<![CDATA[Kotaku: bethesda london]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: bethesda london]]> http://kotaku.com/tag/bethesdalondon http://kotaku.com/tag/bethesdalondon <![CDATA[WET Producer Talks PS3 Controls, Collision Detection]]>
Patrick Fortier, A2M creative director for WET, sat down and talked with me last week about the upcoming acrobatic shooter.

Unfortunately, the video, which was recorded by the folks at Bethesda, didn't pick up my voice at all. I think my microphone must have been turned off. I really apologize for my missing questions, fortunately you can hear the answers just fine: In order, here's what I asked about:

How the Vivendi/Activision deal impacted the development of the game.

The idea behind Rage mode.

Did they draw any inspiration for WET from Mirror's Edge.

What movies did the developers look at when creating the grindhouse feel of the game?

How much thought did the developers put into the creation of Rubi and their decision to not over-sexualize her for the game.

How much did the developers look at games with bullet time like Stranglehold and Max Payne, while developing the game?

Will the PS3 version have control differences?

How many iterations of the controls and automated acrobatic sequences did the developers go through before landing on the final build?

Why can Rubi slide up stairs and over items, and do they plan on tweaking the collision detection?

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<![CDATA[Bethesda's London Event]]> Last week, Bethesda Softworks gathered game writers in London to check out their upcoming titles during a two-day long gamers' day.

The event gave those present a look at WET, Rogue Warrior, the latest Fallout 3 downloadable content, and a chance to talk to the publisher and their developer about some of their upcoming games and projects.

While travel was paid for, our coverage was not. Here's a break down of what I wrote from the event:

New Fallout Announced
Fallout 3 Delivers Puppies! on May 5
WET: Guns, Leather, Swords and Acrobatics
Rogue Warrior Carpet F-Bombs With Rourke
Bethesda Teams With Del Rey For Elder Scroll Novels
Despite the Trash Talk, No Taunt Button in Rogue Warrior
Bethesda Says Snog Me Senseless With Mints

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<![CDATA[Bethesda Teams With Del Rey For Elder Scroll Novels]]> Elder Scroll Fans don't worry, Bethesda hasn't forgotten about you.

Despite spending much of their time in London last week talking about Fallout, Rogue Warrior and WET, Bethesda's Pete Hines couldn't help but bring up the role-playing game as well.

"We're not talking about the next Elder Scrolls, but that doesn't mean we're not doing anything with the franchise," Hines said.

What they're doing is working with Del Rey Books on a new series of novels based on the video game series.

Penned by New York Times bestselling author Greg Keyes, the novels will be original stories based in The Elder Scrolls universe, Hines said. The first novel, The Infernal City, will be published this fall.

The Infernal City is set after the events of The Elder Scrolls IV: Oblivion and finds the citizens of Tamriel facing an uncertain future.

"Floating high above the land is a strange and mysterious city that is casting a horrifying shadow – wherever it falls, people die and rise again as undead. It is up to an unlikely duo – a seventeen-year-old girl named Annaig and the Emperor's young son, Prince Attrebus – to rescue the kingdom from doom."

Keyes wrote the Age of Unreason Tetrology, three New York Times bestselling Star Wars novels and the Kingdom of Thorn and Bone.

Hines said that Bethesda has already been given the first half of the first novel's manuscript. And that Keyes is working with Bruce Nesmith and Kurt Kuhlmann, both of whom worked on The Elder Scrolls: Daggerfall back in the day and on Oblivion.

"We felt this was a good opportunity for us to do something with a great new author," Hines said.

"We've been big fans of Greg's work for a long time, and we're thrilled he agreed to bring his talents to The Elder Scrolls. We see these books as a natural extension of the franchise and think fans will love the stories and characters Greg has created."

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<![CDATA[Rogue Warrior Carpet F-Bombs With Rourke]]> The most impressive thing about the latest iteration of first-person shooter Rogue Warrior is what it used to be, not what it has become.

It's no longer a game being developed by Zombie. It's no longer using the Unreal Engine 3. It no longer hopes to deliver an on-the fly cooperative experience… or any cooperative experience for that matter. It no longer will introduce multiplayer maps constructed of tiles.

In fact, Rogue Warrior's key selling point appears to be pony-tailed former Navy SEAL Richard Marcinko's over-the-top use of nonsensical catch phrases and ability to dispatch enemies by stabbing them in the forehead.

Bethesda said during a presentation of the game last week, that they weren't happy with the original direction of the game, so they decided to step back and start over.

This time, they went with developer Rebellion, and asked them to turn it into more of a "personality shooter" leaning heavily on the personality of Richard "Demo Dick" Marcinko who both wrote the books the game is based on and is the lead character of the game.

They also landed Mickey Rourke as the voice of Marcinko. Why not have Marcinko do his own voice?

"You find in life people who are the real thing can't necessarily voice act," said Bethesda's Pete Hines. "If you asked someone to go into a jungle and kill a bunch of people you'd pick Dick. If you want a guy to portray a guy who goes into a jungle and kills a bunch of people, turns out you pick Rourke."

In the game you take Marcinko into a 1980s' North Korea to try and disrupt a ballistic missile program. You end up tracking the some anti-ballistic missiles into Russia and once there "blow the shit out of stuff."

"You play as Demo Dick, a seriously bad-ass character," said Rebellion senior producer Sean Griffiths. "He is going to use infiltration, sneak and peak and a more gung-ho style of play."

Besides the typical running and gunning of a first-person shooter. Rogue Warrior has some pretty intense kill moves. About 25 of them to be specific. The ones we say included slicing open a person's throat, repeatedly knifing a person in the kidneys, tossing an enemy off a bridge and even plunging a combat knife into a person's forehead.

"Dick as seen these kill moves and whole-heartedly agrees with them," Griffiths said.

And, of course, there's all of that Demo Dick personality, illustrated most obviously with his catch phrases:

"This place is Goddamned begging for party favors."

"Jesus fucking Christ"

"Ah damn."

"Fuck me."

"April Fool mother fucker."

For his part Marcinko isn't just OK with the phrases, he loves them. "He curses way more than that in real life," Hines said.

The original game, Hines said, didn't feel like it was enough about Marcinko and his personality. Marcinko enlisted in the Navy in 1958, transferred to SEAL Team Two in 1966 where he served two tours in Vietnam. In the late 70s he became the first commanding officer of SEAL Team Six, the US Navy's premier counter-terrorist unit. In the 80s he formed Red Cell, which was tasked with testing the security of naval bases, nuclear subms, ships, civilian airports and embassies.

In 1992 he wrote his autobiography, Rogue Warrior, which went on to become a New York Times best seller.

The real tragedy of Rogue Warrior the video game isn't just that it seems to have become a generic shooter with a notable faced slapped on it, but that it effectively condenses nearly forty years of service in Vietnam, the SEALS and anti-terrorist units down to a string of profane catch phrases and two dozen absurdly violent kill moves.

Hines says that the game is meant to be about what Marcinko is doing and who he is and points out that the books Marcinko writes are about 20 percent truth and 80 percent BS, which is, Hines says, Marcinko's personality.

Taken as a tongue-in-cheek 80s action romp, I suppose the game could find an audience in the same way 50 Cent's Blood in the Sand has. But to do so it's going to be a little less serious and a little more kitschy, from what I saw.

Now built using a proprietary game engine, Rogue Warrior is expected out this fall for the PC, Playstation 3 and Xbox 360.

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<![CDATA[WET: Guns, Leather, Swords and Acrobatics]]> WET hopes to be the best of Tarantino, of John Woo: All Crazy 88s, bullet ballets, death in a tight leather suit that flips and spins as she tears through screen after screen of enemies.

But the acrobatic shooter dances, sword slicing, guns blazing, on the razor's edge of sheer spectacle, dangerously close to being a game that is perhaps all about style while offering little substance.

It is certainly too soon to decide if playing fixer Rubi will offer gamers enough to be viewed as mere gimmick, but it's something I couldn't help but wonder while sitting through a demonstration of the game last week.

"WET is a really stylized Tarantino-flavored acrobatic shooter," said Patrick Fortier, creative director at developer Artificial Mind & Movement. "The vision was to combine shooting, swordplay and acrobatics into one seamless system and create a game with the kind of energy you would find in Desperado or Killbill.

"The Crazy 88 scene is the kind of energy we're going for in Wet."

The game's main character is Rubi, a fixer that Fortier described as a sort of contemporary take on Clint Eastwood's character in the man with no name.

As in Kill Bill, the female lead is a mysterious character, a women driven by money who gets double crossed and betrayed. The game's style leans on the look and feel of 70s action movies with grainy visuals, a cheesy retro soundtrack and that classic ironic mix of violence and humor.

The game's demonstration opens up on a deal gone bad in San Francisco. Rubi hops through a glass ceiling and begins to clear the room.

The controls, we're told, are relatively simple. You press A to jump, B to slide, the left trigger to wall run and the right trigger to shoot. Time slows down a little while sliding, wall running or in the air, so you want to do that as much as possible to make clearing the rooms, which always seems packed with enemies, easier.

While time is slowed, you use the right thumbstick to aim one of Rubi's guns, the other gun auto aims, making it easier to take down multiple targets at the same time.

"The idea is to make it clear for players that they should do acrobatics because you have a second gun and are doing double damage and you have slow mode," Fortier said "These things make you feel that much more powerful and reward you instantly."

The whole point of the game is to get players to never stop, never slow down, Fortier says. It's about thinking, shooting, slicing on the run.

Players can swing from poles, control the direction of their slides, wall run across people, instead of walls and, most importantly it seems, string together these acrobatic moves to dazzling effect.

"We don't want to interrupt a player's flow of combat," he said. "Players create their own lines as they move through the environment. We don't want players to stand still."

The acrobatic kills all get nicknames, like 360 dive, killer head rush, double dealer or enemy stomp, and all of those moves feed into the scoring system. The style modifier awards points which can be used to unlock new moves or upgrade weapons.

While initially Rubi only has a sword on two pistols, as the game progresses she can unlock dual shotguns, dual machineguns and explosives.

While running through a level, acrobatically killing off wave after wave of enemy looked fun, it also looked like it could get a bit old after awhile. Fortunately, the developers made sure to try and mix things up with a few other modes we were shown.

There are a sort of boss fights, for instance, that feature what the developers termed "exotic gameplay." The one we saw featured Rubi hopping from car to car on a freeway, running along the sides of buses, flipping onto the hood of cars, as she makes her way to an enemy speeding down the road.

It is essentially a glorified dynamic shooting gallery. You don't control the car, and a lot of it is strung together quicktime events, but it looks really cool.

Another fun touch is the game's Rage Mode. These sequences, which are activated automatically about seven or eight times throughout the game, turn the already stylized look of WET into an animated snuff flick… in a good way.

The one we saw kicked off after a splash of blood spattered across Rubi's face, making her snap apparently.

The graphics shift drastically, painting Rubi and her enemies as near silhouettes on a blood-red backdrop.

In the mode Rubi is just short of being invulnerable and inflicts a lot more damage. The game also shifts scoring to reward more heavily for chain kills than number of kills. Each of these Rage modes will have their own quirks we were told.

WET also has some neat little touches. Rubi regains health by swigging from a bottle of whiskey and then throwing it into the air and shooting it. She uses her sword to pry open doors. And the game's load screens look like 70s intermissions complete with cheesy ads and even a melting bit of projection.

The game will also feature something called Rubi Vision, which wasn't shown during the demonstration. It's still being worked on, but we were told that it would label some of the environments, like poles, as interactive. The idea is to make sure players won't have to stop to assess an area and can continue to kill on the run.

WET, which is due out for the Xbox 360 and Playstation 3 this fall, features an eight to ten hours singleplayer mode and two or three other modes you can unlock. Those modes include difference race, time and gun challenges that take place in unique settings like her home in an airplane graveyard. There will no longer be a multiplayer mode.

WET was initially a Vivendi title, but Activision Blizzard decided to drop the game last summer. And Artificial Mind & Movement bought back the rights to Wet. They later pitched it to Bethesda Softworks which agreed to publish the game.

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