Brother None said:Bethesda does have a tendency to be "inspired" by other works
I'm pretty sure both of those artists were inspired by a daemon they once both saw.
Brother None said:Bethesda does have a tendency to be "inspired" by other works
PaladinHeart said:When I first played Fallout I had the impression that deathclaws were originally raccoons because of the files you find at the glow mentioning raccoons that escaped that were being subjected to FEV experiments. I don't believe they ever mentioned any chameleons.
That's probably why the original concept art looked hairy. Then they thought, "Oh s***!! The mother deathclaw lays eggs.. hmm.. well let's go with a lizard story then." and then forgot to change the holodisks from the glow. I can't see a chameleon getting that big and/or being able to escape though. To me a mutant raccoon that lays eggs seems more believable than a chameleon that mutated to be 200x (or more) bigger. If FEV works that way then I'd hate to see frogs, turtles, snakes, and crocodiles that mutated from it.. Also wouldn't there have been some mention in the FEV holodisks about the HUGE changes when used on reptiles?
So no nuclear winter means no mutated type creatures? Hmm.. well I guess ghouls, pigrats, mole rats, etc.. all have an alternative excuse. Not to mention the plethora of weird creatures from Fallout 2.
Siley said:I'm pretty sure both of those artists were inspired by a daemon they once both saw.
Ctaylor said:I'm pretty sure the main reason that the Deathclaw lost its hair from concept to production was a technical limitation of the rendering software at the time. I can't remember if it was the amount of additional rendering time required, an animation issue getting all the hair to move properly, or something else, but it was something along those lines. The hairy Deathclaw in FOT was inspired by the original concept, plus we thought it was nifty to show that there variations and different mutations of the same stock "beast". We probably should have had both versions, but that's a decision based on hindsight.
The actual Deathclaw model was done in clay and then scanned by a laser (like the head models) to generate the rough 3D model. It was very Tarrasque-esque but I don't think that was done intentionally. For the longest time, the statue of the Deathclaw was displayed at Interplay (behind these little glass windows, along with props from other Interplay IPs). I'm not sure what happened to it, but I hope that it ended it up in someone's house and wasn't thrown away or broken.
And, yes, all references to Raccoons are part of the deleted Burrows area. Either the reference wasn't cleaned up properly (which happened to another quest or two) or it was decided that there was no harm in having some additional background information.
As for these screenshots, I've worked on projects in the past that have had screenshots prematurely released, or released without the right context ("These are ALPHA screens!") or even screens where the brightness/contrast got screwed up between our PR department and the magazine. I don't know if these screens were released in a similar manner, but it wouldn't shock me. There seems to be an awful lot of compression in these pics/scans as well.
Pope Viper said:Thanks to Brios and Waterchip
Actually I put the emoticon there because you people (OH JESUS) can't seem to take a joke. Apparently you can't even with an emoticon there to indicate I was being silly.whirlingdervish said:nice try with the "you people" bit.
Maybe if you put a couple more silly emoticons after it, someone will be convinced that you aren't just trying to troll.
and AD&D was closer to what fallout was supposed to be than anything that got plagiarized for the sake of oblivion, by it's shoddy development team.
Ctaylor said:For the longest time, the statue of the Deathclaw was displayed at Interplay (behind these little glass windows, along with props from other Interplay IPs). I'm not sure what happened to it, but I hope that it ended it up in someone's house and wasn't thrown away or broken.
Ctaylor said:I'm pretty sure the main reason that the Deathclaw lost its hair from concept to production was a technical limitation of the rendering software at the time. I can't remember if it was the amount of additional rendering time required, an animation issue getting all the hair to move properly, or something else, but it was something along those lines.
True. Assuming the graphic department used the Lightvawe3d during the production, they had to stick with the version 4 or 5.x back then. Those versions took humongous amount of time to render even the simplest scenes, not to mention the absence of the proper tools (plugins) to create and animate hair/fur.Ctaylor said:I'm pretty sure the main reason that the Deathclaw lost its hair from concept to production was a technical limitation of the rendering software at the time. I can't remember if it was the amount of additional rendering time required, an animation issue getting all the hair to move properly, or something else, but it was something along those lines.
Ctaylor said:I don't know if these screens were released in a similar manner, but it wouldn't shock me. There seems to be an awful lot of compression in these pics/scans as well.
Ctaylor said:I'm pretty sure the main reason that the Deathclaw lost its hair from concept to production was a technical limitation of the rendering software at the time. I can't remember if it was the amount of additional rendering time required, an animation issue getting all the hair to move properly, or something else, but it was something along those lines. The hairy Deathclaw in FOT was inspired by the original concept, plus we thought it was nifty to show that there variations and different mutations of the same stock "beast". We probably should have had both versions, but that's a decision based on hindsight.