Monday, 30 September 2024
News with tag Creation  RSS

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

The Last Guardian's Connection to Ico and Shadow of the Colossus

Added: 18.06.2015 15:52 | 6 views | 0 comments


The Last Guardian's appearance during Sony's press conference meant the world to fans of Fumito Ueda, the iconic Japanese developer who's responsible for , two pillars of the PlayStation 2's library of games. Will The Last Guardian follow in their footsteps? Ueda certainly thinks so. During a presentation by Ueda earlier this week, he made it perfectly clear that The Last Guardian is, in many ways, a combination of the two games' core design principles: "we tried to take the best of both worlds."

"We" is important, because beyond Ueda, there are a number of other developers working on The Last Guardian who've also had a hand in designing Ico and Shadow of the Colossus. "This is a collaborative effort between Japan Studio and genDESIGN, where Fumito Ueda is the Creative Director of The Last Guardian," said Ueda's translator. "genDESIGN is a game creation studio that is formed primarily by the original developers of Ico and Shadow of the Colossus."

This isn't terribly surprising, as The Last Guardian looks like a distant cousin of Team Ico's previous work, with ancient, man-made architecture set in the midst of lush, desaturated landscapes. Even animation peculiarities of the boy, where he moves fluidly, swaying and stumbling with equal parts grace and imbalance, recall memories of Ueda's former hero characters.

"we tried to take the best of both worlds."

To hear Ueda describe the story for The Last Guardian, which is still largely a mystery, deepens the connection to Ico even further. Ueda pointed out that The Last Guardian is "all about a young boy who's been kidnapped under mysterious circumstances." The pair "take an incredible journey together. They encounter ancient ruins. Their ultimate goal is to escape from this environment somehow, and that's for the player to experience as the story unfolds." Details aside, this is broadly the same tale that was told in Ico, where Ico is locked away and he attempts to escape a fortress with Yorda.

Players are expected to read the environment that they're in, to utilize the strengths and weaknesses of each other characters. The boy is weak, but he has a logical mind--your mind. Trico, the hybrid animal, can't be directly controlled--like Yorda--but it obviously possesses greater physical strength than the boy. Finding a solution to the puzzles in The Last Guardian will require equal parts of the boy's mind, and Trico's physicality.

"Looking back," Ueda said, "Ico was more or less about the cooperation between the boy and Yorda. She was a non-playable character, so we've taken elements from that. Looking back at Shadow of the Colossus, he continued, "it was more about the dynamic interaction with the giant creatures."

Based on the demo at E3, The Last Guardian not only embraces height; it thrives on it to instil emotions into the player that solidify our perception of the symbiotic relationship between the boy and trico. Ueda's translator noted that "Ueda's games always have a sense of height and depth, in Ico, Shadow of the Colossus, and in a different way for The Last Guardian. The difference here is that you have Trico there beside you to cling onto as a safety net. It also helps the player overcome the psychological stress when standing on ledges, and to overcome those challenges, therefore leading to a sense of accomplishment." In other words, height is the source of fear and stress, but it's also an opportunity to feel a real sense of relief, something that should be very familiar to fans of Ueda's past work.

Ueda and The Last Guardian have escaped a prison of their own, in a way, resurfacing from the rubble of political strife and years of missteps. To see Ueda appear on stage was the relief that many of his fans were looking for, who for years have feared his absence was a sign that the game was no longer in production. In that sense, perhaps there's a deeper connection to be made. The Last Guardian is, by Ueda's admission, a combination of his past games, but perhaps it's also an allegory for his journey developing the game. Be that true or not, I'm just relieved to see that the game is still alive, and that Ueda is committed to pursuing his vision.

From: www.gamespot.com

Fallout 4#39;s getting base building, console mod support and lots of weird

Added: 18.06.2015 14:30 | 32 views | 0 comments


So, E3 happened and, as expected, Fallout 4 dominated proceedings. In the course of two days, we learned more about Bethesda's post-apocalyptic RPG than we have in the course of several years of desperate hunting. Rumours were confirmed, gossip was waved away and, most excitingly, there were some real surprises in store, too.

The biggest of all, of course, was the release date. The game will be out in November, bucking the usual E3 trend of a first reveal coming years in advance. Apart from anything else, that means we got trailers, full feature rundowns and huge chunks of gameplay to watch from the get-go - here's everything we know so far.

Our Vault Dwellers have always been the strong, silent types, seemingly communicating all information via telepathy or morse code spelled out by gunshots. This time - whether you play as a male or female character - your character has a . It's apparently taken four years to write and record the 13,000 lines of dialogue required for each character, but producer Todd Howard wanted us to connect with our characters more, and this is the way to do it.

It helps that we'll be designing them to within an inch of their life, too. Far from the buttons and sliders of most RPG character creation sections, Fallout plonks your character in front of a bathroom mirror and lets you literally play with their face until you have it the way you want it. Design their spouse too and the game auto-generates a baby based on your creations. For its final trick, the voice of your Mr. Handy robot can cope with thousands of the world's most popular surnames, meaning you'll be referred to by name as you go. Immersion is the name of the game, seemingly.

This is the one main rumour that proved to be true - Fallout 4's Massachusetts setting is real if a little twisted. The big hitters are all there - there's a settlement inside Fenway Park, and the series has always made reference to M.I.T, now known only as The Institute - but this is an an alternate history, too. Real-life locations that have since been demolished still remain, like the old city centre, Scollay Square.

It's faithful enough that ex-Boston residents working on the game have said it made them homesick - but its the differences to previous games that has us interested. Fallout 4's Boston is significantly more built-up than the Capital Wasteland or New Vegas, with ramshackle skyscrapers and busy settlements popping up across the game trailers. Does that mean this game is set a fair bit later than either of the last two games?

"I'll be playing the game and run into something and be like, 'Who built this? What is this? It's so big!'" So says Todd Howard, a man supposedly overseeing the game. If he's not seen it all, what chance do we have? The focus clearly seems to be on building a world that offers up the kind of stories we can swap with friends, one of Bethesda's chief talents - and in that respect.

We've not had any official word on exactly how big it is, but screenshots show off far more than simple urban wastes, and lead producer, Jeff Gardiner, summed it up by saying "I've played the game probably 400 hours, and I'm still finding stuff that I haven't seen yet." Get working on some thumb calluses - we're going for a virtual hike.

First up, you start the game pre-war. You know those old trailers for Fallout that showed the '50s techno-Americana bliss before the bombs dropped - you're living it. For a bit. Soon, you're running for the familiar environs of a vault (number 111 in this case) and a mushroom cloud signals the end of taht chapter.

I assumed that that meant you'd end up playing as the auto-generated baby mentioned earlier. Nope. As it turns out, your chosen character survives in their vault for 200 years. No one else does. Presumably, this will be the thrust of the storyline - working out just what Vault-Tec did to keep you from dying (or aging), while your spouse and child didn't make it. Fun!

That's not to say you'll be alone. The entire first trailer made it pretty clear that true series hero, Dogmeat, will be playing a major role. I'm guessing this is a different abandoned Alsatian to the one that glitched out and disappeared in my Fallout 3 save file (although in a game where someone can live for 200 years and come out of it a bit groggy, who knows) - it's certainly a more useful version.

Dogmeat can now take more advanced orders, attacking or distracting enemies, fetching items you can't be bothered to schlep over to and, most importantly, is totally invincible meaning I won't have to stop playing to have a bit of a cry at any point.

Fallout 3 ran on the Gamebryo engine. That was modified and re-released as the Creation engine for the release of Skyrim. Fallout 4, which has apparently been in development since 2009, runs on its own version of Creation. Bethesda, it seems, does not like change.

That's not to say that it'll feel like an old game. It's clear enough from the trailers that significant work has gone into the lighting and animation style, while the face-to-face, zombie-like conversations of old are out completely. Facial expressions are far more complex, and the conversation system is dynamic, not only letting you see the scene in third-person, but even break off to run away or attack your unsuspecting talking partner.

Fallout always did a (slightly) better job than its fantasy equivalents at using junk items in meaningful ways - and yes, the Rock-It Launcher returns, thankfully - but Bethesda's collection of inventory ephemera gains new purpose with the addition of a huge new crafting system.

Every weapon and armour set can be added to, altered and made to look significantly more badass with the application of a plethora of junk. How toy rockets are being used to create a sturdier rifle stock is never fully explained, but we'll be happy just to trade in a hundred broomsticks for some discernible reason, thank you very much.

Certain plots of land in the game can be used to create full settlements, from scratch. Think of it like the building system of a game like Rust, but with way> fewer penises. Build it, and wasteland inhabitants will come - the more you offer to passers-by, the more they'll want to set up shop (if they're rare items merchants, sometimes literally).

But the bigger you build, the more of a target you become. You'll need to set up defenses (including stringing powerlines around from generators) to, er, dissuade raiders from stealing your stff and killing your new citizens. But it's worth it - build more than one settlement and you can mogul it up by sending trade caravans between your towns.

Fallout's never taken itself too seriously - expect 4 to follow suit. Even without whatever the inevitable Wild Wasteland perk brings with it, we've already spotted the obligatory nuke launcher, rideable Vertibirds, airstrikes, jetpacks, and baseball bats with buzzsaw blades strapped to the end.

Best of all, your Pip-Boy's now an in-game console of its own - you'll be finding, let's say, familiar retro games to play on your green and black display. The original Donkey Kong featuring a Pipboy player-character, the slightly eerie inclusion of Missile Commander and more will be appearing.

The biggest surprise of all was that Fallout's incredible mod community will be getting a much bigger audience this time around. Todd Howard confirmed that Xbox One players will be able to download mods made for the PC version of the game first, with PS4 to follow suit later.

There's no word on exactly how this will be done - I'd guess at a pool of approved mods, but even without the truly outlandish stuff, that's a huge step towards keeping Fallout a going concern on console for years to come.

If you're really invested (and if you can still find one for sale by this point) the Collector's Edition of the game will come with a wearable Pip-Boy phone case. Slide your phone inside, download a companion app, and you can interact with the game in (slightly embarrassingly) realistic fashion.
Fallout 4#39;s getting base building, console mod support and lots of weird

Added: 18.06.2015 14:30 | 25 views | 0 comments


So, E3 happened and, as expected, Fallout 4 dominated proceedings. In the course of two days, we learned more about Bethesda's post-apocalyptic RPG than we have in the course of several years of desperate hunting. Rumours were confirmed, gossip was waved away and, most excitingly, there were some in store, too.

The biggest of all, of course, was the release date. The game will be out in November, bucking the usual E3 trend of a first reveal coming years in advance. Apart from anything else, that means we got trailers, full feature rundowns and huge chunks of gameplay to watch from the get-go - here's everything we know so far.

Our Vault Dwellers have always been the strong, silent types, seemingly communicating all information via telepathy or morse code spelled out by gunshots. This time - whether you play as a male or female character - your character has a . It's apparently taken four years to write and record the 13,000 lines of dialogue required for each character, but producer Todd Howard wanted us to connect with our characters more, and this is the way to do it.

It helps that we'll be designing them to within an inch of their life, too. Far from the buttons and sliders of most RPG character creation sections, Fallout plonks your character in front of a bathroom mirror and lets you literally play with their face until you have it the way you want it. Design their spouse too and the game auto-generates a baby based on your creations. For its final trick, the voice of your Mr. Handy robot can cope with thousands of the world's most popular surnames, meaning you'll be referred to by name as you go. Immersion is the name of the game, seemingly.

This is the one main rumour that proved to be true - Fallout 4's Massachusetts setting is real if a little twisted. The big hitters are all there - there's a settlement inside Fenway Park, and the series has always made reference to M.I.T, now known only as The Institute - but this is an an alternate history, too. Real-life locations that have since been demolished still remain, like the old city centre, Scollay Square.

It's faithful enough that ex-Boston residents working on the game have said it made them homesick - but its the differences to previous games that has us interested. Fallout 4's Boston is significantly more built-up than the Capital Wasteland or New Vegas, with ramshackle skyscrapers and busy settlements popping up across the game trailers. Does that mean this game is set a fair bit later than either of the last two games?

"I'll be playing the game and run into something and be like, 'Who built this? What is this? It's so big!'" So says Todd Howard, a man supposedly overseeing the game. If he's not seen it all, what chance do we have? The focus clearly seems to be on building a world that offers up the kind of stories we can swap with friends, one of Bethesda's chief talents - and in that respect.

We've not had any official word on exactly how big it is, but screenshots show off far more than simple urban wastes, and lead producer, Jeff Gardiner, summed it up by saying "I've played the game probably 400 hours, and I'm still finding stuff that I haven't seen yet." Get working on some thumb calluses - we're going for a virtual hike.

First up, you start the game pre-war. You know those old trailers for Fallout that showed the '50s techno-Americana bliss before the bombs dropped - you're living it. For a bit. Soon, you're running for the familiar environs of a vault (number 111 in this case) and a mushroom cloud signals the end of taht chapter.

I assumed that that meant you'd end up playing as the auto-generated baby mentioned earlier. Nope. As it turns out, your chosen character survives in their vault for 200 years. No one else does. Presumably, this will be the thrust of the storyline - working out just what Vault-Tec did to keep you from dying (or aging), while your spouse and child didn't make it. Fun!

That's not to say you'll be alone. The entire first trailer made it pretty clear that true series hero, Dogmeat, will be playing a major role. I'm guessing this is a different abandoned Alsatian to the one that glitched out and disappeared in my Fallout 3 save file (although in a game where someone can live for 200 years and come out of it a bit groggy, who knows) - it's certainly a more useful version.

Dogmeat can now take more advanced orders, attacking or distracting enemies, fetching items you can't be bothered to schlep over to and, most importantly, meaning I won't have to stop playing to have a bit of a cry at any point.

Fallout 3 ran on the Gamebryo engine. That was modified and re-released as the Creation engine for the release of Skyrim. Fallout 4, which has apparently been in development since 2009, runs on its own version of Creation. Bethesda, it seems, does not like change.

That's not to say that it'll feel like an old game. It's clear enough from the trailers that significant work has gone into the lighting and animation style, while the face-to-face, zombie-like conversations of old are out completely. Facial expressions are far more complex, and the conversation system is dynamic, not only letting you see the scene in third-person, but even break off to run away or attack your unsuspecting talking partner.

Fallout always did a (slightly) better job than its fantasy equivalents at using junk items in meaningful ways - and yes, the Rock-It Launcher returns, thankfully - but Bethesda's collection of inventory ephemera gains new purpose with the addition of a huge new crafting system.

Every weapon and armour set can be added to, altered and made to look significantly more badass with the application of a plethora of junk. How toy rockets are being used to create a sturdier rifle stock is never fully explained, but we'll be happy just to trade in a hundred broomsticks for some discernible reason, thank you very much.

Certain plots of land in the game can be used to create full settlements, from scratch. Think of it like the building system of a game like Rust, but with way> fewer penises. Build it, and wasteland inhabitants will come - the more you offer to passers-by, the more they'll want to set up shop (if they're rare items merchants, sometimes literally).

But the bigger you build, the more of a target you become. You'll need to set up defenses (including stringing powerlines around from generators) to, er, dissuade raiders from stealing your stff and killing your new citizens. But it's worth it - build more than one settlement and you can mogul it up by sending trade caravans between your towns.

Fallout's never taken itself too seriously - expect 4 to follow suit. Even without whatever the inevitable Wild Wasteland perk brings with it, we've already spotted the obligatory nuke launcher, rideable Vertibirds, airstrikes, jetpacks, and baseball bats with buzzsaw blades strapped to the end.

Best of all, your Pip-Boy's now an in-game console of its own - you'll be finding, let's say, familiar retro games to play on your green and black display. The original Donkey Kong featuring a Pipboy player-character, the slightly eerie inclusion of Missile Commander and more will be appearing.

The biggest surprise of all was that Fallout's incredible mod community will be getting a much bigger audience this time around. Todd Howard confirmed that will be able to download mods made for the PC version of the game first, with PS4 to follow suit later.

There's no word on exactly how this will be done - I'd guess at a pool of approved mods, but even without the truly outlandish stuff, that's a huge step towards keeping Fallout a going concern on console for years to come.

If you're really invested (and if you can still find one for sale by this point) the Collector's Edition of the game will come with a phone case. Slide your phone inside, download a companion app, and you can interact with the game in (slightly embarrassingly) realistic fashion.
Fallout 4#39;s getting base building, console mod support and lots of weird

Added: 18.06.2015 14:30 | 24 views | 0 comments


So, E3 happened and, as expected, Fallout 4 dominated proceedings. In the course of two days, we learned more about Bethesda's post-apocalyptic RPG than we have in the course of several years of desperate hunting. Rumours were confirmed, gossip was waved away and, most excitingly, there were some real surprises in store, too.

The biggest of all, of course, was the release date. The game will be out in November, bucking the usual E3 trend of a first reveal coming years in advance. Apart from anything else, that means we got trailers, full feature rundowns and huge chunks of gameplay to watch from the get-go - here's everything we know so far.

Our Vault Dwellers have always been the strong, silent types, seemingly communicating all information via telepathy or morse code spelled out by gunshots. This time - whether you play as a male or female character - your character has a . It's apparently taken four years to write and record the 13,000 lines of dialogue required for each character, but producer Todd Howard wanted us to connect with our characters more, and this is the way to do it.

It helps that we'll be designing them to within an inch of their life, too. Far from the buttons and sliders of most RPG character creation sections, Fallout plonks your character in front of a bathroom mirror and lets you literally play with their face until you have it the way you want it. Design their spouse too and the game auto-generates a baby based on your creations. For its final trick, the voice of your Mr. Handy robot can cope with thousands of the world's most popular surnames, meaning you'll be referred to by name as you go. Immersion is the name of the game, seemingly.

This is the one main rumour that proved to be true - Fallout 4's Massachusetts setting is real if a little twisted. The big hitters are all there - there's a settlement inside Fenway Park, and the series has always made reference to M.I.T, now known only as The Institute - but this is an an alternate history, too. Real-life locations that have since been demolished still remain, like the old city centre, Scollay Square.

It's faithful enough that ex-Boston residents working on the game have said it made them homesick - but its the differences to previous games that has us interested. Fallout 4's Boston is significantly more built-up than the Capital Wasteland or New Vegas, with ramshackle skyscrapers and busy settlements popping up across the game trailers. Does that mean this game is set a fair bit later than either of the last two games?

"I'll be playing the game and run into something and be like, 'Who built this? What is this? It's so big!'" So says Todd Howard, a man supposedly overseeing the game. If he's not seen it all, what chance do we have? The focus clearly seems to be on building a world that offers up the kind of stories we can swap with friends, one of Bethesda's chief talents - and size is important in that respect.

We've not had any official word on exactly how big it is, but screenshots show off far more than simple urban wastes, and lead producer, Jeff Gardiner, summed it up by saying "I've played the game probably 400 hours, and I'm still finding stuff that I haven't seen yet." Get working on some thumb calluses - we're going for a virtual hike.

First up, you start the game pre-war. You know those old trailers for Fallout that showed the '50s techno-Americana bliss before the bombs dropped - you're living it. For a bit. Soon, you're running for the familiar environs of a vault (number 111 in this case) and a mushroom cloud signals the end of taht chapter.

I assumed that that meant you'd end up playing as the auto-generated baby mentioned earlier. Nope. As it turns out, your chosen character survives in their vault for 200 years. No one else does. Presumably, this will be the thrust of the storyline - working out just what Vault-Tec did to keep you from dying (or aging), while your spouse and child didn't make it. Fun!

That's not to say you'll be alone. The entire first trailer made it pretty clear that true series hero, Dogmeat, will be playing a major role. I'm guessing this is a different abandoned Alsatian to the one that glitched out and disappeared in my Fallout 3 save file (although in a game where someone can live for 200 years and come out of it a bit groggy, who knows) - it's certainly a more useful version.

Dogmeat can now take more advanced orders, attacking or distracting enemies, fetching items you can't be bothered to schlep over to and, most importantly, is totally invincible meaning I won't have to stop playing to have a bit of a cry at any point.

Fallout 3 ran on the Gamebryo engine. That was modified and re-released as the Creation engine for the release of Skyrim. Fallout 4, which has apparently been in development since 2009, runs on its own version of Creation. Bethesda, it seems, does not like change.

That's not to say that it'll feel like an old game. It's clear enough from the trailers that significant work has gone into the lighting and animation style, while the face-to-face, zombie-like conversations of old are out completely. Facial expressions are far more complex, and the conversation system is dynamic, not only letting you see the scene in third-person, but even break off to run away or attack your unsuspecting talking partner.

Fallout always did a (slightly) better job than its fantasy equivalents at using junk items in meaningful ways - and yes, the Rock-It Launcher returns, thankfully - but Bethesda's collection of inventory ephemera gains new purpose with the addition of a huge new crafting system.

Every weapon and armour set can be added to, altered and made to look significantly more badass with the application of a plethora of junk. How toy rockets are being used to create a sturdier rifle stock is never fully explained, but we'll be happy just to trade in a hundred broomsticks for some discernible reason, thank you very much.

Certain plots of land in the game can be used to create full settlements, from scratch. Think of it like the building system of a game like Rust, but with way> fewer penises. Build it, and wasteland inhabitants will come - the more you offer to passers-by, the more they'll want to set up shop (if they're rare items merchants, sometimes literally).

But the bigger you build, the more of a target you become. You'll need to set up defenses (including stringing powerlines around from generators) to, er, dissuade raiders from stealing your stff and killing your new citizens. But it's worth it - build more than one settlement and you can mogul it up by sending trade caravans between your towns.

Fallout's never taken itself too seriously - expect 4 to follow suit. Even without whatever the inevitable Wild Wasteland perk brings with it, we've already spotted the obligatory nuke launcher, rideable Vertibirds, airstrikes, jetpacks, and baseball bats with buzzsaw blades strapped to the end.

Best of all, your Pip-Boy's now an in-game console of its own - you'll be finding, let's say, familiar retro games to play on your green and black display. The original Donkey Kong featuring a Pipboy player-character, the slightly eerie inclusion of Missile Commander and more will be appearing.

The biggest surprise of all was that Fallout's incredible mod community will be getting a much bigger audience this time around. Todd Howard confirmed that Xbox One players will be able to download mods made for the PC version of the game first, with PS4 to follow suit later.

There's no word on exactly how this will be done - I'd guess at a pool of approved mods, but even without the truly outlandish stuff, that's a huge step towards keeping Fallout a going concern on console for years to come.

If you're really invested (and if you can still find one for sale by this point) the Collector's Edition of the game will come with a wearable Pip-Boy phone case. Slide your phone inside, download a companion app, and you can interact with the game in (slightly embarrassingly) realistic fashion.
Fallout 4#39;s getting base building, console mod support and lots of weird

Added: 18.06.2015 14:30 | 29 views | 0 comments


So, E3 happened and, as expected, Fallout 4 dominated proceedings. In the course of two days, we learned more about Bethesda's post-apocalyptic RPG than we have in the course of several years of desperate hunting. Rumours were confirmed, gossip was waved away and, most excitingly, there were some real surprises in store, too.

The biggest of all, of course, was the release date. The game will be out in November, bucking the usual E3 trend of a first reveal coming years in advance. Apart from anything else, that means we got trailers, full feature rundowns and huge chunks of gameplay to watch from the get-go - here's everything we know so far.

Our Vault Dwellers have always been the strong, silent types, seemingly communicating all information via telepathy or morse code spelled out by gunshots. This time - whether you play as a male or female character - your character has a . It's apparently taken four years to write and record the 13,000 lines of dialogue required for each character, but producer Todd Howard wanted us to connect with our characters more, and this is the way to do it.

It helps that we'll be designing them to within an inch of their life, too. Far from the buttons and sliders of most RPG character creation sections, Fallout plonks your character in front of a bathroom mirror and lets you literally play with their face until you have it the way you want it. Design their spouse too and the game auto-generates a baby based on your creations. For its final trick, the voice of your Mr. Handy robot can cope with thousands of the world's most popular surnames, meaning you'll be referred to by name as you go. Immersion is the name of the game, seemingly.

This is the one main rumour that proved to be true - Fallout 4's Massachusetts setting is real if a little twisted. The big hitters are all there - there's a settlement inside Fenway Park, and the series has always made reference to M.I.T, now known only as The Institute - but this is an an alternate history, too. Real-life locations that have since been demolished still remain, like the old city centre, Scollay Square.

It's faithful enough that ex-Boston residents working on the game have said it made them homesick - but its the differences to previous games that has us interested. Fallout 4's Boston is significantly more built-up than the Capital Wasteland or New Vegas, with ramshackle skyscrapers and busy settlements popping up across the game trailers. Does that mean this game is set a fair bit later than either of the last two games?

"I'll be playing the game and run into something and be like, 'Who built this? What is this? It's so big!'" So says Todd Howard, a man supposedly overseeing the game. If he's not seen it all, what chance do we have? The focus clearly seems to be on building a world that offers up the kind of stories we can swap with friends, one of Bethesda's chief talents - and in that respect.

We've not had any official word on exactly how big it is, but screenshots show off far more than simple urban wastes, and lead producer, Jeff Gardiner, summed it up by saying "I've played the game probably 400 hours, and I'm still finding stuff that I haven't seen yet." Get working on some thumb calluses - we're going for a virtual hike.

First up, you start the game pre-war. You know those old trailers for Fallout that showed the '50s techno-Americana bliss before the bombs dropped - you're living it. For a bit. Soon, you're running for the familiar environs of a vault (number 111 in this case) and a mushroom cloud signals the end of taht chapter.

I assumed that that meant you'd end up playing as the auto-generated baby mentioned earlier. Nope. As it turns out, your chosen character survives in their vault for 200 years. No one else does. Presumably, this will be the thrust of the storyline - working out just what Vault-Tec did to keep you from dying (or aging), while your spouse and child didn't make it. Fun!

That's not to say you'll be alone. The entire first trailer made it pretty clear that true series hero, Dogmeat, will be playing a major role. I'm guessing this is a different abandoned Alsatian to the one that glitched out and disappeared in my Fallout 3 save file (although in a game where someone can live for 200 years and come out of it a bit groggy, who knows) - it's certainly a more useful version.

Dogmeat can now take more advanced orders, attacking or distracting enemies, fetching items you can't be bothered to schlep over to and, most importantly, is totally invincible meaning I won't have to stop playing to have a bit of a cry at any point.

Fallout 3 ran on the Gamebryo engine. That was modified and re-released as the Creation engine for the release of Skyrim. Fallout 4, which has apparently been in development since 2009, runs on its own version of Creation. Bethesda, it seems, does not like change.

That's not to say that it'll feel like an old game. It's clear enough from the trailers that significant work has gone into the lighting and animation style, while the face-to-face, zombie-like conversations of old are out completely. Facial expressions are far more complex, and the conversation system is dynamic, not only letting you see the scene in third-person, but even break off to run away or attack your unsuspecting talking partner.

Fallout always did a (slightly) better job than its fantasy equivalents at using junk items in meaningful ways - and yes, the Rock-It Launcher returns, thankfully - but Bethesda's collection of inventory ephemera gains new purpose with the addition of a huge new crafting system.

Every weapon and armour set can be added to, altered and made to look significantly more badass with the application of a plethora of junk. How toy rockets are being used to create a sturdier rifle stock is never fully explained, but we'll be happy just to trade in a hundred broomsticks for some discernible reason, thank you very much.

Certain plots of land in the game can be used to create full settlements, from scratch. Think of it like the building system of a game like Rust, but with way> fewer penises. Build it, and wasteland inhabitants will come - the more you offer to passers-by, the more they'll want to set up shop (if they're rare items merchants, sometimes literally).

But the bigger you build, the more of a target you become. You'll need to set up defenses (including stringing powerlines around from generators) to, er, dissuade raiders from stealing your stff and killing your new citizens. But it's worth it - build more than one settlement and you can mogul it up by sending trade caravans between your towns.

Fallout's never taken itself too seriously - expect 4 to follow suit. Even without whatever the inevitable Wild Wasteland perk brings with it, we've already spotted the obligatory nuke launcher, rideable Vertibirds, airstrikes, jetpacks, and baseball bats with buzzsaw blades strapped to the end.

Best of all, your Pip-Boy's now an in-game console of its own - you'll be finding, let's say, familiar retro games to play on your green and black display. The original Donkey Kong featuring a Pipboy player-character, the slightly eerie inclusion of Missile Commander and more will be appearing.

The biggest surprise of all was that Fallout's incredible mod community will be getting a much bigger audience this time around. Todd Howard confirmed that Xbox One players will be able to download mods made for the PC version of the game first, with PS4 to follow suit later.

There's no word on exactly how this will be done - I'd guess at a pool of approved mods, but even without the truly outlandish stuff, that's a huge step towards keeping Fallout a going concern on console for years to come.

If you're really invested (and if you can still find one for sale by this point) the Collector's Edition of the game will come with a wearable Pip-Boy phone case. Slide your phone inside, download a companion app, and you can interact with the game in (slightly embarrassingly) realistic fashion.
Need for Speed lets you drive how you want, and future NFS games probably will too

Added: 18.06.2015 12:16 | 3 views | 0 comments


Polygon: "Creating a new Need for Speed game presents an interesting challenge in that the franchise has never really been just one thing. Across 21 years and 22 games, Need for Speed has covered a lot of mileage, appealing to different kinds of gamers with different kinds of racing. The high-speed, arcade antics of Need for Speed 3: Hot Pursuit are barely even comparable to the more simulation-centered Need for Speed: Shift, for example."

From: n4g.com

Just Cause 3: We Love Creative Destruction

Added: 18.06.2015 3:15 | 6 views | 0 comments


Justin and Tristan talk about the chaotic choices in the game and if it ever gets to be TOO crazy.

From: feeds.ign.com


« Newer articles Older articles »
advertising

Copyright © 2008-2024 Game news at Chat Place  - all rights reserved