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Top 6 bethesda game studios News Today

#1
Fallout 4 Mod Turns Todd Howard Into A Deadly Cardboard Cutout
#1 out of 612.4K est. views

Fallout 4 Mod Turns Todd Howard Into A Deadly Cardboard Cutout

https://kotaku.com/todd-howard-fallout-4-mod-blurbs-youtube-2000659450https://www.gamingbible.com/news/platform/pc/fallout-4-mod-todd-howard-jump-scare-bethesda-613068-20260114https://www.gamesradar.com/games/fallout/fallout-4-modder-turns-bethesda-boss-todd-howard-into-infamous-immortal-snail-that-kills-you-with-a-single-touch-go-back-to-making-elder-scrolls-6/
Kotaku.com and 2 more
  • A Fallout 4 mod by Blurbs turns Bethesda boss Todd Howard into an immortal, life-sized snail-like threat that can end the player's run with a single touch.
  • The video demonstration shows a real-life cardboard Todd Howard cutout haunting the player through multiple Fallout 4 scenes, not a digital in-engine effect.
  • The mod uses a swapped Todd Howard model from an existing snail mod, adding a hunt-like mechanic where contact is lethal.
  • The piece frames the mod within a broader trend of real developers being woven into game worlds through fan-made mods.
  • Gaming-news outlets highlighted the jump-scare aspect and viral demonstration rather than technical modding specifics.
  • The accompanying video shows Todd Howard's cutout appearing in settings ranging from dialogue moments to ambient background, amplifying the scare.
  • The coverage also notes this mod as part of a wave of Fallout 4 updates and related mods discussed in sidebars and related links.
  • A provocative headline and excerpt from GamesRadar positions Blurbs as a provocative creator pushing boundaries in the Fallout mod scene.
  • Todd Howard remains a frequent subject in Fallout-related content, with observers noting public appetite for more Todd-enabled mods before Fallout 5.
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#2
After Morrowind and Oblivion, hardcore RPG fans didn't want Bethesda on Fallout 3 – "It was surprising to us just how much hate we got"
#2 out of 6

After Morrowind and Oblivion, hardcore RPG fans didn't want Bethesda on Fallout 3 – "It was surprising to us just how much hate we got"

  • Hardcore Fallout fans pushed back on Bethesda’s involvement after acquiring the IP, fearing a shift from original roots.
  • Bethesda faced questions about whether it hated Fallout or misunderstood its roots, according to New Vegas lead designer Emil Pagliarulo.
  • Industry coverage framed Bethesda’s purchase as a no-brainer due to Fallout’s large license and fanbase reach.
  • Fallout 3’s story and themes tied back to original survival motifs, as noted by Emil Pagliarulo during development.
  • Bethesda’s Fallout success grew with later titles and even a TV adaptation, broadening the fanbase beyond original fans.
  • Bethesda’s early concerns about Fallout 3 contrasted with later confidence as the franchise expanded.
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#3
Fallout 3 launched with so many bugs because Bethesda was "trying to do so much" with the RPG, lead designer says, and "people get tired" eventually: "There's a human element, too"
#3 out of 6

Fallout 3 launched with so many bugs because Bethesda was "trying to do so much" with the RPG, lead designer says, and "people get tired" eventually: "There's a human element, too"

  • Fallout 3 launched with many bugs due to Bethesda trying to do so much with the RPG, according to lead designer Emil Pagliarulo.
  • The article notes Bethesda’s history of ambitious titles and the inevitable glitches that come with large open-world games.
  • The piece mentions the challenge of implementing Fallout 3’s VATS system during development.
  • The article places Fallout 3’s development within a broader context of human limits in game creation.
  • The report credits the original developer’s ambition for contributing to the post-release bug fixes.
  • The article emphasizes that buggy releases are sometimes part of the charm for large, ambitious games.
  • The piece notes the developer’s reflection on the ‘freedom’ given to players and its complexity.
  • The article frames the situation as a lesson about managing complexity in game design.
  • The source provides context on how large, multi-part projects raise the likelihood of glitches.
  • The article offers a retrospective look at Bethesda’s development culture and risk appetite.
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#4
Fallout: London lead thinks Bethesda has "probably gone one game too far" with Elder Scrolls and Fallout: "It's time to go off into the sunset and look at selling off your IP"
#4 out of 6

Fallout: London lead thinks Bethesda has "probably gone one game too far" with Elder Scrolls and Fallout: "It's time to go off into the sunset and look at selling off your IP"

  • Dean Carter, Fallout: London project lead, says Bethesda may have gone one game too far with Elder Scrolls and Fallout.
  • Carter suggests it may be time to sunset the IP and consider selling it to refresh the franchise.
  • The criticism centers on perceived decline in writing across recent Bethesda outputs.
  • Carter argues better writers could elevate future Elder Scrolls and Fallout titles.
  • The interview frames Bethesda and Microsoft’s massive IPs as potentially risky long-term investments.
  • London project lead resigns to the idea that Fallout: London aimed for a darker tone than Bethesda’s recent outputs.
  • The piece situates Fallout: London within ongoing debates about franchise fatigue and IP management.
  • The article includes broader context from GamesRadar on Fallout and Elder Scrolls discussions.
  • The piece notes writers as a key factor in reviving the franchise’s tone and quality.
  • Bethesda’s writing quality is a focal point of Carter’s critique of recent titles.
  • The story reflects fan and industry discussions about the risk of franchise fatigue.
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#5
Fallout Shelter Is Now an Amazon Reality Competition TV Series Where Contestants Live Together Inside a Vault - IGN
#5 out of 6

Fallout Shelter Is Now an Amazon Reality Competition TV Series Where Contestants Live Together Inside a Vault - IGN

  • Amazon confirms Fallout Shelter, a new reality competition, will be produced with Bethesda and Studio Lambert for Prime Video.
  • Dwellers compete in tests of S.P.E.C.I.A.L attributes, plus loyalty and social strategy, for a large cash prize.
  • Todd Howard is listed as an executive producer for the new Fallout Shelter series.
  • Production involves Studio Lambert, Amazon MGM Studios, and Bethesda Game Studios.
  • The program is described as a 10-episode series casting a diverse group of contestants.
  • The show will echo Fallout’s dark humor and retro-futurism in a post-apocalyptic setting.
  • Casting describes suggestions for a top-secret vault setting with high-stakes games.
  • The show is part of the Fallout Season 2 era for broader franchise momentum.
  • The reveal aligns with a growing slate of Amazon reality competition formats.
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#6
Skyrim's co-lead designer was building real-time horse and cart travel and a dynamic civil war: 'We were pretty disappointed that didn't ship'
#6 out of 6

Skyrim's co-lead designer was building real-time horse and cart travel and a dynamic civil war: 'We were pretty disappointed that didn't ship'

  • Skyrim nearly shipped with a fully dynamic civil war that tracked Imperial and Stormcloak balance based on player actions.
  • Real-time horse and cart travel was another feature in development but was not shipped due to technical constraints.
  • Kuhlmann says the team could have made the dynamic system work, but performance costs in cities made it impractical at the time.
  • Despite cancellation, the ideas influenced later mods like Skyrim at War that expand civil-war battles.
  • Modders extended real-time travel ideas with additional features and more complex battles in Skyrim.
  • Kuhlmann describes hurdles with in-game paths and NPCs complicating a real-time travel system during testing.
  • Bethesda ultimately shipped Skyrim without these features, prioritizing performance and stability.
  • Bethesda’s concept team kept remnants of the system to support future modding and potential reintroduction.
  • The profile piece also highlights other Skyrim-related plans China? (Note: This item clarifies not to introduce new facts beyond the source.)
  • The article notes that Skyrim’s dynamic civil war concept has inspired community-driven content beyond official plans.
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