The New Vegas Fallout

Major video game launches are a huge deal these days, and sprawling, feature-rich open-world titles like Obsidian Entertainment’s Fallout: New Vegas come very close to being MMO-like in their courting with danger. As soon as the early reviews begun pouring in, New Vegas indeed turned out to be just as bug-riddled as Fallout 2 originally was back in 1998:

At least the player above got in-game, though – while personally installing Fallout 3, I was met with a faulty DVD, an “Error: -5006 : 0x8000ffff” notice and finally the magnificent extent of Bethesda’s Windows 7 support. A veritable brick wall, in other words… in any case, New Vegas senior designer Chris Avellone, who also worked as designer on the aforementioned Fallout 2 (a connection that we detailed in an earlier post, From New Reno to New Vegas), quite unsurprisingly explains away the bugs with the length and scope of the game:

I think when you create a game as large as Fallout 3 or New Vegas you are going to run into issues that even a testing team of 300 won’t spot, so we’re just trying to address those as quickly as possible and so is Bethesda. … It’s kind of like the bugs of the real world – the sheer expanse of what you’re dealing with causes problems. 1)http://www.computerandvideogames.com/article.php?id=271206

In other words, having never completed Fallout 3, it becomes much easier for me simply to stand back and enjoy the show of fireworks until this latter-day Frankenstein’s monster gets stitched together and squeezed into yet another “Game of the Year” box. I don’t mean at all to imply that I find enjoyment in Obsidian and Bethesda’s misfortunes; instead, what’s exciting to me are the dynamics and mechanics of a major botched launch… after all, instances such as these are rare glimpses into closed-door game design and corporate decision-making at its most tangible, glimpses that only really become available if something goes truly awry. (more…)

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The Source of a Bloody Good Time

One of the most surprising video game announcements in recent memory – honest! – is Bloody Good Time, a new eight-player multiplayer game “regrouping ambitious teen actors ready to kill for fame” from Scottish The Ship developers Outerlight, who have suddenly made their return to the gaming headlines. Bloody Good Time, launching today on the 29th of October and available on XBLA and from Steam, has the ignoble distinction of only being the second Source title to be published by Ubisoft, the first being the classic Dark Messiah of Might and Magic.

As perhaps evident from the trailer above, the game pits eight hopeful first-time auditioners against each other in an audition to the death on three different movie sets. The game’s cast of characters is a who’s who of movie caricatures, ranging from a surfer dude to a mall goth. Players will get their chance to off the rest of the competing aspirants in four different game modes: Hunt, Elimination, Revenge and Deathmatch.

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Vindictus: MMO, Hack and Slash or Dungeon Crawler?

Korean MMO maker Nexon’s forthcoming English-language conversion of Mabinogi Heroes, re-titled Vindictus, is launching today in North America and Canada. What makes this launch particularly notable in our minds here at The Slowdown is Nexon’s curveball partnership with Valve Software: Instead of going for the common go-to engine in Epic’s UE3 (which is used, for instance, in DC Universe Online, Mortal Online and Huxley), the game instead runs on an adapted version of the Source engine.

Bear with me as this post is largely hearsay given players in the EU are currently locked out of the game at this juncture, but the general assumption to be made here is that the combat more closely resembles that of other Source titles like Dark Messiah of Might & Magic and Zeno Clash, in turn bridging the gap between an MMORPG and an online dungeon crawler. There are other ways, too, in which the utilization of the Source engine affects the game’s overall design and gameplay. The Source base becomes more evident in the trailer below, illustrating a wider-than-usual array of smooth close combat:

Like Source titles commonly, the game is also rather heavily instanced, with relatively few truly “open-world” locations; instance portals are supposedly littered all about the main city. The game’s Source-based server architecture also explains the key reason as to why the open beta has been so strictly regionalized so far: Unlike MMOs normally, Vindictus operates by having one player serve as host with other players connecting. An EU version of the game, for which a placeholder website already exists, was nevertheless announced during Gamescom earlier this year. This does sadly mean the game’s EU launch – or a beta available in the region – will occur much, much later. (more…)

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UDK Hat Trick: The Ball, The Haunted and Sanctum

Ever since Epic Games announced the Unreal Development Kit in November 2009, with UE3’s market penetration, a $99 starting price and comparably modest licensing terms (0% royalty on $5,000 and 25% above $5,000), the big step for aspiring mod teams to take in moving over to the commercial side of video game development has considerably shrunk.

In fact, there are already three promising Unreal Tournament 3 mods that have not only made the jump over to the UDK but also gone commercial, and curiously, UDK is not the only factor that binds all these three projects together. Each these teams also took part in the Make Something Unreal 2010 contest arranged by Intel and Epic Games. (In fact, two out of three of the above projects are included in the UDK showcase.)

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Open Outcast

Open Outcast is a to-be free total conversion of Crysis Wars, planned as a successor to Appeal’s original 1999 release Outcast, a game that remains in many ways the artistic pinnacle of voxel-based graphics. While Novalogic’s series – Comanche and Delta Force – were always the best-known trumpeters of the technology, and though voxels have been utilized in a far lesser role in various strategy games and even in the level editor of Crysis, it was Outcast that made the world of volumetric pixels all its own.

Though the original never saw its promised sequel after the Belgian company went out of business (you can see existing screenshots of the project at Unseen64), the ageless gem is now fortunately available at GOG.com, in full working order – if you’re interested in running your old mothballed copy, the OpenOutcast team have a good tutorial.

The original remains utterly beautiful to this day mostly thanks to its stronger-than-most audiovisual direction and rare feeling of “being there.” The same, however, can also be said of the new fan version:

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