The first few questions aren't really about Fallout, mostly about his past in the industry, but they're still pretty interesting. And the other questions give us some nice little info, though nothing really "big and new". (I did like to hear that the companions have a "meaningful change in behavior" based on how you finish their quest arc, very nice)
Go take a look: http://planetfallout.gamespy.com/articles/interviews/1883/Planet-Fallout-Interview-Chris-Avellone
One of the things Obsidian is known for is the way the companions are shaped, making them more "alive" and with deep unique personalities. Will we see this in Fallout: New Vegas?
Yes, Pete also covered this in his interview. Each has a perspective on events in the Mojave, a quest arc, and a meaningful change in their behavior based on the resolution of that arc.
The hardcoe Mode seems exciting, can you tell us more about it?
If drinking out of toilets makes you a hero, hardcoe mode delivers. I've never been so conscious of water sources in each environment until I played in hardcoe mode. And I eat until I'm stuffed and then some. The player has to worry about dehydration, ammo weight, resting, starvation, and healing items (Stimpaks) healing over time instead of instantly... all the things that make you more a virtual man than the next virtual man who's playing on normal.
A central town, New Vegas, with casinos, organized crime, factions struggling for power and currency, this reminds many older players of New Reno, from Fallout 2, an area you worked on. Was New Reno in fact an inspiration and did you take anything from what you liked best and lessons from what you thought was less well made in that area for New Vegas?
New Reno wasn't an inspiration at all that I know of. I hope not. Aside from the types of quests and quest solution structure for the area (which I felt was genuinely rewarding for a number of character builds), there's a lot we didn't include from New Reno (ambiance). New Vegas is a different game, and it would never have been my choice to simply re-create a location we'd done in a previous game, as there's really nothing interesting in terms of design that I can see in doing that.
Yes, Pete also covered this in his interview. Each has a perspective on events in the Mojave, a quest arc, and a meaningful change in their behavior based on the resolution of that arc.
The hardcoe Mode seems exciting, can you tell us more about it?
If drinking out of toilets makes you a hero, hardcoe mode delivers. I've never been so conscious of water sources in each environment until I played in hardcoe mode. And I eat until I'm stuffed and then some. The player has to worry about dehydration, ammo weight, resting, starvation, and healing items (Stimpaks) healing over time instead of instantly... all the things that make you more a virtual man than the next virtual man who's playing on normal.
A central town, New Vegas, with casinos, organized crime, factions struggling for power and currency, this reminds many older players of New Reno, from Fallout 2, an area you worked on. Was New Reno in fact an inspiration and did you take anything from what you liked best and lessons from what you thought was less well made in that area for New Vegas?
New Reno wasn't an inspiration at all that I know of. I hope not. Aside from the types of quests and quest solution structure for the area (which I felt was genuinely rewarding for a number of character builds), there's a lot we didn't include from New Reno (ambiance). New Vegas is a different game, and it would never have been my choice to simply re-create a location we'd done in a previous game, as there's really nothing interesting in terms of design that I can see in doing that.
