-Tin mới từ web của Fallout 3 :
Hội thảo Washington Post , vấn đề phát hành game Fallout 3
A little validation from Masson, a writer for the French game magazine PC Jeux, and others like him can help tip the scales in the competitive game industry, where a cutting-edge title takes many years and millions of dollars to develop. That's why game designers, like movie studios, have learned to lavishly court such tastemakers, the guys who write for the major blogs and magazines and play a key role in today's big-bucks video game industry.
(...)
The company flew Masson and about 60 other writers in from as far away as Australia and Japan to give them an early look at the company's Fallout 3, scheduled for release late next year.
In addition to an hour-long demo and chats with the game's designers, the trip included a two-night stay in downtown's swank Helix Hotel, dinner at Logan Tavern and a private party at a nightclub in Adams Morgan. Airfare, hotel, food, drinks and shuttle bus were provided, courtesy of Bethesda Softworks. Although a few attendees paid their own way, most did not.
"What we're trying to accomplish with an event like this is to have the undivided attention of the important people in our industry, that cover the industry," said Pete Hines, vice president of marketing at Bethesda Softworks, whose Fallout 3 will be set in a version of Washington that's been scorched by war. "There are a lot of titles out there competing for attention."
It looks like Bethesda Softworks is getting that attention: Fallout 3 is scheduled to soon grace the covers of 20 gamer magazines, largely as a result of the event.
Bethesda Softworks' parent company, ZeniMax, is privately held and won't disclose the game's budget, but it's not uncommon for the budgets of cutting-edge titles like Fallout 3 to exceed $20 million, including marketing costs.
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/
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-Tin mới từ web của Fallout 3 :
GGL một góc nhìn của Fallout 3
Back in mid-June, I was invited to Washington, D.C., by Bethesda Softworks to get a glimpse into one of their most anticipated next-gen titles, Fallout 3. Not only were we fed the details of the next step in this legendary RPG series, but we were also shown actual gameplay. What did I come away with? The feeling that waiting until fall 2008 for the game to actually ship is going to be a long and agonizing tease for all of us.
Rewriting history
The Fallout series, to me, is part nostalgia and part niche. While this game has always held a special place in the heart of many a hardcore gamer, it's not really something that can be classified as a guaranteed runaway smash hit. And perhaps, this is what Bethesda is thinking as well when they decided to abandon the turn-based style gameplay with a user-friendly real-time FPS/RPG hybrid.
While still having the same style and tone as the first game, this new version looks to break from the indie shell and into a mainstream product that can not only cater to hardcore role-playing fans, but shooter fans who may need a change of pace.
When describing when the story actually took place, the producers said they are using the original Fallout as their tone and model for the story within Fallout 3 -- commenting that Fallout 2 was maybe a bit too out there for the more serious tone they were going for.
As far as the work put in so far, once Bethesda acquired the rights to the Fallout series in 2004, development started shortly after and during their work on Oblivion. In other words, this game has been getting a lot of love.
Where are we?
As fans of the original know, Fallout took place on the West Coast -- more specifically, Southern California. Taking place 30 years after the end of Fallout 2, the producers at Bethesda have set the Fallout 3 universe in a post-apocalyptic Washington, D.C. In fact, not only is the game happening in a different part of the country, but it can be played completely separate from the previous two with the focus being on the fact that you didn't have to play the series in order to understand the third.
Set in the backdrop of a shadow of D.C.'s former self, Fallout 3's main city is called Rivet City with other towns scattered about. There are places like Paradise Falls and Vault 101, as well, that pepper the landscape.
The environments themselves are depressing, but at the same time filled with fascinating details about where we were and where we are headed as a human race destined for self destruction. It's almost as if Fallout 3 is the best warning we could ever have of trying to avoid any sort of potential nuclear war. Fighting for scraps and living underground isn't the most ideal situation that any of us would ever want to be in and Fallout 3 smacks you in the face with that alternate reality.
Bringing in a new Fallout
So what exactly is new in Fallout 3? Well, besides a completely overhauled view of playing -- first-person shooter vs. a top-down classic RPG -- the game also just doesn't completely abandon its RPG roots. One of the most interesting aspects of combat in the game is the V.A.T.S. system. Essentially, it's a targeting system that is initiated with the press of a button and allows the player to target specific parts of an enemy's body. Depending on conditions, each body part has a higher percentage to hit than another -- the computer will make a roll for you as if you were playing a table-top RPG to determine your success.
If you first only had this described to you, it may sound like something that detracts or slows down actual gameplay, but in fact it heightens the experience. Even though it is a bit early in development, had V.A.T.S. not been included, the game may have felt just like your everyday RPG/shooter hybrid. Instead, this new feature adds incredibly to the flow and feeling of playing a well-thought experience.
The producers said they went with this system because they didn't want the combat and gameplay to feel like it was "twitch play." Instead, they wanted to reward actual role play that the player wanted to do. For that reason, V.A.T.S. plays a huge role in how you will play this title. And, thankfully, the horrid level scaling of Oblivion has been more or less phased out. Meaning, if you stray in the world or to places you shouldn't be going to yet, you could find enemies much more powerful than you who are ready to kill you at a moment's notice.
What to expect
As I mentioned, the game is mostly played in first person. But, if you enjoy the third-person view more, Bethesda is offering up that option. The game, though, looked and felt more comfortable when experienced in the first-person view.
For the first hour of the game, your character is inside Vault 101 -- a sealed-off underground concrete cave that protected its inhabitants from the nuclear fallout that destroyed the Earth. You start as a young boy and actually experience his growing up process. By doing so, you're also actually playing through the tutorial of the game -- getting used to the play style and new features implemented. You play as the son of the vault's doctor and must perform selected tasks to not only "level up" but become accustomed to the actual game.
As in most RPGs nowadays, you have the ability to fully customize your character. In fact, Fallout 3 goes a step further by not only allowing you to see your character become customized and evolved, but also have your father's look and features reflect your decisions. Essentially, you will look like your father.
Once you've grown up into a young man and matured to the proper level, you eventually leave the vault for the outside world. It is here that the game's strengths really come to light. It's an open world, but only so much as you want it to be. But, it's not quite as massive and daunting as Oblivion, and that's a good thing. Specifically, the producers said it should take around 20 hours to complete the main quest (finding your dad) and maybe another 20 to do any side missions. Also, they said the game has about nine different endings, depending on the decisions you make throughout.
And, those decisions are what make the game truly special. In the demo we were shown, there was a situation where your character came up to the first town you encounter in the game. In this town, the residents worship a nuclear bomb in the center that never went off. It's just sitting there, teasing and reminding the world just what exactly happened here -- to them, it's a sign from God. As your character moves around and interacts with the various inhabitants, you come across and meet a shady individual who offers you the chance to detonate that bomb and obliterate the false-idol worshipers within the town. And so the game begins to show how different decisions and paths can be taken and how they can affect your eventual end game. Even if you just wanted to walk around killing everyone, you probably could. The only problem is, there isn't much in the way of ammo, so you'll have to make do with what you can find.
Along with the decisions, playing with the environment is also part of what makes Fallout 3 special. There are various towns, dungeons and even other vaults to explore. And, as you can expect, there will be plenty of quests to tackle. Besides the usual "walk up to someone and receive a quest" system, players can also pick up side quests by listening to their radio on their pip boy (a sort of communication and storage device attached to your characters arm) in various locations.
You've got some RPG in my first-person shooter
At its heart, obviously, Fallout 3 is an RPG. No matter how much it may look like a shooter from the outside, deep down, this is an RPG. Besides the V.A.T.S. system and dialogue branches, the player will get their role-playing fix by earning experience and distributing points to various skills needed as you progress through the world. Of course, how you want to play will determine where you place those skill points (of which, you have 14 different areas ready for distribution).
And besides skills, you'll also get awarded different titles based on your "karma" of playing within the game. Not only can you be evil or good, but also play neutral -- something of which the developers were sure to make a full-featured and working role.
It's the little things
Some other unique features of note include the developers wanting to make sure that load times are decreased and that the game isn't flooded with cut scenes -- basically, they want to immerse you as much as possible in this world, stripping away any feeling of playing a videogame. Instead, as they describe, things just happen right in front of you. They claim that only the beginning and end of the game will have a cut scene.
Besides the realistic cause and effect gameplay, Fallout 3 immerses you in its world through day/night cycles and weather changes. I specifically asked if that weather change might include some acid or radiation rain, which was answered back at me with a chuckle and a "oh, we might actually do that."
Trying to keep with a realistic feel, the player is also limited in what he can carry by the amount of weight of the objects in which you are lugging around the world. So, there will be no unrealistic massive amounts of stuff in your virtual pockets.
Overall impressions
When we were showed a demo of the game, it was surprisingly smooth and polished for a title that isn't even scheduled to come out until later next year. A lot of the core mechanics seemed to have been put in place, which means that by the time this thing actually comes out, we should have a very well done and thought out unique experience on our hands. The world is interesting and the story is compelling enough to warrant a massive amount of hours dumped into it. For those that are sick of the knight and orc RPGs, Fallout 3 is a welcome change for someone looking for something a bit different and more realistic to take part in.
Should this game be on your radar? Most definitely it should. Even if you're not a Fallout fan, there is enough here to keep you interested. Even if you're only used to playing shooters, this game could unknowingly usher you into the addictive world of RPGs. Barring any unforeseen disasters, without a doubt Bethesda has a huge potential hit on their hands. It's practically the perfect follow-up to their successful Oblivion. Fallout 3 is slated for release in fall 2008 for the PlayStation 3, Xbox 360 and PC.
Posted by Robert Summa on Jul 2 2007 1:21PM
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/
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-Tin mới từ web của Fallout 3 :
Eurogamer tung bài phỏng vấn về game Fallout 3
When invited to Bethesda for an exclusive little demonstration of Fallout 3 (you know, only about 100 different magazines and websites), we thought we'd make it a bit more personal. Tricking all the others into getting onto a bus ("There's free booze on the bus!") and then having them driven off into some ditch somewhere, we got to spend some alone-time with lead designer, Emil Pagliarulo, and lead producer, Gavin Carter.
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Eurogamer: How do you approach developing a game, especially one with the infamy of Fallout, when none of your team was involved in the original development?
Gavin Carter: We treated a lot like we treat our own. We went back and played the old games, so played a lot of Fallout 1 and Fallout 2, to see what we wanted to bring over from those games, and to get our minds away from this medieval space [that of the Elder Scrolls games]. And we watched movies like Mad Max, read books like The Road, and started from square one.
Eurogamer: And that wasn't a bit difficult bearing in mind the legacy you were entering?
Gavin Carter: I don't know if I'd say difficult. We spent a whole lot of time on it - we like to give ourselves that space. We've been thinking about it for over three years, so what you've seen came about gradually. It's not easy, but I wouldn't say it's tremendously difficult for us.
Eurogamer: Emil, you previously worked for Looking Glass, right?
Emil Pagliarulo: Yes. I worked on Thief II, and designed the Life Of The Party level.
Eurogamer: That's the best level in the game! Running across the rooftops!
Emil Pagliarulo: Thank you!
Eurogamer: So how do you bring a Looking Glass background to a game like this?
Emil Pagliarulo: Looking Glass for me was very much my first time being thrown into the trenches. They have a tradition of really immersive first-person games. I watched the guys making System Shock - those are the kinds of games I identify with. I certainly honed [my] skills there. It's great for me to bring that here.
Eurogamer: What about the moral dimension of Looking Glass games? Does that permeate into the Fallout development?
Emil Pagliarulo: It does. One of the mantras of the Thief games is a big grey area. Garrett is the ultimate anti-hero. That's really important you know. If you want to play like that, we want to support that. As Todd [Howard, executive producer] mentioned, we originally started supporting good, and supporting evil, and we realised how important neutral was, and how viable of a gameplay path it is, and how many great games like the original Thief supported that. That's really important to me.
Eurogamer: With a background developing the Elder Scrolls games, but taking on an Interplay title, which legacy do you think Fallout 3 follows?
Emil Pagliarulo: Me personally, I really feel like we're making a game in the legacy of the Fallout games. It's so different than working with the Elder Scrolls stuff. It's first-person, and that's it. Actually it's interesting for me - it harkens back for me to some of the most enjoyable first-person games I've ever played, the Terminator games Bethesda made. Fallout 3 is Bethesda's triumphant return to gunplay games, after swords and sorcery for so long. For me it's about bringing back /that/ legacy.
Gavin Carter: I feel like when people see it's first-person they're going to say, "Oh, there's Oblivion. It's Oblivion with guns." But honestly there's not a single thing we didn't look at and think, how are we going to do this for Fallout? We stripped out our entire character system. It's all Fallout now, with specials and experience, it's not skill based. The whole questing system is Fallout. There are different paths to all the quests, you can lock yourself out of quests. It's not like Oblivion where you can say, "I've just started in the Fighter's Guild, but I'm the Grey Fox." There's nothing in the game that we haven't looked at as its own thing.
Eurogamer: Do you feel like you owe Interplay anything?
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Emil Pagliarulo: You can't. You can't proceed feeling that way. It's like, you also can't proceed feeling like you owe the fans of Fallout anything, you can't feel bad that you're not making a turn-based isometric game. When I first started I think did feel like that, and there was a period of coming to terms with it, and just saying, "I'm going to make the best game I can make, it is what it is, and we have the skills to make an excellent game, so that's what we're going to do."
Gavin Carter: Each of the older games had a different team on it. Fallout 1 and Fallout 2 had many different people working on them. We have a great deal of respect for those guys, but what we don't want to do is open up our entire design to someone outside the company who doesn't really get the culture here. For better or worse it's been ten years since the last game came out. We're very strict on authorial control. We don't want to bring someone in from outside and then only implement their ideas in a half-assed way. We have a vision for the game and we're taking it all the way through.
Eurogamer: How do you go about beginning to create a new story for an established world?
Emil Pagliarulo: It's funny. Setting it in DC - it meant we knew what we needed to do. Originally we had it set on the West coast, but it just didn't work. Eventually I said, "Write what you know." So we have a location that doesn't appear all over the place in videogames. It's such a great place for a game. As for the story, I really like stories that are character-based, so how do those characters change throughout the game? So take the relationship with "my" father. He's my moral compass, a good guy, a noble character, so if I'm an evil bastard how does he react to me? If I blow up a town, what does he think?
Eurogamer: It sounds like the role of Denton's brother in Deus Ex?
Emil Pagliarulo: Yeah, I'd not thought of that before. He is your moral compass too.
Eurogamer: So how does that relationship affect the narrative?
Gavin Carter: We really wanted to simulate growing up in the vault. Your dad is like this warm, inviting guy. He's Liam Neeson! Who wouldn't want Liam Neeson as their dad, right? Then you wake up one day and he's up and left. He hasn't told you about it, you don't know what's going on. A lot of the game is about, what is his motivation? What is he working on, why did he leave? What happened to him? That's one of the central themes of the game.
Eurogamer: Does that relationship impact on the moral dimensions of the game?
Gavin Carter: To an extent. A large part of the game is spent with him absent, so a lot of stuff happens outside of that relationship. We wanted the relationship as a central point of the plot, so we don't want you to be able to say, piss off your dad and ruin the plot. To have a narrative you have to have some parts that are more strict. We definitely want you to feel like he is a central character in your life. When he leaves it is the biggest climactic moment in your life. No one ever leaves the vault - it is entirely self-contained.
Eurogamer: You've mentioned the good/neutral/evil options. Can you elaborate on that choice?
Gavin Carter: It was something we knew we needed - it was one of the key tenants of Fallout that we needed to do. Right at the top was, "choice and consequence in every quest line", as much as we possibly can. Every aspect of the game should have choice and consequence. Even choices like picking your character's stats. Those /don't change/ throughout the course of the game. You're stuck with your Special stats pretty much for the rest of the game. Every little bit from what equipment you pick up to whether you're going to shoot this guy in the head, is going to have that choice, and there are going to be consequences.
Eurogamer: How does such freedom affect the game?
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Gavin Carter: There's a lot more handling! We spend a lot of time talking about, "What if the player doesn't go where we want them? What if they stumble on this spot that we wanted for the end-game?" We have to handle that. We don't want to just lock them out and say, "You have to go down this path, that's the only way." We have to handle everything the player's going to do. We're experienced with that because we do it in Oblivion. But it doesn't have quite the same - well, it doesn't affect the game in the same way. A lot of our time has been spent planning for every single contingency that could possibly happen.
Eurogamer: Fallout 3 shows a joy for violence, but that seems almost in conflict with the good/neutral/evil divide. If you choose to play good, do you play a less violent game, or is it righteous violence?
Emil Pagliarulo: You know, that's something else as a developer you also have to come to terms with. What does karma mean? In the real world, it's bad to kill anyone. You could argue to kill even the bad guys. In a videogame setting, it's good to kill the bad guys. So you can still get your jollies so long as you're killing the baddies. But it's tough - that's a place where a lot of the fans disagree - you end up handing out karma inconsistently. It's something we're still trying to balance.
Gavin Carter: What we can do is provide different avenues for the player. A big thing with the original Fallout is you could talk your way out of certain situations. You could got to the Master and talk him to death. We wanted to provide a lot of different avenues. You have to decide for yourself. Is shooting mutants something my character is going to do? In some ways we'll provide non-lethal combat options, but a big part of this game is the incredible level of violence. It's something people find a lot of fun, so it's not something we're going to back off from. The old Fallout had a slider for violence, you could turn it down if you wanted. We joked that on our options we were going to have one, but it would be taped in place at the max.
Eurogamer: Do you find it's more difficult, or different, approaching development in a post-Hot Coffee/Jack Thompson infected world? Is moral ambiguity a lot harder to approach in this climate?
Gavin Carter: It's something I don't really worry about that much. It's probably going to be a Mature game, I don't see how it could possibly not be. It's not something where we're saying, "Let's go through the requirements for Mature and make sure we check all these boxes." It's nothing that we worry about. There is something we worry about regarding kids [The game features children, and it features guns, and it lets you make your choices. Whether they let you kill children is a decision they haven't made], and we could run into all sorts of problems there. It's something we need to think about, and find out, what's a good balance respecting what the game's about, and respecting the reality of the world today.
Emil Pagliarulo: The fact that we still haven't decided what to do with the kids is, you know... It's the world we live in, and you have to think carefully.
Eurogamer: Presumably Bioshock is going to create a whole shitstorm of fuss when people don't understand the role and purpose of the children.
Gavin Carter: Yeah. There was an old screenshot for Fable when that first came out, where the guy had a sword through a kid's neck! That was a screenshot - I thought, oh my God, that's crazy! It's really something disconcerting, so you have to balance it. How important is it for the game? For Bioshock it's a central part of the game. The big choice is whether you're going to kill these little kids or not. Is that something we need to worry about so much in Fallout? I'm not sure it is.
Fallout 3 nói đôi chút trên XBOX Live
Killzig noted something added to the XBox Live marketplace:
Fallout 3
Post Nuclear Roleplaying
"Vault Tec engineers have worked around the clock on an interactive reproduction of Wasteland life for you to enjoy from the comfort of your own vault. Fallout 3 includes an expansive world, unique combat, shockingly realistic visuals, tons of player choice, and an incredible cast of dynamic characters. Every minute is a fight for survival against the terrors of the outside world -- radiation, Super Mutants, and hostile mutated creatures. From Vault-Tec(r), America's First Choice in Post-Nuclear Simulation(tm)."
Pete Hines adds the following:
Many of us here have been waiting and wanting Fallout stuff to use for a gamer pics and themes since…forever. Finally today the wait is over as you can now grab a pack of Fallout 3 gamer pics. The pic pack (100 points) features several variations of Vault Boy plus a Brotherhood of Steel image, as well as a theme (150 points) for your Live blades featuring the Craig Mullins concept art you’ve undoubtably seen already.
Finally, a pic to match my motto. And, if you want to see the teaser trailer in full 720p glory, you can download that off of Live as well.
Website chính thức của Fallout 3 có link sau :
http://fallout.bethsoft.com/