FANDOM


Nukapedia News Digest
Check out the latest Fallout news on the Nukapedia News page.

Welcome to the Nukapedia News Digest - News for Mutants, by Mutants, since 2012.

Nukapedia News Alerts

Some rather important news before we get going...

Infoboxes

You've probably noticed that on any page with an infobox isn't displaying right. We have Wikia working on it, and in the meantime you should avoid trying to fix it.

This forum has more

Vandalism Raids on other wikis

Unfortunately a user, or users of this site recently visited a competing wiki, and vandalised it to "avenge" some perceived wrongs done by users of that site.

I just want to make it clear that this sort of behaviour is not acceptable. If other sites are doing things wrong, then we should not be decdescending to that level, or lower. The way we win their respect is being better than that.

If you think another site is being unfair to us, then please take it up with their management team the right way. Do not just simply go and be a troll, vandal or nuisance - there's plenty of those on the Internet already.

CC-BY-SA

Just a reminder because it seems a few of us aren't aware of the rules of using content from this, and most other wikis.

Almost all items on Nukapedia are made under the CC-BY-SA license. This means anyone, anywhere is allowed to use our content.

All that we ask is that the work be made under a similar license, and that the work is correctly attributed

Correct attribution
  • Minor edits on a wiki (such as common info box items)- Include a link to your source page in the summary.
  • Anything else, or use on non wiki sites - Include a link and namecheck us in the body of the document

There are a few items on the wiki not available under CC-BY-SA; these are typically image or other files. items such as the Bethesda v Interplay court case source documents. This will be marked on the files page. Some of them are free to use, some of them are permitted only for wiki use only.

From the Administrative Enclave

Okay, the urgent stuff out of the way…. Here's what happening around the wiki related forums.

Attention Nukapedia Shoppers…

Some big stuff this week to add to your cart.

Signed, Sealed, Delivered - its Fallout: New Vegas

Seen the prizes for the Apprentice contest and wishing you could get your own signed copy of new vegas? Well, you can!

Obsidian entertainment are placing two copies of Fallout
New Vegas, signed by the team, on Ebay to raise money for the Worthing Boys Club. 100% of the money raised will be donated.
Worthing Boys’ Club was formed in 1936 to cater for the physical, mental and spiritual development of young men between the ages of 8 and 18 years old We run 3 nights a week and run extra activities during school holidays. We are a Registered Charity and rely solely on donations and fundraising

Bethesda Shop

Looks like some goodies have been restocked over there… As well as the Ladies now getting a version of the NCR and Vault Boy head and the vault 101 hoodie coming back in stock, they've added another delight

Hoodie-fo-tunnelsnakes-flatback

You can get these goodies and more here.

Myth Busted - There is no numbers station in Fallout 3

Occasionally, we'll be asked in chat if this from Creepypasta is true...

Fallout 3 contains several in-game radio stations. The most diverse and important station is Galaxy New Radio. Many players of the evil persuasion know that you can kill Three Dog and he will be replaced by the technician Margaret. She is not a charismatic person and has very little it say, seeming to not enjoy her new announcing duties. She also never appears in person, and therefore cannot be killed. Once Three Dog is dead, you're stuck with Margaret.
What most players do NOT know is that under certain circumstances, GNR will become a "numbers station." A numbers station is a station that broadcasts an unusual coded message. Many of these exist in real life and some hypothesize that they are a nuclear retaliation control network. Simply check Wikipedia for more information about these odd broadcasts as they relate to the real world.

When you tune in, you will hear an old familiar voice... Three Dog, despite the fact that you killed him earlier. However, you will quickly notice that he does not seem to be "in character." So I guess it's not technically Three Dog, but just the voice actor, Erik Dellums. He reads a series of numbers in a monotone, depressed sounding voice. He always recites a list of single digits between 9 and 12 characters long. For example, "nine-three-seven-nine-one-seven-two-zero-three-four." He never uses a multi-digit number like "eleven" or "forty." These numbers are followed by widely varying lengths of Morse code. This is then followed by the song "I Don't Want to Set the World on Fire". All other music tracks seem to be inactive on the numbers station.

Whilst a numbers station is most logical addition to the Fallout universe, I'm afraid this is actually not a real thing. First consider the source. From Creepypasta's main page

In short, a Creepypasta is a short story that is posted on the internet that is designed to unnerve and shock the reader.

Not exactly authoritative as a real thing there… In addition to this, Noone has ever found anything in the GECK that supports it, and Erik Dellums this week confirmed on Twitter that his voice voice is not being used for the alleged numbers station.

So its not real… An interesting idea, maybe might be a good idea for our apprentice contest, but total fan fiction, sorry.

Josh Sawyer Says…

Josh speaks from Formspring.

Do you think any Karma system should be removed in favor of a reputation system?
I think karma, like A/D&D's alignment system, often has too many morally/ethically relativistic problems to be satisfying to a lot of players. Even though reputation systems can annoy some players in how they are triggered (i.e., how groups learn what you have done), they are implicitly relativistic. I think that's a big part of why they generally seem more "fair" and less judgmental from a design standpoint.
hi will you put thought into (project Eternity's) currency like how you did with FNV because that would be rad.
I don't know what currency system(s) we will use, but I've given it some thought. I think currency systems can help cultures/the world feel more believable.

TES:O

From the Facebook page

Here’s a quick update on the ESO beta test: even though we haven’t sent a new batch of invitations in the past few weeks, we are still actively running tests with groups of testers that have been invited. The number of testers is still relatively small overall, and tests are for limited time periods at this stage.
We’re happy to see the excitement you’re all expressing about the test, and we’ll definitely let you know when we send more invites. The test will get bigger and bigger as we approach launch, so don’t worry if you haven’t been invited yet. We’re looking forward to getting more of you in, too!

Wasted in Wasteland 2

Chris Keenan was talking to GamingBolt about Wasteland 2, this caught my eye in the interview, but the whole thing is really interesting.

We’ve seen this post-apocalyptic set-up culminate in either finding a MacGuffin to save the world and usher in a new age of man or in exploring the so-called wasteland and making one’s own choices a la Fallout. Will Wasteland be in either direction, a mix of both or completely out of left field with its plot?
Well, being that Wasteland was the original Fallout, Brian and his team decided to keep a moderately similar high-level story feel. Neither were about saving all of humanity and bringing pixie-dust and smiles to all. Wasteland was all about the moments you came across while trying to bring about a bit of order and navigate issues as they came up.
The setting is pretty bleak and there really is no way to “save the world” even if you wanted to. The citizens of the Wasteland have literally had a trial by fire and after a hundred years of being in pure survival mode, they don’t necessarily operate on logic that we’d hold true in our current world.

...

Speaking on Fallout 3 – and on Western RPGs in general – what are your thoughts on their evolution in the past two decades?
The first thing that comes to mind is that as technology continued to get better and better, developers were able to make the world larger in scale and look more amazing. Many of the games took on a more epic feel to them. Consoles were continuing to make their rise and teams began to adapt their designs for consoles first, PC second. Simply due to the inputs, it requires different designs of your core features. Graphical fidelity improved, production value improved and size increased.
This requires a massive team to do correctly. Personally, I feel like many of them traded size and visuals for depth though. When you’re spending so much time and money creating content, it’s hard to say “you know, if the player makes decisions A,B and C, they don’t get to play this other area…it’s been destroyed before they got there”.
That’s a powerfully reactive moment but hard to justify when building that area cost you 3 million dollars and 6 months of production time. We are focusing on bringing back that serious depth as one of our top priorities.

...

Has there been a major evolution in player choice since the original Fallout came out or are we still on the cusp of brilliance?
Chris Keenan: Fallout was a great example of a game that had a major impact on how game designers look at creating interesting choice for players. It doesn’t always have to be black and white. Our world is filled with grey areas. People’s intentions don’t always bring the result or action they want and it shouldn’t be that way in all games.
There is always room for improvement in evolving this type of moral decision element. I’m not sure that there is a “cusp of brilliance” era but instead moments of brilliance that happen along the way. As long as we keep evolving the genre, I feel like we’re doing our jobs.

Meanwhile, Brian Fargo talked to Kickstarted about the kickstarter process

Edge remembers back

Edge (the magazine, not the rockstar) has been thinking back about Fallout in their "time extend" column. Here's a snip

Videogames are usually built upon the fantastical, but so often they neglect to nurture a believable fiction. They force their stories down our throats, or fatally undermine their integrity by giving the player too much agency, or claim to offer choice and consequence while taunting us with invincible player characters and predetermined decisions. Fallout, though, creates a world that feels believable, cohesive and uncompromising, employing subtle writing and flexible, consistent game design in the quest for internal coherence. It forces the player to actually roleplay, working with your character’s skills and strengths to see situations play out in all manner of ways. Through individual behaviour and choices, Fallout lets us create our own stories in a way that aspirational developers still struggle to achieve.
Fallout’s opening cutscene sets the tone for the series’ hallmark retro-futurism, satirising 1950s Cold War paranoia even as it presents a brutal depiction of the exact alternate future that it feared. The camera zooms out from a TV playing cheerful ads suffused with American Dream hyper-optimism to reveal the crumbling skyline of a devastated city. It imagined post-apocalyptic America long before it became a cliché, and it’s not a pleasant place. Fallout’s relentlessly bleak outlook on humanity damns us as squabbling, self-serving and violent, consigning ourselves to a piteous wasteland existence through our obsession with war. Everything in the world is rusting, broken: the guns, the cars, the buildings, the people. Its deserts are full of aggressive mutated wildlife, its scattered settlements and cities are mostly populated by drug addicts, bandits and slave traders, permeated by the destructive absence of hope.

….

Perhaps being completely uncompromising is the price that has to be paid for presenting a world as cohesive and believable as this one, in which so many stories rise spontaneously to the surface. Fallout’s vision is epitomised in the ending image, in which the Vault Dweller is seen alone and stumbling – not striding, but stumbling, shoulders hunched, head down – into the sunset, exiled by the unbearable weight of his experience. There’s no reward for bravery. Not in Fallout’s world.

Generation Next

Wikia's Launch Portal

Everything there is to know about the PS4 and Xbox infinity/fusion/720/thingamybob can be found here on Wikia's new next gen portal. Remember we're expecting news on the new Xbox this week, we'll have breaking coverage when it hits.

Is the Wii U out for the count?

lthough Nintendo intend on bringing the Excitement of E3 to 100 Best Buy outlets across the USA and have announced some brand new games, the console may be dead in the water now… with EA confirming they have no games in development for the console and an EA sports developer calling the console "Crap" and describing Nintendo as "The Walking dead".

Swords and shields

Nvidia has joined the battle with the Nvidia Shield. Three hundred and forty-nine american dollars will get you what at first appears to be a handheld console - not too dissimilar in shape to an Xbox Controller with a flip-up screen. This lil guy can stream to your TV and runs Android, meaning you can presumably play all those games you probably bought already on your googlephone. Its out this summer.

Steaming along

Look out on steam for "Trading Cards" - its like achievements, but in addition to collecting em all, you can also win free or cheaper games/DLCs and other stuff when you collect a set. Join the Beta here.


The Wii U is
 
109
 
39
 
4
 

The poll was created at 20:19 on May 18, 2013, and so far 152 people voted.
So, Nvidia Shield?
 
94
 
10
 

The poll was created at 20:19 on May 18, 2013, and so far 104 people voted.

Wrap

Apprentice

Just in case anyone missed our Apprentice announcement, Leafless has been fired this week, with Ghoullover666 winning the popular vote. Stand by for another episode hitting your screens around June 1, hopefully with special guest star Mr Chris Avellone.

Relic - The Vanguard Class Submarine

Are you an island nation looking for the perfect place to keep your nuclear weapons where the red menace can't get them? Then do we have the the perfect deal for you - The Vanguard class submarine, from BAE systems, and the Royal Navy.

Vanguard
Displacement 15,900 Tonnes (dived)
Length 149.9m (491ft 10in)
Bean 12.8m (42ft)
Draught 12m
Speed 25 Knots (46kph, 29mph)
Range Virtually Unlimited
Crew 14 Officers, 121 Enlisted men
Arms 4x Speafish Torpedo Tubes

16 Trident tubes

Price £1.5 Billion per submarine (plus development costs)

Powered by a water nuclear reactor, the Vanguard series (including HMS Vanguard, HMS Victorious, HMS Vigilant and HMS Vengence) are the ideal way to sneak up behind your foe and stick a nuke or 12 where the sun doesn't shine. Her pressured water reactor made by Rolls Royce allows these submarines to circumnavigate the world a massive 40 times in between fuelling stops.

An inclusive feature of the submarine is a safe in the control room, where your countries leader can emulate the British Prime minister by leaving a letter of last resort, allowing you to command the captain to fire, or join a friendly force from beyond the grave - there's no need for him to receive a code from you to activate the launch sequence.

The Vanguard class works ideally in a set of 3 or 4, allowing you to use one for training or manoeuvres, have one in maintenance, and have one ready to fire should the need ever arise.

The Trident Submarine… Available from HMB Clyde, book your test dive today.

Next week - The Dead man's hand strikes from Russia....

Your next Nukapedia news digest

Is, strangely enough, next week. Bonsoir. Agent c (talk) 20:27, May 18, 2013 (UTC)