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| Your search for Fallout new located the below Fallout new Search Results. The Fallout new Search Results are returned from stories QJ publishes stories covering Fallout new news, Playstation news, Xbox news, PC news, Wii News, Nintendo DS News, Gaming News, Reviews, Downloads, Custom Apps, Homebrew and much more. |
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Ever find yourself getting lost in immersive videogame worlds? Well then try your hand at this little bit of fun.
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Despite claiming the contrary just a couple of weeks ago, the Entertainment Software Association has officially backed off both SOPA and PIPA.
SOPA/PIPA fallout continues to roll across the web, with every day seemingly bringing a new renouncement from a former supporter. Today’s news, however, is the biggest yet – the Entertainment Software Association (ESA), which represents industry bigwigs like Nintendo, Sony and Microsoft, has officially reversed its position on the controversial legislation.
In a statement issued early this morning, the ESA noted that while it is still important to find ways to protect the intellectual property of its members, it was swayed by concerns over the “unintended consequences” presented by the current drafts of SOPA and PIPA. The ESA was, by far, one of the most powerful lobbying organizations that stood in favor of the bills; their retreat, though late, marks a big win for both the gaming community and SOPA/PIPA opponents in general.
As we mentioned last week, SOPA and PIPA have both been postponed – for now. Congress and organizations like the ESA are still looking for ways to control piracy, though now they adamant about finding a solution that addresses both the concerns of the entertainment industry and the worries of web users.
There is still time to make your voice heard on the issue, if you’re so inclined. You can do so here:
Electronic Frontier Foundation
What do you think about the ESA’s reversal? Better late than never?
[Edge]
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Sega’s decision to push the game out of its normal schedule results in a big win for players.
The Yakuza series, at first, was updated like clockwork. Sega’s initial design for the franchise was a new sequel almost every year, with Yakuza landing in 2006, Yakuza 2 hitting 2008, 3 released in 2009 and 4 in 2010. It’s a release schedule that shouldn’t be unfamiliar to gamers, especially in 2011, the year of thirds.
But Sega elected to push Yakuza 5 out of its release schedule, which at the time had some gamers concerned about the project’s viability. But Sega’s intent with the extra development time is becoming more clear now that some details on the game have been released to the public.
The producer of Yakuza 5, Masayoshi Yokoyama, has indicated that this game is intended to be the San Andreas of its franchise, i.e. a game that dramatically expands on the precedents set in previous games and creates an entirely new experience in the process. Some things remain, like the core gameplay and the fact that the game is a PS3 exclusive, but almost everything else is being rebuilt from the ground up.
The intent of the developers is to include five complete cities in Yakuza 5 – if you’ve played any of the previous titles, Yokoyama indicated that each city will be similar in scale to Sotenbori or Ryuku. He likens the development process to creating five games at the same time, and I wouldn’t doubt him for a second – cities are very hard to build.
There’s still not much info regarding when Yakuza 5 will actually hit shelves, but for now you can assume it’s quite a ways away. Late 2012 or early 2013 are probably the best-case scenarios.
But, it looks like the game that does land will be a more powerful, more interesting and more impressive version of the franchise.
What do you think about Yakuza’s extended development time? Worth it, or too long to wait?
[1UP]
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Bethesda game director Todd Howard talks about how the team learned from Fallout’s success and Oblivion’s mistakes to make Skryim as interesting and engaging as possible.
Skyrim is coming, and with it, an entirely new engine on which Bethesda can build future games. But the advent of the Creation Engine doesn’t necessarily mean that the company is forgetting its past, and in a series of interviews with PC Gamer, game director Todd Howard has elaborated on some of the ways that previous Bethesda RPGs informed the development of Skryim.
For example, Oblivion fans will remember that enemies scaled in level with the player, which always made for a long slog through mobs when you needed to get from one location to another. Howard says this system has been completely redone based on Fallout 3’s progression stating, “[Skyrim]’s a lot more like Fallout 3, where as you level up you are going to see harder things, but the easier things stay around as well.”
They’ve also significantly cleaned up the conversation system, which often felt strange and out of place in Oblivion. Fallout 3 fans will remember that the dialogue stood out as one of the most interesting features of that game, and Bethesda is looking to repeat its success in this department with targeted, specific conversations. On this topic, Howard noted, “There’s very few completely random conversations. We’ve gone more towards a system, like we did in Fallout 3, where they have a specific conversation with a specific person about various topics.”
The interview also goes into brief detail about how the environment of Fallout 3 contributed to the user experience, and how the Skryim team is utilizing environments and memorable scenery to enhance the player experience.
After watching a pretty long preview for Skyrim the other day, I have to say the game is looking quite good. Do you think these changes to the Elder Scrolls formula will enhance the title, or will you miss some of the elements removed since Oblivion?
Via PC Gamer
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