BRINK

Following up on last month's trailer, here's a look at some pre-alpha multiplayer gameplay from Dirty Bomb. The trailer takes us to a smoldering, half-destroyed version of London, presumably one of the levels of Brink developer Splash Damage's new free-to-play title. We get to see mostly scenes of infantry action, though a few moments of sniping and vehicular combat make it in as well.


Dirty Bomb: London Bridge Gameplay [Youtube]


Fallout 3

This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic WashingtonHarrison Krix, aka Volpin Props, is continuing on his never-ending quest to bring video game equipment to life. And he's doing one hell of a job.


His latest job is this Terrible Shotgun from Fallout 3, which as you can see (in these pics by Dan Almasy) is about as far from terrible as something can possibly be. Forget what it's called in the game, this thing should be called the Wonderful Shotgun.


The piece was made with more than just eye-candy in mind; it was minted for web series Nuka Break, which as you may remember was pretty damn good.


Terrible Shotgun [Dan Almasy]
Combat Shotgun (Fallout 3) [Volpin Props]


This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington This Real Fallout 3 Shotgun Will Make You Yearn For An Apocalyptic Washington


The Elder Scrolls V: Skyrim

Dragonborn Is The First Skyrim DLC That Actually Feels Like An Expansion


When Skyrim first came out, Bethesda had lofty promises for the game's downloadable content. Skyrim's DLC will feel like expansion packs, the developers assured us.


Reality has told a different story. Skyrim's first DLC, Dawnguard, was a disappointing add-on filled with boring, samey quests. The second DLC, Hearthfire, was basically Barbie's Playhouse with dragons.


Third time's a charm. I've spent a few hours with Skyrim's latest piece of DLC, Dragonborn, and what I've played so far certainly feels like an expansion pack. It could also turn out to be Skyrim's best DLC yet.


Skyrim's newest DLC—out today for Xbox 360, and early next year for PC and PS3 (yes, PS3!)—takes you to the island of Solstheim, which you may remember from one of Morrowind's expansion packs, Bloodmoon. Solstheim is full of problems, quests, cities, dungeons, and all sorts of other things to explore and fight your way through. It's also rather unusual.


See, the first thing you'll notice, once you take a boat to Raven's Rock and start poking your way through Solstheim, is that it actually feels like a new experience. There's a new map. There are strange new areas and enemies—a city of nature-worshiping Skaal is protected by a powerful wind barrier; an underground tomb's dark elf corpses turn into hideous (and deadly) Ash Spawn; little goblins called Rieklings infest watchtowers and castles all across the land. It's all very bizarre and interesting.


Entering Solstheim, for me, was sort of like starting up Skyrim from the beginning, with no knowledge of what was in store. Even though I haven't even seen everything that the original game's massive world has to offer, there's still something really exciting about dropping into a new map that's full of potential. In other words, it feels like an expansion pack.


The second thing you'll notice about Dragonborn, if you're like me and recently spent a ton of time with Dishonored, is that you will miss the Blink spell a great deal. That shit should be in everything.


But I digress. Perhaps the most common complaint about Skyrim, generally considered an excellent game, is that its world was not as magical, not as creative, not as unique as the world of Morrowind before it. Solstheim has some solutions to that problem. Yes, you'll still be battling through some dark dungeons filled with the same old traps and levers—hope you like fighting Draugr!—but there's more to see and explore. There are giant mushroom homes furnished with magical air elevators, sickening demon squid Lurkers that shoot blasts of shadowy ink at your face, strange gems that command you to bring them to nearby mountains. You know, the usual.


The main quest is fascinating, too. I won't spoil the details, but it revolves around a dude named Miraak—who may or may not be the first ever Dragonborn—and the spell he's cast upon the people of Solstheim to subconsciously turn them into his slaves. Your goal is to stop him.


"But wait," you might be saying. "It wouldn't be Skyrim without countless bugs and glitches everywhere you turn. Does Dragonborn have any of those?"


Of course! When you first load up your copy of Skyrim with Dragonborn installed, you'll be accosted by a group of cult members who want to kill you. This happened to me in Windhelm. Except they weren't very good at showing that they wanted to kill me: once our dialogue had ended, they walked around in a circle for a few seconds before finally going hostile and pulling out their fireballs.


And of course there are the goblins floating in mid-air in the middle of fights, the janky animation during one particular moment when you're switched to a third-person point of view, and all of the other little bugs that make Skyrim Skyrim.


But still, so far I'm very pleased with this piece of DLC. It might have taken a year for Skyrim to get its first real expansion pack, but this seems to be the one we've all been waiting for.


I'll have more on Dragonborn here on Kotaku as I continue to play the game today. Expect a full review soon.


The Elder Scrolls V: Skyrim

Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details


Skyrim's next piece of downloadable content, Dragonborn, is out tomorrow for Xbox 360.


Can't wait til then? One person claiming to be a beta tester has sent some screenshots and alleged details about the new DLC to the website TheOuthousers.com. I've asked Bethesda whether or not this stuff is real, and will update if they respond, but for now, here are some of the highlights from the alleged leak.


Potential Dragonborn spoilers follow.


Perhaps the most interesting detail is the list of achievements, which, if real, would confirm the rumor that you can tame and ride dragons in Dragonborn.


  • Outlander - Arrive on Solstheim (20 G)
  • Raven Rock Owner - Own a house in Raven Rock (20 G)
  • Solstheim Explorer - Discover 30 Locations on the island of Soltheim (30 G)
  • The Temple of Knowledge - Complete "The Temple of Miraak" (20 G)
  • The Path of Knowledge - Complete "The Path of Knowledge" (20 G)
  • At the Summit of Apocrypha - Complete "At the Summit of Apocrypha (40 G)
  • Hidden Knowledge - Learn the secrets of 5 Black Books (40 G)
  • Stalhrim Crafter - Craft an item out of Stalhrim (20 G)
  • Dragon Aspect - Learn all 3 words of Dragon Aspect (20 G)
  • DragonRider - Tame and Ride 5 dragons (20 G)

According to the leaker, the DLC starts off with cultists coming after you, calling you "the false Dragonborn." You find a note on their bodies that leads you to a ship at Windhelm, which you can then take to Solstheim, the continent brought back from Morrowind. You can then explore and quest your way through the new continent.


The leaker has also got purported lists of some of the new spells, weapons, armor, and locations in Dragonborn.


Head on over to TheOuthousers for the full leak. Or just wait til tomorrow for the actual DLC.


Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details Leaker Shows Off Supposed Skyrim: Dragonborn Screenshots, Details


Fallout 3

Return To New Vegas: Kleptomaniacal Ethics On The WastelandWhen I play Bethesda's open-world role-playing games, I steal. A lot. I know I'm not alone in this—in fact, I'd wager that almost every single human who has played Fallout 3 or Morrowind or Skyrim has stolen something or other.


After playing so many hours of Skyrim over the past year, I've noticed something odd during my extended return to Fallout: New Vegas—the Karma System. It changes everything.


I noticed immediately how every time I stole some (necessary! important!) piece of ammo or health kit, the game would play that oh-so-disappointed "You've lost karma!" sound effect, and I'd feel bad about myself. Even when I was robbing someone like The Silver Rush, the one place in New Vegas that absolutely demands robbery. It's run by a crime family, and they're all assholes. But nope, Karma lost.



I'm not the only one who feels that way—in this thoughtful essay over at Extra Credits, Daniel Starkey recently posted about how New Vegas' predecessor Fallout 3 made him confront his real-life stealing. Upon meeting and interacting with the hardscrabble survivors on around the Capital Wastes, Starkey realized that he felt bad about depriving them of their much-needed supplies.


In Fallout, as I encountered different enclaves of people with their own strategies for survival, I was asked to critically consider their lifestyle, understand their perspective and finally judge the rectitude of their actions. It forces us to answer, both from observation and through play, how far we'd be willing to go to survive in the wastes. Fallout: New Vegas takes that core narrative one step further, with more nuanced mechanics and a greater number of "morally gray" agents, the questions posed are both more realistic and more disconcerting.


Who we are isn't always easy to understand. I stopped stealing long before I played Fallout 3, but I only did so to save face. It wasn't until I experienced, in a very real way, the effects of my own actions, that I was able to truly come to terms with what I had done. And in 2008, I began to apologize to all the people I stole from.


An interesting analysis, to be sure. I wonder, though, how much it the Karma system factors into this sort of thing, consciously or unconsciously? In Skyrim, I steal until I'm blue in the face (or rather, red in the hand), and as long as I'm not spotted, no one cares. I do enjoy that kind of loose moral approach, as it makes it much easier to change playstyles halfway through the game.


But then, Karma has been a part of Fallout for as long as the series has existed, and it'll doubtless always play a role. Surely I'm not the only one wandering around New Vegas at this point, so I'm curious if any of you guys think twice about stealing from some folks in this game, or if anything goes? And if you do have second thoughts, does the Karma system play into that?


Games are falling fast and hard this time of year, but there's always time for a little bit more wasteland wandering. We'll have more Return to New Vegas posts up this week.


RAGE

RAGE May Have Underwhelmed, But Its Characters Were Gorgeousid's RAGE may have its fans—and I'm one of them—but even they'd admit it never really hit the heights it could, or given the developer's pedigree perhaps should have hit.


Two two things I liked best about the game were its sky (seriously, it's one of the best in video game history) and its characters, which aside from a few ill-attired ladies, was a memorable cast of post-apocalyptic bandits, scientists and fat guys.


This gallery from Duncan "Dead End Thrills" Harris shines the spotlight on these inhabitants of the wasteland, giving them the chance for a little recognition the total package of RAGE's critical and popular reception may otherwise have not afforded them.


Rage: Isolated character examples [Dead End Thrills, via Super Punch]



RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous RAGE May Have Underwhelmed, But Its Characters Were Gorgeous
Grand Theft Auto IV Trailer

Virtual Tourism Has Never Felt More Real There's this small problem I'm having with Assassin's Creed III. It's nothing to do with the game itself, actually, and everything to do with me. The problem is this:


Assassin's Creed III is turning me into a kind of obnoxious person.

I've developed this running commentary while the game goes on. It has nothing to do with the game's themes, or characters. It's unrelated to the gameplay and more or less completely unconnected to anything meaningful inside the game. It sounds like this:


"I used to work about a block away from there."
"They haven't changed out those cobblestones since 1773 and they're murder on nice shoes."
"That hill is the Back Bay now."
"That river is the Back Bay now. They put the hill in it."
"Lexington Common looks different when it's full of cows."
"A beacon? On Beacon Hill? I didn't see that one coming."


I grew up in and around Boston, making my home well inside of Route 128 from birth until striking out down the coast for New York City shortly before turning 25. While previous Assassin's Creed games have claimed high fidelity in recreating Damascus, Rome, and Istanbul, the basic fact of the matter is that those cities aren't my home. Boston is.


AC3 certainly doesn't represent the Boston or New England of the 21st century, of course. But the late 18th century setting of the game, a scant 230-odd years in the past, retains much more immediacy than the Italian Renaissance or the Crusades. The creatively imagined Boston-that-was is close enough to my Boston-that-is to give me a sense of familiarity both comprehensible and misplaced.


Games occupy this strange place in memory, where we so clearly go places and explore worlds that never actually existed. Experiences like To the Moon explicitly address this dissonance, but it's true of every game. I can remember how to get around a space station as well as I can remember how to get around my local mall, but my body's only been to one of the two. The mall is real; the Citadel is not.


When game spaces represent real-world spaces, the strange sense of memory gets ever-stranger. I moved to Washington, DC the year that Fallout 3 came out. Controversial advertising sprang up through the city's Metro system depicting a post-apocalyptic Capital, but it wasn't until after the game came out that I felt the full weight of investigating my own ruined city.


Virtual Tourism Has Never Felt More Real


The general size and scale of the virtual DC is of course a mismatch to the real one—spaces in games were ever thus—but the details are devilishly familiar. In particular, the ruined Metro that provides the Lone Wanderer a route for getting around a city full of toppled buildings, nuclear waste, and super mutants is uncannily, frighteningly similar to the Metro that federal commuters use every day.


At first, while playing Fallout 3, I'd wander through the game comparing its locations to ones I knew from daily life. But after fifty or so hours of Fallout, a funny thing happened. Instead of comparing game-play time to real-world experience, I began to relate the other way around. While waiting to change trains at Metro Center in the mornings, I'd see a bench in the shadows and think, "That's good cover for avoiding the super mutants," or I'd see a door and think, "Didn't I pick that lock yesterday?"


Two Kotaku colleagues not based in New York reflected that the Grand Theft Auto games had inspired similar deja vu in them. They had played the games first, and then visited the city. On visiting, they handily identified and remembered places they hadn't actually been. As someone who lived a block away from Brooklyn's Grand Army Plaza the first time she came to the neighborhood around Outlook Park in-game, I could sympathize. On that memorable occasion, I'd blurted aloud, "I can see my house from here!"


Virtual Tourism Has Never Felt More Real


I can, of course, visit the real Boston—or New York, or Washington DC—at more or less any time, weather and cost permitting. I don't need to see them in a game in order to explore them to their fullest—and even when I do use a game, it's not the kind I can put in the PS3. Exploring a real space, and digitally navigating an imagined space, are never the same thing.


Sometimes, though... sometimes, when game spaces represent real spaces, the uncanny and the real cross over in a very strange way. Through the games I've played, I remember the cities of my heart as places I've never actually known them to be. The tall ships of Connor's era are long since replaced with ugly motorboats, but the next time I stand on Long Wharf, part of me will remember seeing Haytham sail in on the Providence even so.



(Original top photo: via Boston Event Planning)
(Center photo: via PublicDomanPictures )
(Bottom photo: via GTAVision )
Kotaku

Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New VegasOver the past couple of weeks, I've been returning to Fallout: New Vegas, using the game to patch up downtime between the big releases of the fall. I've got a bunch of mods installed, but nothing particularly crazy.


But if you DO want crazy, you could always follow Youpi's lead and make the game well and truly bananas. In a crazy "let's play" series of videos and images, we are taken through the wild, wooly, modded world of New Vegas, weirder than I've ever seen it.



Some images from the LP:


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


And of course, one that's probably most common:


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Heh. Check out the whole thing at Selectbutton, though be warned: there are a lot of images and videos in the post, and they can slow your machine down. You can see a full list of the mods Youpi has installed here:


Return To New Vegas: The Absolute Weirdest Way To Play Fallout: New Vegas


Holy shitballs.


Anyone out there play with Wild Wasteland turned on? Would you ever download this many mods and hope to have the game actually run in a reasonable way? Is it only a matter of time before this same kind of thing is possible with Skyrim?


Man. I like modding, but I feel like if I installed all of these, my PC would actually throw up on the carpet. Doesn't mean it's not fun to watch them, though. We'll be back with more random stuff from the Mojave Wastes as my (and maybe some other writers'!) return to New Vegas continues.


Let's Play Wild Wasteland [SelectButton.net]


The Elder Scrolls V: Skyrim

Skyrim Will Be Getting a Premium Edition, According to Amazon Listing [Update: Europe Only] Maybe you held off from getting and playing Skyrim last year, thanks to either the tingling of your wizardly instincts or an emptiness of wallet. Whether you waited or couldn't get it a year ago, you can get a Premium edition of Bethesda's hit action/RPG hybrid.


According to Examiner.com, the enhanced release of The Elder Scrolls V will be packed in with a bonus disc with behind-the-scenes content, trailers, walkthroughs, five music tracks and a 600-page e-book. The Premium Edition reportedly also comes with a map of the game's environs, a t-shirt with the dragon emblem and postcards featuring concept art.


Amazon.de lists the Playstation 3 and Xbox 360 versions of the Premium Edition at €59.99 (about $77.36) with a PC counterpart costing €49.99 on the PC (approximately $64.47). The product has a release date of December 7 on the online retailer listing.


Update:
Bethesda Softworks—publisher of Skyrim—has told Kotaku that the Premium Edition will be only available in some territories in Europe, with the U.K., Benelux, and Germany the only ones announced so far.


First images and details for premium edition of ‘The Elder Scrolls V: Skyrim' [Examiner.com, via Polygon]


Kotaku

Return To New Vegas: The One Place You Just Had To RobOver the past couple of weeks, I've been getting my open-world RPG fix with Fallout: New Vegas. Yesterday I talked about how to mod the game to look nice and pretty, and from here on in I'm going to share some things I've noticed while playing the game.


So here's a thing: The Silver Rush. I tend to play Fallout games as an energy weapon specialist. And energy weapons are scarce, especially in Fallout 3. I remember when I finally figured out that the Enclave had plasma weapons, I'd farm their locations just to have enough plasma rifles to keep mine repaired.


So in New Vegas, I was happy to find that energy weapons were easier to come across in the early goings than they had been in Fallout 3. But then… the Silver Rush happens. And it almost breaks the game.


This store, run by a shady organized crime family, is on a corner in Freeside. The minute I walked in, I thought the same thing that I bet every single other person who played this game thought: I am going to steal every mother-lovin thing in this store.


The inside of the Silver Rush is an orgy of energy weaponry. Laser rifles lie next to beautiful rows of microfusion cells and energy cells, plasma pistols lie next to a plasma defender (!) a tri-beam laser rifle (!!) and a massive, all-destroying plasma caster (!!!). There are enough plasma grenades, pulse mines, and other weaponry to equip an army. And thanks to Bethesda's notoriously weird sneaking system, you can steal it all.


It's so easy. You just walk up to the table and crouch. At some point, you'll become "hidden," and then you can just… grab every single thing on the table. This happened the first time I played New Vegas, and this time around, I was waiting for it. I walked out of Silver Rush with enough plasma weaponry to last me the entire rest of the game. I even sold back some of the stuff I sold to get some mods for my weapons.


Was this on purpose? Did Obsidian intend for energy weapon players to find a ridiculous explosion of armaments to use? We may never know. All I know is that there's no way I'm the only one who robbed the Silver Rush blind. So come on, fess up. It's okay, you're in good company.


...

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