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NewsBethesda Drops Legal Bomb on Interplay over Fallout MMO

Another day, another videogame-related legal battle. This time, it’s Bethesda that’s putting on its hockey mask and revving up the litigation machine while Interplay attempts to avoid paying an arm and a leg in return for what Bethesda calls “willful infringement.”

The gist of it goes like this: Current Fallout publisher Bethesda says that Interplay never acquired the proper rights to re-release earlier Fallout games digitally or in any other form. Interplay, who sold the Fallout series to Bethesda back in 2007, has been distributing Fallouts 1, 2, and Tactics for quite a while now – apparently against Bethesda’s will.

Bethesda’s also taking aim at Interplay’s still-unconfirmed Fallout MMO, supposedly codenamed “Project V13.” As part of an agreement, Interplay was supposed to have raised $30 million and entered “full-scale development” on the game by April 4, 2009. Bethesda contends that Interplay failed to reach this milestone, thereby terminating the agreement.

Interplay, however, claims that everything’s fine and dandy as far as the agreement’s concerned, and that Bethesda had no reason to terminate. Bethesda, meanwhile, also takes issue with Interplay’s unapproved Project V13 funding agreement with Masthead Studios. To this, Interplay simply replied that V13 is a different project, separate from its Fallout MMO.

And that’s only the short version of this extremely convoluted tale. If you’d like to know more and have nothing better to do for, oh, the next 4,234 years, you can read all about it here.

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ColumnsThe Game Boy: From Space Invaders to Mothership Zeta – Why Videogame Aliens Suck

Fallout 3: Mothership Zeta’s opening scenes were absolutely out of this world. Within a span of ten minutes, I was torn from the Wasteland, poked and prodded with 100 haystacks’ worth of needles, stripped of the near-impregnable safety blanket I call “Power Armor,” and unceremoniously tossed into a prison cell. Upon awakening, my ragged, desperate human cellmate cowered in fear as some unknown force approached our cell, only to change course at the last second and perform its unspeakable act on some other hapless sap. The poor guy emitted a blood-curdling howl as his frail flesh clunked around in what sounded like a super-powered dryer.    

I was absolutely thrilled. Fear, curiosity, and vulnerability hooked me. Adrenaline reeled me in. “Who are these unseen, all-powerful beings?” I wondered. “Why are they doing this?” My interest piqued when my cellmate mentioned our captors’ penchant for tampering with people’s brains. Then I actually saw them. Tiny, green, big heads, round eyes. Beaten and beamed up by God after only two strikes from my pithy 23 unarmed skill. Thrill and intrigue, it was nice knowing you.
 
What followed was roughly four hours of good old fashioned alien-blasting. Fun, but nothing special. No mind-blowing ulterior motives, no unsettlingly foreign alien culture; the mean, green abducting machines were just a new skin for everyday Fallout 3 enemies. Really, there was nothing "alien" about these aliens. After such a promising opening, I felt more than a little let down.  

Click the read more link for the rest!

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ReviewsFour Things You Need to Know About Fallout 3: Point Lookout

Last time on Fallout 3 DLC theater, the Enclave went out with a suitably climactic bang, and next time, you’re showing aliens why they abducted the wrong armed-to-the-teeth Wastelander. And right now? A swamp. Put up against Broken Steel and Mothership Zeta, Point Lookout’s subject matter seems a bit snooze-worthy, doesn’t it? Like, if you had to choose one of them to take to prom, Broken Steel would be the really hot one, Mothership Zeta would be the easy one (Taking you back to the “Mothership” on the first date? Yowza.), and Point Lookout would be the nerdy one with the frazzled hair and the taped up glasses.

What Point Lookout lacks in appearances, however, it makes up for with personality. In fact, thanks to an excellent, well-paced plot and some fairly meaty side missions, I’d say Point Lookout is Fallout 3’s best piece of standalone DLC yet. Here’s precisely why Point Lookout is so great, arbitrarily broken down into four convenient points!

1. Location, location, location – Back in my day, DLC reused asset after asset – enemies, buildings, weapons – from its respective main game, and I liked it! But Point Lookout’s approach ain’t half bad either. Most notably, the swamp and the Wasteland are distant cousins at best, with the swamp containing more green in one plot of land than the Wasteland has in its whole 16-ish mile span. On top of that, the foggy bog is littered with brand new enemies (malformed, inbred locals that spout all sorts of campy dialog), weapons and clothing (double barrel shotgun + Confederate cap = the Mickey Mouse souvenir hat of the South), and characters. It’s also all very pretty in an “I’m really glad they haven’t invented feel, taste, and smell-o-vision yet” sort of way.

You've come this far! Why quit now? Read the rest after the break.

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ColumnsFive Things You Need to Know about Fallout 3: Broken Steel

In honor of the fact that yesterday was Memorial Day and next week is E3, I decided to hold off on… Aw, screw it. This article’s a bit late, and I apologize. However, if you think there might be a DLC-shaped hole in your Wasteland-wandering experience but need to be absolutely sure that your $10 is going to a better place, here’s a rundown of why Broken Steel is the best piece of Fallout 3 DLC yet.
 
1. It’s not broken – Fallout 3 has had a bit of a tumultuous history with DLC launches, and – unfortunately – Broken Steel fits that mold perfectly. In fact, on day one, it decided to pull a Groundhog Day and peek its head out just long enough to get everyone riled up, only to let them all down. Upon attempting to download the DLC, users were met with a head-scratcher of an error (cryptographic what now?), and Bethesda had to remove the malfunctioning content from Games For Windows Live altogether. Now, though, it’s back with nary a glitch in sight. Good thing you waited to buy, huh? See -- patience really is a virtue.

Continue reading for Tesla Cannons, giant robots, and Deathclaws -- oh my!

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ColumnsThe Game Boy: Your Goodie Two-Shoes Jedi is Kind of a Jerk

When they strap me to the chair, I won’t fight it.
 
The man was frail and frightened. All he could do was drop to the floor and beg for a quick death from his much more physically imposing enemy. And I gladly obliged. His name, when highlighted by my cursor, was red, after all. He was one of the bad guys, right? Right?

The above scenario occurred while I was playing through Fallout 3’s Broken Steel DLC, and would’ve been just another day in the Wasteland if not for a few key factors. First up, according to my Pip Boy, I’m Wasteland Jesus, doer of all things selfless and just, hands sparkly clean and free of innocent blood. Second, my enemy – a scientist – wasn’t the violent type. He ran without giving me any sort of trouble, yet I gave chase. I was the schoolyard bully, and he the undeserving nerd. Sure, his red name tag told me that perforating his fancy future lab coat wouldn’t yield any karmatic consequences, but I had no way of knowing if he was actually evil. But I still killed him and, to be perfectly honest, I wasn’t the least bit sorry.
 
Really, what does such a scenario even say about the habits videogames foster in us? Sensationalists would, of course, say that this is just another example of the big, mean gaming industry’s trivialization of death, regarded by many as the de facto Serious Topic. To which I respectfully reply: You’re dumb.

If you take a few moments to sift through gaming’s ever-expanding walk of fame, you’ll quickly notice that many of our hobby’s biggest, most memorable stars and starlets are, well, dead. SPOILERS. Aeris (or Aerith, or whatever Square’s calling her these days) from Final Fantasy VII. The dog from Fable II. The baby metroid from Super Metroid. And my personal, though lesser known favorite: the random helicopter pilot from Resident Evil 4. In the cases of many of these deaths, players mourned for these characters, and even tried to – for the most part, unsuccessfully – bring them back to life. Gamers still experience death like everyone else. Game designers know that, and use it to make their games more emotionally affecting.
 
So why, then, are we still capable of callously capping “enemies” that can’t or won’t fight back? My guess? It’s that darn good vs. evil meter doodad so many new-fangled games present us with these days.

Continue reading for the battle between good and evil

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ColumnsThe Game Boy: The Chronicles of Riddick: Assault on Boring Exploration

Ignoring the absolutely, hilariously awful second movie, the universe of Vin Diesel vehicle Richard B. Riddick is undeniably fascinating. Each of its good entries dishes out only as much juicy info as Riddick and a small cast of supporting characters see fit, creating a potentially infinite playground for Diesel’s be-goggled antihero to bully around. And, as with any well-constructed sci-fi setting, no trip to Riddick’s take on the final frontier is complete without a liberal helping of the four W’s. What’s the deal with this planet? Why is Riddick performing fistic genocide on half of its population? Who made these totally rad mechs? And where can I get one?
 
The answer to all of these questions is simple in Chronicles of Riddick: Assault on Dark Athena -- explore.
 
Or at least, that’s the logical solution, and in a universe where even a quick moment of hesitation is liable to end with someone on the receiving end of a knife to the eye socket, it’s probably best to avoid asking too many questions. So, during my still in-progress playthrough, I’ve been plumbing the grimy depths of Alcatraz’s out-of-this-world cousin, Butcher Bay. Unfortunately, as of now, the only reward I’ve received for all my exploration is a pack of smokes. And by “a pack,” I mean somewhere in the upper double digits. Suffice it to say, it’s a good thing Riddick doesn’t use the same cigarette storage methods as Solid Snake.
 
But for me, this literal smoke stack still presents a problem. Sure, I’m being rewarded for my constant exploration, and yeah, the Special Surprises inside each carton – ranging from concept art to behind-the-scenes tech demos – are pretty neat, but after a while, everything just becomes so predictable. Under those crates? A cigarette carton. On that ledge? A cigarette carton. Behind your ear? Well, you get the idea.  And really, isn’t the main appeal of exploration – and, to an extent, gaming in general – discovery and subsequent mastery of the unknown? Why take a hike off the beaten path when I already know what lies just around the corner – especially when, in all likelihood, said main path will provide me with far more varied rewards for my trouble?

Catch the rest after the break.

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NewsFive Things You Need to Know about Fallout 3: The Pitt

If Fallout 3’s Operation Anchorage DLC was its electro-sword-swinging, happily ending “A New Hope,” The Pitt is its “Empire Strikes Back.” Full of depressing realities and potential backstabs, The Pitt isn’t exactly the best place for a vacation if Fallout 3’s gray skies and grayer morals were getting you down. The DLC’s plot sees you dropping your mechanical trousers, donning slave rags, and infiltrating Pittsburgh’s disease-riddled remains, with the hope of freeing its enslaved citizens. Or cracking the whip even harder, if you’re playing a heartless ne’er-do-well. But is it really worth your time to save Pittsburgh when you could be saving $10?  Well, here’s our verdict in five easy points. (Granted, we could’ve given you a simple yes or no, but what fun would that be?)

1. Now with made with 100% real Fallout! – Despite its first-person trappings, Fallout 3 isn’t an FPS. Unfortunately, developer Bethesda seemed to have forgotten that when it released Fallout 3’s first run-‘n’-gun-heavy piece of DLC, Operation Anchorage. With The Pitt, though, the game has kicked its identity crisis to the curb. No more snow, no more identical Chinese soldiers, no more strangely out-of-place cyborg ninjas – Metal Gear Solid this ain’t. Instead, The Pitt sends you on a veritable Wasteland safari, full of open areas, colorful characters, and optional side quests. And for the most part, another few hours of the same things Fallout fanatics have been doing for the past 50 make for an enjoyable – if somewhat familiar – experience.

Read on for the rest!

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ColumnsGame Theory: Buy a Whisker

There are a lot of things we could say about Fallout 3. Sure, it’s Elder Scrolls: The Mutant Years, but damn, it’s still a brilliant piece of role-playing design: a wide-open world with amazing sights and challenges at every turn.

Rather than descanting at length upon stats and perks, I want to talk about the single most mind-blowing part of the entire character creation system: facial hair. Fallout 3 opens a new era in beard and mustache design. You have never, ever seen such an assortment of whiskers in any game, ranging from the pathetic wisps of a teenager’s first attempt to huge Burnside sprouts and styles not seen outside of movies like Gettysburg or Tombstone. And these aren’t just the paste-ons from Oblivion: These are complete, textured moving models.

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