Bethesda's official site has been updated with a new Mothership Zeta trailer:
<center>[youtube]http://www.youtube.com/watch?v=4enOSrf-MY8[/youtube]</center>
And a developer diary, penned by the person responsible for the idea, Istvan Pely. It is mostly him praising the DLC's team for their awesomeness.<blockquote>You will, of course, have some help along the way. Brian Chapin, Lead Designer on Zeta, has provided a colorful cast of characters to meet, some more helpful than others. And you're probably going to need some assistance, as the alien crew isn't entirely happy with your presence and they're not about to make your escape easy. The Mothership is essentially one very large and treacherous gauntlet, and you can thank Phil Nelson, Zeta's Lead Level Designer, and his team for that. My recommendation is to take your time and explore every dark corner and every innocuous-looking telepad of this vessel, there's some things you wouldn't want to miss.
So, after five new adventures for the intrepid explorer from Vault 101, what stories are left to tell? Well, all of this content is produced by a talented team of creative individuals who each have their own personal story to tell with the work they do. You've already had some pretty detailed insight into the DLC development process in past dev diaries, with Jeff Gardiner's perspective from a production standpoint, Jeff Browne and Alan Nanes talking about the intricacies of design, and Joel Burgess and Nate Purkeypile going into fascinating detail on creating a living world. Now let's look at how a bunch of diverse individuals each contribute something unique and valuable to the final product.
Take Zeta's art team, the department that's nearest and dearest to my heart. When you play Mothership Zeta, know that the intricately designed Alien weaponry, every chrome-plated screw in that shiny new Atomizer, has been painfully labored over by Dane Olds, our weapons guru. That massive death-ray gun mounted to the Zeta's outside hull? Let's just say Clara Struthers was giddy with excitement with the opportunity to build, well, a freaking death-ray cannon. And that one crazy room with hundreds of those... well, you'll know it when you see it. You can thank Clara's initiative for that one as well. When Liz Beetem was tasked with making a space suit, she asked if she could instead work on the Samurai armor instead. I can see why, I don't think it could be any more authentic-looking than it is.</blockquote>Authentic-looking Samurai Armor. It's so Fallout.
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Spotted on GameBanshee.
<center>[youtube]http://www.youtube.com/watch?v=4enOSrf-MY8[/youtube]</center>
And a developer diary, penned by the person responsible for the idea, Istvan Pely. It is mostly him praising the DLC's team for their awesomeness.<blockquote>You will, of course, have some help along the way. Brian Chapin, Lead Designer on Zeta, has provided a colorful cast of characters to meet, some more helpful than others. And you're probably going to need some assistance, as the alien crew isn't entirely happy with your presence and they're not about to make your escape easy. The Mothership is essentially one very large and treacherous gauntlet, and you can thank Phil Nelson, Zeta's Lead Level Designer, and his team for that. My recommendation is to take your time and explore every dark corner and every innocuous-looking telepad of this vessel, there's some things you wouldn't want to miss.
So, after five new adventures for the intrepid explorer from Vault 101, what stories are left to tell? Well, all of this content is produced by a talented team of creative individuals who each have their own personal story to tell with the work they do. You've already had some pretty detailed insight into the DLC development process in past dev diaries, with Jeff Gardiner's perspective from a production standpoint, Jeff Browne and Alan Nanes talking about the intricacies of design, and Joel Burgess and Nate Purkeypile going into fascinating detail on creating a living world. Now let's look at how a bunch of diverse individuals each contribute something unique and valuable to the final product.
Take Zeta's art team, the department that's nearest and dearest to my heart. When you play Mothership Zeta, know that the intricately designed Alien weaponry, every chrome-plated screw in that shiny new Atomizer, has been painfully labored over by Dane Olds, our weapons guru. That massive death-ray gun mounted to the Zeta's outside hull? Let's just say Clara Struthers was giddy with excitement with the opportunity to build, well, a freaking death-ray cannon. And that one crazy room with hundreds of those... well, you'll know it when you see it. You can thank Clara's initiative for that one as well. When Liz Beetem was tasked with making a space suit, she asked if she could instead work on the Samurai armor instead. I can see why, I don't think it could be any more authentic-looking than it is.</blockquote>Authentic-looking Samurai Armor. It's so Fallout.
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Spotted on GameBanshee.