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  1. #61
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Bethesda: Fallout 4 was 'basically done' when the game was unveiled

    If there are certain features you'd like to see in Fallout 4, don't hold your breath, as the game is "basically done."


    With most of the hard work already done, and the gaming community excited, Bethesda is spending its time fixing bugs and finalizing things.

    "Let's be honest, [right now] it doesn't matter what anybody wants for a feature in Fallout 4," Pete Hines, VP of marketing at Bethesda, in a statement published by GameSpot. "The game is basically done. It was by and large done before we announced it, in terms of the features going in. You're not adding new features in May, June, July in the next year you're releasing; you're trying to get everything fixed."

    Last month, Hines noted the game was "pretty close to being done," so gamers should be able to expect Fallout 4 to launch as promised. Before it was announced at E3, Bethesda was careful to look at forum posts, social media, and game reviews of Fallout 3 and The Elder Scrolls V: Skyrim while it was working on Fallout 4.

    Fallout 4 is scheduled for release on November 10, and will be available for the PC, Microsoft Xbox One, and Sony PlayStation 4.

    Noticia:
    http://www.tweaktown.com/news/46722/...led/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  2. #62
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 Won’t Allow Mods When Upon Initial Release

    Bethesda is committed to bringing mods to Fallout 4 in much the same way that it’s been available in Fallout 3. Just like nearly all of their games, modding was a core tenant of their business. With Fallout 4, however, it won’t be possible to mod right away once it’s released.

    Bethesda wants to polish the game first, before allowing modding in Fallout 4.

    IGN spoke briefly with the marketing VP at Bethesda in order to talk about the inclusion of player made mods. It was revealed that while there are definite plans for modding tools, though that those might not end up being included until 2016. The focus is on making the base game as great as it can be first.
    “Our entire focus is on finishing the game. Nobody cares about mods if the game sucks. This has always been our philosophy. We shift energy to construction tools, the creation kit, and all of that stuff once the game is done, and we start to figure out what all of that is going to look like.”
    – Pete Hines, VP of Marketing for Bethesda




    He went on to talk about the fact that because the priority is on quality and polish at the moment, they haven’t even started work on the proper modding tools.
    “The idea is that [the tools] will work on all platforms, but the truth is the system doesn’t exist. It’s still being built and worked on and it’s going to take awhile. It’s going to take clearly into next year because we can’t even start it…”
    – Pete Hines, VP of Marketing for Bethesda
    But rest assured that Bethesda is still very much committed to allowing the community to create the unique and fantastic things that they do to be used in game. Bethesda’s games generally have a very large modding community that has, in the past, helped to keep those games graphically on par, or surpassing, modern releases. That and there are some downright hilarious mods out there.
    Fallout 4 releases November 10th 2015 on the PS4, Xbox One and PC. You can pre-order it now, just don’t expect to find the Pip-Boy edition for anywhere near MSRP anymore.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  3. #63
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Pip-Boy Production was at “Maximum Capacity”


    Anyone who is anyone in the gaming industry, be it as a gamer or maker, knows about the Fallout series; if you haven’t, get from under your rock. In the recent announcement of Fallout 4, the limited edition featured a real life Pip-Boy which interacts with your mobile phone thanks to a slot in the top. The limited edition sold out almost instantly; after crashing retailers websites of course.
    Bethesda marketing Vice President Pete Hines has stated that the company tried to make as many of the product as possible, selling out instantly in both waves of shipments. The problem it seems is that the factories tasked with producing the iconic plastic shroud were at maximum capacity with pre-existing orders.
    “We reached a point where we’d go back to the factories and they were like, ‘Guys, this is it, sorry. This is as long as we can run the lines and as many of them as we can make,'” Hines told GameSpot. “We’d go back to [the factories] and say, ‘Demand for this is insane, we’ve got to make more.’ And they’d move other projects off or shift stuff to other factories and it just came to [them telling Bethesda], ‘Final answer: sorry, this is as many as we can make.’ And we sold every single one of those that we could.”
    Before you go shouting on social media that you have a good chance of buying a brand new Pip-Boy, think again, Hines during a conversation with a fan:



    Angella Knight @hyliannelf
    @DCDeacon but walmart just restocked 3 or 4 hours ago (they were gone within the hr but yeah)

    Follow
    Pete Hines @DCDeacon

    @hyliannelf each store is being given their final allotment. how and when they make the available is up to them. but no more are being made







    We could be seeing more remaining stock of Pip-Boy editions hit the shelves, but likely in very small quantities. If you want to get your hands on one; keep your eyes glued to your local resellers and eBay for the possible second-hand purchase.
    Thank you to ArsTechnica for providing us with this information.
    Noticia:
    http://www.eteknix.com/pip-boy-produ...imum-capacity/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #64
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fan releases schematic for 3D-printed Pip-Boy

    If you couldn’t get your hands on the Fallout 4 Pip-Boy Edition, then all hope is not lost as a fan of the series has gone ahead and created a schematic to 3D print a pip-boy from scratch. The specific model is the Pip-Boy 3000 Mark IV. Just as Bethesda’s own model, this one is designed for use with smartphones, so that you can run the Fallout 4 companion app when the game launches.
    The mobile app will allow you to control the pip-boy and interact with the game. In all, the replica actually looks pretty damn good, you can see it for yourself in the video below:





    As you can imagine, the pip-boy was pretty difficult to design without proper reference. The creator, Yvo de Haas, only had the E3 preview and trailer to go off while making this creation. Another challenge was all of the extra features that the new Pip-Boy edition has: ” I like to make as much features working as possible, and to get some of the features (most notably the tape player) working, was a real challenge.”
    If any of you happen to have a 3D-printer and want to give this a go then you are going to need some extra bits, especially if you are making the version intended to house a smartphone, you will need plenty of screws for that.
    You can find the schematic and full run down of everything needed, HERE.
    Noticia:
    http://www.kitguru.net/channel/gener...inted-pip-boy/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  5. #65
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 might take over 400 hours to complete

    Everyone expects Fallout 4 to be big--the previous games have boasted sessions that total up more than 100 hours of content thanks to expansive open-world environments and dynamic quest-lines. But no one expected that Fallout 4 has more than 400 hours of play time.


    "I've played the game for probably 400 hours, and I'm still finding stuff that I haven't seen," Bethesda Softworks developer Jeff Gardiner told OXM.

    We have to remember that devs play games differently than consumers. Developers have assigned tasks and are always looking to recreate bugs or test various elements of the game. And in light of the game's absolutely massive crafting system that lets you literally destroy and erect your own custom buildings, it's possible that a considerable portion of Gardiner's playtime was spent making his own post-apocalyptic town and fighting against incoming raiders.

    Imagine spending hours simply deleting and destroying nearby ruins and objects, gathering required materials, and building your very own ramshackle Megaton complete with powered computers, electric fences, turrets and a host of heavily armed townspeople--all to engage in Fallout 4's tower-defense-esque mini-game.

    Essentially Bethesda has introduced a distinct Minecraft-esque mechanic here, and we all know how long it can take to make some of those amazing voxel masterpieces. So when we take all of that into consideration, 400 hours might not be such a stretch after all.


    The crafting system isn't just huge, it's extremely flexible and dynamic. "It works like this; you can actually scrap items in the world for materials and use those materials to build the way you want. It's all common sense visual stuff. If it doesn't connect to the generator, the power doesn't work," Bethesda's Pete Hines said, highlighting how realistic the system can get. "When you connect stuff to the computer terminal you have a lot of control and sort of fine tuning. If you've got something that plays music, you can actually define how it's playing music."

    Hines goes on to say that users will have some help finding the right kind of materials in Fallout 4's expansive open-world: "You can actually flag stuff to say 'I'm looking for this stuff because I want to make this' which means that when you're scavenging, anything that fulfills the requirement gets flagged in the world."




    If the claim is authentic and Gardiner has indeed spent 400+ hours actually playing and exploring Fallout 4's irradiated Boston, it really does say something about the game. I myself am assured that the building crafting will indeed soak up a lot of time and serve as a major point of end-game fun. Gamers will undoubtedly spend a huge chunk of time doing silly things like customizing their own lighted signs to add that personal flair to their creations.


    Furthermore there's no doubt that playthroughs of RPGs of this nature can last up to 400 hours for some players. User-created mods considerably add to a game's life cycle, and every player experiences games differently--some will spend 10-15 hours just making sure that apples and mutton pies are in their right spots in Skyrim, or even setting out armor sets in alphabetical order in Oblivion.

    Sadly Bethesda has affirmed that Fallout 4 won't get mod support until 2016, saying that the game's final state is more important than extra mods. Hopefully Hines is talking about console mod support as previous Fallout games on PC have launched with construction kits--but we don't know if PC and console mod support will be rolling out at the same time.

    Although this seems like bad news, Bethesda has said that Fallout 4 was "basically finished" wh



    Noticia:
    http://www.tweaktown.com/news/46813/...ete/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  6. #66
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 won’t have a level cap, players can explore after story

    Fallout 4 was only just announced in June but with its release set for early November, Bethesda has plenty to talk about before release. Today, the company has shared a few more details about the game, including new information on its level cap and the ability to keep playing once the main story is over.
    In short, Fallout 4 won’t have a level cap so theoretically you could keep grinding up experience points forever. Another nice little tidbit is confirmation that just like Fallout 3 (after a patch) and New Vegas, players will be able to continue exploring the world once the main quest is over, giving players the opportunity to do side quests and leaving the door open for future DLC.

    In a Tweet, Bethesda said: “To our fans who’ve asked: Fallout 4 doesn’t end when the main story is over and there is no level cap. You can keep playing and leveling”. Each Fallout game has had a different level cap so far, ranging from 20 to 99, this will be the first game in the series to just not bother with one.
    Fallout 3’s original level cap was 20, which was later raised to 30 with DLC. Obsidian’s Fallout New Vegas took a different approach, with an initial level cap of 30, with each DLC pack raising that by 5.
    Noticia:
    http://www.kitguru.net/gaming/matthe...e-after-story/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #67
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    What To Think Of Bethesda's 'Fallout 4' Presentation At Gamescom (Opinion)

    We sat through a presentation for "Fallout 4" at Gamescom, but we're not quite sure what to make of it.
    As Gamescom 2015 approached, even though I'm particularly an impassioned gamer, I found myself excited to see what Bethesda would have in store for us for Fallout 4. I already walked past the booth a couple of times the day before, and when the time came to actually enter, the walls surrounding it made the entry today all the more mysterious, as I haven't been able to peek inside just yet.
    Then today came, I walked up to the press desk, confirmed my reservation, and went inside. More mystery ensued as I, along with a handful of other journalists and trade visitors, were led into a completely dark and closed-off room. I had heard a rumor that Todd Howard himself (Game Director & Executive Producer at Bethesda) would be giving the presentation, so my hopes were high.
    A Bethesda employee closed the door and told us that we'd be watching a gameplay video narrated by Todd Howard (bummer). The video was comprised of two parts: one that explained the character development system, and one that showed off various fragments of gameplay.
    Character Development

    The character development in Fallout 4 appears to be the same as Fallout 3 with the S.P.E.C.I.A.L. traits (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck). Each of these traits can be trained, and as you progress through the leveling system you'll slowly unlock various perks. These range from actual improvements such as increased strength when in melee combat or armored, to just plain fun improvements, such as one where the bodies of enemies will sometimes explode in a gory mess (that's the name of the perk, "Gory Mess") when killed.
    This system isn't much different from past titles, but it seems to work well, so it isn't a problem.
    Then my hopes were crushed.
    The Gameplay Fragment

    I was expecting to see shiny next-gen graphics, more detail than before, and a whole new game – but I didn't. What I saw were various fragments of gameplay stitched together, where the player would enter combat, select different weapons with his Pip-Boy, shoot enemies, reload, and use the V.A.T.S. targeting system. Sound familiar?
    That wasn't the only similarity to Fallout 3. Everything else seemed to be the same as the previous game, too. Sure, the level of detail on the Pip-Boy and the overall graphics were a little higher, but beyond that I had a very, very difficult time telling a difference between the two titles.
    I quietly left, and as I was walking to my next meeting, I found myself wondering, why did Bethesda stick to the same recipe? Is it laziness, or are they scared to deviate from a successful strategy? For an adventure game, I certainly expected the developers to be a little more adventurous.
    Mind you, I'm not upset that Todd Howard wasn't there to give the presentation, or that the game was remarkably similar to its predecessor. I am, however, simply shocked that I had such a hard time figuring out what, if anything is new about the game. Even all the sound effects were recycled (of course, nostalgia did hit when the "new town discovered" chime sounded).
    Thankfully, the demo did conclude with not one, not two, but three shots with the Fat Boy launcher. It's good that mini nukes can still make me smile, and what also leaves me feeling more positive is that Bethesda tweeted that Fallout 4 will not have a level cap, and you can keep playing even after the main storyline is completed.
    Noticia:
    http://www.tomshardware.com/news/bet...emo,29769.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #68
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 Gets 7 Minutes of Leaked Gameplay Footage from Gamescom

    Thousands of people have already watched the Fallout 4 leaked gameplay footage that was shown last week at Gamescom, behind closed doors. The footage was shared over at Pornhub as it was previously taken down from YouTube destinations.


    The footage is provided below, for as long as possible before it is taken down:



    In Fallout 4 you take the role of the sole survivor of Vault 111, entering a world destroyed by nuclear war


    “We know what this game means to everyone,” said Game Director, Todd Howard. “The time and technology have allowed us to be more ambitious than ever. We’ve never been more excited about a game, and we can’t wait to share it.”
    In an interview with Game Informer, Fallout 4 director Todd Howard, explains that Skyrim’s popularity and the sheer volume of player data in the game created challenges to troubleshooting bugs in the open world. In a recent interview with DigitalSpy, Howard talked about the size of Fallout 4 and loading screens for the new title, more of which can be found here.

    Fallout 4 will be released on PC, PlayStation 4, and Xbox One on November 10, 2015. We will bring you any new information as soon as it becomes available.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #69
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 Will Be A Mix Of Familiar & Different, Says Bethesda


    When Fallout 4 was finally announced at E3 2015, reactions were somewhat mixed. While many fans were very happy to hear that the game was coming out soon, others complained that it looked a lot like Fallout 3 in many ways.
    Bethesda’s Pete Hines, Vicepresident of PR & Marketing, addressed this and other matters in a lengthy interview with Metro GameCentral.
    I mean, certainly it ought to look and feel familiar. If you played Fallout 3 you ought to be able to see things that are recognisable or similar or whatever. Because we didn’t make a completely different game. But at the same time, when you’re playing it it’s a mix of familiar and different. There are things that are the same and there are things that are very different.
    But those things are sometimes very difficult to demonstrate in a short video at a E3 showcase, or whatever. But if you jump into the game and you play it for an extended period of time you start to feel the differences and how much some things have changed.
    When prompted about the apparent lack of significant improvements in facial animation, Hines mentioned that this specific area is a lot harder to fix in an open world RPG like Fallout 4.




    Eh, I would say that there are games in which that is significantly easier and the more that you try to do, or allow the player to do, in a game the more stuff you have to support. That means the more bandwidth you’re giving for other things. In the most extreme example, if you have a very linear game where everyone who is playing the game is moving from point A to point B, with this exact series of steps, and a predefined set of weapons, and all of these objects are just textures on top of another texture…
    There’s a difference between that and dropping a grenade in here and all this stuff starts bouncing around… well, if you’re gonna have every object be real and apply physics to it then that has to come from somewhere. Otherwise every game in the world would have every object be a real thing. So at the end of the day it’s trade-offs.
    I suppose he’s right. We’ll know if Fallout 4 is different enough not to be redundant once it releases on November 10 for PC, PlayStation 4 and Xbox One.
    In related news, yesterday Bethesda shared some truly impressive numbers for Fallout Shelter. Are you using it as a Fallout appetizer until November? Let us know below.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #70
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Bethesda responds to Fallout 4 graphics criticism

    Bethesda previously admitted it had to "dial" down some of the graphics, and many gamers weren't necessarily happy with the news. The studio has offered a public statement regarding the mini controversy, with one official noting the criticism "definitely doesn't upset us."


    "As with most forms of entertainment, you never get 100 percent agreement on anything," said Pete Hines, marketing chief at Bethesda, in a statement to Metro. "And so, at the end of the day, whether it's what the graphics look like or whether the gameplay is what you want or whether you like the setting, or whatever it is, everybody is entitled to their own opinion."

    The need to dial back graphics was done to benefit game consoles, with Fallout 4 expected to run at 1080p/30fps on consoles - but there will be no PC restrictions. Even if some people are angry, Fallout 4 is expected to be a gaming blockbuster that has drawn incredible interest from PC and console gamers alike.

    Fallout 4 is scheduled for release on November 10, and will be available for PC, Microsoft Xbox One, and Sony PlayStation 4.



    Noticia:
    http://www.tweaktown.com/news/47158/...ism/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #71
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    Bethesda: Fallout 4 will top Skyrim as the 'biggest release ever'

    Bethesda has grown considerably over the years, evolving from a dev studio to a titan reigning over a consortium of studios and IP's. The company wants to start firing on all cylinders for the future, but first it plans to dethrone Skyrim and crown Fallout 4 as its most popular game release.


    In a recent interview with MCV, Bethsoft exec Pete Hines discusses the company's most important game for the next year or so: "I think Fallout 4 can top Skyrim [to become] our biggest release ever. But we will see. It is part of my job to build the megaphone that we hold up to the game, and the game decides how loud it goes. Just how big it is going to be is hard to say. Skyrim was a massively big deal."

    Although Fallout 4 will be the nexus of Bethsoft's attention for quite some time, it still has a number of other projects like Doom 4 and Dishonored 2 in the works. Hines went on to say that the studio wants to find a consistent stride that involves "releasing up to three to four games a year", but Bethsoft isn't about to release first-party juggernauts like Elder Scrolls and Fallout together in the same period. This push towards more production isn't going to jeopardize the studio's carefully cultivated image of quality over quantity and Hines affirms that we don't have to worry about Bethesda becoming another Activision or Ubisoft.

    image: http://imagescdn.tweaktown.com/news/...r-bethesda.jpg
    image: http://imagescdn.tweaktown.com/news/...r-bethesda.jpg


    "We are getting to the point where these studios that we have acquired have now put a thing out, figured out how they work together and are starting to hit a bit more consistency," Hines iterated during the interview, highlighting how the band of studios are finding ways to naturally compliment one another in strides.

    "I don't think it's necessarily the case that we are doing okay with seven studios, but if it was 14 we could do twice as much. We are pretty aware of who we are and we ultimately want to build to a point where we are doing three or four big titles a year. I would prefer not to be in the same place we were in in 2011, where we had four titles and then went super quiet. I want to avoid that. We want to get to the point of regular releases, but we are not thinking: 'What if we did eight or 10 games a year?' That's just not who we are or how we do things."

    image: http://imagescdn.tweaktown.com/news/...r-bethesda.png
    image: http://imagescdn.tweaktown.com/news/...r-bethesda.jpg


    Fallout 4's long-lasting fallout

    Since anticipation for Fallout 4 has been building like years' worth of trapped steam in a pressure cooker, the game will likely not only hit but pummel Bethsoft's expectations, graphical fidelity complaints withstanding.

    But it's more than just longing for a new post-apocalyptic adventure over the horizon--the game speaks for itself. The studio has since boasted that a single Fallout 4 session can offer up to 400 hours of playtime, and based on what we've seen so far with the huge crafting system and massive open-world Boston setting, it just might be true. Even after the megaton explosion of Fallout 4's launch it will be some time before the dust truly settles thanks to the game's incoming mod support, which will roll out on all platforms including consoles. Mods will keep the game fresh and interesting long after its release--just look at the huge 4-year span of longevity that was injected into Skyrim thanks to its huge modding base.

    Fallout 4 releases on November 10, 2015 across PlayStation 4, Xbox One and PC. As an added news bonus, we can expect Fallout 4's PC specs as early as October: "We usually announce system specs a month or less before a game's launch," Hines confirmed in a Tweet.

    Noticia:
    http://www.tweaktown.com/news/47169/...ver/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #72
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 Photo Manipulations

    It looks like someone can't wait for Fallout 4 to get here. It looks like a lot of time and effort went into these photo manipulations.



    Noticia:
    http://www.hardocp.com/news/2015/08/...s#.Vd931pf0OTQ
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  13. #73
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    How Fallout 4's perk system might work

    Fallout 4 is a pretty complex and dynamic game, and lots of gamers are stumped when it comes to the new perk system. Below we make an educated guess based off of data and speculation on how Fallout 4's perk and leveling system might work.


    A recent OXM interview with a Bethesda rep has prompted a dizzying level of confusion in the Fallout community, leading to rampant speculation and millions of gamers scratching their heads. "You'll still level up via XP, and each level increase will still give you a point to spend on a perk, but now those perks have varying XP levels of their own," says the Bethesda employee. "It's perk-ception, essentially, and means that, should you theoretically play long enough to max out every tier of every single one gaining untold buffs and no doubt all kinds of horrendous real-world illnesses in the process - you'll top off with a total of 275."

    Perk-ception? Perk level ups? How does that work exactly? Also does this mean there actually is a level cap after all? I believe the concept is pretty hard to explain in just words, and the rep was put on the spot and wasn't prepared to adequately explain the system. Which makes sense, as Todd Howard says Bethsoft won't spoil Fallout 4, and this could ruin some surprises.

    Based on evidence gathered from Vault 111's Fallout 4 character builder and Reddit posts dissecting the Fallout 4 footage shown at Quakecon and Gamescom, here's how I think it works.


    Revamped perk system replacing skills?

    Since a "skills" tab didn't show up on the Pip-Boy, there is speculation that skills might be removed from Fallout 4. But there is also evidence that the skills will instead be involved in crafting. The role of perks now sees a kind of merged union with skills, with SPECIAL attributes at the core.

    "Fallout 4 is designed to play up the importance of SPECIAL and to use it to bind with the perks to allow for a lot more variety as far as characters that you can play, the choices that you make...to make it more unique as there are so many different paths you can take," Bethsoft's PR man Pete Hines said to IGN.

    The perks themselves are grouped alongside SPECIAL attributes; Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. Each perk from the Strength tree, for instance, will be affiliated in some way with the Strength attribute--enhanced damage, more HP, etc--whereas Agility will be AP and criticals, so on and so forth. This is the natural synergy that ties SPECIAL to perks.

    But there's an inherent balance to how you choose to play. Pete Hines goes on to say that players can "go right to 10 Strength right off the bat and unlock this crazy perk and carry everything and be this sort of hulking barbarian, but you'll have to sacrifice a lot of other things in the process."

    Picture it as a grid, with the perks themselves separated into individual blocks and fastened into rows. At the top is the SPECIAL attributes, and as you descend the row the perks become more and more powerful. The concept looks something like this:


    The higher your particular SPECIAL attribute, the more perks you have access to. So let's say your character has 5 Strength points and just 2 Perception points. This means you get access to the first five perk blocks down the Strength column, and only the first two down the Perception column. The higher your SPECIAL stat, the farther down your perk access reaches. This is retroactive, too--at level 10 you'll get the full line of perks.

    A good portion of these perk blocks aren't just one-off unlockables but instead sport multiple tiers or grades that incrementally increase bonuses by percentage. Keep in mind you're automatically rewarded the default rank 1 perk once you hit a specific SPECIAL value.

    Take the picture below as an example. Having a single point of Charisma automatically unlocks the first rank of the Cap Collector perk, which boosts your cap-finding rate. In order to get to rank 2 you'll have to level up and spend a perk point. There's no need to rank up Charisma to unlock Cap Collector rank 2, as adding another SPECIAL attribute pushes you further down the column.


    Leveling up

    Character progression is believed to be the same as it always was in Fallout 4: kill enemies to earn XP, and level up after earning X amount of XP. Perk progression is just as linear. When you're awarded a point from leveling up in Fallout 4 you'll have the chance to either boost your SPECIAL attributes or level up a perk, and we're not sure how often you'll get a level up point to spend on progression. Hence the whole "leveling up" your perks.

    At the same time there are active perks like Bloody Mess that don't have these upgrade tiers, and it looks as if the upgrade tiers will be quite varied on a perk-to-perk basis--some will have four grades and others just two.

    Furthermore, we're not sure if every perk rank will cost a single level-up point or not. Perhaps the mastery ranks will need 2 or more points to unlock and also require a specific SPECIAL rating to boot. Remember that the grid is just a visual aid and doesn't actually resemble the final


    So when the Bethesda rep mentioned "275 separate perk tiers" they were most likely referring to the total number of combinations of perks players can attain. Also keep in mind while Fallout 4 technically has no level cap, there probably won't be any point to leveling up further once you unlock all of the perk tiers.

    Essentially Bethesda has made some key changes over the years to make Fallout 4 a more expansive, integrated experience. Players will likely find a ton of perk combos and buffs to make their characters wholly unique, and it's great to see Bethesda offer a more dynamic RPG aspect to their post-apocalyptic juggernaut. Armed with the huge perk system and time-soaking crafting, players will be busy for quite some time and it's even easier to see how the game might last 400 hours in a single play session.

    We can't say for sure that this exactly how Fallout 4's perk system will turn out, and there's bound to be inconsistencies and inaccuracies. The Fallout community has been busily putting the pieces together ever since the Quakecon and Gamescom footages were leaked, using the information shown therein as a basis for speculation and extraction. While many gamers are wary about the changes, I personally like the idea of perk rankings and skills being added to the crafting system--Science and Energy Weapons could make it easier to craft, well, energy weapons, and Medicine could make Rad-Away and Medkits, etc.

    We hope that this coverage has helped put the game into perspective, and as always feel free to share your own ideas in the comment section below. Oh and be sure to drop by Vault 111 to map out your character before Fallout 4 hits in November.



    Noticia:
    http://www.tweaktown.com/news/47380/...ork/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  14. #74
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 Has Astounding Amounts of Dialogue, More Than Skyrim and Fallout 3 Combined

    Bethesda has a way with words. Specifically the script writers end up putting in copious amounts of dialogue in their games, to along with the generally lengthy saga’s that you embark upon. Fallout 4 has been assumed to be no different. And it builds upon its predecessor immensely.


    Follow
    BethesdaGameStudios @BethesdaStudios

    Many years of #Fallout4 voice recording complete! Just over 111k lines. More than Fallout 3 and Skyrim combined.


    Fallout 4 contains over 111k lines of dialogue.

    What might be contributing to the huge increase in dialogue is the fact that the protagonist will have their own voice for the first time ever in Fallout history. Two sets of dialogue with different pronouns for the separate male and female characters might also account for some of that too.
    Bethesda admits that having the main character actually speak makes for a better story, and we happen to agree. It’s a more fluid and interactive experience. Now the voice-over work has been completed, we’re inching ever closer to experiencing that interactive experience.
    Last week Bethesda also tweeted that nearly 2x the game assets were created for Fallout 4 when compared to Skyrim, likely being nearly 3x than Fallout 3. All of these numbers would seem to add up to a very large game with a lot of individuality and differentiation. It’s going to be a very ambitious foray into post-apocalyptic entertainment.


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  15. #75
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Fallout 4 Season Pass Details Surface, One Price For All Content in the Future

    Bethesda has detailed what they’ll be doing with their Season Pass in Fallout 4. They’ve also promised to provide free content updates throughout the life cycle, giving everyone small feature updates in addition to the usual bug fixes.

    Fallout 4 Season Pass includes every piece of DLC they ever make for it.

    Bethesda is introducing a Season Pass with Fallout 4, something they haven’t done up until now. Skyrim, Oblivion and Fallout 3 all had a tremendous amount of DLC available, though each one had to be purchased separately, and the did mostly add worthwhile content for the money spent. With their Season Pass, all of the content they ever create, far into the future even, will be included in that one price: $30
    We’ve always done a lot of DLC for our games. We love making them and you always ask us for more. To reward our most loyal fans, this time we’ll be offering a Season Pass that will get you all of the Fallout 4 DLC we ever do for just $30.
    Unlike what some people think, DLC isn’t just holding back content until a later date to release it. Sometimes fresh ideas take time to process and translate into workable content in the game. Maybe the idea is sparked while someone is feeling good on a Monday, so the story hasn’t even been expanded in the way that we’ll see down the line.




    The one price for all DLC content isn’t necessarily a horrible idea given that that DLC is full of useful, fun and invigorating things to do. If developers just want to add skins and new weapon models, then it might not be worth it. As Bethesda says in their blog post, historically they’ve been able to add some great story details and other things that make their DLC worth the usual cost. That isn’t always true for all developers, however.
    Modding will also be a large part of Fallout 4, especially now that they’re going to allow the installation of mods on the PS4 and the Xbox One. The creation kit won’t be released immediately, but will arrive early next year for free. Apparently it’s the same tool they use in their own studio to create assets for the game, just as before.
    The most important thing in our games is the freedom you have to create your own experience, and modding is a big part of that. Like all our previous games, we’ve made sure to keep Fallout 4 open and moddable at every step in development. Early next year we’ll release for free the new Creation Kit for the PC. This is the same tool we use in the studio. You’ll be able to create your own mods and share them with others. We’re especially excited these same mods will then be coming to Xbox One, and then PlayStation 4.


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