Twenty Sided is proud to bring you two amazing E3 exclusives for Fallout: New Vegas. First off, we have this exclusive* trailer:
* The trailer is actually available everywhere, but we’re the only ones to bring you the trailer on THIS SITE!
The second item is this exclusive interview with Nigel Droolbucket, one of the developers at Obsidian currently working on Fallout: New Vegas.
Twenty Sided: Nigel, thanks so much for granting the interview. First off, I’d like to know how New Vegas plans to court fans of the franchise who thought that Fallout 3 was lacking in story?
Nigel Droolbucket: Did you see the new GRENADE GUN? BOOM BOOM BOOM! Blow up your foes!
TS: Yes, the weapons do look exciting. What about the skill point system? Any plans to restore the number-crunchy complexity of the S.P.E.C.I.A.L. system that made the earlier titles so deep?
ND: Vegas, baby! VEGAS! Huge robots to explode! KABOOM! Blow it up! Blow it ALL UP!
TS: Hm. What about the dialog? Will you be putting in meaningful conversations that reveal the world as well as give players a way to solve problems in non-violent means?
ND: Speaking of violence, this time you’ll have companions to follow you around and blow up more guys… EVEN MORE!
TS: Amazing. What about multiple ways to solve quests? Will the players have a lot of freedom, and an incentive to replay the game again and again?
ND: Orbital cannon! Blow up tons of dudes at once! Mushroom cloud! PSssshkkkrrrrrrwwwwwooooooom!
TS: (Wiping spittle off face.) Interesting. What about the visuals? Is the game still going to be pervasively, monotonously brown, so brown that the player will wish to be struck blind?
TS: Thanks so much for your time.
ND: BOOM! POW POW POW! BLAMO!
TS: Please let go. You’re making me uncomfortable.
(EDIT: Counterpoint: The trailer maybe a hundred pounds of big, loud, and dumb, but this is very, very encouraging.)
There are two major schools of thought about how you should write software. Here's what they are and why people argue about it.
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
Zenimax vs. Facebook
This series explores the troubled history of VR and the strange lawsuit between Zenimax publishing and Facebook.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.