Fallout: New Vegas
Fallout: New Vegas Endless Warfare Mod


Ever since I saw an Imp attack a Zombieman in the original Doom, I've been fascinated with NPCs fighting each other in games. (My recent attempt to review a Doom mod, which devolved into hours spent making Half-Life 2 and Doom entities fight each other, is a good example.) The Endless Warfare mod for Fallout: New Vegas allows you to easily spawn as many monsters and NPCs as your computer can handle, and watch them engage in pitched battles with each other in the Mojave Wasteland. If you feel like joining in, you can also spawn dozens of different companions to help you out. War never changes? Clearly you haven't met my army of loyal prostitutes.

Once installed, Endless Warfare adds two new tools to your Pip-Boy, the Spawn Controller and the Companion Controller. You'll find them in the Aid section of your Pip-Boy's display (at the very bottom of the list). Just click on the one you want to use, exit your Pip-Boy, and you'll be greeted with the menu for the controller.

Have you ever wanted to order everything off the dessert menu? Now you can.

First things first: I've only got the sullen Boone and a buzzing Eye-Bot as followers, and with the amount of monsters I'm planning to spawn I'll definitely need some new followers to help protect me. I bring up the Companion Controller and flip through the menu, picking anyone who looks interesting. A Securitron robot? I'll take one. Giant Radroach? Sure! A Legion Vexillarius? Semper fi! A supermutant? ME WANT! A Radscorpion? No. Wait, yes! Twelve hookers? I don't see why not!

Bartender? My robot, supermutant, prostitute, radscorpion, giant roach, and I would like a drink.

Of course, suddenly being surrounded by friendly mutants, robots, and prostitutes, it's a little tough trying to walk around indoors without bumping into someone. I'm also a little afraid that once the fighting starts, I'll get confused about who are my allies and who are my enemies, so I decide to cut some of my team from the roster. It's easy to delete companions: simply talk to them, and the option to remove them appears (you can also erase all your companions at once with the Controller.) I get rid of the bots and monsters, and just spawn a crowd of prostitutes. They're pretty easy to recognize.

"Okay, team! I'm not big on inspirational speeches. Also, you're all dressed very silly, which isn't helping."

Now that I've got a deep bench of heavily armed sex-workers willing to go to bat for me, I'm ready to start spawning some monsters. The Spawn Controller works a little differently than the Companion Controller, however. If you spawn a monster, it doesn't just appear behind you like your companions do. Instead, the mod has added a number of new spawn points to the map, and the monsters will spawn there instead of directly at your location.

I figure the best way to find one of the new spawn points (the mod adds 3,000 of them, so I figure it won't take long), is to spawn some NPCs that will automatically fight each other, and then just stand outside and listen for the sound of combat. I spawn a few NCR soldiers, as well as a couple ghouls, then close the menu and wait, my ears perked for any sounds of nearby violence. A few seconds pass, and I hear nothing. Then: the distant popping of gunfire.

By the time I reach the NCR soldiers on a nearby hilltop, they've already won, but at least I know I'm near a spawn point. I bring up the menu again, and choose to spawn a few Legion soldiers, figuring I'll be able to watch the remaining NCR grunts fight them while I take pictures. Some Legion of varying ranks appear a few yards away. A few more appear in another spot, and a few more in another.

See, the mod doesn't just drop the selected entities at a single point, but at all the spawn points in your vicinity, meaning that rather than just one collection of combatants, you get several, hence the title of the mod. I seem to be standing quite close to several spawn points, so I've summoned a large crowd of uptight Legion soldiers all looking for something to kill. Thank goodness I have a dozen armed hookers following me around or I might be in trouble.

Prudes vs. Lewds. Go!

Within moments, it's over. The Legion dudes are dead, and my prostitutes stand triumphant. I'm proud of  them! They did great, and didn't sustain even a single casualty. I'm a little suspicious, though: I recall Legion solders being pretty tough, and I also recall that depending on the game's difficulty level, companions may never actually die. Well, I'd hate to think I'm cheating the game by leading around a massive army of invulnerable hookers, so I decide to test my prostitutes against something truly deadly: a Deathclaw.

Nope. Not invulnerable.

With my army (quickly) wiped out, I decide to eschew companions for a while and just whip up some entertaining fights that won't leave me staring aghast at a pile of dead prostitutes. Back to spawning monsters, robots, and a handful of human factions, which all appear in clumps around the map, take a moment to look around, and then start brutalizing the hell out of each other.

Mutants and mechs, ghouls and gangs, and a flying bug for good measure.

The nice thing about monsters cropping up at multiple spawn points is that even if the battle happening in front of you finishes, you only have to look around for a few moments to find another one taking place elsewhere on the map. Plus, if the spawn points are close together, the fights will bleed into one another.

And, if you want to wrap things up, just introduce a pack of Deathclaws. Game over.

There are all sorts of options available in your Spawn Controller. You can choose how many entities you'd like to appear, how often you'd like them to respawn, and even let random chance decide who will spawn by adjusting the spawn percentage chance in the settings. With some tinkering, you can fill the empty wasteland with massive constant battles or just pepper it with a few additional random skirmishes.

There's also a setting for allowing spawns to take place inside interior spaces. If, like me, you found  Gamorrah's casino a bit dull and underpopulated, now you can really bring the excitement of Vegas to life.

I hate when there's a line at the cashier cage.

The mod actually works better indoors, I found. Spawning too many baddies outdoors tends to slow the game down quite a bit (and crash it, in one instance), but even when I turned the casino into a warzone, everything chugged along smoothly.

This guy isn't running from the fight, he just knows the buffet just opened.

Installation: I didn't see any instructions for a manual install, so it's best to have the Nexus Mod Manager up and running, in which case you only need to download the latest version of Endless Warfare (using the manager option) and activate it in NMM.
Fallout: New Vegas
Fallout: New Vegas mod Project Brazil

Project Brazil, a mod project for Fallout: New Vegas, is the type of labor of love that makes the PC modding community a very special thing. The mod features a new Fallout 3-size map, a new vault, an original cast and 5,000 lines of professional quality dialog from over 20 actors. Creator Brandon Lee headed a small team of dedicated die-hards who spent four years building an unofficial sequel so they could release it into the great big internet for absolutely free.
The game is set in the secluded Vault 18 near the San Bernardino mountains sometime after the events of Fallout 2. Vault 18 has managed to stay out of the war until a prominent member of the vault community is revealed as a member of the Enclave, and the entire vault erupts into civil war.

Released in three installments, the first of which drops tomorrow on NexusMods, Project Brazil focuses a lot on what Lee calls Black Isle-style character-driven content. “We really focused on your S.P.E.C.I.A.L. stats with our own internal Fallout: Project Brazil philosophy, and those 7 stats really show up everywhere, especially in dialogue options,” Lee writes in the Nexus Mod writeup. “Your skills largely affect things like combat, crafting, healing, but we took the "speech" skill, and made it exclusively a skill that affect things like standing at a podium and delivering a legit speech to an audience, and how high your speech skill is will determine if a small army or group will help you, and how much they're willing to sacrifice.”



Episode 1 will take about three hours to complete and about seven hours to completely explore. The only thing required for installation is a vanilla copy of Fallout: New Vegas. Watch the Nexus Mod page for release sometime tomorrow.
Fallout: New Vegas
Obsidian_Project_Eternity


Obsidian's Feargus Urquhart recently spoke at a GDC Russia panel entitled "The decline of the gaming industry as we know it—is there a way out?" While he cast doubt on the notion that huge, console-focused, "AAA" titles are going anywhere, he declared them "not relevant for the development community as a whole." The inflated budgets and team sizes required to make such titles, he cautioned, can also be detrimental to the creative process.

"Trying to manage a team of 1,000 people, I think is just crazy... and it costs a ton of money," Urquhart said of the model used to produce games like Call of Duty and Battlefield. "The result of that is we get fewer games. And I just don't think that that's good. It means we're going to get less innovations... No one wants to try new things. Because if you're going to go spend $100 million, $200 million on a game, it has to make its money back."

Urquhart revealed that some games we think of as AAA actually cost significantly less—Skyrim and Fallout: New Vegas were called out specifically—due to a different development philosophy. He also stressed that better tools allow high quality games to be made for less money, and that the big publisher model is ultimately something that will remain restricted to a very small percentage of studios going forward.

"I question the relevance of AAA," he said. "AAA is not relevant for the development community as a whole, unless you want to go work on a team of 300 people, 400 people, and you want to make five specific games."

You can check out the full video above (though it's mostly in Russian). Obsidian's own Project Eternity became one of the most successful Kickstarted games ever last year, bringing in well over $4 million. While impressive, it's only a small fraction of the budgets for titles like Star Wars: The Old Republic, which was rumored to have cost as much as $300 million. This all seems to serve as an apt illustration of Urquhart's point: the games that get the most attention are often made by a very small percentage of studios working with wildly unusual development resources.
Fallout: New Vegas
FalloutNV 2013-05-15 11-43-32-40


We've heard a lot of numbers thrown around relating to game piracy—everyone from the ESA to Crytek has put figures out there, usually suggesting that the problem is larger than we might think. An academic paper published recently tells a different story, however. Using state of the art BitTorrent tracking software, the new data obtained has led Aalborg University researcher Anders Drachen to conclude: "the numbers in our investigation suggest that previously reported magnitudes in game piracy are too high."

The study was conducted over three months, beginning in late 2010 and concluding in early 2011. During that time, about 12.6 million unique peers were identified pirating games. The most pirated title was Fallout: New Vegas, with 967,793 downloads. That's a lot, but the overall piracy rate still falls well below past reports. Perhaps owing to the window of the study, RPGs were easily the most pirated genre, followed by the somewhat vague "Action-Adventure" (a category that included Darksiders and The Force Unleashed 2). 37 percent of the pirated games were M-rated, and a strong correlation was identified between Metacritic score and how often a game was pirated.

Of course, a three-month period may not represent the lifetime piracy rate for a game. The study is also quick to point out that it was not aiming to speculate on how pirated copies translate in terms of lost sales. You can read the full report for yourself here, and Wired has broken down the methods used to obtain the data in a more digestible format.
RAGE
Skyrim 610x347


Blink over to GamersGate and you'll find a selection of Bethesda published and developed games, their prices magicked in half for this weekend by Baargan'an, Daedric lord of cheap stuff. From there you can... er... damn. I was going to crudely shoehorn in a Rage reference, but I can remember almost nothing about that game. Oh, it had John Goodman in it. Maybe there's something there?

Highlights include Dishonored and Skyrim at £7.49 each, and Fallout: New Vegas Ultimate Edition (the one with the added DLC bits) for £7.48.

Strangely, even the earlier non-Steamworks parts of their discounted catalogue, like Morrowind and Oblivion, require a Steam account to activate. It's unlikely to be a big deal for most, but it's worth bearing in mind if you don't want Rogue Warrior to Sulley your account.

"Sulley," get it? Because that was John Goodman's character in Monsters, Inc? Honestly, I don't know why I bother.

Head here for the full sale list.

Thanks, Joystiq.
Fallout 3
Iron Man in Grand Theft Auto 4

The joys of being a PC gamer! Thanks to the modability of our platform, only we can patch the ugly out of a game, utilize tools to help us keep track of WoW's economy, and randomly slap Iron Man into GTA4, no questions asked. That's pretty badass. We understand that some folks, though, don't always have the time to unzip things, crawl through directories hidden all over their PCs, do forum research, and tussle with conflicting mods. Cue Gmod. This mod-management tool's aim is to greatly ease the mod-enabling process, expediting, say, the restoration of truly fearsome dragons in Skyrim again.

Crafted by Olympus Games, Gmod is a tool that wants to help you get your mods working "faster, safer, and easier than ever before!"

For the past few months, they've been running a closed beta that supports the likes of Skyrim, Torchlight, and Fallout: New Vegas. Now they're hoping to be able to support more games, including World of Warcraft, Half-Life 1 and 2, Minecraft, and even—amazingly—the Thief series.

"We've been pounding the code for more than two years constructing a system that will support all mod types for all games," they say, "and we're almost complete!" The Gmod client will allow automatic syncing, one-click enabling and disabling of mods, easy ways to find and share mods, and the ability to use mods from any source. This provides benefits over the Steam Workshop, which is limited only to games available on Steam.

Gmod is drumming up support right now, with a Kickstarter campaign that's seeking $75,000 to fund the thing. One can access the beta client for $5, or pony up $15 for that plus a year-long subscription. A small price to pay, surely, to facilitate the appearance of certain Marvel superheroes in our gritty, serious fantasy RPGs.
DOOM 3 Resurrection of Evil
bethesda vine tease


It starts with a dizzying shot of barbed wire. Then we see a glimpse of an LP—The Moonbeam Trio, directed by George Shackley. A quick Googling reveals that the Library of Congress has recordings. Then we see sheet music from Bach’s Air on the G String, and it's back to barbed wire. It's a four second Vine video tweeted by Bethesda Softworks. What it means is for us to futilely wave speculation at, but we're suckers for a puzzle, so why don't we try?

Air on the G String comes from Bach’s Orchestral Suite No. 3 in D major, and gets its name from the violin and piano arrangement by August Wilhelmj, a German child prodigy. You can actually hear Wilhelmj—or a violinist suspected to be him—play a different song via the medium of wax recording.

Air on the G String is Wilhelmj's claim to fame, and one of Bach's most famous works. If it all sounds very Fallout-ey, Bethesda Softworks VP of PR and Marketing Pete Hines says, "Guess again."

Alright, we will. If we take The Moonbeam Trio to be a nod to the 1930s and 1940s, Wolfenstein is a decent bet, but let's go even deeper. Air on the G String and the Moonbeam Trio have something in common: violins. Rearrange "Vine Violins" and you get "I involve sin," so clearly we're talking about Doo—wait, that's stretching too far, isn't it?

There's no way to know for sure what Bethesda is teasing, but conversation motivated by curiosity is fun, so we'll let you take it from here:

Fallout 3
fallout header


There’s some scuttlebutt regarding a new Fallout floating around the internet: the radioactive smoke is curling up from the burning, irradiated embers. Bethesda have been registering names, and the in-game DJ’s voice actor has promised more from him. Could it be? Is it possible?

With Skyrim out of the stable, there’s definitely room for Bethesda to get irradiating the world again. There’s a really good base, but there’s always room for improvement. And, what do you know, I’ve written down some thoughts on what they could work on.

Livelier roads, cities, and towns. There's a reason these things pop up time and time again on the Fallout mod sites. It’s a basic incompatibility at the heart of Bethesda’s game: most games are a bit more fun with a livelier world, but the world of Fallout follows on from the razing of the human race. Bethesda tend to err on the side of caution with this, though tech issues are probably to blame for the rather empty casinos of New Vegas, but creating a world means populating it, and the mods that add new travelers and people still do that without impacting the overall feeling of loneliness. As it is,the roads of the Wasteland are a bit too quiet for the game they’re part of.



Make it about survival. In Bethesda’s hands, the Wasteland is fun. By the middle of a run through you’re clobbering Deathclaws with concrete capped rebars and sipping irradiated water without a care in the world. Possibly with a pinkie out. The point being is that the notion of survival becomes obsolete in a world dripped in caps to find, traders to sell to, and junk to collect. New Vegas has hardcore mode, forcing you to think about food, water, and rest, as well as altering the way meds and stimpaks work, but it’s still a world that can easily and comfortably be lived in. It needn’t be the main difficulty level, but the option to make the world a harsh place to live, to make the players think about every move, not just their weapon and perk choices, would give the ashy flavour of survival.

Bethesda's Design, Obsidian's Characters. There I was, wandering beneath a line-up of broken satellite dishes, looking for things to do when I spied a door. What could be behind it? A gang of gangers? A terrified NPC? A few steps towards it, a glance around to make sure there was nothing sneaking up. I popped the door. Behind it was a wall with “Fuck You” written on it. Bethesda’s worlds tend to be packed with detail, big and small. They’re places to live in and enjoy, and just brilliant places to explore. Their characters, however, are a lot less engaging. Obsidian’s take on New Vegas was packed with morally dubious Wastelanders with dark stories. Acquiring Boone as a follower, for example, meant leading a person out into a field for the deranged sniper to shoot. That’s dark enough, but as a player you could happily lead an innocent into Boone’s sights. Somewhere in the middle of Fallout 3 and New Vegas is the sweet spot they should be aiming for: dark, compelling characters in a curated world.




Treat us like PC gamers. I've never loaded up a Bethesda game and felt the studio really understood what PC gamers want from them. We have screen space and we have a pointing device that just seems to baffle them. I understand there’s a fictional reason for the Pipboy’s clunkiness, but all too often Bethesda will choose that over usability. Fallout 3 and New Vegas are remarkable examples of how to not lead a player through a game’s menus. I *have* to install a UI mod to deal with the endless scrolling of the inventories. When it comes to pure usability, divorce the theme from the menus

The same is true for FOV: the first thing I have to do in any Bethesda game is to hunt for an FOV hack. That I can do it is evidence that the engine is capable, and I’m still baffled that it’s not a native selection. Give me a damn slider.

Meaningful Character Creation. There are a fair number of perks, abilities and skills to begin with in Fallout. But there’s nothing to set allegiances or race. Bethesda’s Fallouts give you plenty of opportunity to interact with factions, and alliances will be built from your actions, but what if you don’t want to put the work in, or want to roleplay from the opening bell? It needn't allow you to select playing as a Ghoul, but predisposing you towards the NPR would make an interesting challenge to overcome.



Think about the Karma system. I nuked Megaton. I actually destroyed a town full of people. I can’t imagine any game allowing me to claw my way back from that, but Fallout 3 let me. Through good deeds I managed to reclaim my karma and end-up with a reasonably decent character sheet. I wouldn't mind my deeds being somewhat recognised, but I blew up a town. There are no meaningful consequences that you can’t undo. Make it harder to turn myself around, and make some choices indelible. By the same token, if I’m stealing things from bad people, don’t make that a hit on my karma. By all means make the faction hate me, but the world should recognise the good I just did.

More than one city. Bethesda’s games just don’t have the scope of the original series, because building all that content and the space in between in the sort of game that they make would take a decade. But the DLC that they've added to the game has shown a willingness to allow the player to simply hop to another area without worrying about the space in between. Or just choose a reasonably close cluster of cities that the fiction hasn't totaled.

Make it it hurt. My violent streak has never been well-served by Fallout 3 or NV (I like Skyrim’s bows, though). VATs is nice touch, and certainly enhances the basic combat, but whether it’s swinging a concrete caked rebar, or zapping with the Wasteland’s most advanced lasergundeath tech, there’s weediness to it. There’s little heft to the melee weapons, and the report of the guns doesn't match what they do to enemies. Please, Bethesda, play Dark Messiah and Red Orchestra, two games where the combat feels utterly perfect. That’s the level of combat excellence that an action Fallout needs.



A use for everything. Speaking of that, Fallout New Vegas allowed you to mod your guns a little, augmenting them with scopes and such. That’s a good start. This is a world where invention is a necessary part of survival, and where scavenging should be part of a crafting system that allows you build everything and anything, and to mod things on top of that. I’d even lobby for individual components to be brought in from the Steam Workshop. Oh yeah...

Use The Steam Workshop. This is kind of a lock: the Skyrim Workshop is the third busiest of the modder’s distribution platforms. But what I would urge is for Bethesda to make the tools available on launch day. It will help with content, and if none of the above in the list makes it, it’ll give the modders a jump on fiddling with and fixing everything on the list above.
Fallout 3
Fallout Project Brazil mod
Project Brazil preludes the factional fencing matches between the New California Republic and New Vegas' other groups.

Fallout: New Vegas deviated from the post-apocalyptic franchise's extreme isolationism by populating its ruins with lots of people, smelly dogs, and those freaking annoying butterfly-hornet things. The wastelands seemed alive—but the tale of how people flocked to New Vegas remains untold. Until now: The in-development Fallout: Project Brazil mod sets up the backstory.



"Project Brazil is a quieter, more harsh and severe world than Fallout 3 or New Vegas," writes modder Thaiauxn. "It feels like a real place spotted with rare moments of absurdity and fear, split between multiple rising civilizations all trying to fight for what they want or need in a world recovering from the Great War."

Easily earning the spotlight is the amazing intro cinematic seen above. Though the famous "war never changes" line isn't uttered by Ron Perlman here, the narrator's low growl sets the mood. Plus, he sounds slightly like Bane from The Dark Knight Rises. Don't you want Bane telling you the consequences of a world consumed by nuclear fire?

As Project Brazil's Mod DB entry states: "This mod adds an all new story around a new player character, an adopted resident of Vault 18, embarking on a quest to a hidden complex called 'Brazil' in the ruins of Los Angeles. Along the way, you'll discover a pitched battle between the Survivalist Army, the New California Republic, and The Super Mutants, which shapes the politics and events leading to the NCR's invasion of the Mojave. The story takes place in 2260—many years before the 'Courier' awakes in New Vegas, while the Enclave struggles to rise again on the West Coast."

Thaiauxn's plans to release several chapters starting sometime in the next few months, with the mod's first split into three parts. The full campaign will eventually contain 16 primary quests and "several side stories, all related to the player's journey through Vault 18 and the wasteland of San Bernardino." It's definitely a work-in-progress, though, and Thaiauxn is seeking additional help from writers, scripters, and modelers.
Fallout 3
Fallout 3 Three Dog


A constant companion in Fallout 3's blasted wastelands were the big band riffs of Galaxy News Radio and its slacktivist DJ Three Dog. Somehow, he always knew the perfect song to play whenever a Deathclaw decided to pull my head off. In a pair of tweets yesterday (via VGU), Three Dog voice actor Erik Dellums expressed a different kind of foresight by hinting that he may reprise his role in a Fallout sequel possibly underway at Bethesda.

To all my #Fallout3 and #ThreeDog fans: There may be more of the Dog coming! Fingers crossed!— Erik Todd Dellums (@ETDellums) January 8, 2013

@toasttherabbit How was that for a tease! I was given permission to release that tease, so fingers crossed.— Erik Todd Dellums (@ETDellums) January 8, 2013

Dellums' second tweet revealed Bethesda beamed its blessing to broadcast the clue, but the studio predictably stopped short of outright confirming another Fallout. Even if another entry in the long-spanning RPG franchise were to surface, it'd have to get in line behind The Elder Scrolls Online. Obsidian, developers of Fallout: New Vegas, is also busying itself with South Park: The Stick of Truth and Project Eternity. But considering the massive popularity and replayability of the Fallout games, a sequel from one of either studios seems likely at some point.
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