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

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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

/ 8 Comments

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

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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

/ Comments Off on My tinfoil hat and I can prove it: The end is NIGH

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

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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

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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

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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

/ One Comment

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

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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

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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

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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

/ Comments Off on The Inherent Invisibility of Choices and Consequences

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

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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

/ One Comment

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.

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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.

/ 2 Comments

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

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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

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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

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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

/ 2 Comments