Posts Tagged 'Fallout 3'
Caring for Polygons: NPC Bonding and Attachment
The post-apocalyptic Wasteland is a uncaring place. After leaving Vault 101, the Lone Wanderer is just that: alone in an unfamiliar and hostile environment. There is little friendship or love, especially that elusive, unconditional variety. In these desolate wastes, dogs
Caring for Polygons: NPC Bonding and Attachment
The post-apocalyptic Wasteland is a uncaring place. After leaving Vault 101, the Lone Wanderer is just that: alone in an unfamiliar and hostile environment. There is little friendship or love, especially that elusive, unconditional variety. In these desolate wastes, dogs
My tinfoil hat and I can prove it: The end is NIGH
House Bill 85 was struck down in the Wyoming State legislature by a vote of 30-27. It was nicknamed the Doomsday Bill, and for good reason. The bill called for a community task force to be assembled in the
My tinfoil hat and I can prove it: The end is NIGH
House Bill 85 was struck down in the Wyoming State legislature by a vote of 30-27. It was nicknamed the Doomsday Bill, and for good reason. The bill called for a community task force to be assembled in the
The freedom of having no choice
Linearity in games never bothered me. Not back in the days when Final Fantasy VII was the god tier of video game storytelling, nor that in the current age where open-world is seen as a mandatory “good” tick box to
The freedom of having no choice
Linearity in games never bothered me. Not back in the days when Final Fantasy VII was the god tier of video game storytelling, nor that in the current age where open-world is seen as a mandatory “good” tick box to
Playing the Apocalypse – Part II
Yesterday, we looked at the roots of the apocalyptic myth, and how that myth has been adopted by games. We examined Valve’s Left 4 Dead, a game that almost, but not quite, managed to transform the accurate apocalyptic feel into
Playing the Apocalypse – Part II
Yesterday, we looked at the roots of the apocalyptic myth, and how that myth has been adopted by games. We examined Valve’s Left 4 Dead, a game that almost, but not quite, managed to transform the accurate apocalyptic feel into
Superbrothers: Sword & Sworcery EP Review
It’s not a game. It’s a “psycho-social audiovisual experiment”. Yeah… anyways… SUPERBROTHERS: SWORD & SWORCERY EP is a videogame developed and published by Superbrothers and Capybara Games for the iPhone and the iPad. The iPad version was played for the
Superbrothers: Sword & Sworcery EP Review
It’s not a game. It’s a “psycho-social audiovisual experiment”. Yeah… anyways… SUPERBROTHERS: SWORD & SWORCERY EP is a videogame developed and published by Superbrothers and Capybara Games for the iPhone and the iPad. The iPad version was played for the
The Inherent Invisibility of Choices and Consequences
Just as every action has a reaction, every choice has a consequence. No matter the magnitude of the choice, from whether or not to cross the street on a red light or joining the army. Unifying for these examples is
The Inherent Invisibility of Choices and Consequences
Just as every action has a reaction, every choice has a consequence. No matter the magnitude of the choice, from whether or not to cross the street on a red light or joining the army. Unifying for these examples is
Interview with Chris Avellone
Recently I had the pleasure of sitting down with the great Chris Avellone himself, one of the minds behind the critically acclaimed Fallout franchise and Planescape: Torment. What follows is our exchange, where we speak of nearly everything you can
Interview with Chris Avellone
Recently I had the pleasure of sitting down with the great Chris Avellone himself, one of the minds behind the critically acclaimed Fallout franchise and Planescape: Torment. What follows is our exchange, where we speak of nearly everything you can
For the Ugliest Bastard Alive
I was planning to start it by telling what my first impressions of the game were, but because they were too much focused on the face generator aspect of it, I’ve decided to make a dedicated blog post about it.
For the Ugliest Bastard Alive
I was planning to start it by telling what my first impressions of the game were, but because they were too much focused on the face generator aspect of it, I’ve decided to make a dedicated blog post about it.
Chris Avellone Talks Fallout New Vegas
Gamebanshee has an interview with Chris Avellone, Senior designer at Obsidian working on Fallout: New Vegas, which you can read in full here. In it, we learn some new things about New Vegas–details which we bring to you, as per
Chris Avellone Talks Fallout New Vegas
Gamebanshee has an interview with Chris Avellone, Senior designer at Obsidian working on Fallout: New Vegas, which you can read in full here. In it, we learn some new things about New Vegas–details which we bring to you, as per
Friday Post: Go Go Power Rangers!
If you’re not singing the guitar part to the power rangers song, I pity you. And envy you, and your lack of madness. Posts were made this week! Lots and lots and lots of posts! And here are some of
Friday Post: Go Go Power Rangers!
If you’re not singing the guitar part to the power rangers song, I pity you. And envy you, and your lack of madness. Posts were made this week! Lots and lots and lots of posts! And here are some of