-Tin mới từ web của Fallout 3 :
Hỏi và trả lời về Fallout 3 , những vấn đề chính ngày 19/8/2007
Release date:
Bethesda has set the release date for Fall 2008.
What is left to be done for the game between now and fall 2008?
They’ve just finished pre-production, though what they showed us looked like a very complete demo of the game, and that now they will have a year of solid production then playtesting. They repeatedly stressed their abundant confidence in the fall 2008 release date. (ref)
Will there be a demo or beta? Are there any plans for downloadable content yet?
No demo or beta, and no plans for Downloadable content yet (ref)
Platforms:
Fallout 3 will be a single-player game for PC, Xbox 360, and PlayStation 3. It is being developed from the ground up for each platform.
Will it be released on Macintosh?
Lindsay Muller, Bethesda: It could happen if there is a large enough demand and if we are approached by a Mac games publisher such as Macsoft or Aspyr. Bethesda Softworks would not port it. So if you want to see Fallout 3 or any of our other games ported to Mac, contact either or both Mac publisher and request it. (ref)
Consoles vs PC:
Are all versions (PC/360/PS3) at the same stage of development?
Yes. We were shown the demo run on a 360 because Todd claimed it, “shows better in the theater”. (ref)
Will there be a separate UI for the console and PC versions?
Golem, NeoGAF: Yes, they learned their lesson from Oblivion and are making sure that the PC GUI will be suitable for keyboard+mouse users (ref)
Will the PC Version require Direct X 10?
There was no direct answer that I heard, but Todd Howard expressed his distaste in games doing “bullshit” like requiring Vista. They noted that there will be the option for changeable font sizes on the PC to resolve some of the issues with menus that were encountered in Oblivion. (ref)
Will porting the game to consoles hurt the PC version?
Matt Miller, Game Informer: Hmm... Well, the game’s not really being ported anywhere. It’s being built from the ground up for Xbox 360, PlayStation 3 and PC.
What does this mean for Bethesda going forward?
Pete Hines, Bethesda: We've got another very cool role playing license to work with, and we plan to continue to strengthen our position as one of the leading creators of cool role-playing games for multiple platforms. That's our desire, and we think that Fallout 3 points us in the right direction to do that.
ESRB/Maturity Level:
Fallout 2 was rated 15+ (not for immature audience) - will this trend continue with Fallout 3?
Pete Hines: It's going to be a mature game, that's always been the plan.
License:
Pete Hines, Bethesda: We've licensed the rights to Fallout, which includes everything except the MMO project Interplay announced a few weeks ago. [Bethesda owns full rights to Fallout, Interplay has licensed the rights to develop a PC-only MMO (ref)]
Can you tell us how long Bethesda has had its eye on Fallout?
Pete Hines, Bethesda: A pretty long time. For the majority of five years we've said, internally, that if we could pick another game to develop internally, it's been that we could do a great Fallout game. It's something we've talked about internally for a very long time.
What initially made you decide to make Fallout 3?
Pete Hines, Bethesda: Um, just one of those things we'd always wanted to do, really. We just thought it was a great fit for what we do well.
Did you go to Interplay, or did Interplay come to you?
Todd Howard, Bethesda: We went to them first.
How long did the negotiations last?
Todd Howard, Bethesda: Not long. It seemed like a great fit from the beginning.
Do you know what other companies were in the bidding? Many people thought the Fallout license would end up with its former developers at Obsidian or Troika.
Todd Howard, Bethesda: I honestly don't know anything about that.
MMORPG:
Is Bethesda tempted by the MMORPG genre, and what are you thoughts on Interplay's decision to take Fallout into this market?
Pete Hines, Bethesda: There are a lot of folks in that space already. Maybe at some point down the road we would consider it, but MMORPGs are very different than RPGs in a lot of ways, so it's not something you can undertake lightly or move into easily. As far as Interplay's plans for a MMORPG, I hope they make a great game.
Will Interplay's retention of "all online gaming rights for the Fallout franchise" affect whether or not Fallout 3 has an online component?
Todd Howard, Bethesda: No. They only keep rights for a persistent online massively multiplayer game. We could still have a multiplayer or online component to our titles.
Are you also vying for rights to the Fallout MMORPG? If not, why not?
Todd Howard, Bethesda: Interplay wanted to hold onto those rights, and it doesn't really fit with what we would do anyway, so we all agreed they should keep them.
Van Buren Code/Docs:
Will Bethesda's Fallout 3 retain any elements of the "Van Buren" game that was in development at Black Isle Studios? Reports are that it was nearly complete.
Todd Howard, Bethesda: No, we're going to start fresh.
Pete Hines, Bethesda [On the chance of releasing any material from Van Buren]: ...releasing someone else's unfinished product, or assets from it, is not something we intend to do. [30-04-2007]
Development Team:
Is Fallout 3 something that Bethesda is making its own?
Pete Hines, Bethesda: Absolutely. It's being developed by us, by Bethesda Softworks. It isn't being developed externally. It's being managed by Todd Howard, who is also the executive producer of The Elder Scrolls.
Known staff list:
Angela Browder, associate producer in arts department (ref)
Joel Burgess, lead level designer. (ref)
Erik J. Caponi, designer. (ref)
Ben Carnow, character artist. (ref)
Gavin Carter, lead producer. (ref)
Brian Chapin, designer.
Ashley Cheng, production director.
Mike Dulany, programmer. (ref)
Jeff Gardiner, producer. (ref)
Ricardo Gonzalez, interface programmer (ref)
Matt Grandstaff, community manager. (ref)
Pete Hines, vice president of public relations and marketing.
Todd Howard, executive producer.
Christopher Krietz, QA (url=http://bethblog.com/?p=135]ref[/url])
Mark Lampert, sound design. (ref)
Jonah Lobe, character artist. (ref)
Erin Losi, marketing
Nathan McDyer, associate producer. (ref)
Christiane Meister, character animator. (ref)
Steve Meister, lead programmer.
Lindsay Muller, marketing
Alan Nanes, designer (ref)
Gary Noonan, character animator. (ref)
Emil Pagliarulo, lead designer.
Istvan Pely, lead artist.
Brian Robb, AI programmer. (ref)
Dan Ross, quality assurance tester. (ref)
Megan Sawyer, associate artist. (ref)
Natalia Smirnova, interface artist. (ref)
Grant Struthers, effects artist.
Orin Tresnjak, graphics programmer. (ref)
Jay Woodward, AI programmer. (ref)
Fred Zeleny, quest designer. (ref)
Read more from and about the development team at Meet the Devs.
Gavin "Kathode" Carter, Bethesda: Hayt [Brian Chapin] is a designer who works under Emil [Pagliarulo]. As for me, the various production titles here can get confusing, so let me explain. Todd Howard is the Executive Producer. For all intents and purposes, he is the studio and project director, and has ultimate say over everything we do. We have a very open and collaborative atmosphere here, and Todd is always open to debate and revision, but at the end of the day, to borrow a phrase from Bush, he is the “decider”
Ashley [Cheng] is our studio Production Director. His job is to coordinate all the production efforts of our internal development across all the various projects we’re working on. This includes everything from the big ticket games, to smaller stuff like Oblivion downloadable content, localization issues, and making sure other cross-project people (QA for instance) know and respond to our needs. He manages how we distribute people’s time across the projects, and also makes sure all projects conform to good standard methods of scheduling and tracking.
I’m the Lead Producer on Fallout, meaning I’m the main production guy who is 100% focused solely on this project. I’m responsible for maintaining our overall schedule, setting up and communicating milestones, making sure everyone has the tools, equipment, and info they need to do their jobs, and hounding people to get stuff done on time. I’ve been on the project since the day we started working on it, and pretty much the day we went gold on Oblivion, I switched over to focusing completely on Fallout. I’m aided by an awesome team of four department producers who focus on either programmers, artists, or designers. Hope this helps clear it up! (ref)
Have you spoken at all to the original creators of the franchise--who from what I know already had less complete involvement with Fallout 2 than with the first game--in any capacity?
Pete Hines, Bethesda: We have, on an individual basis. Some of those folks have contacted us on varying levels, whether it's a "Hey, good luck" or a job inquiry or what have you. Not really formally though, no. Again, it's one of those things where I have a lot of respect for those guys. I was a huge Black Isle fan, and all those RPGs coming out of Interplay at the time. I loved Baldur's Gate, Fallout. It was fantastic. Way back when, when I wrote for the Adrenaline Vault, Interplay was one of my companies. I used to cover all their stuff and play everything they put out. I still have my shrinkwrapped copies of Baldur's Gate and Planescape. They did great stuff for which I will always have tremendous respect. But at the same time, if we're going to move forward, we're really going to have to move forward. We can't just say, "Well, let's ask these guys what they think." As Fallout fans and guys who make roleplaying games and have for over a decade, we have pretty good ideas about what we want to do and how to do it. (ref)
Concept art studio Massive Black is working on Fallout 3 (ref), and independent artist Craig Mullins was hired to create concept art as well. (ref)
Cast:
Liam Neeson will play the father of the PC. (ref)
Ron Perlman will narrate the game (ref)
Other cast is unknown, but Bethesda has stated they will hire 30-40 voice actors (ref)
Game:
Kyle Orland, Joystiq: The game will have no multiplayer mode and no demo is currently planned. (ref)
Explain more about the style of Dialogue / Storylines?
Again they stressed the fixed ending, with multiple possibilities, and that your actions throughout the game would determine how the main plot resolved. Also that your choices of dialogue can open up more quests, more options for places to go and things to do in the game. Emil really seemed to stress a high level of detail written into the game as far as Dialogue and Quest interaction. (ref)
How long is the main quest? How much gameplay time before the game ends?
The main quest they estimated at about 20 hours of gameplay, with about 20 hours more of possible miscellaneous quests and side stories. They wanted to add as much replay value as possible, and provide a lot of different choices in misc. quests each time you go through the game. Based on your decisions, various doors will close and open to the player. (ref)
Steve Butts, IGN: If you do get hurt (and you so will), you'll have to heal yourself by drinking the water you find in pools, fountains, flasks and various other receptacles throughout the world. The only trouble is that the water you find in the wasteland is radiated. Drink too much of it and your stats will start to degrade. Fortunately, you can see your currently radiation level on a small dial in the upper left of your Pip Boy. (ref)
Does all Radiation in the game dissipate over time?
There are a few events which cause extreme levels that will never go away, but most radiation from things like blown up cars (nuclear engines) and the mini-nuke weapon will dissipate given a little time. (ref)
Will there be Mutant Powers?
They’re not talking about this yet. (ref)
There will be mini-games, in the June 2007 press event, Bethesda demonstrated a mini-game that had to be played in order to hack a control terminal. In the sample minigame, there was a list of passwords to choose from, after a choice was made, feedback was given on how many letters were shared between the picked option and the correct answer. (ref)
SeanMike, GamersInfo: Basically, hacking entails getting the right password. You’ll look at a scrambled file with a number of words in it. Each time you try a word, it’ll tell you how many letters were right in the word. STREP might go to TRACK which might go to AWAIT, for instance. Get it right, and the ‘bot is yours - get it wrong, and you’ll get locked out. (ref)
Will there be any returning characters from previous games?
Not talking about this yet either. (ref)
What does Bethsoft bring to the game?
The idea of free-form game design, experience in developing that type of game. Todd expressed the idea in a game of, “never give the player a reason to stop”. They really wanted to use the best technology they could to create the game, and create it to a level of quality so that there is nothing which puts players off from it. (ref)
Are they doing a lot of things to make Fallout mainstream?
They’re “just doing what is cool”, they admitted that games today have a huge emphasis on graphics, but that they wanted to bring back some retro gaming features (ie - speech trees) (ref)
Storyline:
What is the main quest?
The main quest centers around your dad mysteriously disappearing from the Vault one day, and your quest to find him and find out why he left and where he is/has gone. (ref)
Emil Pagiarulo, Bethesda: it's a shock when you find out your dad is missing, and the Overseer [the chief of the Vault] is pissed off. He thinks you had something to do with it and he sends his thugs after you. The Vault is no longer safe for you. In addition to you wanting to find your dad, you're under pressure to get out... (ref)
When and where is Fallout 3 set?
Game Informer: In 2277, as you emerge from Vault 101 (...) Washington, D.C. and its environs offer a dramatic backdrop to the post-nuclear adventure of Fallout 3.
Kyle Orland, Joystiq: The game will feature nine to 12 endings based on how you've played it. (ref)
Explain the introduction sequences, playing at different ages?
The game starts in the Vault when you are born, and jumps forward a few years at a time in short sequences. You see a “gene-projector” at birth which shows what you will look like when you are older, and this is the segueway into character creation. They joked that the first hour of Fallout 3 is in the Vault, and the first hour of Oblivion is making your nose look right. Other sequences will take you through tutorials, and introduce you to the world in which these characters are living up until the age of 19 when the main plot kicks in. Liam Neeson plays the part of your father, but the character is wearing a mask until you create your character and his appearance is then determined procedurally from an aged version of how your character looks. (ref)
Steve Butts, IGN: ...we learned a bit more about the Tunnel Snakes, the gang of bullies who inhabit the Vault, and the object of their attention, the young girl with whom you've had a lifelong friendship. (ref)
Will the storyline feature any current political commentary?
Very little, if any, as it is all centered around the fictional world of Fallout. There is a lot of in-game propaganda about China, having invaded during WW3, and some super mutants were carrying Chinese built rifles. (ref)
Will Fallout 3 be as open-ended as Oblivion?
Matt Miller, Game Informer: In many ways, Fallout 3 is being designed to be more open-ended than Oblivion, offering choices to players that alter the course of the game world in dramatic ways. In Oblivion, for instance, you either do the Dark Brotherhood missions or not. But imagine if you had the choice to either become the leader of the Dark Brotherhood, or infiltrate it and bring it down from the inside. Alternately, pretend you had an unstable nuclear bomb, and you put it outside the Dark Brotherhood hideaway and blew it up. That’s the level of open-endedness they’re shooting for with Fallout 3.
Can you play the game without doing any combat?
Matt Miller, Game Informer: I never got a hard and fast answer on this point, though I did ask the development team about it. On a general level, they did say that they’re trying to build multiple solutions into almost any quest or situation you encounter, and that using stealth and diplomacy were very useable routes to overcome different obstacles. Whether you’ll be able to play through the whole game without committing any violence is a point they’re still hammering out, to my memory.
Atmosphere:
What about the radio on your Pip-boy?
You can tune in to various of the world’s stations (such as Galactic News Radio) and either listen to it passively as you play the game and hear about events that are taking place, or even possibly pick up random signals in the wastelands that could lead to quests or give you a heads up on some raiders heading your way. Though the radio is mostly flavor stuff, they’ve licensed about 20 songs from the 40’s and there are DJ’s in game that talk about what’s going on in the game. (ref)
Golem, NeoGAF: Other factions: one of the radio stations mentioned by in game dialogue is apparently run by The Enclave. (ref)
Explain more about the focus on Fallout 1, and not Fallout 2? Specifics?
Adult Content is definitely all over this game, but they wanted to get rid of some of the stuff from Fallout 2 that seemed to break the barrier (Monty Python references, etc). They feel that the second game is not serious enough, and that they are going for “feeling like an adult game, but not being cheesy about it”. Profanity has to be used correctly, it has to be used right and feel like it fits where it is. (ref)
One of the things that crops up a lot in reviews and discussions of about Fallout is that a lot of the fans like the about Fallout humour. What does this mean to you?
Pete Hines, Bethesda: Well, Todd Howard (Executive Producer at Bethesda) has talked a little about this. We're not big fans of jokes… developers that try to tell jokes, it tends not to work very well. You know, the humour in Fallout 3 is that you can get a weapon and blow a guy to a bloody mess, then when you pull up your interface, you see a little smiling cartoon character holding his thumb up. Like that's funny… funny not in terms of jokes or winks at the camera and such…
(ref)
What’s the humor like in Fallout 3?
Matt Miller, Game Informer: Dark humor was a big part of Fallout 1 and 2, and that same dark humor is present here, on display through everything from quirky dialogue spoken by a malfunctioning robot to darkly comedic moments of death and violence. A few of you asked if the humorous situations had more in common with the first or second game, and I’m afraid I really haven’t seen enough of the game yet to compare it to the times I’ve played through Fallout 1 or 2.
How is the art style? Does it maintain the feel of the original games?
Matt Miller, Game Informer: I’ll answer this with an example. In the opening minutes of the demo, I saw, the character is in a lab inside Vault 101. On a table beside him I spied a stimpak. This tiny object in the world was the first of many times in the game that I felt tiny twinges of nostalgia for how they’ve carried over individual objects and ideas from the original in the artistic presentation of the game. The post-WWII, Cold War feel of the franchise is very much intact, but Bethesda definitely has its own unique take on the art style. One big part of this art style is a focus on making everything in the game world have a purpose–when designing a new gun, the art team spends a lot of time making sure that if there is some weird knob on the weapon that there is a reason for it to be there. They’re hoping to bring a certain level of authenticity to the game world in this way.
Setting:
Kyle Orland, Joystiq: The game takes place 30 years after the events Fallout 2. The events of the much-maligned Fallout: Brotherhood and Fallout: Tactics never happened in the universe of Fallout 3. (ref)
Todd Howard, Bethesda: We do follow the continuity of Fallout 1 and 2, though obviously they're set in the West Coast and we're set in the East Coast. When we do games, we don't like people to feel that they need to play the previous ones. We like to have lots of nods, and have the lore make sense. So it's not a continuation of that story, but it does say that stuff all happens. (ref)
Todd Howard, Bethesda: In Oblivion, we say, here's the good part of the game and here's the evil part. In Fallout we say, here's the situation. You deal with it in ways that feel natural to your character... Later on, we realised a lot of the quests we were making were morally grey, neither definably good nor evil. We asked, do they need to be clear? And decided, no, definitely not. (ref)
Kyle Orland, Joystiq: The game's version of Washington D.C. will include iconic landmarks and the general topography of the real city, but will not be a street-by-street recreation. The downtown area represents about one quarter of the in-game map. (ref)
How big is the game world compared to Oblivion’s?
The game world is 25% inside of the city of Washington, DC and the other 75% is made up of the surrounding wastelands (suburbs of Maryland and Virginia). In the demo we saw the character enter the area of Chevy Chase, MD. The entire game world is on a different scale then Oblivion’s, there are a lot shorter sight lines and traveling will feel quite different apparently. (ref)
Traveling:
Kyle Orland, Joystiq: There will be no drivable vehicles in the game, but you can travel between locations through subway tunnels. (ref)
Will there be fast travel?
Yes there will be fast travel, but they aren’t talking about it yet. (ref)
Will there be Random Encounters?
“Maybe.” The way it was said meant ‘yes’. (ref)
Locations:
Known locations:
Rivet City - a large central hub based in and around the remains of a crashed aircraft carrier (GameInformer)
Paradise Falls - a ruined strip mall occupied by slavers (ref)
Megaton - a town built around the crater of an undetonated nuclear bomb, which a part of the town worships (ref)
Tenpenny Tower - a place that can only be entered by helping them blow up Megaton (ref)
Springvale - not much known, except that this is it.
Downtown DC - makes up nearly a fourth of the game world and you're going to find a lot of action here, around Capitol Hill (ref)
The wastes around Downtown DC are the Capital Wasteland (ref).
Player Character:
Steve Butts, IGN: The G.O.A.T. [Generalized Occupational Aptitude Tests] is essentially an oral exam that lets the player express their preferences and expectations for the game and then translates those wishes into an appropriate set of skills -- sneaking, science, medicine, guns, speech, etc. This approach to skill selection nicely fits with the game's emphasis on maintaining your wetting something by submerging it in the game world rather than relying on a more artificial class selection system. (ref)
What happens when your character levels?
You gain points in your skills (not specified if they’re automatic or assigned?) and on even levels you gain perks. The maximum level in the game is 20, mainly because the game has a definitive ending which is triggered by the main plot. (ref)
Is there a Karma / Reputation system?
Yes, there is a sliding scale and a lot of focus was placed on the ability to be neutral on that scale rather then just good or bad. They have worked hard to create a genuine, valid gray area that you can complete a quest for someone one second and shoot a person’s face off if you don’t like them later on. Also it was discussed that doing certain actions / quests will limit your choices for opposing quests / NPC’s, unlike in Oblivion where you could simply complete all of the quests for all of the factions. This comes from the idea that the game has a definitive ending and should be replayed multiple times. (ref)
Will there be character titles that you gain from certain actions / quests?
Yes, there will be titles related to your level and your alignment on the sliding scale of Karma/Reputation. (ref)
How is dialogue handled?
Largely unknown.
Ross Atherton, PC Gamer UK: A higher charisma score gives more chat options. (ref)
Golem, NeoGAF: Branching dialogue tree, different choices/chances of success based on charisma and speaking skill. Poor INT will NOT affect your dialogue choices. (ref)
NPCs:
Kyle Orland, Joystiq: There are children in the game, but the team isn't sure yet if they will be killable as they were in the previous Fallout games. (ref)
Bartoneus, Critical Hits: Todd replied to the child question, “do you want to be able to?” A long, and very funny/uncomfortable discussion spurned from this question but it really doesn’t seem like children will be killable in this game simply because of legal issues. (Seriously though…do you need to be able to do it?) (ref)
Kyle Orland, Joystiq: You'll be able to hire mercenaries to aid you as in the first Fallout game. You won't have much direct control over them. (ref)
Kyle Orland, Joystiq: There will be fewer non-player characters in Fallout 3 than in Oblivion, owing to the game's post-apocalyptic setting. Almost all the NPCs will be killable. (ref)
How is the AI different from Oblivion?
They have updated the AI a lot to make all of the characters inhabit the world more realistically, in Oblivion they quoted about 1,000-1,500 NPC’s while Fallout 3 will just have a few hundred. They focused on getting more interaction with NPC’s, and if someone was doing something they wanted to get it on screen so that it was clear to the player what the NPC was doing. The dialogue has also been created to be more believable on an NPC to NPC basis, which was very evident in the demo. (ref)
Is the Brotherhood of Steel in?
Yes, but it is unknown in what form, exactly.
Are supermutants in?
Yes.
Other creatures?
Chris Remo, Shacknews: Many of these [creatures] return from previous games--giant ants, brahmin, death squads, radscorpions, and more. (ref)
Dogmeat will most likely be making a return (ref)
Items:
Ross Atherton, PC Gamer UK: Drawing heavily from the original, we'll be reunited with a host of old friends; from the super sledgehammer, simple pistol and rifles like AK47-alikes, plasma guns and the monstrous Fat man (...) You'll occasionally find or be able to buy schematics for new and unusual toys which can then be built using parts scavenged from the world. The best example of this is the Rock-It-Launcher: a jerry-built projectile lobber that can fire rocks - or any junk you may have clogging up your inventory. (ref)
Mike Fahey, Kotaku: Create your own weapons by gathering resources from fallen foes. Weapons will deteriorate over time and with use, so maintaining your arms is a constant consideration. (ref)
Chris Remo, Shacknews: Taking a Vault-Tec lunchbox and filling it with bottle caps and explosives creates an improvised, but deadly, shrapnel bomb. (ref)
Steven Mills, WorthPlaying: It will also boast many new weapons, like the "Rock-It-Launcher," which is basically a toaster which can fire numerous items at your enemies. Fallout 3 also includes the ability to create your own items using a crafting system, as well as combine two weapons to make one stronger or more durable. Another cool new weapon is the "Lunch Box Explosive," which consists of a simple lunchbox from the pre-war days that is loaded up with explosives and can send your enemies soaring. Oh, and no, there are no drivable vehicles here — just explodable ones. (ref)
Steve Butts, IGN: Your basic stats aren't going to change much during the game (except as a result of radiation poisoning), but you can collect bobble heads found throughout the game to bump them up a bit. (ref)
Matt Miller, GameInformer: Picking it up, you recognize it for what it is - a Fatman. Arming this portable nuclear catapult, the tiny bomb slides into place with a ding that sounds disturbingly like a diner lunch bell. As the giant mutant turns its eyes on you, you pull the trigger, and the bomb hurtles over to the beast's feet. The creature crashes down in a cloud of nuclear fallout.
Nick Brutal, Destructiod: Yes, there are a fair amount of guns in the game, including an awesome gun that can be used to **** up items in the environment and fire them at enemies. (ref)
Golem, NeoGAF: On the Energy Weapons skill info pane, it affects these types of weapons: Alien, [Cryo], Laser, Plasma and one other I think I missed.
[. . .]
Weapons have decay. They are repaired using the repair skill which requires weapons of the same type to get parts from. Weapons decay has many effects such as Rate of Fire, Cone, Damage (ref)
Engine:
Is this just the Oblivion engine?
It is a very spruced up version of the same engine, with shorter load times. (ref)
Golem, NeoGAF: Towns and Buildings are zoned like in Oblivion (load times between each, etc). (ref)
Graphics:
Graphical standard can be assumed to be comparable to Oblivion's. See NMA's Fallout 3 gallery for screenshots.
Kyle Orland, Joystiq: The game will feature a day/night cycle and changing weather. (ref)
Viewpoint:
Thierry Nguyen, GameSpy: The first thing we noticed after the footage of the trailer (which is part of Fallout 3's overall intro) is that Fallout 3 is indeed in first-person. Howard explains, "If you're going to play this character and feel like you're in the world, nothing beats first-person." Howard does recognize that players played Oblivion in third-person view, and Fallout 3 has an improved third-person camera. In fact, not only is it perfectly playable from third-person, but you can zoom out the camera to make it almost isometric, in a nod to the previous two games. (ref)
Combat:
Matt Miller, Game Informer: Fallout 3 plays in both real time and a paused tactical combat mode. It’s not really turn based, however. Instead, you can pause the real-time action in order to make aimed ranged or melee attacks on your opponents, smashing their legs to slow them down, or perhaps shooting an arm to hurt their weapon aim. Like in the original Fallout games, doing these aimed shots take action points, but since there are no turns, those AP recharge over time after unpausing the game. You can shoot in real time, but that will then slow your recharge rate. In practice, this means players have the option to play the game very much like an RPG, but with a good bit more action than traditional RPGs. Are there other details to the way this system works? Almost definitely, yes. Do we know all the answers to how V.A.T.S. works after seeing it in one demo? No. We’re waiting just like you to find out more.
Steve Butts, IGN: Players who feel a bit challenged by the more intense real-time battles or players who simply want to take a bit more control over combat can make use of the impressive Vault-Tech Assisted Targeting System (VATS). The feature is essentially a more detailed version of the combat system in Knights of the Old Republic... Using a pool of action points determined by your Agility, you'll queue up fire actions to the targets you want to hit on your enemy. You can even switch enemies to queue up a series of shots against different members of a large group. Critical hits can result in cripplings, knocking the gun out of someone's hands or even causing a head to explode and send eyeballs rolling down the street. (ref)
SeanMike, GamersInfo:...Bethesda doesn’t want this to be a shooter - they want it to be a role-playing game. They’re still ironing out the combat system, but your chances of doing something good - a critical hit, a hit to a body part - will be better using VATS. Also, even in “twitch” mode, your skill still affects your accuracy and damage with a weapon.
Plus, when using VATS, you get cinematic! Instead of being completely focused in the first person’s must shoot it out with mutant, you get a brief dramatic movie of your actions as you fight it out! (ref)
Chris Remo, Shacknews: Sadly, groin targeting has not returned for Fallout 3. The designers decided to keep the targetable areas to body parts that would have tangible effects when targeted--shooting a leg will cause the enemy to stumble, shooting out an arm might cause it to drop its gun. "You will no longer be able to punch a rat in the groin," Howard said. (ref)
Golem, NeoGAF: They figure that a crit on the eye will gib the head anwyays so probably leaving that out. Groin shot is a maybe. (ref)
What is there as far as Melee combat?
They’re not talking about this yet, but they did say they are making ammo scarce in game and so melee will be playing a large part if you don’t manage your resources carefully. (ref)
Do enemies scale to the player, and what is the leveling system based on?
The leveling system for the player is based on Fallout 1. Not all enemies scale to the player, there are definitely areas of the game where if you venture alone or without protection of some kind you will easily die. The example used was that all Super Mutants are basically the same difficulty throughout the game, but that equipment like armor and weapons in different areas will make some tougher or some easier. You will not be encountering a mutant early on that takes one shot to kill and some later on that take 30 unless one is wearing 50 tons of armor. (ref)
John Walker, Eurogamer: The first time you enter a zone, it will level itself appropriately. But, go back later and it will stay at the level it first generated... A 'species' of creature is fixed at a certain level, and will stay that way throughout. Get stronger, and it gets easier to defeat. It's simple, but it should let you feel the progression in a way many games prevent. (ref)
Modding Options:
Kyle Orland, Joystiq: Downloadable content and player-created mods are being considered, but nothing has been finalized. (ref)
Fallout Fans:
How do the developers feel about a lot of “Fan Anger”?
Todd expressed that it is a “natural” thing, they attempt to treat it with respect and take it all seriously. He emphasized that because most of the development team are fans themselves they can easily understand a lot of what they hear/read from other fans. (ref)
Fallout fans seem to be skeptical about whether Bethesda will be making a Fallout 3 that is true to the original series. Do you think Fallout 3 will satisfy the fanatics within the Fallout community?
Pete Hines, Bethesda: I sure hope so. We won't be able to know for sure until the game comes out and people play it and decide whether they like it or not.
Fallout is one of the most beloved franchises of all time. Are you worried about meeting gamers' high expectations?
Todd Howard, Bethesda: I worry about meeting our own expectations. We take this stuff as seriously as anyone and are more critical of what we do than the fans. We're very careful in how we handle franchises. I think people can look at how we've treated the Elder Scrolls and know that we'll give the same care to Fallout. We pride ourselves in keeping franchises relevant and bringing something fresh to the market with each game. That being said, I'm sure there's a vocal minority that wants to kill us for even attempting to do it. But they wanted to kill Peter Jackson too, so you have to ignore that and just do something great that you'd love to play.
Finally, is there anything you'd like to say to the legions of Fallout fans who aren't so sure about Bethesda taking the reins of the Fallout franchise?
Pete Hines, Bethesda: We're very serious about bringing Fallout back to the forefront of RPGs in a major way.
What's your opinion of the Fallout fanbase?
The response we've gotten from everyone has been incredible. It seems like almost every gamer and press guy is a fan of the original, and are really looking forward to what we're going to do with it, and really looking forward to seeing Fallout return to a new era of gaming. I think the hardcore fans are incredibly misunderstood, and frankly, have been mistreated in the past. We've been reading the forums a lot and much of our thinking on Fallout 3 is just listening to experiences people had with the other games, like how those games made them feel, what they liked and disliked about every Fallout game.
The reason we wanted to make a Fallout game in the first place, was just how much we loved the first game. But we weren't the ones online posting all the time about a game from 97. Think about that...8 years later and they still haven't gotten a decent Fallout RPG, and people keep shoving crap at them. I'd be pissed too. I'd be wary of the new guys from Bethesda too. Hopefully when they see our game they'll give it a shot. (ref)
Bethesda's Pete Hines on the mixed emotions surrounding Fallout 3:
"We've said this before and we'll say this again: not everybody is going to agree with the game we are making: it's a solid-gold lock," exclaims a tired and emotional Pete Hines when we ask him about the forthcoming Fallout 3. He's just spent a long day plugging the hugely anticipated Oblivion expansion Shivering Isles and the inevitable query about Bethesda's 'other' RPG has reared it's head. "Some people will like it, some people will hate it, and they don't even know what we're doing yet!"
(...)
Hines, however seems to think it inevitable that no matter how happy Bethesda are with their offering, there are bound to be murmurs of discontent from the more radiation-soaked parts of the Internet. "People will have to take it for what it is. If they like it, great, if they don't like it... Well some folks just aren't going to give it a chance out of the box. And you know what? That's your choice. If you don't want to give it a shot, there's nothing we can do about that..." (ref)
Miscellaneous:
Fallout 3 is a game that fans of the series have been waiting for for some time. Are you as nervous about, as you are excited by, the prospect of delivering the game?
Pete Hines: Not nervous at all. We're excited by the prospect, Fallout is a great property.
You've said in a recent interview that you've actually spoken internally for a number of years about how Bethesda could create a great Fallout game. Now that you have the license, will some of those discussions be brought to fruition, and can you give us any details on what precisely has been discussed previously?
Pete Hines, Bethesda: Really I was referring to the fact that in talking about starting another internal development team, we had talked about wanting to do another RPG that was similar but different, and wouldn't it be great if we could do the next Fallout.
Why buy the Fallout license?
Pete Hines, Bethesda: I think it was more about our internal discussions about what kind of game we thought we could do, and do really well. There are any number of available RPG licenses out there, as well as the opportunity to implement any number of our own original ideas, but at the end of the day we really wanted the chance to make Fallout 3, so that's what we're going to do.
Pete Hines, Bethesda: Fallout is something we've talked about internally for a long time. I'm pretty sure we made the initial approach. I don't remember when. I believe it was something we talked about with our president, Vlatko, at one point, who probably made the initial contact. Again, it's something that has been brought up internally, every now and then, for a long time.
We're big fans of the Fallout franchise and think it's a good fit for our skills and what we do well. Simply put, we think we can make a great Fallout 3 that lots and lots of people will want to buy.
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/
___________________________
-Tin mới từ web của Fallout 3 :
Công bố danh sách những nơi đã truy cập để lấy tin tức của Fallout 3 tinh từ hôm nay
Previews
1up
ActionTrip (E3 2007)
Armchair Empire (E3 2007)
BBPS (E3 2007)
Bit-Tech (E3 2007)
Critical Hits
Destructoid
Electric Playground (E3 2007)
Escapist magazine (E3 2007)
Eurogamer
Evil Avatar
FileFront (E3 2007)
Firing Squad (E3 2007)
GAF
GameDaily
Game Helper
Game Informer
Games Radar
Game Revolution
Gamernode (E3 2007)
GamersInfo (E3 2007)
Gameshark (E3 2007)
Gamespot
Gamespy
Gamespy (E3 2007)
GameZone (E3 2007)
Gaming Nexus
Gaming Trend (E3 2007)
GayGamer (E3 2007)
GGL
GIN
Grrlgamer (E3 2007)
GWN (E3 2007)
IGN
IGN (E3 2007)
Infuze (E3 2007)
Joystiq
Joystiq (E3 2007)
Kotaku
Kotaku (E3 2007)
MyTELUS (E3 2007)
NextGen
PC Gamer UK
PCZone
PC Powerplay Australia
PlayFeed (E3 2007)
RPGamer (E3 2007)
RPGFan (E3 2007)
RPGVault
Shacknews
Silicon Era (E3 2007)
Team Xbox
Team Xbox (E3 2007)
Twitch Gamer (E3 2007)
Voodoo Extreme
Worthplaying
Yahoo
Interviews
Critical Hits - Todd Howard, Emil Pagliarulo, and Pete Hines
Duck and Cover - Todd Howard
Eurogamer - Emil Pagiarulo and Gavin Carter
G4TV - Todd Howard
Gamehelper - Todd Howard
Game Informer - Todd Howard and Istvan Pely
Game Tactics - Emil Pagiarulo
GameTrailers - Gavin Carter
IGN - Todd Howard
IGN - Emil Pagiarulo (E3 2007)
Jörg Spielt - Pete Hines
Major Nelson podcast - Pete Hines
NeoGAF - Pete Hines, Todd Howard, Emil Pagliarulo
RPGamer - Emil Pagiarulo
SPOnG - Pete Hines
StrategyCore - Emil Pagiarulo
Xbox Evolved - Emil Pagiarulo
Deutsch
4players
Buffed
Gamestar
Gamestar (E3 2007)
Golem
Krawall (E3 2007)
PC Games
Español
3D Jeugos
François
Clubic (E3 2007)
Gaming Trend (E3 2007) (translation)
Jeuxvideo (E3 2007)
Nederlands
Inside Gamer
Power Unlimited
Polski
CD-Action
Gry Online (E3 2007)
Русский
Игромания
Лучшие Компьютерные Игры
PC Gamer RU
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/
___________________________
-Tin mới từ web của Fallout 3 :
Tin từ Box của Fallout 3 : Đã lấy được văn bản đánh máy việc có sự xuất hiện của Fallout MMOG ( thể loại Online ) sau Fallout 3
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<SEC-DOCUMENT>0001170918-07-000324.txt : 20070412
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<ACCEPTANCE-DATETIME>20070412135135
ACCESSION NUMBER: 0001170918-07-000324
CONFORMED SUBMISSION TYPE: 8-K
PUBLIC DOCUMENT COUNT: 2
CONFORMED PERIOD OF REPORT: 20070409
ITEM INFORMATION: Entry into a Material Definitive Agreement
ITEM INFORMATION: Financial Statements and Exhibits
FILED AS OF DATE: 20070412
DATE AS OF CHANGE: 20070412
FILER:
COMPANY DATA:
COMPANY CONFORMED NAME: INTERPLAY ENTERTAINMENT CORP
CENTRAL INDEX KEY: 0001057232
STANDARD INDUSTRIAL CLASSIFICATION: SERVICES-PREPACKAGED SOFTWARE [7372]
IRS NUMBER: 330102707
STATE OF INCORPORATION: DE
FISCAL YEAR END: 1231
FILING VALUES:
FORM TYPE: 8-K
SEC ACT: 1934 Act
SEC FILE NUMBER: 000-24363
FILM NUMBER: 07763218
BUSINESS ADDRESS:
STREET 1: 1682 LANGLEY AVE
CITY: IRVINE
STATE: CA
ZIP: 92614
BUSINESS PHONE: 3104321958
MAIL ADDRESS:
STREET 1: 1682 LANGLEY AVE
CITY: IRVINE
STATE: CA
ZIP: 92614
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<TYPE>8-K
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<TEXT>
UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
WASHINGTON, DC 20549
FORM 8-K
CURRENT REPORT PURSUANT
TO SECTION 13 OR 15(D) OF THE
SECURITIES EXCHANGE ACT OF 1934
Date of report (Date of earliest event reported): APRIL 9, 2007
------------------------
INTERPLAY ENTERTAINMENT CORPORATION
- --------------------------------------------------------------------------------
(Exact Name of Registrant as Specified in Its Charter)
DELAWARE
- --------------------------------------------------------------------------------
(State or Other Jurisdiction of Incorporation)
0-24363 33-0102707
- --------------------------------------------------------------------------------
(Commission File Number) (IRS Employer Identification No.)
100 NORTH CRESCENT DRIVE, BEVERLY HILLS, CALIFORNIA 90210
- --------------------------------------------------------------------------------
(Address of Principal Executive Offices) (Zip Code)
(310) 432 1958
- --------------------------------------------------------------------------------
(Registrant's Telephone Number, Including Area Code)
N/A
- --------------------------------------------------------------------------------
(Former Name or Former Address, if Changed Since Last Report)
Check the appropriate box below if the Form 8-K filing is intended to
simultaneously satisfy the filing obligation of the registrant under any of the
following provisions (SEE General Instruction A.2. below):
|_| Written communications pursuant to Rule 425 under the Securities Act
(17 CFR 230.425)
|_| Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17
CFR 240.14a-12)
|_| Pre-commencement communications pursuant to Rule 14d-2(b) under the
Exchange Act (17 CFR 240.14d-2(b))
|_| Pre-commencement communications pursuant to Rule 13e-4(c) under the
Exchange Act (17 CFR 240.13e-4(c))
<PAGE>
ITEM 1.01. ENTRY INTO A MATERIAL DEFINITIVE AGREEMENT
As of April 4, 2007, the Company entered into, an Asset Purchase Agreement (the
"APA") and a Trademark License Agreement (the "License Back") with Bethesda
Softworks LLC, a video game developer and publisher ("Bethesda"), regarding
"FALLOUT", an intellectual property which was owned by the Company (the "IP").
Although such agreements were signed on April 4, 2007 they were agreed not to be
binding until closing which occurred on April 9, 2007.
Under the APA, the Company sold all of its rights to the IP to Bethesda for a
total amount of $5,750,000.00 payable to the Company, subject to various
conditions, in three cash installments. The first installment of $2,000,000.00
was paid following closing when $200,000.00 was paid to the Company and
$1,800,000.00 was deposited into an escrow account to satisfy various
liabilities. The Company expects to have fulfilled its obligations under the APA
and to receive full payment during the third quarter of 2007. The Company had
previously, on June 29, 2004, entered into, an exclusive licensing agreement
with Bethesda, regarding the IP which was superseded by the APA.
Under the License Back the Company obtained an exclusive license, under certain
conditions, to use the IP for the purpose of developing an Interplay branded
Fallout Massively Multiplayer Online Game ("MMOG").
ITEM 9.01 FINANCIAL STATEMENTS AND EXHIBITS
(d) Exhibits.
10.49 Trademark License Agreement by and between Bethesda
Softworks LLC and the Company dated as of April 4,
2007
2
<PAGE>
SIGNATURES
Pursuant to the requirements of the Securities Exchange Act of 1934,
the registrant has duly caused this report to be signed on its behalf by the
undersigned hereunto duly authorized.
INTERPLAY ENTERTAINMENT CORPORATION
Dated: April 12, 2007 By: /S/HERVE CAEN
-------------------------------------
Herve Caen
Chief Executive Officer and Interim
Chief Financial Officer
3
</TEXT>
</DOCUMENT>
<DOCUMENT>
<TYPE>EX-10
<SEQUENCE>2
<FILENAME>ex10-49.txt
<DESCRIPTION>EX-10.49
<TEXT>
EXHIBIT 10.49
TRADEMARK LICENSE AGREEMENT
THIS TRADEMARK LICENSE AGREEMENT (this "AGREEMENT") is made and entered
into as of April 4, 2007 (the "EFFECTIVE DATE") by and between (i) BETHESDA
SOFTWORKS LLC, a Delaware limited liability company, wholly owned by ZeniMax
Media Inc., a Delaware corporation, having its principal place of business
located at 1370 Piccard Drive, Suite 120, Rockville, MD 20850 ("BETHESDA") and
(ii) INTERPLAY ENTERTAINMENT CORP., a Delaware corporation having its principal
place of business located at 100 North Crescent Drive, Suite 324, Beverly Hills,
CA 90210 ("INTERPLAY"). Bethesda and Interplay are collectively referred to
herein as the "PARTIES" or individually as a "PARTY".
RECITALS
A. Bethesda acquired all right, title and interest in the FALLOUT
trademarks specified in Schedule l hereto (collectively the "LICENSED MARKS")
from Interplay under an Asset Purchase Agreement between Bethesda and Interplay,
dated as of April 4, 2007 ("APA").
B. Interplay wishes to use the Licensed Marks solely in connection with
the development and implementation of a Massively Multiplayer Online Game (as
defined below).
C. Bethesda, as the owner of the Licensed Marks, is willing to grant
Interplay a license strictly limited in duration and scope to use the Licensed
Marks in compliance with the terms and conditions of this Agreement.
NOW THEREFORE, in consideration of the foregoing and the promises and
mutual covenants of the parties, and for other good and valuable consideration,
the receipt and sufficiency of which are hereby acknowledged, the parties,
intending to be legally bound, agree as follows:
1.0 DEFINITION.
The term "MMOG" means a Massively Multiplayer Online Game that is a
type of computer video game for large communal use that (i) is only played and
accessed via the Internet and is not playable off-line in any manner whatsoever,
(ii) is only functional as an MMOG and does not work as a single player game or
as a game with 100 or fewer players, (iii) enables at least 1,000 players to
interact simultaneously in the game world online and remains live 24 hours a
day/7 days a week, (iv) requires all players to pay a monthly subscription
service fee or some similar ongoing method for billing players for participation
in the game world online for the express purpose of obtaining and continuing
on-line access to the game's core experience (except during any applicable user
trial period), (v) contains content that is maintained only on dedicated servers
by the offeror of the MMOG; and (vi) is not played on online game services of
console manufacturers (such as Xbox Live from Microsoft).
2.0 LICENSE.
2.1 GRANT OF LICENSE. Subject to the terms and conditions set
forth in this Agreement, Bethesda grants to Interplay an exclusive,
non-transferable license and right to use
Page 1 of 11
<PAGE>
the Licensed Marks on and in connection with Interplay's FALLOUT-branded MMOG
(the "FALLOUT MMOG" or "LICENSED PRODUCT") and for no other purpose. The
conditional license herein does not grant Interplay any right to sublicense any
of the licensed rights without Bethesda's prior written approval.
2.2 TERRITORY. Worldwide. Interplay agrees to comply with all
applicable laws and regulations pertaining to the use and designation of
trademarks in the territory, and to refrain from any action that may or would
adversely affect the right of Bethesda to the FALLOUT trademarks.
2.3 MMOG DEVELOPMENT. To retain its license rights under this
Agreement, Interplay agrees that (i) full-scale development of its FALLOUT MMOG
will commence within twenty-four (24) months of the Effective Date of this
Agreement (such commencement date defined herein as the "MMOG DEVELOPMENT
COMMENCEMENT DATE") and (ii) by the MMOG Development Commencement Date,
Interplay will have secured financing for the FALLOUT MMOG in an amount no less
than US$30,000,000.00 ("MINIMUM Financing"). In the event that within this
24-month period Interplay has failed to commence full-scale development of its
FALLOUT MMOG or has failed to secure the Minimum Financing, Interplay will
immediately lose and permanently forfeit its license rights under this Agreement
and the license rights automatically shall end, be void and otherwise terminate
on the anniversary date of the second year after the Effective Date and this
Agreement shall no longer remain in effect.
2.4 MMOG COMMERCIAL LAUNCH. In the event that within the first
24 months after the Effective Date Interplay has commenced full-scale
development of its FALLOUT MMOG and has secured the Minimum Financing, to retain
its license rights under this Agreement Interplay must, in addition,
Commercially Launch (as defined below) the FALLOUT MMOG within four (4) years of
the MMOG Development Commencement Date. In the event that within the first 24
months after the Effective Date Interplay has commenced full-scale development
of its FALLOUT MMOG and has secured the Minimum Financing but has failed to
Commercially Launch the FALLOUT MMOG within the first 4 years after the MMOG
Development Commencement Date, Interplay will immediately lose and permanently
forfeit its license rights under this Agreement and the license rights
automatically shall end, be void and otherwise terminate on the anniversary date
of the fourth year after the MMOG Development Commencement Date and this
Agreement shall no longer remain in effect; PROVIDED, HOWEVER, that if at the
expiration of such 4-year period, Interplay has failed to Commercially Launch
the FALLOUT MMOG but is actively engaged in development efforts of such MMOG and
certifies to Bethesda in writing its good faith belief that it will Commercially
Launch the FALLOUT MMOG within 12 months after the conclusion of such 4-year
period, then the period for Commercial Launch shall be extended by one (1) year.
If Interplay has failed to Commercially Launch the FALLOUT MMOG by the
expiration of such extended period, Interplay shall immediately lose and
permanently forfeit its license rights under this Agreement and the license
rights automatically shall end, be void and otherwise terminate on the
anniversary date of the fifth year after the MMOG Development Commencement Date
and this Agreement shall no longer be in effect. Bethesda agrees to negotiate in
good faith whether or not to grant any further extension beyond five years after
the MMOG Development Commencement Date. "COMMERCIALLY LAUNCH" means that
Interplay has offered its FALLOUT MMOG for sale to the public in major markets
in North America and Europe and that such FALLOUT MMOG has and continues to
maintain a minimum of 10,000 paying subscribers.
Page 2 of 11
<PAGE>
2.5 CONTINUING COMMERCIAL AVAILABILITY. If at any time after
the Commercial Launch of its FALLOUT MMOG, Interplay fails to operate and keep
its FALLOUT MMOG commercially available for any consecutive three (3) month
period, Interplay will immediately lose and permanently forfeit its license
rights under this Agreement and the license rights automatically shall end, be
void and otherwise terminate upon the expiration of such three month period and
this Agreement shall no longer remain in effect.
2.6 RESERVATION OF RIGHTS. Any and all rights not explicitly
granted to Interplay hereunder are reserved by Bethesda.
3.0 OWNERSHIP.
3.1 SOLE OWNER. Interplay acknowledges and agrees that, as
between the parties, Bethesda is the sole and exclusive owner of the Licensed
Marks. Bethesda may, in its sole discretion, maintain or discontinue the
maintenance of any applications and registrations for the Marks or seek
registration for any Licensed Mark at any time.
3.2 NO ASSIGNMENT. Nothing contained in this Agreement shall
be construed as an assignment to Interplay of any right, title, or interest in
or to the Licensed Marks. Interplay recognizes and acknowledges that the
Licensed Marks and all rights therein and goodwill pertaining thereto solely and
exclusively belong to Bethesda and that all uses of the Licensed Marks by
Interplay shall inure to the benefit of Bethesda. Interplay shall not directly
or indirectly attack or impair the title of Bethesda to the Licensed Marks, the
validity of this Agreement, or any of Bethesda's registrations or applications
relating to any Licensed Mark in any jurisdiction. Interplay agrees it shall not
file any state, federal, or foreign applications to register any of the Licensed
Marks, in whole or in part, or any name or mark confusingly similar thereto in
any jurisdiction.
3.3 FURTHER ASSISTANCE. Interplay shall, upon request of
Bethesda, execute any documents that may be deemed necessary or desirable by
Bethesda to use the Licensed Marks in conformity with any nation's laws,
including whatever documents that may be necessary to record Interplay as a user
or licensee of the Licensed Marks anywhere in the world.
3.4 INTERPLAY-DERIVED MMOG ELEMENTS. In the event this
Agreement terminates prior to the Commercial Launch of the FALLOUT MMOG,
Bethesda agrees that nothing in this Agreement limits or is intended to limit
the rights of Interplay to use in a non-FALLOUT MMOG, INTER ALIA, any or all
locations, graphic representations, creatures, monsters, names, likenesses,
behaviors, religions, deities, environments, legends, fairy tales, stories,
universes, character classes or character professions that are in the public
domain, are owned by any entity other than Bethesda and/or its affiliates and/or
licensors or otherwise are not subject to copyright or trademark protection. For
purposes of a non-FALLOUT MMOG, Interplay shall own all rights in any computer
software code (object or source code), game play software routines, game or
graphics engines, as well as any designs, likenesses, sound and visual
representations or other intellectual property rights that are created after the
Effective Date by or on behalf of Interplay and which do not include, refer or
relate to the Licensed Marks (the "INTERPLAY-DERIVED MMOG ELEMENTS"), provided,
however, that the Interplay-Derived MMOG Elements do not use, incorporate, trade
on or otherwise exploit any Fallout-related
Page 3 of 11
<PAGE>
intellectual property created by Interplay or by Bethesda or by their respective
parents, subsidiaries, affiliates, successors or assigns, including without
limitation any Fallout artwork, locations, graphic representations, story lines,
creatures, monsters, names, likenesses, behaviors, environments (e.g., vaults),
universes, settings, legends, characters, character classes, character
professions, packaging, advertisements, text and translations, and any and all
Fallout proprietary characters, trademarks, copyrights and artwork listed in
Exhibit C-2 to the APA, it being understood and agreed by the parties that all
such property is and shall remain exclusively owned by Bethesda. Interplay shall
be free to continue to exploit the Interplay-Derived MMOG Elements or not, at
will and in its sole discretion as provided herein. Subject to the foregoing,
each party reserves and expressly does not waive any rights that either may have
to take action against the other for copyright infringement, trademark
infringement, dilution, unfair competition, false advertising and/or any related
claims in connection with the other's exercise of the rights available herein.
4.0 USE OF LICENSED MARKS. Provided Interplay fulfills the
conditions set forth in Sections 2.3, 2.4 and 2.5 of this Agreement, Interplay
is granted the right to use the Licensed Marks but only in connection with
Interplay's FALLOUT MMOG. Interplay agrees not to use the Licensed Marks in
conjunction with or connection to any other products or marketing materials.
5.0 QUALITY CONTROL.
5.1 GENERAL.
5.1.1 Interplay acknowledges the importance to
Bethesda of its reputation and goodwill and to the public of maintaining high,
uniform standards of quality in the Licensed Product provided under the Licensed
Marks as well as related marketing and advertising materials used in connection
with the Licensed Marks.
5.1.2 Interplay warrants that the Licensed Product
shall meet or exceed such quality standards as may be set by Bethesda from time
to time. Without limiting the foregoing, the Licensed Product shall be the same
quality as, or exceed in quality, the quality of the Licensed Product in
connection with which Bethesda has used the Licensed Marks after the Effective
Date.
5.1.3 Interplay agrees that it shall manufacture,
sell, provide, distribute, advertise, and promote the Licensed Product in
accordance with all applicable federal, state, national, territorial and local
laws, regulations, standards and industry codes. Interplay agrees to make or
obtain, at its expense, all necessary governmental approvals, filings, and/or
registrations with respect to Interplay's rights to manufacture, sell,
distribute, provide, advertise, and promote the Licensed Product.
5.2 FORM OF USE. Interplay shall affix or otherwise
display the Licensed Marks in conformance with Bethesda's standards and
guidelines, as such may be further developed or amended from time to time,
including any manuals that are established or approved by Bethesda, and any
other specifications as may be prescribed by Bethesda to promote and foster the
goodwill represented by the Licensed Marks. Interplay shall use the Licensed
Marks with appropriate legends as prescribed by Bethesda and shall not use any
other trademark or
Page 4 of 11
<PAGE>
service mark (other than Interplay's INTERPLAY marks) in combination with any of
the Licensed Marks without prior written approval of Bethesda.
5.3 INSPECTION AND SAMPLES.
5.3.1 Interplay agrees to cooperate with Bethesda
in facilitating Bethesda's control and maintenance of the nature and quality of
the Licensed Product. Bethesda shall have the right to inspect, during normal
business hours and upon two (2) days prior notice, Interplay's places of
business and the Licensed Product.
5.3.2 Interplay shall not offer or provide any
products or services whose nature or quality does not comply with the quality
standards of Bethesda.
5.3.3 Interplay shall adhere to the standards and
guidelines referenced in Section 5.2 with respect to all signage, packaging,
advertising and promotional materials bearing the Licensed Marks. Interplay
shall submit to Bethesda for its prior written approval, specimens or facsimiles
of all signage, packaging, advertising and promotional materials bearing the
Licensed Marks.
5.4 CONTENT. Interplay agrees that the Licensed Product shall
not contain any material offensive to Bethesda, including, without limitation,
nudity and offensive language or behavior. In any event, Interplay agrees that
prior to release of the Licensed Product such final version of the Licensed
Product shall be approved by Bethesda in writing, which approval shall not be
unreasonably withheld.
5.5 CONFUSINGLY SIMILAR MARKS. Interplay agrees not to adopt
or use any other trademark, word, symbol, letter, design or mark that is
confusingly similar to the Licensed Mark. Interplay may use the Licensed Mark
with other marks or names sufficiently separated from the Licensed Mark and
sufficiently distinctive to avoid the consumer impression that such other marks
or their owners are associated with Bethesda.
6.0 SERVICES TO BETHESDA. Interplay shall, at its own cost and
expense, provide certain assistance to Bethesda in its efforts to develop,
register, police and enforce Bethesda's rights in and to the Licensed Marks, and
any New Properties, and the rights granted to Interplay hereunder, as described
in this Section 6.
6.1 REGISTRATION. Interplay shall provide cooperation and
assistance to Bethesda in its efforts to register the Licensed Marks in the
United States and other territories. For example, and without limitation,
Interplay shall provide to Bethesda specimens and dates of first use upon
request by Bethesda.
6.2 ENFORCEMENT. Interplay shall regularly monitor the
marketplace to detect potentially infringing or non-conforming uses of the
Licensed Marks. Interplay shall promptly notify Bethesda of any apparent
infringement of or challenge to Interplay's use of any of the Licensed Marks, or
claim by any person of any rights in any of the Licensed Marks. Bethesda shall
have discretion to take such action as it deems appropriate and the right to
exclusively control any litigation, Patent and Trademark Office proceeding or
other proceeding arising out of any such infringement, challenge or claim.
Interplay agrees to execute any and all instruments
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and documents and to do such acts and things as, in the opinion of Bethesda's
counsel, may be reasonably necessary or advisable to protect and maintain the
interests of Bethesda in the Licensed Marks. Bethesda shall incur no liability
to Interplay by reason of Bethesda's failure or refusal to prosecute, or by
Bethesda's refusal to permit Interplay to prosecute, any alleged infringement by
third parties, nor by reason of any settlement to which Bethesda may agree.
6.3 POWER OF ATTORNEY. In the event Interplay fails or refuses
to execute any document or other writing required under Section 3.3, 3.4 or 6 to
fully effect the rights of Bethesda in the Licensed Marks and/or the New
Properties, Interplay hereby irrevocably appoints Bethesda as its special
attorney-in-fact, coupled with an interest, for the limited purpose and to the
extent necessary to execute, record and file any such document or writing.
7.0 PAYMENT OF ROYALTIES. Interplay agrees to pay Bethesda a
Royalty of twelve percent (12%) of the Net Cash Receipts derived from the sale
and distribution of the FALLOUT MMOG, including sales of subscription fees or
access fees to the FALLOUT MMOG or any other revenues generated by the FALLOUT
MMOG, in the Territory during each calendar quarter following the commercial
launch of the FALLOUT MMOG. The term "Net Cash Receipts" shall mean the monies
actually collected by Interplay from the sale and distribution of the FALLOUT
MMOG or use of the FALLOUT MMOG in the Territory ("TOTAL CASH RECEIPTS") less:
(i) Exploitation costs, including but not limited to all costs of
goods (materials, manufacture and assembly of any final
packaged goods), testing and quality assurance, platform
manufacture royalties, internet service fees, and sales
expenses;
(ii) Marketing expenditures, including paid ads, promotions, and
co-ops;
(iii) Any taxes (such as value added taxes), duties and the like on
the sale of the FALLOUT MMOG or access to the FALLOUT MMOG in
any form or manner (excluding taxes on Interplay's net
income);
(iv) Allowances for trade discounts, price protections and
credits, rebates or returns with respect to the sale the
FALLOUT MMOG;
(v) Sales commissions, similar fees, compensation and directly
related costs paid to third party sales representatives or
rack servicers;
(vi) Insurance, packing, custom duties, shipping and procurement
charges;
(vii) Promotional amounts, such as credits, cash discounts, freight
discounts, rebates or promotional allowances to customers; and
(viii) Amount for returns, such as credits, refunds or allowances.
8.0 REPORTS AND AUDIT.
8.1 QUARTERLY REPORTS. Interplay agrees to provide Bethesda
with a written royalty report forty-five (45) days following the end of each
calendar quarter (the "QUARTERLY REPORT") following the commercial launch of the
FALLOUT MMOG, which report shall include the following information:
(i) Total Cash Receipts for the FALLOUT MMOG - launch to date;
(ii) Less Deductions for the FALLOUT MMOG under section 7.0 above;
(iii) Net Cash Receipts;
(iv) Total launch-to-date Royalties earned;
(v) Less any prior period Royalty payments made;
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(vi) Royalties for the Quarter (item (iv) minus item (v)).
(vii) Less ten percent (10%) of the Royalties for the Quarter as a
reserve, adjusted quarterly, for returns and cancellations;
(viii) Net Royalties due for the Quarter.
Simultaneous with its delivery of a Quarterly Report, Interplay shall
pay the Royalties due for the calendar quarter. In the event that Interplay does
not make payment, Interplay shall pay Bethesda one percent (1%) per month up to
a maximum of five percent (5%) of the Royalties due. Interplay shall not be
required to submit Quarterly Reports regarding the FALLOUT MMOG receipts if
there have been no sales or distribution of the FALLOUT MMOG for more than two
(2) calendar quarters.
8.2 AUDIT RIGHTS. Interplay agrees that an independent
accountant selected and appointed by Bethesda may, no more than twice per year
at Bethesda's cost and upon fifteen (15) business days' prior written notice to
Interplay, inspect, examine and otherwise audit ("AUDIT") the books and records
of Interplay (and any applicable subsidiary or affiliate) for the purpose of
determining the accuracy of Interplay's Quarterly Reports. Interplay shall
cooperate fully with any such Audit and promptly make available to persons
conducting the Audit all records and documents relating to sales, fees and any
other revenues of, or generated by, the MMOG, which Bethesda advises it needs to
complete the Audit in a thorough and comprehensive manner. Should the Audit
establish that Interplay's payments made to Bethesda under this Agreement should
have been five percent (5%) or more in amount, then in addition to promptly
paying the additional Royalties, plus interest computed at one and a half
percent (1.5%) per month Interplay shall pay the cost of the Audit.
9.0 TERMINATION.
9.1 Bethesda shall have the right to terminate this Agreement
at any time, upon written notice to Interplay, if Interplay fails to make any
payment due hereunder, maintain the quality of the Licensed Product in
accordance with the provisions hereof, follow Bethesda's instructions regarding
the appropriate display and use of the Licensed Marks, or perform or comply with
any term, condition, or standard set forth in this Agreement, and if such
failure is not cured within thirty (30) days after Bethesda provides written
notice of such failure to Interplay.
9.2 Bethesda may terminate this Agreement at its option,
effective immediately upon written notice to Interplay, in the event (x) of the
reorganization, consolidation or merger of Interplay or of another entity into
Interplay, (y) of the transfer of all or substantially all of the assets of
Interplay to another entity, or (z) Interplay becomes subject to any proceedings
under any bankruptcy or insolvency law, whether domestic or foreign.
9.3 EFFECT OF TERMINATION.
9.3.1 Upon the expiration or termination of this
Agreement, except as otherwise provided herein, any monies, including royalty
payments, due and payable hereunder to Bethesda as of the date of expiration or
termination shall be paid in full.
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<PAGE>
9.3.2 Within thirty (30) days after termination of
this Agreement, Interplay shall provide Bethesda with a complete schedule of all
materials bearing the Licensed Marks then on hand or in inventory (including
inventory of its subcontractors or agents) including, but not limited to, the
Licensed Product, packaging, and advertising and promotional materials. Upon
request and at Bethesda's sole discretion, Interplay promptly shall deliver to
Bethesda or dispose of at the direction of Bethesda, without charge, all
existing inventory of Licensed Product bearing the Licensed Marks within its
possession or control, all related materials bearing the Licensed Marks, and
instruments used for the purposes of affixing or displaying the Licensed Marks,
including, but not limited to, artwork, transparencies, negatives, dies, molds
and screens, for disposition by Bethesda, along with copies of all inventory
records relating thereto.
9.3.3 Except as otherwise permitted under this
Section 9, upon the expiration or termination of this Agreement, Interplay shall
cease to use the Licensed Marks in any manner and shall not thereafter use the
Licensed Marks, or any other trade name or trademark comprised in whole or in
part of any Licensed Mark or that is similar to any Licensed Mark.
9.3.4 Upon the expiration or termination of this
Agreement, Interplay shall, within ninety (90) days of the date of termination
or expiration of this Agreement wind down the operation of the FALLOUT MMOG and
terminate any and all User Agreements.
9.3.5 Interplay hereby acknowledges the
irreparable harm that Bethesda will incur from any unauthorized use of the
Licensed Marks. Interplay expressly agrees that, notwithstanding any termination
or expiration of this Agreement, Bethesda, in addition to all other remedies,
shall be entitled to seek temporary, preliminary and permanent injunctive relief
to prohibit the unlawful or unauthorized use of the Licensed Marks.
9.3.6 Upon the expiration or termination of this
Agreement or upon the losing, forfeiting, ceasing, voiding, or otherwise
terminating of this Agreement or any part of this Agreement and notwithstanding
anything to the contrary herein or in any other agreement between the parties,
the provisions of Section 3.4 of this Agreement shall survive and remain in full
force and effect.
10.0 INDEMNIFICATION. Interplay agrees to indemnify Bethesda and
its affiliates, parent and their respective directors, officers, agents and
employees and to hold each of them harmless in all respects, including
attorneys' fees, from and against any claims, demands, suits or causes of action
and resulting settlements, awards or judgments arising out of any act or alleged
activity of Interplay in connection with this Agreement including any defects or
alleged defects in the Licensed Product. This indemnity shall survive the
termination of this Agreement.
11.0 SUCCESSORS AND ASSIGNS. Interplay may not assign its rights or
delegate its duties under this Agreement without the prior written consent of
Bethesda. Bethesda has the unrestricted right to assign its rights or delegate
its duties under this Agreement to any person or entity. This Agreement will be
binding on, inure to the benefit of and be enforceable against the parties and
their respective permitted successors and assigns.
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<PAGE>
12.0 NOTICES. All notices and other communications required or
permitted to be given under this Agreement shall be in writing and delivered by
overnight courier to the addresses set forth below or to such other addresses
specified by the parties:
To Bethesda: Vlatko Andonov
President
Bethesda Softworks LLC
1370 Piccard Drive, Suite 120
Rockville, MD 20850
Tel: 301 926 8300; Fax: 301 926 8010
with a copy to:
J. Griffin Lesher
Executive Vice President-Legal
ZeniMax Media Inc.
1370 Piccard Drive, Suite 120
Rockville, MD 20850
Tel: 301 963 2000; Fax: 301 990 7025
To Interplay: Herve Caen
Chief Executive Officer
Interplay Entertainment Corp.
100 North Crescent Drive, Suite 324
Beverly Hills, CA 90210
Tel: 310 432 1955; Fax: 310 432 1959
13.0 GOVERNING LAWS. This Agreement shall be governed by and
construed in accordance with the laws of the State of Delaware without reference
to its choice of law rules. Each of Bethesda and Interplay agrees that the sole
and exclusive jurisdiction and venue of any action or litigation arising from or
relating to this Agreement shall be the courts located in the State of Maryland.
14.0 ALL AMENDMENTS IN WRITING. No supplement, modification, or
amendment of this Agreement shall be binding, unless executed in writing by a
duly authorized representative of each party to this Agreement.
15.0 NO WAIVER. A failure of any party to exercise any right
provided for herein shall not be deemed to be a waiver of any right hereunder.
16.0 ENTIRE AGREEMENT. The parties have read this Agreement and
agree to be bound by its terms, and further agree that it constitutes the
complete and entire agreement of the parties and supersedes all and merges all
previous communications, oral or written, and all other communications among
them relating to the subject matter hereof. No representations or statements of
any kind made by any party that are not expressly stated herein shall be binding
on such party. Any modifications or amendments to this Agreement shall be
binding upon the parties only if they are made in writing and properly executed
on behalf of the respective parties.
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17.0 SEVERABILITY. In the event that any provision of this
Agreement is held invalid by a court with jurisdiction over the parties, such
provision shall be deemed to be restated to be enforceable, in a manner which
reflects, as nearly as possible, the original intentions of the parties in
accordance with applicable law. The remainder of this Agreement shall remain in
full force and effect.
18.0 EXECUTION AND EFFECTIVE DATE. This Agreement may be signed
using one or more counterparts, each of which when signed shall be deemed to be
an original and all of which when taken together shall constitute one and the
same instrument. This Agreement shall be enforceable upon the exchange of
facsimile signatures and shall be effective on the date of the last signature,
which shall also be the Effective Date first written above.
IN WITNESS WHEREOF, intending to be legally bound, the parties have
caused this Agreement to be executed by their authorized representatives.
Bethesda Softworks LLC Interplay Entertainment Corp.
By: /s/ Vlatko Andonov By: /s/ Herve Caen
--------------------------- --------------------------
Name: Vlatko Andonov Name: Herve Caen
Title: President Title: Chief Executive Officer
Date: Date:
------------------------- ------------------------
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SCHEDULE 1
LISTING OF LICENSED TRADEMARKS
FALLOUT
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</TEXT>
</DOCUMENT>
</SEC-DOCUMENT>
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Chú ý : Việc tuần trước thông tin post lên chưa đủ bằng chứng xác thực truyện này nên đã được các fan của Fallout 3 đi kiểm chứng ... tất cả các bài viết post trên đây phải hoàn toàn khớp với nội dung của khổ chủ và phải có văn bản chứng minh hẳn hoi . Bàng không xẽ được coi là tin vịt !
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/