait, and attribute score is valuable, and an RPG has to deliver on that. If you're going to give the player a chance to specialise in or improve a certain aspect of their character, there needs to be value for that in the gameworld.

The other thing that's important is that there has to be a lot of reactivity to the player's actions within the environment, either in terms of quests, faction allegiance, even physical changes in the environment. The player making an impact is incredibly important.
We love you too, Chris. Also, what a weird interview. Read on to find out how MCA can't talk about his role on New Vegas. PR barriers a mile high, people.

News for Tuesday, March 16, 2010

Posted by Brother None - at 16:49

Two separate semi-newsworthy bits. VGChartz' preorder charts show New Vegas for the Xbox 360 had already seen 18,701 despite having no specific release date and being still half a year off. It slots in at #29 currently most-preordered game. (thanks Duck and Cover)

Meanwhile, the Bethesda Blog announces that from March 22nd to March 28th, all DLC will be half off on Xbox LIVE as the deal of the week, though by this point you might be cheaper off finding a good Game of the Year deal (the 2000 Microsoft Points the 5 DLCs cost at half off equates €23.26).

News for Monday, March 15, 2010

Posted by Brother None - at 21:17

Everyone's favourite battle-scarred reporter Will Porter interviews Brian Fargo on Hunted, also sneaking in some Fallout questions.

IGN: As someone with his name attached to both Wasteland and the original Fallout, is it a happy coincidence that you're now working with the guys who brought Fallout back?

Brian Fargo: Well they wouldn't have chosen to work with me if they didn't believe in Hunted – as games are expensive, right? So, as much as they might have respected whatever I'd done in the past, they also really liked the game! But it seems perfect somehow, that Fallout is so big. It's one of their big successes, and that was my baby, you know?

IGN: So what do you make of what they've done with your baby?

Brian Fargo: Oh, it's horrible! Kidding. I mean really, to their credit, the original Fallout was a good success – but it wasn't a Baldur's Gate success. It did have this incredible following behind it though. It's only a very good company who would have looked at it and said, "This is really great as a license: this world is so rich, the mythos is so deep and the people who played it are so loyal" before picking it up and making it a console title. I bet you that Bethesda are the only company in the industry that would have done that. Great credit to them for dialling it up to what it is today.
I have no idea why Fargo calls Fallout his baby since he didn't actually work on it.

Posted by Brother None - at 18:54

The game Brian Fargo was noted to be working on for Bethesda is not as we'd hoped Wasteland 2. Rather, it is some fantasy third person dungeon crawl, Gamasutra reports.

Bethesda Softworks said Monday that it will publish Inxile-developed Hunted: The Demon's Forge, a "third-person co-op fantasy action game" for Xbox 360, PlayStation 3 and PC.

The publishing deals comes shortly after news emerged that Inxile's crime game Heist was canceled by Codemasters.

Bethesda said the game is powered by Epic's Unreal Engine 3, and is a "third-person dungeon crawl with the intensity and action of a modern-day shooter." The player and a partner go up against waves of enemies using ranged and melee weapons. The game will also sport co-op based puzzles.

Inxile was founded in 2002 by Interplay founder Brian Fargo, who worked on games inlcuding The Bard's Tale, Baldur's Gate and Fallout. Michael "Maxx" Kaufman is directing Hunted. Previously, Kaufman was art director on Kingpin: Life of Crime, Redneck Rampage and Gray Matter's Return to Castle Wolfenstein.

Bethesda Softworks president Vlatko Andonov said in a statement, "We believe gamers will be really excited about what these guys have in store for them."
Thanks Duck and Cover.

News for Saturday, March 13, 2010

Posted by The Vault Dweller - at 6:43

PARPG - an open source isometric 2d RPG inspired by the Fallout series - has released its first techdemo recently.

The game is released under GPL 3.0 (code) & Creative Commons 3.0 BY-SA (assets) and available for Win32, Linux, Mac and all kind of BSD variants.

You can download the Win32 installer or the source package for Linux, Mac, or BSD. First get FIFE then download PA-RPG.

They also have a guide for its use and directions for feedback.

Oh and a screenshot too.

News for Friday, March 12, 2010

Posted by Brother None - at 0:58

GamesRadar US publishes the sightseeing article from OXM US, taking us through New Vegas landmarks, describing and showing Dinky the Dinosaur, Black Mountain Radio Tower, The Strip and Helios One.


Above: Best. Sniper. Position. Ever.



Black Mountain Radio Tower

At the center of the New Vegas desert sprawl is Black Mountain, aptly named for its scorched ground. It was hit more directly by a nuclear blast than other areas (such as The Strip), so it’s populated almost exclusively by the Geiger Counter-lovin’ Super Mutants.



The Strip

You might not see a beam of light shooting skyward from the tip of a pyramid, but the main hub of New Vegas will still be hard to miss from wherever you are.
Sightseeing in Fallout: New Vegas

News for Tuesday, March 9, 2010

Posted by Sander - at 2:28

J.E. Sawyer of Obsidian has written a blog post about some important writing rules Obsidian dialogues are supposed to conform with.

* Dialogue should inform and entertain players -- inform them about the world and quests, entertain them with interesting characters and prose. If you aren't informing or entertaining, think hard about what you're trying to accomplish.
* Write an outline. Really. Just do it. You should have an idea of where you are going before you set out. If you don't know where you're going when you write your conversation, chances are the player is going to get lost at some point.
* Always give at least two options. At a bare minimum, you should always have an option that says, "Let's talk about something else," that leads back to a node where you can say, "Goodbye." You may think that your dialogue is riveting and no one could possibly want to stop reading/hearing it, but believe me -- someone out there does.
* Never give false options. Do not create multiple options that lead to the same result. It insults players' intelligence and does not reward them for the choices they make.
* Don't put words in the player's mouth. With the exception of conditional replies (gender, skills, stats, etc.), phrase things in a straightforward manner that does not mix a request for information with an emotionally loaded bias ("I'd like to know what's going on here, jackass.").
* Keep skills, stats, gender, and previous story resolutions in mind and reward the player's choices. If it doesn't feel like a reward, it isn't; it's just a false option with a tag in front of it. Note: entertainment value can be a valid reward.
* The writing style and structure are the project's; the character belongs to you and the world. As long as the dialogue follows project standards and feels like it is grounded in the world, it is your challenge and responsibility to make the character enjoyable and distinct.

Thanks, Ausir.

News for Sunday, March 7, 2010

Posted by Brother None - at 19:22

In an awesome move, Popular Science has made its entire archive public.


We've partnered with Google to offer our entire 137-year archive for free browsing. Each issue appears just as it did at its original time of publication, complete with period advertisements. It's an amazing resource that beautifully encapsulates our ongoing fascination with the future, and science and technology's incredible potential to improve our lives. We hope you enjoy it as much as we do.
If you're thinking "what do we care", then well, other than the 50s art made available here, Fallout aficionados can get a kick out of some 50s takes on nuclear warfare and shelters. Some examples include Fallout predictor maps danger zones from July 1956, Cars set to warn of H-Bomb fall-out from June 1955, or Russian fallout shelters - is they or ain't they? from January 1962.

Thanks Karel.

Posted by Brother None - at 19:04

TheGamersHub is running an Ask a Dev for Fallout: New Vegas, so submit any questions you still have. It's not clear if this is a set interview since they have no deadline.

Thanks Vegas_Wanderer.

Posted by Brother None - at 19:01

Another Fallout: New Vegas preview from the international press push.



Posted by Brother None - at 13:00

Those of us who know how Bethesda (and most companies) works, know that all screens we've seen in the preview come from a standard press package. Bethesda usually releases these to the public later on, but looks like they got beat to the punch, as someone forwarded the screenshot press pack to Duck and Cover. So we've seen all these before, but enjoy the quality.





Link: Duck and Cover Fallout: New Vegas screenshots.
Link: ScrawlFX Fallout: New Vegas screenshots (mirror).

Posted by Brother None - at 0:30

Apparently our earlier look at Fallout: New Vegas excluded a last, speculation page, in which PC Gamer US speculates based on tidbits they caught. Genma:The Destroyer posted them. They wouldn't normally be worth posting but the first tidbit is of interest.

Will this Brotherhood of Steel be closer to the original, closed-off group?

"Avellone let it slip that you had to be born into the Brotherhood-no joiners. Our guess is this Brotherhood will be hardcore, and much less friendly to outsiders."

With the return of Fallout 2's Gecko's, will th gecko-skinning perk also come back to let us earn a few extra caps from selling pelts?

"Our guess? Damn near certain."

The doctor that patches you up and gives you his pip-boy also gives you a Vault 21 suit. Will you visit Vault 21?

"It wouldn't be Fallout without a Vault or two to explore. And that suit might just get you in the front door."

News for Saturday, March 6, 2010

Posted by Dude101 - at 21:23

A few months ago Senpay created a script to export Van Burens resources and since then the Fonline team appears to have been very busy. The video and screen shots show fully animated VB critters and people:

FOnline: 2238 Announcement, Jumping into the 3d era
(or: how we learned to not be that flat anymore.)

A long time has passed since we released our last developer video and really, it was about time this changed. The new developers video features a topic that we have been working on for some months and we are proud to finally have it in a shape to present it to the public: 3D models.

We decided to move the FOnline engine from a pure 2d to a 2.5d engine, due to the fact that sprite editing is a long and tiresome job. With every change on the player characters, it is nesaccary to edit more than 10.000 single images, even if it's something simple like a different hair color or a new armor type. The use of 3D models helps us in developing more and diversified content in a shorter timer span and still keep the look and feel of the original games.

After the release of the first 3d model converter for the Van Buren models (Van Buren - the code name of the cancled Fallout 3 by Interplay, for the ones who don't know it), we thought it was a great idea to reuse the material we could get out of the tech demo that has been released in 2007. Even if not complete, the build featured character models with already more than 90 animations and a lot customisations for body type or hair and beard styles.

In the third developers video, Anton "Cvet" Tsvetinskiy, FOnline main programmer, is talking about the details of how the new 3d critters are working and will work in the future of FOnline: 2238. Check it out:







Link


The video can also be found on ModDB


The first update-wave will introduce 3d models for the animal creatures, such as models for the rats, ants, venus mantrap, thorn slinger, desert stalker or the lovely rad toads. Also a big content update is going to hit the server, which includes new game features and quests for both, PvP and PvE-friends.

In combination with this, the server has to undergo a full wipe. This will happen in approx one or two weeks at most, when the update will be available on the public server.

As an appendix, beside the video, here are some actual ingame screenshots:



- Cvet & Rotators


The FOnline engine will soon be made available for modders to create single player games of their own. This looks to be the future of all classic Fallout total conversion mods.

Links:
Discussion on NMA
FOnline 2238 Dev blog

Posted by 13pm - at 19:19

Some new Fallout: New Vegas bits were posted at Bethesda forum and at one of The Vault blogs. Those are from Swedish PC Gamer. Some of them sound quite doubtful, but they are posted along with already confirmed info, so I'm going to put those up too.

  • There is a mention of an abandoned school in the starting town as a training dungeon area.
  • You can solve the Powder Gangers problem by convincing Mayor Trudi to help you using stealth or small arms skills, or make the local trader give you dynamite using explosives skill. Also, you can use barter to convince the trader to arm the locals.
  • The robot seen in the intro is described as having a southern cowboy accent and talking very Ned Flander-ish.
  • There's a saloon called Prospector saloon. It is inspired by the real-world saloon. It is run by Trudy.
  • There will be a new sniper rifle.
  • You will be able to operate Helios One as long as the sun is shining.
  • The location with dinosaur statue is called Cabazon.
  • There is a location which is called Novac after it's broken "No Vacancy" sign. There's an old hotel.
  • There's a location called Air Conditioned Apartments, it consists of three men and a baby.
  • Thanks, incognito.

    Posted by Brother None - at 16:37

    BReal provides us with scans of the Finnish magazine's preview of New Vegas:

    Link: Cover
    Link: Page 1
    Link: Page 2
    Link: Page 3

    A better Ranger Armor has been posted here, but here's another take, courtesy Unanimous Anonymous.

    Posted by Sander - at 12:17

    In the ongoing legal battle Interplay is fighting with Bethesda, Duck and Cover has a new court filing up with some information on Interplay's claims.

    Here are the general points that Interplay makes:
    • Bethesda's Statement of Facts Contains Inaccuracies
    • Bethesda's Actions Reflect Bad Faith
    • Interplay is a "Prevailing Party"
    • The Attorney's Fees Requested Are Reasonable and Consistent With the Court's Standards
    Basically, it appears Interplay is trying to argue that Bethesda only filed a Preliminary Injunction to mess with Interplay, and that since Interplay prevailed in that decision, Bethesda should pay the costs:
    "The same arguments made before the Court at the hearing of Bethesda's PI Motion are reiterated in the Opposition [to Interplay's request for court fees] and have no more merit now than they did on December 10, 2009. Interplay disputes many of the alleged "facts" asserted in Bethesda's Opposition. More specifically:

    Interplay did not forfeit its rights to use the Fallout mark upon termination of the Trademark Licensing Agreement ("TLA") as alleged by Bethesda, because it did not breach the TLA and hence, no termination occurred. Since there was no breach, Interplay did not forfeit its rights and could not have infringed the Fallout mark."

    ...

    "Interplay contends that Bethesda has evidence ongoing bad faith in connection with the PI Motion and that the entire lawsuit is an attempt to deny Interplay the benefits of the APA merchandising rights and the TLA MMOG rights."

    Posted by Sander - at 12:07

    At The Vault the always busy Ausir gives us some details on the OXM US Preview of Fallout New Vegas.

    • Character creation is virtually identical to Fallout 3, with cosmetic changes like the Gene Projector being replaced by ReflectionTM, "You're SPECIAL!" by Vit-o-Matic machine and GOAT by a psychological test
    • The local super mutants are pretty tough and will keep you from wandering aimlessly in the early portions of the game - they tend to be tougher even than deathclaws
    • Sunny Smiles' dog is named Cheyenne. They'll assist you with the Powder Gangers in the Ghost Town Firefight quest if you help her kill some geckos.
    • The Varmint Rifle is a low-power .22 that does significant damage to limbs and has a high critical bonus
    • If your Barter skill is high enough, Chet the shopkeeper give you the 9-Iron golf club and some weapon mods
      Every skill will have use in conversations at various points
    • Each firearm has a maximum of three modification slots. Once you affix a mod to a gun, it's permanent. Hunting Rifle modification examples given are scope, custom action and extended clip.
    • Temporary followers, like the Goodsprings folks that can help you defeat the Powder Gangers, will also be controlled through the companion wheel
    • Concept art of Hoover Dam and screenshots of the Black Mountain radio tower and the character standing inside the mouth of Dinky the Dinosaur shown
      With high local reputation at Goodsprings, you'll get a free bed to sleep in and a discount at the store
    • Neil, a super mutant who hates Tabitha, can help you storm the mountain
      Tabitha is actually a male super mutant gone completely insane
      "Skill magazines" you find in New Vegas will only temporarily boost your skills
    • There's a rollercoaster in Primm
    • The combat gameplay was tweaked to be more first-person-shootery

    News for Wednesday, March 3, 2010

    Posted by Brother None - at 19:59

    The Bethesda Blog notes Europe's got us covered in New Vegas previews, as quite a few European magazines are running New Vegas cover stories. They list a few we've already seen (like the French Joystick and German PC Games), don't list the Finnish Pelit for some reason, and add the Italian WinGiochi, Swedish PC Gamer, Hungarian 576 Kbyte and Turkish Level, all of which should be in the stands/with subscribers by now. I would assume they're all based on the same demo showing, just like previous previews, so don't expect too much new stuff, but any local readers willing to give us new tidbits, please do.

    The mags:



    Posted by jero cvmi - at 14:41

    Apparently, there's some new info on New Vegas in the current issue of a Finnish magazine called Pelit. Obsidian's forums user Flouride cared to post about it here:

    Some new? info from Finnish gaming magazine Pelit:

    - Weapons have unique/individual qualities. Some cause critical hits to head, others will damage your limbs severely for example circular saw will eat your fingers.

    - Death animations vary depending which weapon you are using.

    - Different gangs and villages might evolve during your gameplay while you are not watching. For example random Raider gang might find a hidden weapons cache and rise to power.

    - One new picture (at least for me) which shows concept art of an NCR Ranger Armor.

    News for Tuesday, March 2, 2010

    Posted by Dude101 - at 20:22

    Fallhope is a Russian Fallout 2 Van Buren TC. This mod is fairly young but has made some serious progress in a short amount of time. They put out a press release in Russian yesterday, which I have "translated":

    The wasteland has again generated forces that may bring mankind to the verge of extinction. Life is one continuous fight for survival; people have changed and they are now ruled by animal instincts. Society will never be the same. Strength and instincts are superior to reason, and survival is the name of the game.

    When the hard days seem to never end; when it seems that life is becoming a living hell, and there is no hope for tomorrow, a new hero appears. A Hero who can change the course of history. A Hero who can change the fate of the world

    The secrets of wasteland lie not only beyond the limits of the prison, but much nearer than than you can imagine... You have many mysteries to solve:

    - Who are you?
    - Why are you here?
    - How did you get here?

    To many questions you will find many answers, and only you can decide which answers are true.

    New quests will help you find a new, huge and unknown world.
    New towns and the characters will appear before your eyes.
    True friends will help you overcome the dangers of the road, where the enemy could be just about anyone or anything. You will feel a new fallout consume you. Every second of the game will tell you one thing:
    You've lost it...
    But you live...
    And if you think of the future, then it exists...
    It is!
    And if you want it, you'll see it...
    You'll see the most important thing in life...
    You'll see hope!

    Fallhope is a brand new game based in the same Fallout, which surprised us once, and passed the test of time left in our hearts. It will be combined with the hopes and dreams of FO fans, that have been waiting for Fallout 3 for all these years.

    We believe that Fallout is a work of art, and it deserves more than a dozen years of life. We have great respect for the people who created this game and will continue their work on this Van Buren project.

    We are remaining true to canon, and already we have created new:
    - Dialogue
    - Quests
    - Music
    - Animations
    - concept and in game art

    When playing our game be sure to pay attention. In Fallout Hope you can play without searching under every stone on the side of the road, but by blindly moving forward and not paying attention, you risk missing out on a lot of interesting people and quests. Remember this!


    They have released a couple of tunes, which you can grab here and here






    There are some animated critter gifs and item art in the modding section discussion.

    Links:
    Russian topic on Fallhope forums
    Fallhope homepage
    Discussion on NMA and animated eye candy

    In other news .Pixote. has catalogued all of the art in Fallout 2 by mapper PID number, which is an insane achievement. This will help FO2 modders a great deal in tracking down pieces of art in the mapper, and it is also very interesting to see every piece of scenery used to build the classic Fallouts.

    Each individual artwork has a corresponding number (PID order from the Mapper), name/description, and for the walls their individual direction (i.e. East/West). These files could be considered very useful for modders, (when they need to find individual artworks without having to scroll through the several thousand that were built by Black Isle) or for any fan who would like to appreciate the beauty of the original artwork. There 23 files all up at with a combined size of 22mb. You can down load each individual file, or all of the images in one compressed file…enjoy


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    News for Monday, March 1, 2010

    Posted by Brother None - at 19:58

    Man we've gone international with that stuff. French gaming magazine Joystick was apparently also on the list for world-exclusives. Details from BGSF user yoomazir here. It's nothing new or interesting, but for his claim that the PC is indeed an amnesiac, which had J.E. Sawyer - hero of the downtrodden - step in and say "no, he's not".

    Just a quick clarification: your character does not have amnesia or any sort of memory loss.

    Thanks incognito and Ausir.