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Game Informer The Pitt interview
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Myron Rolle
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PostPosted: Mon Feb 16, 2009 19:36    Post subject: Game Informer The Pitt interview Reply with quote

Game Informer's coverage of The Pitt comes with an interview. Nothing huge in there but it's the first tidbits:
GI: What’s the narrative setup for The Pitt?

Gardiner: Pittsburgh was once the industrial center of the pre-war world. The city was spared the horrors of nuclear fire, only to have its people infected by a nightmare plague of disease, infection, and mutation. The Pitt opens with the player encountering an escaped slave from Pittsburgh, Pennsylvania. The slave, Werhner, claims that the leader of “the Pitt” has created a cure for mutations… Once inside the Pitt, the player will have to figure out how to gain audience with the raider boss. What they’ll discover could send shockwaves through the Wasteland. The Pitt is very morally ambiguous – there’s no real right or wrong, just choices to be made, sides to be chosen.

GI: What new features/creatures/weapons/locations can players expect to encounter in The Pitt?

Gardiner: Without spoiling everything, The Pitt contains all of the above! There’s an “AutoAxe,” a melee weapon comparable to the ripper but with a huge, serrated rotary blade. There are three new perks including “Auto Axpert,” which will give the player a boost in damage when they’re using the new AutoAxe. Pittsburgh itself is infected with “Trogs,” creatures that were once human but slowly devolved into scampering mutants who fear the light and fight in packs. Many iconic locations in Pittsburgh are modeled in the game; several of our developers are from the city and their first hand knowledge is on full display!
Thanks Ausir.
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Ausir
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PostPosted: Mon Feb 16, 2009 19:37    Post subject: Reply with quote

The Trogs are actually originally from Van Buren:

http://fallout.wikia.com/wiki/Trog
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Myron Rolle
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PostPosted: Mon Feb 16, 2009 19:41    Post subject: Reply with quote

Wow, Bethesda's really starting to rip off Van Buren with no credit given in these DLCs, wot wot?

Can't say I love the troglodytes but they're a neat enough idea, as long as they don't become too Gollum-esque. They remind me of the cave-dwellers in Ghost Farm.
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PostPosted: Mon Feb 16, 2009 20:12    Post subject: Re: Game Informer The Pitt interview Reply with quote

Brother None wrote:
“Auto Axpert,” which will give the player a boost in damage when they’re using the new AutoAxe.


More generic "Damage +" perks, as if Fallout 3 wasn't already filled with too many cop-out perks that just focused on adding skill points or arbitrarily improving damage or slightly affecting accuracy.

Quote:
Pittsburgh itself is infected with “Trogs,” creatures that were once human but slowly devolved into scampering mutants who fear the light and fight in packs.


Reskinned/slightly remodeled Feral Ghouls? Sounds like the same exact thing.
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PostPosted: Mon Feb 16, 2009 20:18    Post subject: Reply with quote

Brother None wrote:
Can't say I love the troglodytes but they're a neat enough idea, as long as they don't become too Gollum-esque. They remind me of the cave-dwellers in Ghost Farm.


I totally and 100% bet, they will have the ghoul animations.
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Myron Rolle
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PostPosted: Mon Feb 16, 2009 20:31    Post subject: Reply with quote

Well, it's not like the DLC team is given a lot of time, so yeah, probably just reskins.
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PostPosted: Mon Feb 16, 2009 20:39    Post subject: Reply with quote

They were a lot like the Slags from Ghost Farm, only somewhat dumber, less civilized and more redneckish in Van Buren.

Looks like they've been feralized for FO3, though.
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PostPosted: Mon Feb 16, 2009 20:44    Post subject: Reply with quote

They refer to trogs as creatures..hmm. I suspect there wont be much dialogue with them even if the Wiki refer to them as thinking creatures, like ghouls.
I probably wont be downloading the Pitt as patch 1.1 totally destroyed my game, again.
How does Bethesda manage to release games this buggy and simply walk away?
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PostPosted: Mon Feb 16, 2009 20:47    Post subject: Reply with quote

Since I am ever the optimist, or I try to be when not pissed off at something or other, maybe the month long delay is to refine some of the aspects.

Change behavioral patterns, as well as a reskin, after all aside from the ghoulification Trogs sound much like ferals to me. I do hope this so called "cure" doesn't really exist....


Oh snap...just thought of this, what if this "cure" will be used in the ending change....
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PostPosted: Mon Feb 16, 2009 20:49    Post subject: Reply with quote

It's bad enough that they had to turn Fallout into an action game, but the fact that they're picking the corpse of Van Buren clean just angers me.

They really don't have one original idea do they?
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PostPosted: Mon Feb 16, 2009 20:51    Post subject: Reply with quote

Logan wrote:

How does Bethesda manage to release games this buggy and simply walk away?


Coz not many people complain about it?

And for the Pitt, it sounds like another "black vs white" scenario.
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Ausir
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PostPosted: Mon Feb 16, 2009 20:54    Post subject: Reply with quote

Quote:
They refer to trogs as creatures..hmm. I suspect there wont be much dialogue with them even if the Wiki refer to them as thinking creatures, like ghouls.


They definitely could be interacted with in Van Buren, but I doubt they will be in FO3.
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PostPosted: Mon Feb 16, 2009 21:01    Post subject: Reply with quote

Beelzebud wrote:
It's bad enough that they had to turn Fallout into an action game, but the fact that they're picking the corpse of Van Buren clean just angers me.

They really don't have one original idea do they?


Damn, if it's one thing its another with those like you, you should happy Beth decided to use concepts from Van Buren, better to get something from the true creators of Fallout than some random BS from Beth.

I for one am almost ecstatic that they are using Van Buren ideas, so I can maybe, after forging through the bad game play, imagine I am playing Van Buren.
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PostPosted: Mon Feb 16, 2009 21:07    Post subject: Reply with quote

Kanian wrote:
Beelzebud wrote:
It's bad enough that they had to turn Fallout into an action game, but the fact that they're picking the corpse of Van Buren clean just angers me.

They really don't have one original idea do they?


Damn, if it's one thing its another with those like you, you should happy Beth decided to use concepts from Van Buren, better to get something from the true creators of Fallout than some random BS from Beth.


Well they also used ideas from the original Fallout, but the implementation was not that successful Rolling Eyes.
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PostPosted: Mon Feb 16, 2009 21:08    Post subject: Reply with quote

Quote:

Damn, if it's one thing its another with those like you, you should happy Beth decided to use concepts from Van Buren, better to get something from the true creators of Fallout than some random BS from Beth.


As much as I like Van Buren, it wasn't really made by the "true creators of Fallout". I don't think anyone from the Fallout 1 team worked on Van Buren.
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PostPosted: Mon Feb 16, 2009 21:25    Post subject: Reply with quote

Quote:
Damn, if it's one thing its another with those like you, you should happy Beth decided to use concepts from Van Buren, better to get something from the true creators of Fallout than some random BS from Beth.
Some things from Van Buren are cool, but it's sometimes a letdown to know how much cooler they would be in Van Buren. An example is these trogs. It appears as though they could be interacted with in VB, but in The Pitt, they seem to be just another creature for you to kill.
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PostPosted: Mon Feb 16, 2009 21:39    Post subject: Reply with quote

Bethesda: How to gain audience with the raider king eh? How...to...gain...an...audience...let's see FPS, simplification, woah ooops, jumped tracks there, just let em kill everything okay?
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PostPosted: Mon Feb 16, 2009 21:42    Post subject: Happiness Is A Warm Gun Reply with quote

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Ausir wrote:
... They definitely could be interacted with in Van Buren, but I doubt they will be in FO3.



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Anticipate as many forms of interaction as there are methods to dismember.






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PostPosted: Mon Feb 16, 2009 22:24    Post subject: Re: Game Informer The Pitt interview Reply with quote

Brother None wrote:
“Auto Axpert,” which will give the player a boost in damage when they’re using the new AutoAxe.


Eyenixon wrote:
More generic "Damage +" perks, as if Fallout 3 wasn't already filled with too many cop-out perks that just focused on adding skill points or arbitrarily improving damage or slightly affecting accuracy.
Yep.. apparently 'perks' now means 'more skill points administered in a backdoor route'. So you have your standard skill points, then magical bobbleheads which give you skill points, then books aplently that give you skill points, then "perks" which give you skill points. Wow, what a deep well done system. The heavy intellectual lifting required to devise such an ingenious system must have been staggering. Also WTF is a "perk" anyway? I thought that was something you get as a side benefit to a job or something. Traits/Abilities would be more appropriate term (course that's assuming they are done right (which most aren't).
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PostPosted: Mon Feb 16, 2009 22:54    Post subject: Re: Game Informer The Pitt interview Reply with quote

wrote:
...Once inside the Pitt, the player will have to figure out how to gain audience with the raider boss. What they’ll discover could send shockwaves through the Wasteland. The Pitt is very morally ambiguous – there’s no real right or wrong,

New dialogues! Cool.

So instead of asking around :

"Hey, seen my dad. Midle aged guy"

we will get something like :

"Hey, seen a cure for mutation. Green stuff in a ampulla"
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