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19th December 2021

Photoset reblogged from Poster Formerly Known as Oddbagel with 6,228 notes

sesiondemadrugada:

Eric Sloane.

Tagged: art

29th June 2020

Photoset reblogged from a joy forever with 4,977 notes

boozerman:

Fallout: New VegasLoading Screens

Tagged: obsidianf:nv

9th May 2020

Photoset reblogged from Fuck Yeah, Animal Crossing! with 105,865 notes

pixiescout:

At the end of the day

Tagged: animal crossingnintendo

24th February 2020

Photoset reblogged from elle ♔ with 850 notes

animelle:

Some footage from the new Japanese New Horizons trailer [x]

Tagged: nintendoanimal crossing

19th May 2019

Photoset reblogged from painted ruins with 33,694 notes

thecollectibles:

Art by Joanne Tran

Tagged: zeldanintendo

26th January 2019

Photo reblogged from elle ♔ with 13,752 notes

Tagged: nintendoanimal crossing

Source: rachy.co

27th November 2018

Photoset reblogged from a joy forever with 1,358 notes

nightbloom:

The Heartlands, New Hanover

Tagged: rdrrockstar

2nd October 2018

Photo reblogged from with 27,696 notes

crypto-mulder:
“By Jacob Briggs
”

crypto-mulder:

By Jacob Briggs

Tagged: f:nv

16th September 2018

Question reblogged from Frog Helms Fan Club with 967 notes

length313-blog asked: Hi Josh. I love New Vegas and played it for countless hours on Steam. Some fans would argue If Obsidian were to somehow able to make the next fallout installment, it would be radically different from the New Vegas that we know and love. As fans would say its due to a shift in management. I don't know how valid that point is, but I thought I would get your opinion on it.

jesawyer:

I don’t know what changes people think have been made in management that would result in such a shift.  I’d say it’s more likely that changes in staff (i.e., the development team as a whole) would be likely to result in a shift – but I don’t even think that would be likely.

I guess it depends on what decisions on F:NV you consider to be integral to its character, who made those decisions, and if that individual would make similar decisions on a future Fallout project.

I had, by far, more authority on Fallout: New Vegas than on any project I’ve worked on before or since.  I exerted more dictatorial control over individual elements on F:NV than I have on any other project.  Were I to direct a future Fallout title, I would make similar decisions in terms of both broad strokes and details.

I did not pick New Vegas as a location, but I framed the entirety of the base game’s world, mapped out every region on paper (world builders like ScottE, Sydney Wolfram, and Denise McMurry did all in-game mapping), and wrote every Region Design Constraint doc (RDC), naming, describing, and overall defining the major locations in the game (everything marked with a star in this map, which I created):

image

Would I change how I approached this?  Probably.  I would start the character somewhere farther away from the edge of the world and probably farther away from New Vegas. I would also loosen up a bit on real-world map accuracy and insist that the world builders use as few invisible walls as possible – only to prevent them from falling and getting stuck, never out of a concern about sight lines and LoDs, especially since I/we understand how LoDs work in the engine much better now.  Otherwise, I think this process worked well.

For better or worse, I conceived and designed the character arcs for every base game companion (though they were further fleshed out and entirely written by different designers, save Arcade Gannon).  Time permitting, I would be more likely to work with writers to conceive companions collaboratively, as we did on Deadfire.  Otherwise, I think the process and overall quality of the companions was terrific thanks to the efforts of the writers.  I wouldn’t change the process or focus for a theoretical future title.

I defined the open nature of the critical path and insisted on certain elements, such as ending with the battle for Hoover Dam, allowing any non-child character to be killed, and allowing the player to skip any/every step of the critical path prior to meeting Benny in The Tops with the story still making sense.  John Gonzalez (our lead creative designer) defined the major characters of the critical path, the Strip’s houses, and the details of the critical path, but I see no reason why we would (now) design something that feels fundamentally different from what John did.

I was the only system designer on the project, excepting the work Frank Kowalkowski did on Challenges (he designed pretty much everything about them and implemented them all).  I made all of the SPECIAL revisions, skill system revisions, Perk and Trait revisions/additions.  I also designed, implemented, and tuned every weapon in the game.  Overall, I’m happier with the system design in F:NV than any other game I’ve worked on.  If you want to know what I’d change about what I did, look at the JSawyer mod.

I also designed Caravan (with Jesse Farrell, but please hold me responsible for its shortcomings).  Yeah, that was a bridge too far.  That and scheduling the Legion territories and supplemental quests too late in development.

The team as a whole defined the character of Fallout: New Vegas’ quests and the writing of individual characters.  I can’t really take much directorial credit for this other than telling designers when I think they were doing a good job, offering suggestions/feedback, and generally staying out of their way unless I thought they were making something players weren’t going to enjoy.  If we were to make another Fallout game, I would absolutely have all of the designers look at what the team did on F:NV.  New Vegas is what it is because of their work.  All the high-level planning and directing in the world will fall flat if the moment to moment conversations, quests, and environments don’t move something in you.  That takes a team of people making good decisions and doing good work and there’s no way around that.

It’s been 8 years, so a lot of the staff have moved on from Obsidian, but many members of the original F:NV team are still here.  I still think we could make a fantastic Fallout game with the character of Fallout: New Vegas.  I don’t think I will ever get the chance to, but I’m grateful both to the original team and to the fans for making F:NV the best game I’ve had the good fortune to be involved with.

Tagged: f:nv

3rd September 2018

Photo reblogged from a joy forever with 2,174 notes

Tagged: mgsbig boss

13th July 2018

Photoset reblogged from 愛する人を失った世界にはどんな色の花が咲く with 2,904 notes

gaminginsanity:

On July 13, 1987, the very first Metal Gear was released!

Tagged: mgsgifset

14th June 2018

Photoset reblogged from you said there would be video games with 129 notes

heaven4d:

cyberpunk 2077

CD Projekt REDの新作「サイバーパンク2077」は日本語にも対応。PCとPS4,Xbox Oneで展開へ https://www.4gamer.net/games/189/G018964/20180613030/ @4GamerNewsさんから

Tagged: cyberpunk 2077

11th June 2018

Post reblogged from The Prince of All Bloggers with 7,119 notes

captainsnoop:

i know i’m gonna get made fun of for this but i do genuinely think it’s a little strange for a fallout game to not only incentivize but actively encourage players to acquire and use nukes for personal benefit and special prizes in 76

it seems very tone deaf to the rest of the series

and yes i know that you could blow up megaton in 3. and that action was framed as an evil one. it made everyone hate you within the game’s narrative. at least, until you gave that homeless guy 300 bottles of water. 

76 treating nukes as a fun joke mechanic and a goal for all players to work towards seems like it was born from a fundamental misunderstanding of what the series is even about. which is to say. “the horrors of global nuclear annihilation filtered through the lenses of black comedy and retro-futurism to make it easier to swallow, but still distinctly anti-war and anti-nuke”

Tagged: fallout

24th May 2018

Photo reblogged from louie zong's tumble zone with 10,989 notes

everydaylouie:
“been replaying breath of the wild…i love this game
”

everydaylouie:

been replaying breath of the wild…i love this game

Tagged: zelda

15th May 2018

Photo reblogged from elle ♔ with 19,908 notes

Tagged: zelda