Fallout 3 PS3 DLC Dated and GOTY Info

Posted by PAYBACK-IRONMAN | Microsoft, PC, Real Talk with the HipHopGamer, Sony | Thursday 17 September 2009 2:17 pm

For those that are anxiously waiting for the Fallout 3 DLC to hit the PS3, your wait is almost over. Today Bethesda announced that a patch for the PS3 version of Fallout 3 has been released and it should fix alot of the bugs that plague the game and it adds trophy support for the DLC. As for the DLC itself, fans can expetct the first PS3 DLC “Broken Steel” to drop next Thursday on September 24. Then “Operation Anchorage” and “The Pit” will both be released on Oct 1st followed by “Point Lookout” and “Mothership Zeta” on Oct 8th.

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Bethesda also announced that the Game of the Year edition of Fallout 3 will be released on Oct 13th for the PS3, Xbox 360 and PC. The GOTY edition includes the origional Fallout 3 game and all five of the DLC packs. So those that haven’t experienced Fallout 3 before need to check it out when it drops Oct 13th.

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Finally Xbox 360 fans of Fallout 3 should be happy to know that a premium Fallout 3 theme will be released on Oct 1st. Best of all if you’ve purchased all of the downloadable content (before Sept.22) then you will receive the theme for free. If not then it will cost you 240 MSP. Check out the above screenshot to get a first look at the theme.

A Quick Review of Fallout 3: Mothership Zeta

Posted by PAYBACK-IRONMAN | Microsoft, PC, Real Talk with the HipHopGamer, Reviews | Monday 17 August 2009 12:49 am

Mothership Zeta is the fifth and final DLC pack for Fallout 3 and this is definitely the most unique of all the Fallout DLC because it takes players out of the Capital Wasteland and on board an alien mothership. It starts out the way you’d expect it to, you’re abducted by aliens and you wake up in a jail cell with other humans and you work together to make it to the captains bridge which can get you back to earth. The overall story of Mothership Zeta was bland to say the least and lets just say it doesn’t offer much shock value like some of Fallout 3’s other quests do.

Mothership Zeta’s main focus is on its combat and that really hurts it from being great, for the entire time you’ll be wondering down the same corridors shooting aliens in order to get from point A to B, it starts out great at first but after a while you really just want to get back to the Capital Wasteland as soon as possible. It’s very unfortunate that the main focus was on combat because Fallout 3’s main strength is in its exploration and it would have been really cool if there was more to discover in the mothership other then bland corridors.

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The experience isn’t all that bad though, those that are looking for new weapons and equipment will love this expansion pack. Players will discover tons of alien weaponry that is the most powerful in the game and you’ll discover lots of items that can be sold for a pretty penny when you get back to the Capital Wasteland.

Motheship Zeta is not a that long compared to the other Fallout 3 DLC. It took me at least 3 hours to complete the entire quest and there are no side quests or interesting places to explore, so those that loved the previous Point Lookout DLC may be dissapointed by the length and the lack of exploration.

So in closing Mothership Zeta is a unique but poorly executed add on. Its to straight forward and the experience gets old pretty quick. But because I’m such a hardcore Fallout 3 fan I still had fun with Mothership Zeta and I’m sure that everyone will atleast get some enjoyment out of this DLC.

Score: 7/10

Fallout 3 GotY Edition Box Art Revealed

Posted by PAYBACK-IRONMAN | Microsoft, Real Talk with the HipHopGamer, Sony | Monday 10 August 2009 12:42 pm

Fallout 3 is without a doubt one of the best games ever released and its DLC is truly what makes it stand out. Bethesda has just released the box art for the Game of the Year Edition which will include Operation Anchorage, The Pitt, Broken Steel, Point Lookout and Mothership Zeta. Those that missed on Fallout 3 last year shouldn’t hesitate to pick this up because you getting over 100 hours of gameplay and every time you play Fallout 3 your bound to discover something awesome. The edition is set for release October 31 this year for the PS3 and 360.

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Fallout 3: Mothership Zeta First Info & Screens

Posted by PAYBACK-IRONMAN | Microsoft, PC, Real Talk with the HipHopGamer, Sony | Tuesday 14 July 2009 11:14 pm

Mothership Zeta is the fifth and final DLC pack for Bethesda’s Fallout 3 and its looking to be their most ambitious DLC offering yet. In Mothership Zeta players will find themselves being abducted by aliens and it will be up to you to stop the aliens from destroying earth. You’ll also be introduced to a bunch of new weapons and armor and you’ll meet new allies to aid you in your effort to stop the aliens.

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Here are some of the key features that will be in Mothership Zeta:

  • Find and exploit new and destructive alien technology, like the Alien Atomizer and Drone Cannon.
  • Explore the vast Mothership and learn the secrets of the Aliens’ master plan.
  • Thwart the Aliens’ attempt to stop your escape, and take over the Alien ship before it wreaks havoc on the unsuspecting Earth below.
  • Fight against the Alien Invaders, their robot drones, and turn their own horrible experiments against them.
  • Ally yourself with an unexpected array of characters, both from the Capital Wasteland and from Earth ’s past.

Mothership Zeta will be released for the Xbox 360 and PC on August 3rd and it will be released on the PS3 some time after.

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Fallout 3 DLC For PS3 Pushed Back

Posted by hiphopgamer | Real Talk with the HipHopGamer, Sony | Monday 13 July 2009 12:54 pm

NEWS:

Fallout 3 the major 4 million seller has DLC for the PS3 which was announced a while back by Bethesda Software. Now PS3 owners are extremely excited about there turn to get their hands on these great expansions but unfortunately gamers have to wait a little longer because the DLC has been pushed back. Look below for all the info

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We’re excited and eager to bring Fallout 3 DLC to PSN. Unfortunately, the content is going to be releasing later than originally expected. Our DLC expands on the original game tremendously — each DLC offering 4-6 hours of additional content — and is no trivial undertaking. Here’s a brief look at the DLC you’ll be able to play.

* Operation: Anchorage (pictured above) – Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders.
* The Pitt (pictured below) – Journey to the industrial raider town called The Pitt, located in the remains of Pittsburgh and choose sides in the battle between the slaves and the slavers.
* Broken Steel (pictured below) – Join the ranks of the Brotherhood of Steel and rid the Capital Wasteland of the Enclave remnants once and for all. Continues the adventure past the main quest and raises the game’s level cap to 30.
* Point Lookout – Explore a massive new swampland area filled with new quests and content.
* Mothership Zeta – The aliens have returned, and they’re pissed. Experience an alien abduction first hand and find out if you’re tough enough to survive.

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What can you expect from our DLC?

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* More Fallout 3 Goodness – More weapons, more creatures, more armor and outfits, more characters to interact with, and more loot. You’ll find all of these within the unique new locations of Broken Steel, Operation: Anchorage, The Pitt, Point Lookout, and Mothership Zeta.
* DLC Trophies – Did I mention we’re supporting trophies in each DLC? This was a big priority for us and one of the reasons for the extra time needed. In the end, we think it’s worth the effort to bring trophies to the DLC.
* Support for existing characters and saves – Once you’ve downloaded and installed the DLC, the content is accessible at anytime (once you leave Vault 101). You can play the DLC whenever you want — with one exception (see Broken Steel below).

So when can you expect Fallout 3 DLC? We are knee deep in testing at the moment, and we’re hoping to have the first DLC out by the end of September. That long? Keep in mind that not only do we need to test each DLC on PS3, we also need to test each DLC when used in conjunction with each of the other DLC, as well as all of them together, along with the entire original game.

I do have good news! We have decided that Broken Steel will be the first release since it is easily the most requested DLC from our fans. Broken Steel allows you to continue playing the game after completing the Main Quest, raises the level cap to 30, and includes 4-6 hours of additional gameplay. It is also the one DLC that requires you to finish the Main Quest from the game to play the new content. Regardless of whether you’ve completed the Main Quest, the level cap will already be raised and higher level characters will begin encountering some of the new enemies in the Capital Wasteland. For the release of Broken Steel and the other DLCs, we’ll release a new update for the game.

After Broken Steel, we’ll be releasing Operation: Anchorage and The Pitt shortly thereafter, probably at the same time – just to get them out to you as soon as we can. After that we’ll have Point Lookout and Mothership Zeta available as soon as we can, so that the wait between DLC is as short as possible. Once we release Broken Steel, we’ll have a better idea when the other DLC will be coming and will let you know specifics.

We hope you enjoy Fallout 3’s DLC. Thank you for your patience. They’ll be here before you know it.

Source

Alpha Protocol Set For October 6

Posted by hiphopgamer | Microsoft, Real Talk with the HipHopGamer, Sony | Thursday 2 July 2009 2:03 pm

NEWS:

Alpha Protocol is looking like a nice purchase this fall. The game features some unique gameplay tactics combining RPG and espoinage which will have you either playing a James Bond type of style or the ruthless Jason Bourne style. Either way welcome to the story of Michael Thornton and soon we all will experience the Virus button a new gameplay mechanic that should add some excitement to this new franchise.

THE VIRUS BUTTON LOOK BELOW

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Obsidian is also gearing up for the new game entitled Fallout: New Vegas. Not exactly a sequel to the Fallout 3 Smash Hit but it will keep the RPG format and should be a great game.

Id Software Creates New Team For New IP Coming Next Year

Posted by hiphopgamer | Microsoft, PC, Real Talk with the HipHopGamer, Sony | Tuesday 30 June 2009 12:31 pm

NEWS:

Fresh off the new merger Id is hard at work by announcing that a new team has been born with new games to come. The new game will be a first person shooter and it will take good use of the id tech 5 engine and supposedly it will come with upgrades even better than what we’ve seen so far with Rage. Stay tuned for more news about this unannounced title with this new development team.

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“They have a team working on RAGE, which will be published by EA next year, and they have a second team working on DOOM 4,” Bethesda VP of PR and marketing Pete Hines told TechRadar.

“They’d like to start building up a full third team and, as a result of this deal, they’ll be able to do that more quickly than they could have previously with the additional resources they have to work with now.”

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On the subject of other new projects that could arise as a result of the deal, Hines replied he expected id will keep doing what they’ve always been known for – high-end first-person shooters.

Can’t wait to see what’s next to be revealed.

Fallout 3 Success Made Id Software Acquisition Possible Says John Carmack

Posted by hiphopgamer | Microsoft, PC, Real Talk with the HipHopGamer, Sony | Thursday 25 June 2009 1:29 pm

IndustryGamers.com held an interesting phone conversation with John Carmack and Fallout 3’s success was the instrumental key in this major deal. There’s also possibilities of cross-pollination meaning that games such as Oblivion now have better access to the Id Software Engine and what this means is that better and bigger games are on the way. Next in line will be Brink , Rage, Quake Live, and the infamous DOOM 4. Check out the full interview below

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IndustryGamers: As I’m sure you know, id has a lot of passionate followers. Why don’t you start off by telling me why your fans should not freak out about this move?

John Carmack: Nothing’s changing on the software side of things. No structural changes here at id, no switching around of the top guys. We have our teams still plugging away on the Doom 4, Quake Live and Rage. Down the road, what this means is that all the future titles will have more publisher resources and we can build out a third team to work on id properties.

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IG: ZeniMax, why do you see this as a home run for your company?

Robert Altman: Because it’s id software! These guys are among the best in the world, they invented the FPS genre. They have the smartest guy in the industry working at the company, which is a big plus. For our part, we’ll provide the resources to help those guys to expand and make AAA games.

IG: So were there any other players for id software, or was ZeniMax the only serious bidder?

JC: Throughout our entire history, we’ve had an endless stream of buyout offers, none of which we followed up on for a variety of reasons. We did have a long term plan for expanding out, but the ZeniMax deal came a long and we decided this is what we wanted to do to boost our plan in the short term.

We had all of these tentative steps to growth in building a third team. We were a profitably private company, but we were growing cautiously and certainly not at the rate of some of the larger studios out there. With Zenimax, we can grow out more aggressively. We have two teams now and we’ll develop out a third team in relatively short order. We think that three studios is the maximum; we can keep a handle on that number. We don’t want to potentially get four and five studios and get unmanageably large.

IG: Does Bethsoft have any interest in working with things like id Tech 5?

JC: The two teams are big and well-established, so we don’t expect there to be any serious ditching of software, but there will be cross-pollination. What we can cherry pick, we will. However, the Beth team stays the Beth team and the id team stays the id team; they will retain their own technology and there will be no company-mandated engine.

IG: Would there ever be something like a Quake RPG, or will the teams keep their IP mostly separate?

JC: We’ve got our plates pretty full right now. There might be some interesting opportunities down the road, but there’s nothing slated at the moment. We really liked Fallout 3, though, and the success of that definitely had an impact on ZeniMax’s ability to make this acquisition.

IG: John Romero seemed somewhat shocked over the news at first, but now he wishes you all the best. You still talk to John on occasion or does he just do his own thing?

JC: I get an email every now and then and will see him at conferences on occasion, but we don’t have a close working relationship. Like most of the people in this industry, I wish him the best.

IG: Final question, what can we expect from id Software in the short or medium-long term?

JC: Nothing changes for id in the short or medium-long term. Doom 4 and Quake Live are underway and rolling strong. Instead of the question of “who’s going to publish Doom 4?” we know it’ll be ZeniMax. It really should just be positive things resulting from this, and the less I have to deal with business stuff and the more I can get back to coding, the better!

IG: Guys, thank you for your time.

ID Software Has Been Acquired By Zenimax

Posted by hiphopgamer | Microsoft, PC, Real Talk with the HipHopGamer, Sony | Wednesday 24 June 2009 11:34 am

NEWS:

ZeniMax Media Inc., parent company of noted game publisher Bethesda Softworks, today announced it has completed the acquisition of legendary game studio, id Software, creators of world-renowned games such as DOOM, QUAKE, Wolfenstein, and its upcoming title, RAGE. The acquisition by ZeniMax Media joins together two of the finest, most respected videogame developers in the world, combining the first person shooter (FPS) expertise of id Software with acclaimed role playing game (RPG) developer Bethesda Game Studios – creators of the 2008 Game of the Year, Fallout 3, and the 2006 Game of the Year, The Elder Scrolls IV: Oblivion. Bethesda Softworks will publish the titles of id Software other than upcoming releases previously committed to other publishers.

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Todd Hollenshead, CEO of id Software, commented on the transaction: “This was a unique opportunity to team with a smart, sophisticated publisher like Bethesda Softworks where the interests of the studio and the publisher will be fully aligned in the development and marketing of our titles. In addition, we will now have financial and business resources to support the future growth of id Software, a huge advantage which will result in more and even better games for our fans.”

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id Software will continue to operate as a studio under the direction of its founder, John Carmack. No changes will be made in the operations of id Software in the development of its games. All the principals at id Software have signed long-term employment contracts, assuring they will continue in their roles developing games at the studio.

“This puts id Software in a wonderful position going forward,” said John Carmack, who will continue to serve in his current role as Technical Director. “We will now be able to grow and extend all of our franchises under one roof, leveraging our capabilities across multiple teams while enabling forward looking research to be done in the service of all of them. We will be bigger and stronger, as we recruit the best talent to help us build the landmark games of the future. As trite as it may be for me to say that I am extremely pleased and excited about this deal, I am.”

Robert Altman, the founder, Chairman & CEO of ZeniMax Media stated, “We, along with many others, consider id Software to be among the finest game studios in the world, with extraordinary design, artistic and technical capabilities. They have demonstrated, repeatedly, that rare ability to create franchise properties that are critical and commercial successes. Our intention is to make sure id Software will continue to do what they do best – make AAA games. Our role will be to provide publisher support through Bethesda Softworks and give id Software the resources it needs to grow and expand.”

Fallout 3 New DLC “Point Lookout” Team Diary

Posted by hiphopgamer | Microsoft, PC, Real Talk with the HipHopGamer | Friday 19 June 2009 10:59 am

Point Lookout will be available on Games for Windows LIVE and Xbox LIVE on June 23.

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It all started with a piece of scratch paper. We had just been told that Fallout 3 would receive a fourth installment of additional content. That is pretty much all we were told, in fact. The two of us were asked to think it over and come back with ideas. The brainstorm sessions that followed were summarized on a messy piece of scratch paper containing a series of seemingly unrelated words: “Swamp, Boardwalk. Mansion Siege. Organ Thieves. Steamboat. Cultists.” The next few months would see those scattered concepts come together as what we feel is a fun and fresh new chapter in Fallout 3.

With Point Lookout, one of our primary goals was not to create just a quest, but a whole new region for players to explore. Straight away we knew that we wanted to focus on what we felt was one of the great strengths of Fallout 3 –a world too full of stories and surprises, ripe for exploration and adventure. For us, the world is a main character, and choosing our location was intrinsically tied to the tone of the content.

We knew what kind of geographical features we wanted to showcase, and began scouting real-world locations. We stumbled across the perfect place: Point Lookout, MD. This rural location is situated on the southern tip of Maryland where the Potomac River meets the Chesapeake Bay. The coastal lowland offered the setting that we wanted, and the area has a rich history that we were able to pull inspiration from. The founders of Maryland landed here, a Civil War camp held over 50,000 confederate prisoners, and the Point Lookout Lighthouse is purported to be one of the most haunted places in Maryland. All this just down the Potomac River, which runs through the Capital Wasteland.

Once we knew where the content would take place, we set about the work of planning the world layout. We drew a few initial maps and decided upon our major landmarks. These landmarks were scattered around the map based on early quest flow ideas, to draw the player around the environment. The initial map ended up being very close to what the final world is now. Observing the original map, notice that even minor brush strokes influenced the final world. Dots became islands that someone had to build, lines became the edges of a river that flows through the world, and large shapes defined our coastline. We had to think of how this would all feel once it was made into a whole new region for players to explore, while being sensitive to exploration, visual impact, and gameplay pacing.

While defining the world, another important early job was to establish a unique visual style for Point Lookout. The Capital Wasteland has its own unique visual style: very dry and heavily damaged by nuclear blasts. Point Lookout is more rural, and it was not hit directly by the blasts. We also took some liberties with the history of Point Lookout, adding fictional locations like a boardwalk carnival. Taking such lore considerations into account, as well as the geographic features of the region, we went about establishing a new look. The team wanted to maintain consistency with the base game, but also explore unique visual themes. Point Lookout would depict rampant overgrowth and aging decay, in contrast to the Capital Wasteland’s visual themes of violent devastation and barren drought.

In order to establish the aesthetic for Point Lookout, we didn’t just start building the whole world at once, but instead focused on small locations that became “benchmark” areas. This way, we could make sure that we had the look that we wanted, proving our visual ideas. This is sometimes referred to as a “vertical slice”. Once a benchmark convinced us that our visual goals were feasible, the team would build the whole world using those themes, colors and density of clutter as a metric. We built two major benchmarks; a typical marsh area and the Mansion, which is part of the coastal cliff area.

The marsh benchmark area is where we placed all of our new plant life and trees. While everything is dead and dry in the Wasteland, we wanted Point Lookout to be a region where plant life has managed to survive and proliferate in wet conditions. Team artists labored over new trees and plants that would define the area. These new assets had to sacrifice some of the detail of clutter from the base game in order to achieve a much higher level of visual density in Point Lookout. While things in the Capital Wasteland are spread pretty far apart, we wanted to capture the feeling of wading through a dangerous and dense marsh. A whole new set of landscape textures was created to get the dark and muddy feel that we wanted to achieve. Thanks to clever optimization, very few sacrifices were made to realize the team’s visual goals.

The Mansion benchmark helped us define the look of both our buildings and the coastline. Most of the buildings in the Capital Wasteland are bombed out and destroyed, or built out of scrap metal. The structures in Point Lookout existed before the war and many of them are still standing, though severely deteriorated. Over the years, nature has taken the land back, slowly erasing man’s influence on this place. Instead of blowing out huge chunks of the buildings in Point Lookout, they are crumbling apart, vines growing over untended walls. These more-complete structures saved on polygons which were used elsewhere to achieve the high level of visual density the area required. Using techniques researched during The Pitt to procedurally grow steel cabling over a figure to create a sculpture, the growth of ivy, vines and trees was actually simulated throughout Point Lookout’s art. These techniques led to a much more natural look for the growth in the region.

We had success in Fallout 3 and Operation: Anchorage building believable cliff areas. We were able to use the same techniques to build rocky cliffs along the Chesapeake Bay coastline. While these cliffs were an example of us taking liberties with the geography of the region, they create a dramatic visual effect and offer new, vertical opportunities for gameplay and exploration. These Eastern coasts provide contrast to the wetlands and the sandy banks of the Potomac along the southern edge of the map. These coastal treatments were important to Point Lookout being a robust region, with strong visual sub-regions that supported the overall goals of the project.

Having established our visual benchmarks, the team was ready to start building out the rest of the world. Building a whole new region is a lot of work, but the team knew what it needed to look like and where everything needed to go. Every tree and rock in Point Lookout is placed by hand, so simply filling out the world was a significant effort. As the world-building team completed initial passes of the world, we held “World Walk” meetings that involved just running around the world and exploring it. We constantly gauged the feel of the world, the density of gameplay encounters, exploration rewards, and general points of interest. Thanks to these meetings, we knew when and where to add additional points of interest or tweak the ones what the team already had created. Many of the guidelines that we used in Fallout 3 for density simply didn’t apply to creating a swamp. While the Capital Wasteland is spread out and desolate, Point Lookout is much denser. The new region is more populated, there is a much heavier fog, and points of interest and encounters are much closer together. This density in Point Lookout created new gameplay problems for us to solve.

Traversing a certain distance without an encounter in the swamp felt empty and unfinished compared to traversing a similar distance in the Capital Wasteland. Enemy AI in Fallout 3 makes some assumptions based on the environment, several of which were invalidated by the dense nature of Point Lookout’s wetlands. The design team was able to work around this by making use of tools such as guard behaviors – which allow enemies to detect threats, but hold off on attacking until the threat comes within range or attacks them. Some encounters are staggered based on other events or quests in the area being completed. Thanks to this extra effort, we were able to populate the swamps with a suitable number of encounters to complement the pacing of exploration, without encounters crowding each other in the space.

As the world came online and was being fleshed out, it was important to work on special, major points of interest to serve as visual high points and landmarks to help the player navigate Point Lookout. Some of these major locations are the Lighthouse, the Boardwalk, the Cathedral and the Steamboat. The Steamboat and the Boardwalk area were especially important, because they are the first things the player sees when arriving in Point Lookout. While most members of the art team worked on several locations in Point Lookout, the Boardwalk area was such a significant piece of content that it required the full attention of one artist for the entire project, as well as involving several other developers across all disciplines. New music was even composed to introduce this area and set the tone of Point Lookout.

Quests and other story content also placed demands upon the design of the world. The history and character of Point Lookout are ripe with inspiration. New ideas which stemmed from the environment were expected and welcome, so we had left time on the schedule to account for unanticipated ideas that we just had to implement. New locations, such as a top-secret military camp hidden in the rural woods needed to be built and placed while still taking into account and preserving the overall structure and flow of the map.

Here at Bethesda, we believe that iteration is important to all aspects of game development. This applies to quests, level flow, world design such as we’ve discussed here, and more. This includes the creation of important set-pieces, such as the Steamboat which transports the player to Point Lookout. Such assets are much layered in their construction. First, an artist blocks out the major shapes with pre-existing assets or simple geometry. This lets us get a feel for scale and make sure that it plays well and has a good feel in-game. Once we’re comfortable with the basic shapes, detail modeling begins, then texturing and finally details. Assets are constantly reviewed throughout these stages and often revised for visual and gameplay concerns. For example, the main cabin of the steamboat was made into an open interior, though in the original block-out it was closed and would be loaded as separate, interior space. Once the meshes are complete, we do a clutter pass in the GECK, adding bits of paper, signage, and furniture and so on.

Point Lookout wouldn’t have been complete without characters to populate it. The setting yielded no shortage of ideas for new enemy types and characters, but with finite resources we had to be selective about what work the team could take on. Tobar is the Steamboat ferryman, and this grafter is one of the first characters the player will meet. He received a custom outfit to match his unique and ebullient personality. Point Lookout is also home to a group of transcendental Tribals, who received new garments to help reinforce their beliefs and set them apart from citizens of the Capital Wasteland. Perhaps most involved was our new enemy type; the Swampfolk. These denizens of the marsh are descended from the reclusive natives of the swamp, inspired by Bayou legends and other modern myths. Everything about these enemies was a challenge – we chose to embrace a certain amount of humor in their presentation, but they needed to be dangerous, yet still human. They’re people, albeit mutated by radiation and deformed by generations of poor breeding. These new enemies are as much a part of the environment as the shacks they inhabit, and help reinforce the sense of place which is so important to the player experience of Point Lookout.

At the project progressed, we had built the world, its major points of interest, and populated it with characters and creatures both new and old. The final product ended up being very close to the initial vision that became Point Lookout. What started life as a scribbled series of words has now become a whole new region and part of Fallout 3. We hope you’ll find as much intrigue, fun and challenge in Point Lookout as we encountered building it.

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