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La conférence E3 (Calendrier Heure par Heure)

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D'abord au Dolby Theatre (hors E3) :


Le 14 Juin à 19:00 ce sera le 15 Juin à 4 heures du mat (heure française).





Ensuite dans l'E3 - Bethesda’s Live Stage Show Schedule | South Hall, Booth 623



1:00 pm | DOOM

Join Marty Stratton, Executive Producer at id Software, and Hugo Martin, Art Director at id Software, for a look into the next chapter of DOOM.

2:30 pm | Fallout 4

Todd Howard, Game Director at Bethesda Game Studios, sits down for an exclusive interview about Fallout 4.

(23:30 heure de Paris le 16 pour une interview avec Todd Howard)



11:00 am | DOOM

Bethesda hosts a roundtable with id Software’s Marty Stratton (Executive Producer), Hugo Martin (Art Director), Garrett Young (General Manager) and Robert Duffy (Chief Technology Officer).

1:00 pm | Fallout 4

Check out an exclusive panel discussion with Bethesda Game Studios’ Todd Howard (Game Director), Emil Pagliarulo (Lead Designer), Istvan Pely (Lead Artist), and Jeff Gardiner (Lead Producer).

(22:00 heure de Paris le 17 Juin pour une interview avec Emil Pagliarulo, Istvan Pely et Jeff Gardiner)

4:00 pm | BATTLECRY

Join Lucas Davis, Design Director at Battlecry Studios, and Rich Vogel, Executive Producer at Battlecry Studios, for an inside look at BATTLECRY.



11:00 am | DOOM

id Software’s Marty Stratton sits down for a special interview that dives into DOOM’s strong community and the developer’s plans for getting players involved.

1:00 pm | Bethesda Softworks

Join Pete Hines, VP of PR & Marketing at Bethesda Softworks, for a recap of Bethesda’s E3 and find out what’s next for the publisher and its studios. 

3:00 pm | BATTLECRY

Get an even deeper look at BATTLECRY’s maps and character classes with Victor Antonov (Visual Design Director at ZeniMax), Lucas Davis and Rich Vogel.





Edited by HawK-EyE
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Non ya 9h de plus en France.

Donc 14:30 chez eux le 16 Juin ça donne 23:30 heure de Paris pour Fallout 4.

edit : ok j'ai capté ta référence maintenant kims pardon.

Edited by HawK-EyE
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Oui je sais bien :



Donc le le 14 Juin à 19:00 ce sera pour nous le 15 Juin à 4 heures du mat (heure française).

Mais on a pas le descriptif complet. je met tout ça dans le premier post.

Ça fait trois "évènements" différents. Les deux interviews sont pendant l'E3, et le Showcase avant l'E3 mais on sait pas du tout ce qu'il y aura dans ce truc.

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Je viens de recevoir un mail de Bethesda qui confirme tout ça : 


Conference #BE3 de Bethesda - Premiere mondiale - Fallout 4 et DOOM


Fallout 4 - Regarder la bande-annonce

Fallout 4 - Premiere mondiale
Conference #BE3 de Bethesda
Rendez-vous sur Twitch et YouTube
Le 15 juin a 03 h 45, heure de Paris

DOOM - Regarder le teaser
Regarder la premiere mondiale @ Conference #BE3 de Bethesda
Rendez-vous sur Twitch et YouTube
Le 15 juin a 03 h 45, heure de Paris

Regarder le teaser Regarder la premiere mondiale @
Conference #BE3 de Bethesda
Rendez-vous sur Twitch et YouTube
Le 15 juin a 03 h 45, heure de Paris

Mise a jour et annonces pour Battlecry @
Rendez-vous sur Twitch et YouTube


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J'ai envoyé un message à Bethesda via Facebook sur le groupe Fallout officiel il y'a quelques jours concernant l’horaire de la conférence, réponse officiel -> 3h30 du matin le 15 Juin.

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Sur IGN :


Speaking with IGN, Howard said Bethesda is planning for Fallout 4 to feature the same level of mod support as Skyrim. "So, just like Skyrim, there are mods that can break your game pretty wildly, and so we have some safety things on the console for that, but at the same time, we are going to let people break their game. Because we try heavily not to."

As for how mods will work with Fallout 4, Howard explained that players will actually "create another version of your save game." From there, you choose from the menu to play a modded game, so that way nothing terrible can happen to your main save if things break.

And don't expect heavier curation from Bethesda with Fallout 4 mods on consoles, according to Howard. At least, that's not the plan, he said.

When asked if Bethesda will approve modes before being posted through Bethesda.net, Howard said, "We don't want to. We'll see how we have to go through that.

"The plan is that it goes through Bethesda.net, but ... outside of things that we would normally take down — we take down things on Steam Workshop if it's got things that are illegal, or things like that — we'll do the same thing."

Basically, Howard explained that Bethesda wants to police mods as little as possible. The only things the publisher wants to take down are illegal stuff, according to the game director.

"Either your nudity or porn, that kind of stuff, or you're taking assets from Halo," Howard said. "Though, Microsoft might allow that. We'd have to get approval. But like, generally, if someone is using assets from another game, we have to say 'No, you can't do that.'"

Fallout 4 mod support is planned to launch early next year for PC, according to Howard. Then, they'll become transferrable to Xbox One, and after that, hopefully to PlayStation 4 as well.

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Mais c'est génial ça !

Comme quoi ils ont du recruter chez Bethesda France et c'est très bien qu'ils le fassent avant nous ça nous évite de faire le travail à "leur" place.

Cela veut dire qu'ils se préoccupent un peu plus de la communauté francophone qu'auparavant. Et c'est une bonne chose.

De notre coté, on peut se concentrer sur d'autres tâches et c'est très bien.

Edited by HawK-EyE
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Interview du 17 Juin

  • Q: How Does it feel to Bring Fallout Back?

  • A: The team is exhausted, but thrilled to get the reception that they did. It's been a long few years.

  • Q: What does the new trailer tell us about Fallout 4?

  • A: It's meant to show the sheer enormity and diversity of the world. Every little detail was argued over and the end result is an incredibly jam-packed world that is tweaked to what they see as the perfect Fallout 4 experience. The intention was to reflect this in the trailers.

  • Q: How will current gen. systems/PCs take advantage of graphics?

  • A: Todd gives me us some pillow talk non committal answers to be honest. He says that graphics in Bethesda titles will always advance at a steady rate, but they also aim to use the extra power each new generation of machine or PC hardware possesses to optimise things like load times. This will help to suspend your disbelief when playing and get a better sense of immersion. A lasting "memory" of the game is important - with emphasis on experience and the richness of the world.

  • Q: How does the new weather/water and lighting affects the look?

  • A: "Prettier." Volumetric lighting wasn't well shown off in the trailer, but plays a significant role in how the weather effects look. He also gives an example of indoor lighting looking particularly nice in the context of player "memory and experience" (see above question). Went off on a bit of a tangent.

  • Q: Fallout 4's new color theme

  • A: Really vivid colours as a new aesthetic. Blue sky a stand out that helps diversify the feel of the environment, something Todd notes as lacking in Fallout 3. It also helps with characterising the weather patterns. Colour is more balanced as an intentional art choice, which also helps draw attention to particular features in the environment.

  • Q: Where do the bombs fall in Boston?

  • A: An undefined area known as "The Glowing Sea" will be where the (he uses singular language) bomb fell. It will be here where radiation is more intense, and will more closely resemble the wasteland see in Fallout 3. Storm systems will gather around this area and then move over land, causing heavy radioactive dosing (esp when lightning strikes) that makes weather a dangerous factor.

  • Q: Todd discusses the main story of Fallout 4

  • A: A lot of reflection on how players approach open-world games and how to accommodate a better story into it. He acknowledges Skyrim's lacklustre story was a sacrifice to deliver a more robust and unrestricted experience. He hopes Fallout 4 can deliver both this time.

  • Q: Can Dogmeat Die?

  • A: Not when he is a companion. Not much more said on the matter.



Panel discussion


Et je pense que c'est à peu près tout ce qu'on aura droit à l'E3 pour Fallout.

Edited by HawK-EyE
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Les vidéos complètes avec le panel devraient être uploadés bientôt.




Gameinformer a réalisé un bel article de résumé ici :



Over the course of two Bethesda-hosted panel discussions and a conversation with game director Todd Howard, we gathered new intel on the highly anticipated return of Fallout. Read more to learn about how some of the game systems are evolving for the trip to irradiated Boston millions of PC, Xbox One, and PlayStation 4 gamers will be making come November 10.

  • Fallout 4 is the most detailed, dense environment Bethesda has made to date. The world has so much content even game director Todd Howard hasn't seen everything in the game. 
  • The extra graphical horsepower provided by the new console gave the team a tech backbone to iterate on its Creation engine and add more dynamic details. Physics-based rendering and volumetric lighting help create more atmosphere in the world, opening the game up to more environmental storytelling.
  • Fallout 4's narrative has a lot more branching paths and overlapping of "if that than this" than Fallout 3. They want the game to handle all the fail states of missions instead of forcing players to reload saves.
  • Boston and its surrounding regions offer more varied, vivid colors than Fallout 3, though the color palate still relies heavily on grays and browns in the blast zone where the nuke was detonated.
  • Fallout 4 has a full weather system that sends radiation storms across the world.  
  • Bethesda has always valued player freedom above storytelling, but with Fallout 4 the team wants to bring more emotional resonance to the plot thread running through the game. This is why they chose to recruit voice actors for both the female and male protagonists the player can make their own. 
  • Combat is receiving a major stimpak thanks to some consulting with id Software to improve the second-to-second shooting. Bethesda's goal? To have the shooting stand shoulder to shoulder with the other great options on the market. The studio even hired away some Bungie talent to help with this remodel. With the new, built-from-scratch shooting system, Howard says Fallout 4 plays much more like a modern shooter. You can aim down the sights, use V.A.T.S., and play in first or third person. 
  • V.A.T.S. has received some slight overhauls. It no longer completely pauses the action, and critical shots are no longer random. If you look at the videos, you'll notice a "critical" bar on the bottom of the screen that the player fills. Once it is fully filled you can decide when to use it. Your luck skill determines how fast the bar increases, and there are perks that dig into how criticals work and how you use them.
  • Bethesda is tweaking the way auto-scaling works for Fallout 4 to create more challenge. "We call it rubberbanding; we'll have an area [where enemies scale from] level 5 to 10, and then this area will be level 30 and above," Howard says. "You'll run into stuff that will crush you, and you will have to run away."
  • Bethesda's proprietary Radient A.I. and story system are also being used for your settlements to drive random encounters. It will determine if someone should be sent to your town, if raiders should attack the settlement or abduct your caravan, etc.
  • People will come to your settlement on their own but there are also others you can recruit.
  • A list of your settlements will appear in your PipBoy. You can send caravans between the various bases to get your supplies where you want them to be.
  • As you could see in the trailer, Fallout 4 introduces new modes of transportation in the form of the gunship, but Howard says they aren't doing cars or anything as well.
  • The workshop system is quite deep for weapons crafting.You can mix and match everything from scopes, muzzles, barrels, stocks, grips, and more. You can also scrap old weapons and use their parts for furthering the creation of your master weapon.
  • All the junk in the world you collect can now be used to build up your settlement and customize your weapons rather than be sold off. Because of these additional uses, Howard says he's noticed more playtesters hoarding items for customization rather than selling it off to merchants.
  • Companions have always played a role in Fallout games, and that exends into the new game as well. So far Bethesda has only shown off your trusty canine Dogmeat (who Howard confirmed will not be killed off in a cruel fashion) but expect to see several others as well. 
  • The mod community has always been strong with Bethesda games. With Fallout 4 their creative ideas will reach beyond PC and into consoles. Modding tools are expected to become available on PC in early 2016, with Xbox One owners getting access to their creations shortly thereafter. Once the modding is thriving on these two platforms, Bethesda hopes to work on extending this content to PlayStation 4 as well, but Howard wasn't comfortable putting a timetable on that.
  • Howard says Bethesda has been advocating to get mods on Microsoft consoles since 2001. Its hope is to not curate the content much at all but have its ecosystem stay as close to the PC experience as possible. 
  • When you play a modded version, the game will make a copy of your save file so your pure state game will be preserved.

Si ya un truc que vous comprenez pas, demandez.

Edited by HawK-EyE
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Le commentaire sur les coups critiques est vraiment intéressant :


  • V.A.T.S. has received some slight overhauls. It no longer completely pauses the action, and critical shots are no longer random. If you look at the videos, you'll notice a "critical" bar on the bottom of the screen that the player fills. Once it is fully filled you can decide when to use it. Your luck skill determines how fast the bar increases, and there are perks that dig into how criticals work and how you use them.
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