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News for Friday, August 31, 2012

Posted by WorstUsernameEver - at 21:53

We've rounded up a bunch of Fallout-related tidbits:

1) Devin informs us that a Fallout-themed paintball game is gonna be held in Ohio;
2) the Nuka Break folks had a fan Q&A on Twitter and Facebook and posted the results online.

Also, not strictly Fallout-related, but the Steam Greenlight features that allows you to vote for games that should be on Steam, helping Valve decide what indie games to allow is live, and Aftermath, a post-apocalyptic text adventure is there. Before you ask, I'm not going to link to Underrail, because from what I understand it, the page was put up there without the developer's permission.

News for Thursday, August 30, 2012

Posted by Brother None - at 12:08

Brian Fargo's "The Power of the Crowd" speech from Unite 2012 is now available online on Unity's own website. He talks about the history of Interplay, videogaming business, working for publishers, how crowdsourcing is changing the nature of the business. It runs about an hour long (42 minutes for the speech, the rest is Q&A).

However, what might interest fans most is that at 30:15 he shows the product running inside the Unity engine, the same area as the screenshot but in motion, showing the camera zoom options and the models in their idle animations, and Mark Morgan's track over it. It runs about one minute.

EDIT: just the Wasteland 2 footage, thanks to Bewitched.

News for Monday, August 27, 2012

Posted by Brother None - at 19:09

We've long since followed the post-apocalyptic series Mad Nation. Fans will be glad to hear it is now available on DVD, for free or (after the first 25) for pretty damn cheap.

Ladies and gentlemen, it's been near a decade in the making. Ten years of wandering the wasteland, ten years of boots shuffling through the dust, ten years of gunfights and liquor.

And now, the moment many of you have been waiting for: the Mad Nation DVD is finally finished and available for order. Finally, after all these years, the post-apocalyptic web series that most people thought would never be finished has released a season 1 dvd.

Here's a memory refresher for those who've forgotten: in January of 2005, forum user InTheOnlineAsbestosSuit, better known at this point as no-budget indie film maker Ethan Taranto-Kent, first posted in the Fan Art/Fan Fiction sub-forum here on NMA about a post-apocalyptic student film he was creating, inspired in part by the Fallout games.

In the seven years since then, we've been receiving regular updates in Ethan's ancient, dusty old thread about the project as it evolved from what would have been a stand alone short film into a 47 minute short feature that's actually pretty fun to watch despite the crappy camera and low budget.

But InTheOnlineAsbestosSuit didn't stop there: after the feature, he produced eight more episodes of what became the Mad Nation web series. And all along, a small gang of loyal fans was always watching and providing the much needed praise, criticism, and general motivation that kept the project alive in the face of so many hard drive crashes and budget problems.

Now, finally, for the many people who helped him and for the fans on this website, Ethan was able to produce a Mad Nation Season 1 dvd. Season one of Mad Nation is now available to the NMA community, the original Mad Nation fans. And the best part is that it's free. The first 25 NMA forum members (Within the continental US) to order get the DVD completely free, shipped to their door at zero charge. For international NMA members within the first 20 to order, the DVD itself is free, you just have to pay for shipping.

And worry not, you slowpoke fans: every copy after the first 25 will still be almost free: just $3 plus shipping (the DVDs cost $3 a piece to make, there's zero mark up for NMA users). There is a finite number available at this time, but if they sell out, more will be ordered as demand requires.

Some of you may be wondering "Why should I get this DVD if I can watch Mad Nation on youtube?" Answer: aside from the fact you'll be supporting a local NMA community artist, there's also the fact that about half of what's on this DVD has never been seen before and is not available online.

The DVD includes the following episodes;

"Mad Nation" the mini feature (MN #1): the full, uncut mini-feature that started it all, as it was meant to be watched (as in, not chopped up into scene by scene for youtube)
"Mad Nation #2: Lucas' Redemption": a never before seen episode of the web show, following the story of one of the side characters from the mini-feature.
"Mad Nation #3, 4, & 5: The Young Brothers Trillogy": a three part mini series following Gray as he hunts a ruthless gang of bandit brothers.
"Mad Nation #6: Static": Gray reaches out to anyone who can hear him with a CB radio.
"Mad Nation #7: The Lake": Gray finds himself in a surreal conversation with a ferryman on a cold, deep lake.
"Mad Nation #8: Water": Gray struggles for survival in the desert as he argues with dehydration-educed hallucinations.
"Mad Nation #9: Dominance": The Season 1 Finale, never released on Youtube, where Gray encounters a dark man from his forgotten past.

And also includes the following bonus features, most of which have never made it online:

Season 1 and 2 trailers
Director, Editor, and Girlfriend's commentary on Mad Nation #1 and #9
Outtakes reel (obviously)
Production photo montage
The Blockade Runner: a mini documentary on how to build your own post-apocalyptic car
An amusing hidden easter egg

This DVD is meant as a little thank you to the NMA community, the first and most loyal supporters of this epic post-apocalyptic western journey. It's been a long time coming, but now you can enjoy the show as it was meant to be seen, on your own TV. Ethan TK sums it up quite well in his personal message to the fans:

"Friends, I got into this show because I had a story to tell. And it's a nerdy, weird, niche market story that only a small portion of the population gives two shits about. But you guys, the NMA community, have always supported me and given me the motivation to keep fighting, to keep trying as hard as I can to get this silly little web show made so that I can entertain you. And so I want you all to enjoy that which I've managed to create for you. Because Mad Nation is the most precious thing in the world to me, and this website is where it all began for me, and you folks out there in the NMA community are always going to be the original Mad Nation fans. And I may be a broke ass film maker struggling to pay his rent in Los Angeles, but I can still do what I can to give back to those who helped him make what he's made so far."

And to those wondering if this DVD is the last we'll see of the series, the resounding answer from the film makers is "Hell no!" There is a whole second season currently in the early stages of pre-production and fund raising. So stay tuned folks!

News for Thursday, August 23, 2012

Posted by Tagaziel - at 23:02

Our friend over at The Vault have recently compiled J.E. Sawyer's posts from Something Awful, where he elaborated upon the Legion, currency, bottle caps in the West and various other miscellanea. The background history for the reintroduction of the bottle cap is particularly interesting:

It happened during the BoS-NCR war. I believe Alice McLafferty mentions it, but I'm not positive. She doesn't detail the events in this much detail, but here they are:

The attacks caused NCR citizens (and others who held NCR currency) to panic, resulting in a rush to reclaim the listed face value of currency from NCR's gold reserves. Inability to do this at several locations (especially near the periphery of NCR territory where reserves were normally low) caused a loss of faith in NCR's ability to back their currency.

Though NCR eventually stopped the BoS attacks, they decided to protect against future problems by switching to fiat currency. While this meant that BoS could no longer attack a) reserves or b) the source of production (all NCR bills are made in the Boneyard), some people felt more uneasy about their money not having any "real" (backed) value. This loss of confidence increased with NCR inflation, an ever-looming spectre of fiat currency.

Because the Hub links NCR with the Mojave Wasteland and beyond, the merchants there grew frustrated with NCR's handling of the currency crisis. They conspired to re-introduce the bottle cap as a water-backed currency that could "bridge the gap" between NCR and Legion territory. In the time leading up to the re-introduction, they did the footwork to position themselves properly. If some old-timer had a chest full of caps, they didn't care (in fact, they thought that was great, since the old-timers would enthusiastically embrace the return of the cap), but they did seek to control or destroy production facilities and truly large volumes of caps (e.g. Typhon's treasure) whenever possible.


Carrying enough bottle caps to do any trading would undercut cargo capacity significantly. :needs a literal wagonload of caps to buy a rifle and pair of pants. Plus by Fallout 2, seventy (?) ye ars before the game starts, California had abandoned caps and was minting gold coins.

And this is discussed in-game: BoS raided NCR's gold reserves until NCR could no longer generate gold coinage nor back their paper money. They abandoned the gold standard and established fiat currency, which is why its value is inflated over both caps and (especially) Legion coinage.

I mean caps are fine as a goofy video game currency, but in a world where states are minting their own money, trying to justify caps with any real world logic just exacerbates their absurdity. :jams his hand into a giant sack full of jagged, rusty metal disks anytime her wants to purchase anything.

The history of currency conflicts with your opinion. People use currency -- of any sort -- because they agree that it is a good store of value. When people no longer believe that a given currency is a good store of value, they stop using it and use something else instead. People will use the goofiest shit as currency.

People in eastern NCR and the Mojave Wasteland lost faith in the NCR government's a) ability to back the listed value of paper money and b) stability overall. If you're living in Bakersfield, staring at a piece of paper that says "redeemable for value in gold" and you have no faith in the government's ability or willingness to do that -- or if you see that the government has changed the currency to say that it is not able to be exchanged for a backed good -- you may very well listen to the strong consortium of local merchants offering to exchange that paper note for currency backed by water.


Side note: in the olden days when we planned to support post-Hoover play, I did want to introduce two new forms of currency in the event that the player supported an NCR or Legion victory: an NCR $500 bill with either President Kimball or Chief Hanlon on it, depending on the ending, and something commemorating the Courier on the back, also a Legion double aureus (worth 200 caps) commemorating the Courier on the back and conquered General Oliver on the front (in the style of Vercingetorix on Roman coins following Julius Caesar's conquest of Gaul).
He also offers some expanded background on the Legion:
Edward Sallow created Caesar's Legion as an imitation of the Roman Legion, but without any of the Roman society that supported the Roman Legion.

I've written this before, but there are no optimates, no populares, no plebes, no equestrians, no patricians, no senate, no Rome. There's no right to private property (within the Legion itself). There's no civil law. There aren't even the ceremonial trappings of Roman society. Legates don't receive triumphs following a victory. No one in the Legion retires to a villa in Sedona. It's essentially a Roman legion with only the very top commander having any connection to the "source" culture, the rest being indoctrinated conscripts from cultures that were honestly less well-developed than anything in Gaul. Gauls are pretty sophisticated compared to the 80+ tribes. Gauls could read the Latin or Greek alphabets (Gallic language, obviously), had extensive permanent settlements, roads, calendars, mines, and a whole load of shit that groups like the Blackfoots never had.

What Caesar gave to those tribes was order, discipline, an end to internecine tribal violence (eventually), common language, and a common culture that was not rooted in any of their parent cultures. The price was extreme brutality, an enormous loss of life and individual culture, the complete dissolution of anything resembling a traditional family, and the indoctrination of fascist values.
Caesar's Legion isn't the Roman Empire or the Roman Republic. It isn't even the Roman Legion. It's a slave army with trappings of foreign-conscripted Roman legionaries during the late empire. All military, no civilian, and with none of the supporting civilian culture.


He says that when the Legion dominates NCR, it will be akin to the rise of the Roman Empire following the republic. The Legion will become, if not a "peace" force, a domestic army instead of a roving war band, and the NCR's corruption will be swept away along with the government.

Arcade isn't exaggerating when he suggests that Caesar views the Colorado River as his Rubicon. e: It's true that Caesar doesn't say anything explicitly about the role of women, but Caesar's view of women is different from most of the legionaries. As I wrote above, the Legion is at war, and he views the use of women for military purposes as a bad strategic choice when he could be using them to create more legionaries.


In Caesar's view, NCR's problems have to do with the corruption of its government and what he sees as inherent flaws in NCR's republican system. All of the strategies he uses to assemble the Legion and march on NCR are means to an end, not social end goals themselves.

Caesar sees NCR as Rome and his role in reforming it as Julius Caesar's role in reforming the republic (by turning it into a dictatorship). When Julius Caesar crossed the Rubicon and returned to Rome, his legion didn't rape and enslave their way through the city. However, rape and enslavement were common in outer territories of the Roman Empire and were regularly used as tools of intimidation and labor.

When Arcade "jokes" that Caesar thinks that the Colorado River is the Rubicon, he's not far from the truth.
Links to source posts are unfortunately buried in the articles themselves. Regardless, thank you, The Vault!

Posted by WorstUsernameEver - at 19:35

We've previously talked about Underrail, a post-apoc indie turn-based RPG which doesn't look like it's straying far from the formula of the original Fallout titles, but now we can actually play an alpha build demo and make up our minds on what's available so far.

I haven't had the chance to finish the download (578 mb) yet, so if any of you has already played the demo, please let us know your impressions.

Thanks, RPGCodex.

Posted by WorstUsernameEver - at 17:51

Talking at the Unite conference Brian Fargo has commented on the state of development of Wasteland 2. It's allegedly "kicking ass" because of the lack of corporate oversight, and Unity's store assets are giving a little help too:

"We've been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord," he said. "We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we've taken our first screenshots.

"The bottom line is that, without any interruption, we're kicking ass."

Fargo detailed the way the industry has "come full circle" since he began his career 30 years ago, shifting away from the console model that has dominated since the late Nineties and back towards "two and three man teams" empowered by new platforms, new distribution methods, robust tool-sets like Unity, and financing secured through crowd-funding.

InXile raised more than $3 million for its long gestating Wasteland 2 project through Kickstarter. Along with Double Fine's Kickstarter Adventure, InXile's success helped to drive the current enthusiasm for crowd-funding in game development, but Fargo believes the implications of crowd-sourcing will reach further than simply raising finance.

"I'm slow to the party on this one, but we're really utilising it in a big way. People ask why we chose Unity, and it has a lot of technical positives, but really, for me, it came down to the store, the communication and the sharing of knowledge. That's the real power of Unity; it's not the technical aspects. You can't beat the crowd."

The current build of Wasteland 2 uses 49 different assets from Unity's Asset Store, and Fargo expects that number to reach 500 by the time the game ships. This sharing of expertise has allowed InXile to make rapid progress, and get the most out of its budget.

With systems like Kickstarter and Unity in place, more and more developers will be able to build financial security without sacrificing creative control - a rarity even five years ago. This combination of factors, Fargo said, leads to the very best work the industry produces, even in the commercial sector.
Thanks to GamesIndustry for the transcript.

Posted by Brother None - at 0:05

In a fairly meaningless move, Interplay has resurrect the Black Isle Studios name, with a website, Facebook page and twitter account. The BIS-related property Interplay still owns are Dark Alliance (without Baldur's Gate) and Lionheart and the only employees I know of from BIS currently working at Interplay are Chris Taylor and Mark O'Green. The Obsidian people are not involved in any way.

News for Tuesday, August 21, 2012

Posted by Brother None - at 20:29

Brian Fargo has posted another piece of art to twitter, this time "a little sneak look at one of the enemy portraits".

News for Monday, August 20, 2012

Posted by WorstUsernameEver - at 19:26

We weren't initially planning on covering the Fallout 4 rumors that have been surfacing recently because so far there's nothing indicating they have more credibility than the claims of other dozens of anonymous users on the Internet, but they're picking up enough traction to push us to at least acknowledge them.

So, there you have it, a Reddit user called "Fallout4Boston" is claiming that Bethesda has chosen the location for the next Fallout title and that it will be Boston, which will presumably house the mysterious Institute everyone seemed to be foreshadowing in Fallout 3:

The rumors are true, Fallout 4 will take place in Boston. In case you haven't heard, Bethesda has recently been scoping out and researching Boston. They also have a strong connection to MIT. I may or may not be an MIT employee. But that's really all I can say for fear of losing my job.
I am telling you it will take place in Boston. Whether you believe me or not, how do you feel about a Fallout Boston?
And another user has been backing the claims:
I've been hearing reports from people in the Boston area, where my fellow Fallout-obsessed brother lives, that Bethesda has been in the Boston area doing initial research for Fallout 4. It's highly speculative, but the main rumors surround Bethesda's connection to "The Institute", or what we call the Massachusetts Institute of Technology, or M.I.T..
M.I.T., although in populated Cambridge and just across the river from Boston proper, still has a small-town feel when it comes to the way news propagates through the community. It is students and staff at M.I.T. that seem to be the ones talking the most about it, and they would be in a position to know. I wouldn't be surprised, at all, if the rumors prove to be true in coming weeks.
Just thought I'd share! I'm not confirming anything, but all signs point to yes.
Regardless of the credibility of the sources, I wouldn't be surprised if the title was set in Boston: both Fallout 3 and Fallout: New Vegas foreshadowed their DLC locations pretty heavily in-game, and the Institute seems to be that one location that hasn't really been touched upon so far, most likely because it was being kept for a full-fledged sequel.

Thanks Duck and Cover.

News for Friday, August 17, 2012

Posted by Brother None - at 16:40

Moburma is a modder who has been restoring cut content to Fallout: New Vegas. He has posted a collation of his findings on Rusted Logic.

There were supposed to be lots more Kings around. There are unused patrol routes for the Kings all over the area, and lots of unused King NPCs. In particular, at some stage there would be large groups of patrolling kings, the NPCs VFSKingsPatrol01Follower (etc) are set to follow the NPC VFSKingsPatrolLeader, but in the final game the leader is the only NPC used.

Interestingly there are lots of kings set up with the name "external", (e.g.VFSExteriorKing01). These are next to the NPC VFSExteriorGateKing which is used for the Kings outside the gate. Were these NPCs going to be Kings found OUTSIDE Freeside? The old enable/disable scripts also show there were originally several Kings members guarding the water pump, not just one.

There are three interesting disabled NPCs in Freeside and the surrounding area linked to a cut quest/follower. These are Betsy the Brahmin, Tom Dooley, and Kevin Hargrove. They are all part of an unnamed quest that would eventually net the player Betsy as a permanent follower. There is no dialogue for any of these characters (save a few lines for the player to say to Betsy), but script notes paint a reasonably clear picture of what would go on (if not the character's motivations). BetsyTheBrahminScript is pretty much the sole source of what would happen in this quest, but it's clear a) Betsy was located in a pen outside of Freeside's North gate (the wire "gate" on one side is named as such) b) the player could buy Betsy from Kevin Hargrove (who therefore must be nearby, almost certainly sitting at the nearby floor idle marker), and the player could also barter for a better price. Once this happened the player would own Betsy and she would presumably act like a normal companion. However, once the player slept anywhere, a check would run, and if the player had put more than 50 items in Betsy's inventory, she would run away back to Kevin. At this stage the items would be put in the shop inventory of another character called Tom Dooley (this name is clearly a reference to the folk song of the same name about a soldier who killed his lover) who would hang out near the North gate bodyguards in Freeside (I speculate therefore he would possibly be hawking his wares to the passing (cut) tourists. Once this happened Betsy's name would also be set to a generic "brahmin" name, which suggests this was all kept secret from the player. It's unknown what would happen next (save the player getting their stuff back), but there are variables for Betsy to "Hired for real, won't run away", so she presumably would have been a true follower character like Rex etc.


The whole sheriff quest ('My Kind of Town') has had huge amounts of stuff cut out. Originally the player had two objectives they had to fulfill to get the NCR to help out - firstly they had to eliminate Eddie at the NCRCF, and secondly they had to petition all the citizens of Primm to get them to agree to be occupied by the NCR. Vestiges of this remain in the final game dialogue - Hayes warns the player that people must pay the new NCR taxes, and says the NCR cannot protect the town due to the powder gangers to the north. Originally these concerns would be the major obstacles for the player to overcome in this area, but this was changed in the final to easily be solved by simply talking to Major Knight. Possibly this was due to the NCR branch being much longer and more complex than the other two (indeed the way the cut content works I doubt the other outcomes had even been thought of at this point, I speculate when it was decided to have other outcomes for the town the NCR branch was drastically cut short to match up with the new ones). There are still full quest objectives, huge amounts of scripting (in PrimmResidentScript for example), and the actual petition notes (PrimmSheriffPetition0 - 5) for all this, but only Johnson Nash has a line to say about it. Bizarrely the topic for this is 188ClayThoughtsHow, a topic intended for the weird kid at the 188 trading post!

There is a conversation between Hayes and McGee regarding taking over the town that is cut (and appears to be missing the first line in the game - a variable is not set that would presumably set by this line, the first line present has a "link from" set which only works if there is a line before it, and McGee's first line seems to be in answer to Hayes calling his name). Once McGee is installed for the NCR, 4 'Deputy' NCR troopers are supposed to be enabled, who then start patrolling the area. This is all set up in the game's scripts, but oddly is deliberately commented out.
Thanks Briosafreak.

News for Thursday, August 16, 2012

Posted by Lexx - at 1:55

Brian Fargo just tweeted the link to a first (short) sample of Mark Morgans music for Wasteland 2.

As promised... here is the first sneak of the Wasteland 2 music from the LA area.
You can listen to it on YouTube.

News for Wednesday, August 15, 2012

Posted by WorstUsernameEver - at 20:56

I'd like to have Fallout news to post as much as the next guy, but since it's unlikely we'll get anything about a Fallout game before the start of the next generation of consoles, here's a couple of Wasteland 2 tidbits.

First, Fargo tells us through Twitter that we'll get a snippet of the Mark Morgan-authored OST soon.

Second, Colin McComb writes about working on Wasteland 2 (again). Sounds to me like he read our news topic.

News for Monday, August 13, 2012

Posted by Brother None - at 20:43

GamesIndustry offers an article-style interview with inXile CEO Brian Fargo, talking Wasteland 2 and the games industry.

Development on Wasteland 2 is moving rapidly, with multiple writers (including Chris Avellone, Michael Stackpole and Liz Danforth) creating scenarios. "The story now is 900 pages long," said Fargo. How does that compare to the original Wasteland? "It's much bigger," Fargo noted. "I'm doing one of the smaller maps, and I'm at 40 pages so far, and I'm not verbose. It's a lot of content. What if I rescue the kid? What if I don't rescue the kid? That's what everybody wants."

The project is large in scope, with many moving parts. Fargo is pleased with the team that's assembled, but is the schedule on track? "It's still too early to tell," Fargo admitted. "I'm very happy with the team; we have three or four ace programmers and the designers are having trouble keeping up with them. The design is the biggest short-term concern. We've just signed up three other writers."

The overall result is that Fargo believes the project is achieving his goals. "I think it's going to be one of the densest, deepest RPGs ever; just the cause and effect is fantastic. Ultimately, that's what everybody wants. That's what made GTA so great, it's what made Sim City so great - when you do something it has an effect, and things hold together smartly."
Thanks RPGCodex.

Posted by WorstUsernameEver - at 17:57

Since the last time we posted about Wasteland 2 a few tidbits on the title have come to our attention.

First, Colin McComb seems quite pumped up about it judging by a short chat he had with Eurogamer.

Second, Brian Fargo has explained on Twitter that the writer/designer team includes 12 people in total, not all of them announced.

And third and final, inXile's "DarkTwinkie" has said on the official forums that they're interested in getting the game on GOG. Hopefully the GOG folks won't try to set the price for inXile, but we'll see, I guess.

News for Friday, August 10, 2012

Posted by WorstUsernameEver - at 21:20

Fallout 2 and Planescape: Torment's writer Colin McComb has joined the Wasteland 2 crew, per yet another Fargo's tweet.

You can find a full list of the books/games/etc. Colin has worked on in his career here.

Posted by Per - at 16:10

Second part of's Brian Fargo video interview, talking about the game itself and what they're aiming to put in it. First part was here.

News for Wednesday, August 8, 2012

Posted by WorstUsernameEver - at 20:42

I never heard of him, but I suppose that some of you might be familiar with the work of Patrick E. McLean, who's been hired by inXile to work on Wasteland 2's writing, per this Brian Fargo tweet.

Hey, I mean, it's a dedicated writer. It's more than most videogame teams have.

Posted by Brother None - at 4:48

inXile has posted a trio of screenshots showing the same scene as the first screenshot but with different levels of saturation and types of post-processing. A poll is up in that thread asking the community which look has the general preference.

In this example the screen shot is taken in the late afternoon. The lighting is set up to be warm, but not too harsh, and the shadows are long. Knowing that you can customize the graphics to a wide range of different saturation levels, we want to know what setting our community thinks should be the default setting. “Option A” shows the scene as it was originally presented, with no post process filter doing any desaturation. “Option B” shows some filtering and “Option C” shows extreme desaturation. Please let us know which setting you would like to see be the default configuration.

Keep in mind that these screens do not represent the final camera. Also, note that we have improved the player models, but don't let those sway your opinion on the backgrounds. This screenshot is just one map, so expect a different look for Los Angeles, underground sewers, the Agricultural center, etc. Mood and atmosphere is are very important to me, and the palette tone is part of that.

News for Tuesday, August 7, 2012

Posted by WhiskeyBob813 - at 2:02

After multiple sales of the Bethesda Fallout titles, now it's Interplay's old titles' turn. Fallout, Fallout 2 and Fallout Tactics are all 66% off on Steam in today's daily deal, with another third knocked off if you buy them together in the Fallout Collection.

News for Sunday, August 5, 2012

Posted by WorstUsernameEver - at 21:41

Brian Fargo has been interviewed in video form by Czech website Subjects touched upon are the usual suspects: Kickstarter, publishers, the dialogue with the fans, plus heaps and heaps of praise for Chris Avellone.

Thanks Paul_cz.

News for Saturday, August 4, 2012

Posted by Brother None - at 20:53

Not as good as the 75% sale of the Summercamp sale, but the daily special for the Quakecon sales on Steam for today are Bethesda's Fallout titles. Only the GotY/Ultimate editions are listed, but the individual titles and DLC are all 66% off too.

News for Friday, August 3, 2012

Posted by Per - at 1:13

Thunderbolt features a little Mark Morgan retrospective. It mentions the Vault Archives that we already covered, summarizes the GSoundtracks interview that we also covered way back, then offers some opinions and a call for Morgan to score Fallout 4.

games™ magazine has an interview with Jason Anderson about FOOL in issue 124. The whole text is not available online, but here's a teaser:

"It felt to me that they had no intention of allowing the game to go forward," explains Anderson. "In looking over the contract between Interplay and Bethesda, it became very clear to me that Bethesda had no intention of ever allowing Interplay to actually create an MMO."

Still, while it will never see the light of day, Anderson's vision for Fallout Online remains a tantalising one. "I took special care in focusing on the social aspects of MMOs, aiming to take it to the next level," Anderson says. "Many mechanics were built into the design with the goal of strengthening the social bonds between players, since that is really what an MMO is all about. But don't worry; there was equal effort put into the PvP world."
Finally, since apparently you won't stop submitting it until we post it: yes, there is an extensive Fallout/My Little Pony crossover fan fic with arts and stuff. Here you can find the whole thing and here is the NMA thread. Now we never have to talk about it again.

News for Thursday, August 2, 2012

Posted by Brother None - at 5:46

Bethesda is never one much for merchandising, but apparently they're expanding their scope as Symbiote Studios announces they will be making "stylized vinyl toys based on Bethesda's award-winning franchises, including The Elder Scrolls®, Dishonored™, DOOM®, Fallout®, and QUAKE®", though the only two announced right now are a QuakeCon figurine and Dragonborn figure.


Tucson, Arizona (August 1, 2012) Symbiote Studios LLC, a leading manufacturer and distributor of a broad range of toys and high-end collectibles, has received rights to create stylized vinyl toys based on Bethesda's award-winning franchises, including The Elder Scrolls®, Dishonored™, DOOM®, Fallout®, and QUAKE®.

"We are pleased to have the opportunity to work with Bethesda," said Joseph Reiter, CEO of Symbiote Studios. "We will give our utmost respect and attention to crafting the characters found in their video games."

QuakeCon® 2012 attendees that ordered the QuakeCon “Swag Pack” will receive Symbiote’s first creation for Bethesda, an exclusive QuakeCon figurine. Additionally, attendees at this year’s show will be able to pre-order Symbiote’s upcoming Dragonborn™ figure, inspired by The Elder Scrolls V: Skyrim®. The Dragonborn figure, which will retail for $9.99, will be available this Fall.
For more details on Bethesda-branded products from Symbiote, please visit
Thanks GameBanshee.