Fallout 3 - Pip-Boy 3000 Diary

Dhruin

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Bethsoft has kicked up a new diary on the development of the Pip-Boy 3000 for Fallout 3:
The basic parameters for the industrial design of this piece of hardware were simple. It was decided early on that the device would be worn on the player character’s arm and feature a display of some sort. Along with the design of the Vault Suit, the Pip-Boy was one of the first things that our resident conceptual artist and creative genius, Adam Adamowicz, began to sketch. We went through pages and pages of drawings, iterating every little detail, in order to lock onto something that looked interesting and also seemed plausible from a realism point-of-view.
More information.
 
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Excellent design, cool art. Shows a good grasp of the material, here.

Must-read for Fallout fans. Is good!
 
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Excellent design, cool art. Shows a good grasp of the material, here.

Must-read for Fallout fans. Is good!

What have you done with the REAL Brother None, you villain?

Just kidding, I appreciate your sense of "fair's fair".
 
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Yeah, I was a little surprised to see that positive reaction there. :p

You shouldn't be all that surprised.

I thought I was clear enough in the preview, I really like the PIPBoy, I really like the Vault, and I loved the perfectly retro-50s Protectron bot, in look, sound and movement. Bethesda is doing quite a few things right. Just not enough, to me, personally.

As I said to one of the Bethsoft forum users when he asked me "What are the top ten things you liked and disliked personally?":
Uh, roughly listed

Like:
1. The look of nuclear explosions
2. the Protectron robot
3. The local cult sign
4. The scenic overlook sign
5. The look of the vault
6. The look of the PipBoy
7. The rough impression of dialogue mechanics (not knowing yet how it’ll work on choice and consequences inside dialogue, though)
8. Bits of Megaton
9. The view of the city from Tenpenny Towers
10. The “nice hat, Calamity Jane” line

Dislike
1. The amount of nuclear explosions
2. The Brotherhood of Steel
3. The Supermutants
4. Mr Handy
5. The DPS concept
6. The overseer’s “goons”
7. The apparent lack of consequences of drugs
8. The look of dialogue
9. The pace of combat
10. The dead people outside of the vault door
 
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