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Gammorin.jpg
According to Fallout Tactics, Gammorin was one of the leaders of the faction of super mutants who fled to the East after the death of the Master and the destruction of Mariposa Military Base.

Some time after their departure, Gammorin's mutants was pursued by Brotherhood of Steel airships. While most of them ended up in the vincinity of Chicago, far from Gammorin's forces, one of the zeppelins crashed north of the mutant encampment. The leader, Paladin Latham, challenged Gammorin to a single unarmed combat and, to surprise of everyone, killed the mighty mutant. As he defeated the previous chieftain, the super mutants expected him to become the new leader of their army and he assumed Gammorin's name. Latham suffered a head injury during the combat, and throughout the years, he grew more and more insane, even though he managed to organize the mutant forces into an army nearly as powerful as they had been during the Master's reign.

Did you know...

...

that Ian was originally a guard for the Hub caravans?

...

that Daren Hightower was the head of the Water Merchants in 2161?

...

that Robert House remained unconscious and cryogenically frozen for 61 years?

...

that Metzger was originally named Caesar?

...

that the camera used to photograph Necropolis was a Codac R9000?

...

that Alice McLafferty, Joshua Graham and Arcade Gannon were originally going to be Van Buren characters before appearing in Fallout: New Vegas?

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Recent news

18 June 2013 by Tagaziel (User:Tagaziel) (talk)
Plot.png

A number of days ago, a blog post surfaced on an obscure website, Bubblenews.com, claiming to have information on a Fallout 4 leak. Allegedly, a 37 second teaser trailer for Fallout 4 was screened behind closed doors during a lecture by Hines. A number of websites picked up on the rumour, connecting it to an interview the Official Xbox Magazine conducted with Pete Hines of Bethesda Game Studios.

The claims made by the author cannot be verified. Do consider the fact that this article was posted on a website that generates revenue for authors basing on the number of page views, comments, likes, shares, and other reactions their articles get. As such, while there is the chance that there's some truth to the article, it is just as likely, if not more, that it is simply a fake leak meant to generate money for the author.

For reference, the claims made by the author have been posted below:

Author's claims

> Fallout 4 has been in development since January 2011 by a small team, as the majority were working on Skyrim.

> As of February 2013, the team working on Fallout 4 is the size of the team which was working on Skyrim. This is due to Skyrim development ending.

> As it stands now, Fallout 4 will release on Xbox One, PS4, PC, Xbox 360 and PS3. However, this is still subject to change.

> The actual announcement for Fallout 4 will come BEFORE E3 2014, but will NOT launch in 2014.

> The expected launch is in October 2015.

> The game is (as of June 2013) 55% complete, consequently, voice actors will be hired towards the end of 2014.

> There is no planned multi-player, but there is a possibility of Co-Op locally.

> The game will take place in Somerville, Cambridge, Arlington (and surrounding areas). The main setting is in a Post-Apocalyptic Boston. However, this area will not be immediately accessible.

> The story is not clear, however, Vaults exist.

> The 37 second trailor starts starts with a half-broken phone sparking. The scene pulls out slowly with the stereotypical music you would hear. Slowly you work out the scene is pulling out of a belltower. As it pulls further out, you see a destroyed town around. This is Boston. Suddenly, you hear the bell chime loudly, and the screen changes black instantly. The words of Ron Pearlman are heard "War... War never changes...". The logo for Fallout 4 appears with the 5 platforms above listed.


Cut content!

Our friends from No Mutants Allowed have posted a very interesting piece of information about Fallout: New Vegas cut content. The information comes from an unnamed source with a reliable track record. Here are some examples:

When Ulysses was still a companion in the game, he was indeed meant to be recruitable at the location that became Wolfhorn ranch, as some people have guessed from the fact that the location was called "Ulysess' camp" in some localized versions of the game. This version of Ulysses would actually not be open about his allegiance with the Legion, but rather try to gently steer the character to more pro-Legion views while offering commentary of the various locations and events of the game. Ulysses would only openly admit his pro-Legion beliefs when dealing witha Legion-affiliated PC.
(...)
The Black Mountain location was meant to play a larger role in the NCR/Legion conflict at one point, with factions interested in controlling it due to its satellite system (the NCR to expand their broadcast range and the Legion to use as a jamming system). Digging through the files of the game one can still find some references to a quest that involved blowing up the satellite dishes that was tied to that older design of the area.
(...)
The Securitron Marilyn, a flirtier counterpart to Jane at the service of Mr. House, was cut due to unconditionalized/missing dialogue that couldn't be re-recorded at that point in development. Some NPCs had similar problems which is why you see so many "..." goodbye lines in the final title.
(...)
At one point during development you'd be able to actually work with the Fiends, which explains the cut dialogue for the Three-Card Bounty quest. You could allow the Fiends to break into Camp McCarran (referenced in some of the ending slides) and you'd be able to witness the consequences of that action in post-Hoover Dam gameplay.
(...)
In the original design Freeside was meant to lose power between 11pm till dawn or so, making the choice to route power to the location more relevant, as it'd mean that the Followers would be able to continue operating during the night too.

You can read even more interesting stuff in full article. Great job, WorstUsernameEver.

Source: NMA


30 April 2013 by Ausir (User:Ausir) (talk)

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21 April 2013 by Tagaziel (User:Tagaziel) (talk)
Bethesda Softworks.png

You may have noted that Joel Burgess (lead level designer) and Nathan Purkeypile (world artist) have held a presentation at this year's Game Developer Conference, entitled Skyrim's Modular Level Design. Recently, Joel Burgess has posted a complete transcript of the presentation together with the slides he used throughout. Although focused mostly on Skyrim, it provides insight into Bethesda Game Studios' level design philosophy, including how Fallout 3 changed the way the studio approaches it.

To minimize needless repetition, we abolished the use of warehouse cells as they existed in Oblivion. Beginning with Fallout 3, we staffed up a group of level designers and got tool support to make sure we were able to build spaces more quickly, and with the most granular art available, reducing the amount of repetition as much as we possibly could.

You can also fight art fatigue at a more fundamental level. It’s common at the start of a project to strongly associate a particular setting with specific types of inhabitants or gameplay. You may want to only see soldiers in military bases, and zombies in crypts, for example. Resist this. Think of your kits as the architectural identity of the space, and allow other elements to establish the specific identity of any given space in which it’s used. The more you’re able to divorce these things, the more you’ll be able to mix elements up and keep the settings fresh.

Source: Joel Burgess' Blog


Fallout 4 logo.png

Following recent rumors regarding Fallout 4 production Craig Pearson from PC Gamer has written some thoughts on how Bethesda Softworks could improve the atmosphere of the next installment of Fallout series.

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.
(...)
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.

Thanks, NMA.