Almost as much as the reveal that after designing an Arena for each village in Oblivion only to have it axed prior to release due to disc space, the designer did it again for Skyrim. I look forward to seeing an Arena in every village in the Elder Scrolls VI: Akavir or wherever it ends up.
Source please.They forgot to mention their founder is a bank fraudster
https://www.washingtonpost.com/arch...0865e5f/?noredirect=on&utm_term=.7876e016acf0Source please.They forgot to mention their founder is a bank fraudster
All that article said was that he was acquitted, but looking deeper into it it turns out that he settled with the Federal Reserve for $5m and agreed to be banned from banking some years later. Although in the citation on Wikipedia that led to a New York Times article said that he possibly profited up to $10m in the stock deal and this only meant forfeiting half their earnings. I'm gonna stay
Maybe the followup on 76 will be meatierThe documentary is really shallow. Anecdotes and thats pretty much it, like already mentioned.
I never got why Noclip is so famous.
Sentiments so contradictory with how gameplay mechanics are implemented, like the quest arrow that always points exactly where you should be.They wanted that initial impression to be overwhelming to players, which is why Fallout 3, Skyrim, and Fallout 4 all feature the player staring out into an open expanse when they exit the starting sequence. They wanted players to try to say "where do I go, what do I do" when they play.
If they have, then for a fact those designers have no pnp rpg experience, like Ken Rolston and Bruce Nesmith had.Bethesda games don't have designers, wtf are you people talking about
So, apparently Bethesda refers to Skyrim as "the game that will never die." Shitty way of thinking. It's why we have so many unwanted ports. Fuck off with this shit.
Sorry, bud. This will happen again infinite times. Kind of like new versions of Skyrim.I like to think in a thousand years, the earth's mantle will slip and we'll all get whipped off the planet leaving no trace of us to pervert whatever spacefaring civilizations may pass by.
- Todd talks about Fallout 3's initial quest (escaping Vault 101) and how they were happy with how it turned out. He did mention how it was annoying on following playthroughs to have to sit through that sequence again, but says that opening moment from exiting the vault really hammered home that 'fish out of water' feeling.