Tags: Feargus Urquhart; Obsidian Entertainment
Gamebanshee scored <a href="http://www.gamebanshee.com/interviews/feargusurquhart1.php">an interview</a> with Feargus Urquhart, the guy that needs no introduction.
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<blockquote>GB: As someone who has been directly involved with the Fallout franchise over the years, what is your honest opinion of Bethesda's version of Fallout 3? Given the game's design and the success it has enjoyed, do you think it will affect the way your team approaches Fallout: New Vegas?
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Feargus: My honest opinion is that they chose the right direction. I could nitpick some of the game systems and how they did certain things, but they would really be nitpicks - and you would probably get a very similar list out of Todd Howard. I can say that I've really enjoyed playing Fallout 3 and the thing they absolutely NAILED was the feeling of actually being in the Wasteland. Ultimately, that is what Fallout is all about; it's about being in that world and running around in it and that's what Bethesda did with Fallout 3.</blockquote>
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Ultimately, that is what Fallout is all about; it's about clicking your mouse buttons, sitting on your chair and watching the screen and that's what Bethesda did with Fallout 3.
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<blockquote>GB: Aside from the Aliens RPG, Alpha Protocol, and Fallout: New Vegas, do you have any other unannounced titles in development? If so, how long have you been actively developing the title(s)?
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Feargus: We have been working on another title for the last four months that we can't talk about yet. It's going really well though and the team is really excited. It's using our own internal engine so we are really able to do things our way based upon everything we've learned about making RPGs in the past ten to fifteen years. Don't take that as a silent slam on Unreal - it's not. Our engine, like Unreal, is a tool and different jobs can be done better with tools that are made for them. There are things that our engine may never do as well as Unreal, but likewise there are things that our engine will do that will be better than Unreal. </blockquote>
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Sounds like something big and I'm looking forward to the day they'll be "allowed" to talk about it.
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Thanks, <b>Jaesun</b>, <a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=33482&start=0">who just recently made a thriving thread about it</a>
Gamebanshee scored <a href="http://www.gamebanshee.com/interviews/feargusurquhart1.php">an interview</a> with Feargus Urquhart, the guy that needs no introduction.
<br>
<br>
<blockquote>GB: As someone who has been directly involved with the Fallout franchise over the years, what is your honest opinion of Bethesda's version of Fallout 3? Given the game's design and the success it has enjoyed, do you think it will affect the way your team approaches Fallout: New Vegas?
<br>
<br>
Feargus: My honest opinion is that they chose the right direction. I could nitpick some of the game systems and how they did certain things, but they would really be nitpicks - and you would probably get a very similar list out of Todd Howard. I can say that I've really enjoyed playing Fallout 3 and the thing they absolutely NAILED was the feeling of actually being in the Wasteland. Ultimately, that is what Fallout is all about; it's about being in that world and running around in it and that's what Bethesda did with Fallout 3.</blockquote>
<br>
Ultimately, that is what Fallout is all about; it's about clicking your mouse buttons, sitting on your chair and watching the screen and that's what Bethesda did with Fallout 3.
<br>
<br>
<blockquote>GB: Aside from the Aliens RPG, Alpha Protocol, and Fallout: New Vegas, do you have any other unannounced titles in development? If so, how long have you been actively developing the title(s)?
<br>
<br>
Feargus: We have been working on another title for the last four months that we can't talk about yet. It's going really well though and the team is really excited. It's using our own internal engine so we are really able to do things our way based upon everything we've learned about making RPGs in the past ten to fifteen years. Don't take that as a silent slam on Unreal - it's not. Our engine, like Unreal, is a tool and different jobs can be done better with tools that are made for them. There are things that our engine may never do as well as Unreal, but likewise there are things that our engine will do that will be better than Unreal. </blockquote>
<br>
Sounds like something big and I'm looking forward to the day they'll be "allowed" to talk about it.
<br>
<br>
Thanks, <b>Jaesun</b>, <a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=33482&start=0">who just recently made a thriving thread about it</a>