Pete Hines continues the interview circuit, this time hosted by GameRadio.de.<blockquote>GameRadio.de: My next question is about the graphics. I saw some screenshots where exactly the same car-model was placed three times side by side. Were these bugs you’ve fixed by now?
Pete Hines: Even when travelling around here we sometimes find buildings where they built a set of apartments and they’re all built in a similar style and are part of a group of buildings. In Fallout it’s obviously a destroyed world. We try to vary the destruction in terms of “What would actually be here? How would this city have been built up first before it got destroyed?” We do spent a lot of time thinking about the variation of the architecture and what would it all look like once it was destroyed.
GameRadio.de: Did you get some inspiration of the russian shooter S.T.A.L.K.E.R. for the setting?
Pete Hines: No, not really. All we really need for inspiration is the original “Fallout”-games. We started in 2004 with asking “What do we want this world to look like? How do we bring the world that we saw in Fallout 1 and 2 to a firstperson- and thirdperson-game in a really high level of detail?”. That was really our approach the whole time and thats what we focused on. I’m pretty pleased with how the game has come together and how it looks and feels and how it plays.</blockquote>Links:
Video of the interview
Transcript of the interview
Thanks to Denise Bergert.
Pete Hines: Even when travelling around here we sometimes find buildings where they built a set of apartments and they’re all built in a similar style and are part of a group of buildings. In Fallout it’s obviously a destroyed world. We try to vary the destruction in terms of “What would actually be here? How would this city have been built up first before it got destroyed?” We do spent a lot of time thinking about the variation of the architecture and what would it all look like once it was destroyed.
GameRadio.de: Did you get some inspiration of the russian shooter S.T.A.L.K.E.R. for the setting?
Pete Hines: No, not really. All we really need for inspiration is the original “Fallout”-games. We started in 2004 with asking “What do we want this world to look like? How do we bring the world that we saw in Fallout 1 and 2 to a firstperson- and thirdperson-game in a really high level of detail?”. That was really our approach the whole time and thats what we focused on. I’m pretty pleased with how the game has come together and how it looks and feels and how it plays.</blockquote>Links:
Video of the interview
Transcript of the interview
Thanks to Denise Bergert.