The father of the original Fallout finally explained that he forced him to leave the development of the sequel

The veteran of the creation of role -playing games Tim Kane continues his campaign to open the curtain over the history of CRPG in a series of rather informative blogs on YouTube. The day before yesterday, he struck the unexpected discovery that the original Fallout, one of the creators of which was Kane, for most of his development was a low -precision project "level b" for the publisher of InterPlay, and this video serves as a background for today’s topic: why Kane and his developers Leonard Boyarsky and Jason Anderson left the development of Fallout 2 before its release.

Let me remind you that Tim Kane is a veteran of the development of role -playing games, he worked in Interplay, Troika and Obsidian on games such as Fallout, Vampire: The Masquarade – Bloodlines, Pillars of Eternity and the recent outs. While in a peninsula, he leads a vlog about various unexplored stories from his career, from the initial purpose of Fallout shelters to the modernization of his underestimated d&D-games, The Temple of Elemental Evil, in the framework of the US Department of Defense AI.

The departure of Kane, Boyarsky and Anderson from InterPlay to create his own studio of role -playing games is one of those mythical fragments of the history of role -playing games, the historical point of the support, which fans reflected on. In many ways, the first Troika game – Arcanum – is similar to an alternative Fallout 2, a diverging evolutionary path for many of the same ideas.

According to Kane, the fact that Fallout 1 was originally a low priority for InterPlay was the command of a disguised blessing for him – this led to a lack of supervision and creative freedom, about which the developers will yearn subsequently. Kane tells that he took into the team many novice developers, as well as the so -called "problem employees", who did not succeed on Interplay.

The situation began to change closer to the end of development, when employees of the InterPlay quality control department began to play Fallout, with the exception of their other responsibilities, which is why Kane had problems and the project came into view of the founder of Interplay (now the general director of Inxile) Brian Fargo. As Kane describes, Fallout gained momentum and attracted more attention to the months preceding the release, and after success with critics, Fallout 2 became a priority for Interplay.

But Kane says that at that time he did not want to make a sequel, feeling burned out after a long and exhausting work on Fallout 1, wanting to move on to something else. The assistant producer of the first game, chosen by Kaine for the post of head of Fallout 2, was not nominated for this position – the Interplay leadership informed Hatch that did not receive Kane’s written recommendation on this issue, while Kane claims that the letter was transferred and either not noticed or ignored. When the team that originally created Fallout 2 began to experience difficulties, according to Kane, Fargo asked him, Boyarsky and Anderson, to prepare a new project, which eventually formed the basis of Fallout 2.

Kane characterizes the project as a project with increased leadership intervention, citing the notorious fallout 2 tutorial as an example, "Test Test".

We were obliged to introduce him", – Kane explains. "We were told that the tutorial should be. I asked: "Can people skip it?" "No" "What about subsequent passages?" "No".

Although the cult cover of Fallout 1 was created on the Boyarsky and his assistant, Kane says that the representative of the marketing department forbade the team to repeat this decision, and at a disappointing meeting, this decision was made without any participation of Kane. When Kane complained about the intervention of other departments in the vision and process of the developer team, the CEO of Fargo proposed to dismiss the offender, to the bewilderment of Kane, who wanted creative freedom, but did not want someone to lose his job because of this. "I just wanted everything to return to what Fallout was [1]".

The developer called newly acquired attention and intervention especially unpleasant, given how little the company believed in his team in the original project. He describes the reaction as follows: "People with whom I have never communicated in my life came up and said: "We have done well on Fallout"".

Since InterPlay wanted to release Fallout 2 in October 1998 (which the remaining team ultimately achieved), the developers had another long processing period, but Kane says that the last straw was Fallout 1 and bonus payments to employees who worked on it.

Kane claims that his prize for the release of the original Fallout was significantly cut, and at the personal discretion of the general director Brian Fargo. According to Kane, Fargo repeatedly appropriated part of his bonus to an employee who, according to Kane, rudely did not work out and whose initial bonus reflected this assessment. The award was also additionally cut due to a delay in the error that destroys the preservation: Kane claims that even at the request of Fargo, he refused to give the team responsible for this, after which the general director assigned his responsibility to Kane and, accordingly, reduced his premium.

"I created intellectual property from scratch that no one believed in, except for the team", – Kane concludes, – "And then my reward for this was more processing, more responsibility that I did not want, tons of intervention from people who ignored us for the past three years, and a reduced bonus to "motivate" me? I had enough".

Soon after, Kane left the company with Leonard Boyarsky and Jason Anderson, and this trinity founded Troika Games, an ill -fated but extremely productive company to create role -playing games, and then moved to other spheres of industry. Kane and Boyarsky reunited in 2019 for The Outer Worlds, on which, according to Kane, he still works as a consultant. Speaking of Fallout 2, Kane in conclusion said:

I do not want one of you to change your mind about Fallout 2 because of this. If you like Fallout 2, play it, enjoy it! A very good group of people worked on it. I just couldn’t do it. So sometimes there is a development.

Lords of the Fallen developers shared military councils

Lords of the Fallen output to the market is getting closer. As the release date approaches, the developers publish more and more details about the game. You probably remember the last words said by the developers that the game is trying to make innovations, for example, to the Soulslike genre. But the news did not end there. HEXWORKS compiled a list of 8 combat advice Lords of the Fallen, which should be followed in order to make life a little easier for all those who decide to start their adventure in the kingdoms of the axiom and Ummacroly.

Make sure you have aimed at the enemy

This may seem like a basic advice for those who are used to playing the games of this genre, but the developers emphasized that it is extremely important that the players are aiming at their opponents. Thus, they will not only be able to have a more clear idea of ​​the situation of enemies, but will also be sure that their attacks (both weapons and spells) are successful, which is very important in such a game as Lords of the Fallen, where even one A blow can mean the difference between life and death.

Use your unique attacks

Lords of the Fallen also has unique attacks available for use during their battles, in addition to using light and heavy strokes. One of these special attacks can be used immediately after evasion, which is very useful for impact on the enemy after evading the previous attack. This attack can be used with different results depending on the weapon used or the previously selected class.

In addition, the use of a two -handed sword may be a good choice if you fight only against one enemy. Finally, another special attack that you must keep in mind is a sprint attack. This attack allows you to reduce the distance between you and your opponent to start a fight with a powerful attack that guarantees you the conservation of an impulse.

The last thing to keep in mind is that this type of attack will cost you a significant amount of endurance, so you will not be able to use it excessively. For this reason, you will have to balance things well and find the right moment and place to spend one of the unique attacks at your disposal to inflict greater damage to your opponents.

Use the environment in your interests

Enemies at Lords of the Fallen will always look for a way to knock you down from the stairs or ledge, so you must try to do the same. By pressing both bumpers on the controller, you can deliver a powerful blow that overtakes enemies and instantly kill them. However, it should be noted that this system can only be used with small enemies, but there is another solution that you can use to eliminate larger enemies. In fact, using your technique of freshness of the soul, you can capture the soul of your enemies and direct it directly into the void in such a way that the enemy will be automatically teleported to this position for instant murder.

Multi -welded attacks

If you were surrounded by enemies or just evaded the attack of a large enemy and, therefore, you have a lot of time for a counterattack, instead of multiple attacks of attack keys, you can use a multi -year attack. This attack, like an attack of a sprint and evasion, changes depending on the type of weapon and class used, but it is almost always the most powerful attack that you can apply, so it is also recommended to use this attack during your adventure.

Violation of the enemy rack

Lords of the Fallen uses a system of racks, therefore, when the stand of enemies is broken, you can perform very powerful visceral attacks that cause great damage to the enemies. The best way to break the enemies rack is to use a charged heavy attack, fend off one of their attacks, or, if they are already on the verge of breaking your stand, you can use a kick.

Do not be afraid to fend off

As a result of what was said in the previous council, the parrying in Lords of the Fallen is very important. Compared to other games of this genre, it is much less obligatory and, therefore, is safer to use. All you need to do is to press the lock button right before the enemy will hit you, so even if you are in the early stages of the game, you can still parry the attack. In addition, the temporary window provided for by the developers is also relatively large, especially if you use the shield.

Be sure to look at Umbrack

The kingdom was undoubtedly a terrible and dangerous place, but it is also dotted with secrets that will bring rewards if you are entrepreneurial enough to explore everything that the game can offer. While in the kingdom of axiom, pay attention to blue lights and use your lamp to illuminate them whenever you see them. The developers conceived these blue lights as a kind of signals that tell you about something that the developers want you to pay attention.

Use your lamp to restore wilted health

The lamp is also capable of exhausting smart energy and restoring the torture charges, but another very useful function is to restore white health, also known as wilted health. This scale of life is charged whenever you parry the attacks, but is completely exhausted as soon as you get a blow. Then use your lamp to suck energy from your enemies before it turns into any real damage.

Lords of the Fallen is released on October 13 for PC, PlayStation 5 and Xbox Series S | X.

More and more players are disappointed in the Diablo 4 pumping system

The campaign in Diablo 4 is extensive, it has a prologue, epilogue and the first franchises in the history of six acts. The player has to go through five different regions in them, trace Lilith, unravel her plans for the sanctuarian and ultimately confront her before she can implement them. The completion of the campaign allows the players to go through the dungeon, which opens the third level of the world, the beginning of Endheim and the source of the current discontent of the community.

Many fans come to the understanding that the progression of the character in Diablo 4 lacks several components. In her current state, she does not bring satisfaction, and the players call the main problems the trees of skills, objects and scaling the world. The path to achieving the maximum level in Diablo 4 constantly reduces the strength of the character due to hard scaling, which streamers and players call the genre for the genre. The levels seem to a large extent cosmetic, and the ongoing hunt for loot to maintain strength, creates a loop of negative feedback.

Diablo 4 skills trees offer a wide variety at the very beginning, but as they continue to gain levels, passwords do not develop these basic abilities in any significant way, and also do not offer a significant increase in attack strength, since certain legends act as the only guide of the viability of the skills. Compared to runes of skills in Diablo 3, many fans believe that a variety of skills in Diablo 4 leaves much to be desired.

Although players report that the scaling of the world becomes better after achieving Endheim, the problem that seems to be related to the system of objects. Unlike previous Diablo Games, Diablo 4 Affixes are used more simplicity, combining several previous stats into attack and protection. Although this allows developers to be easier to balance the game, players believe that this makes objects fundamentally uninteresting, since only a few affixes that are better scaled, such as vulnerability or a chance of a critical blow, are really worth it to farm them.. Ultimately, players hope that Blizzard will pay attention to some of these shortcomings on the eve of the first season.

The actor from GTA 5 gives advice to GTA 6 actors: “Most importantly, remember that the fans are the game. Not us, not Rockstar, but fans “

The actor who voiced Michael de Santa in GTA 5 gave advice to GTA 6 actors, urging them to enjoy their "15 minutes of fame" and maximize the enthusiasm of the fandom.

In an interview with IGN, Ned Luke asked what he would advise actors playing the role of the main characters GTA 6 Lucia and Jason. Although not one of the actors has yet been represented, Luke advised them "Prepare" To the wave of attention that falls on them, especially now, when the characters of the video game can look so realistic compared to their actors.

"I don’t know if they imagine that they are waiting for them", – Luke said, noting that although three characters GTA 5 are similar to their actors, "the graphics of these characters are much better". According to Luke, this means that Lucia and Jason "will look exactly the same", Like the actors playing them, "So they will be more recognizable than we".

Such realism, combined with how social networks have developed over the decade that has passed since the GTA 5 exit, means that Luke believes that the GTA 6 will become an important event for new actors. In this regard, he gives one very specific advice, which, according to him, is the same that he said ten years ago: "Enjoy your 15 minutes as long as possible. These 15 minutes can last ten years, as ours, but enjoy these 15 minutes as long as possible, because it is a rare thing".

The hatch also discusses the importance of the support on the fanbase, saying that "They need to remember that the most important thing is that the fans are the game. Not us, not Rockstar, but fans are a game. It is they who make it, it is they who earn billions of dollars for Rockstar. This is my biggest advice – value fans. And when someone comes up and calls you Lucia or Jason, you will not say: "No, no, no, it’s not me, he is a caricature"."

The last phrase is a rather accurate link to actor Trevor Stephen Ogga, who tried to distance himself from his character, unlike two other members of the GTA 5 Trio 5. However, regardless of the position of OGGA, it is interesting to hear how Luke speaks of the need to put the community in the first place, especially when the GTA 6 is still so far from the release of GTA. We are unlikely to find out who will portray Lucia and Jason for some time, but it will be interesting to see how Rockstar decides to inform fans until 2025.

Developers of Achilles: Legends Untold presented a review trailer for the full version before the release next week

The Dark Point Games Developers team has published an extensive viewing trailer for the Achilles: Legends Untold ecshopic. Before the release next week. The epic role -playing game in the action genre includes a huge world of innumerable legends, powerful enemies and many combat capabilities, so the creators have prepared a video of the gaming process with comments to tell about some difficulties that Achilles faces:

Dark Point Games shows a setting, some mechanics and opponents, both people and animals that you have to encounter in a new look at the history of the Iliad. In the upcoming more than 20 hours of adventure, you have to determine the combat style of our hero, moving on a tree of skills that reveals the abilities, which, as we hope, will increase your chances to get to the next temple. Choose your perfect weapon: from one -handed sword and ax to another to the power of two -handed swords or, possibly, instead of this poisoned spear. The study of the open world of Greece is generously rewarded with many treasures that can be plundered, but beware of too much risk, since powerful enemies can end all this in an instant. If you fall in battle, rise again, improve your hero skills, try other tactics and set off again.

Rewrite the myth of Achilles – a mighty Greek warrior and commander of the brave Mirmidons. After the Trojan War, you return to Greece and discover that your homeland plunged into chaos. A multilayer plot will lead you along a variety of locations of ancient Mycenae, where danger lies in wait for the danger on every corner. Find out how to cope with your new nature, and go on a hero’s journey to save the world of mortals from the impending death. On November 2, the story will be completed: Achilles: Legends Untold will present the full story of the hero of the Trojan War, along with many improvements that will make an epic adventure even more perfect, including more than 20 hours of gameplay, captivating quests and a new mode of game+.

Achilles: Legends Untold is currently available in early access to Steam and Epic Games Store, and the full launch will take place on November 2, including releases for PlayStation 5 and Xbox Series X | S.

A team responsible for the level editor in Doom worked on shipbuilding at Starfield

Bethesda SoftWorks on her official website published a small interview with producer Jamie Mallory, who is currently finishing the development of Starfield with the rest of the team. In addition to her interesting history of career growth in the walls of the studio, she also shared some entertaining details of the production of the most anticipated game. As it turned out, former doom developers are responsible for ships in Starfield.

Mallory admitted that Starfield was her first project as producer. Before that, she managed to work in senior positions during the development of such games as doom, Quake Champions, Prey, Wolfenstein: The New Order, Doom Eternal and Doom VFR. She separately noted her own team of developers, which was with her all this time since the 2016 doom of 2016. It was they who were responsible for the shipbuilding system in Starfield. The team was able to realize many functions to set up and personalize the ship, thanks to the experience gained during the creation of the level of levels for the Doom shooter.

We had an amazing team with the developers who worked on incredible Snapmaps in Doom 2016, and we have a huge list of interesting functions that we look forward to discussing and, possibly, to implement in the future, but TSS, I cannot tell everything Details now.

– told Jamie Mallory.

Jamie Mallory also managed to work on other Starfield elements in her post. According to her, she was engaged in the study of the star map, terminals and missions for players.

As for the star map, we had to create a map that would become part of the exciting universe, with the help of which players could explore the cosmos and find where to go further in their adventures. The terminals added another level of depth to the game, usually giving players more information about the plot and the history of the area in which they are currently located.

Cooperative shooter Remnant 2 received a laudatory trailer

It is no secret that Remnant 2 is successful: over the first week after the release, more than one million copies were sold. Cooperative shooter continues to head weekly sales charts in Steam.

Is it worth it to be surprised that critics also love her? Check out the last trailer, which contains some of his commendable reviews.

Remnant 2 is already available on PlayStation 5, Xbox Series X/S and PC.

The laudatory trailer-praised the undercurbson and lags probably

With Luta in general, I already played for 30 hours and did not find more than one clothes and weapons and weapons

Having played 20 hours. I will say so I’m not satisfied.

It’s not even about optimization.

The case is in the balance sheet – he was simply shifted aside hardcore.

The game should be pleasant (it’s nice to shoot, kill monsters, feel weapons and be a nagibator).

There is not enough in general – another level of complexity is easy. Since not everyone wants to engage in Kama -Sutri and fall out (get up).

For example, minus is cartridges !! There are not more accurately not – buy boxes of cartridges – when the scrap also falls. In general, hesitated with a balance sheet

Another reaction of the character, that is, I can’t quickly make a dodger, there is a delay between dodgers – when the enemies of this delay simply do not have .

I am not a lover of the Souls of the Games and not one went through, but the repair of 2 Isi play in solo even in medium complexity is easier even than 1 part so I do not succeed)) take a dog handler and you will be happy. Then you can change the class if you knock out or find an ITM for exchange for class (look on the Internet).

I passed it – she just did not give me pleasure, from passing. For example, I come at work for Pasha to relax, relax. This will not understand people who do not work (for example, schoolchildren).

Remnant 1 where the balance was. I went through it with pleasure

Yes, the same part is easier at times the first))) there are already there are almost immortality. For the first time, the bosses were dying of light difficulty in less than a minute (except for flippers) now from scratch at high difficulty archon.

Earth with fluff for the guys who are happy with the game

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The multiplayer shooter about the Second World War United 1944 came out in early access

The Spanish developer of Novarama announced the launch of the United 1944 in early access, his innovative multiplayer shooter in the first person, which takes place in the Second World War. Having gained wide recognition in several public beta versions, United 1944 is a unique combination of a shooter, strategy and survival that revives this cruel moment in the history of mankind.

United 1944 is a rich multiplayer first -person shooter, which simultaneously draws and enjoys, offering two game modes, three large cards, more than 20 types of weapons and more than 40 skills. Players may plunge into the fury of the largest battles of World War II, extending from French rural areas and North Africa to the day of D in France, while taking part in classical battles 16 to 16! Whether you collect resources, protect the avantists, strengthen the bases, create your equipment or just fight the enemy to the last, there is something to do here, and the battles are based on a realistic, but exciting gameplay.

In addition to the classical dominance regime, players will also be able to switch to the unique “survival” regime based on extraction, where everyone is enemy, and survival is far from guaranteed. Look for resources, explore the city and create impromptu bases anywhere, fighting for survival. Build, raid, kill, steal, collect garbage and destroy everything you need to survive. Play as much as you want, try to stay on your feet and get as many production as possible.

This content is only the beginning, and already in this month and early 2024, much more will appear in United 1944, since the Novarama developers team shared a road map of what will happen in the future, including a new weapon, a map of the Soviet city, new skills, gaming systems , updating the game mode and much more.

Pete Hines is convinced that Redfall will be a good game in the future

Pete Hines, Vice President of PR and marketing of Bethesda SoftWorks, said that the company does not plan to refuse Redfall and that the game will become better and better using updates. The company hopes to raise the quality of the game to the same level as other games such as The Elder Scrolls Online and Fallout 76.

"We are the same company that had launches that have not been the same as we wanted, and we do not quit and do not refuse the game just because it did not begin as it should", – Hines said in an interview with Gamesindustry.Biz, talking about the unsuccessful launch of Redfall. "The launch of The Elder Scrolls Online on the PC was not impeccable, but we did not give up. Now this is an insanely popular multi -platform. The same thing happened with Fallout 76. Redfall is no different for us."

Okay, we did not get the start that we wanted, but this is still a promising game. And we are going to continue to work on it. We are going to make 60 frames per second. We are going to make it a good game. In ten years, there will be people who will join Game Pass, and Redfall will be there.

Hines also talked about how Redfall took additional pressure on the studio when it was about developing the upcoming science fiction playing game Starfield.

Redfall was far from successful for Arkane, Bethesda and Microsoft. According to Microsoft, the shooter collected the minimum number of sales. The reaction to the game was so negative that the Xbox boss Phil Spencer publicly apologized for the state of the game at the time of launch.

Although Arkane Studios stated in the past that Redfall has played from the moment of its release "Millions" players, this figure most likely takes into account the Game Pass subscribers, and also probably ignores key details, such as the amount of time that the players spent in the game, and not just played once and deleted the game.

Bethesda is currently preparing to release one of the largest games of the year – Starfield, which will be released on PC and Xbox Series X/S September 6. More information about the game can be found in our review.

Star Citizen players first tried aircraft gameplay, and this

One of the elements that make Star Citizen attractive to fans of science fiction is the interaction of spacecraft and vehicles with each other. You can use large ships to transport smaller ones, as well as physically and smoothly move between them, which creates the possibility of a multi -user gameplay similar to a aircraft carrier.

With the advent of Mirai Fury, at the beginning of this week, players first felt the real taste of this function. While real carriers will appear, but so far they have not yet been implemented, and players could already transport one or even a couple of small fighters on large ships, Mirai Firay is small enough to place somewhat in the largest ships, and it is quite well armed so that it can be located. create a viable shock.

This means that large transports, such as Drake Caterpillar, or refueling with a huge hold, such as MISC Starfarer, can now act as pocket aircraft carriers. In fact, this is quite realistic, since the original aircraft carriers in the real world were mainly converted ships.

This is what the video presented below Hybrid v Audio and Forgotten Heralds (analogue of the Guild in Star Citizen) demonstrates. They not only deploy (in a rather professional manner) their shock forces with Caterpillar and Starfarer, acting as a carrier, but also do this with a full crew, including pilots and even players acting as marshals. This is simply amazing and, of course, demonstrates the potential of this kind of gameplay.

By the way, the Invictus Launch Week event is currently in the game, so you can try it for several days without the need to pay.

Meanwhile, the Star Citizen crowdfunding campaign exceeded $ 575 million ($ 575 783 080 at the moment). The number of registered accounts is 4 608 575.