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Fallout 1 meets Doom in incredible looking re-revealed fan game

Fallout 1 meets Doom in incredible looking re-revealed fan game

Metro5 days ago
After seemingly vanishing for three years, a fan-made Doom mod with a Fallout theme has resurfaced with a new trailer and release window.
It has been a long time since the last wholly original Fallout game was released. Multiplayer entry Fallout 76 has continued to receive updates and Fallout 4 saw a re-release for modern consoles last year, but that's all in the last decade.
The success of the Fallout TV show has no doubt incentivised Microsoft and Bethesda to fast-track new projects, but while multiple new games are reportedly in the works, including Fallout 5, nothing has been officially announced.
Aside from simply replaying the older games, fans have to rely on community-made projects, such as the impressive Fallout: London mod for Fallout 4, that launched last year. And now there's a reimagining of Fallout 1, that's been made as a mod of Doom.
Dubbed Fallout: Bakersfield, the project was initially teased all the way back in 2022 but seemed to drop off the map, as many of these fan projects do. It turns out the team have been chipping away at it ever since and sharing regular updates on its progress since September 2023, though only through a website called Boosty, that we've never heard of before.
Regardless, a new trailer has dropped this week and it manages to look like both Doom and Fallout. Unlike the modern Fallout games that blend role-playing mechanics with real-time gunplay, the original Fallout was a traditional role-playing game with turn-based combat.
It's often forgotten, but Bethesda did not invent Fallout, they bought the franchise from defunct publisher Interplay and by the time they released Fallout 3 in 2008 there were already four other games preceding it.
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Judging by the name and trailer, Fallout: Bakersfield isn't adapting the entirety of the first game and is instead focusing on one area: the Necropolis. This is a city built in the ruins of Bakersfield, California and is now home to mutated ghouls.
The mod is being built with the GZDoom engine, which is based on the engine for the original Doom and a popular choice for Doom mods. So, it's probably more accurate to say Fallout: Bakersfield is reworking Doom to be more like Fallout rather than the other way around.
Not only does it use the same style of 2D pixel artwork from Doom for the player character and enemies, even the heads-up display at the bottom of the screen is similar to Doom's, complete with a render of the player character's head that reacts to taking damage.
The pixel art and HUD's design have been updated to resemble Fallout's post-apocalyptic aesthetic and while the mod doesn't appear to retain any of Fallout 1's role-playing mechanics (at least from what we can tell), the HUD does have a text log that's constantly narrating your actions, just like the original. More Trending
To be honest, it's very impressive and we really like the way they've used the Doom engine to make something that's reminiscent of the era the first game came out in (the first Fallout was released in 1997, just a year after Quake, when there were still plenty of Doom clones around).
Although the trailer focuses on exploring and shooting, there won't be a complete absence of spoken dialogue, as it ends with the player confronting Harry, leader of the super mutants, complete with different dialogue options for the player to make.
As for when it'll be available to play, the tail end of the trailer only promises to have it out before the 2020s are up (so 2029 at the latest).
Apparently it's currently 60% complete and though the team appears to consist of only two people – Alexander 'Red888guns' Berezin and Denis Berezin – the popularity of the trailer may well act as a recruitment tool to get more people helping out.
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For more stories like this, check our Gaming page.
MORE: Fallout London has finally been released – this is what you need to play it
MORE: Fallout 3 remaster is still a 'while' away says source as Oblivion is confirmed
MORE: Atomfall review – Fallout in the Lake District is a fun nuclear disaster
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Painkiller is a rough-around-the-edges FPS that feels like the lovechild of Doom and Left 4 Dead
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Painkiller is a rough-around-the-edges FPS that feels like the lovechild of Doom and Left 4 Dead

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The Nintendo Switch 2 is the closest thing to a modern day Commodore Amiga
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The Nintendo Switch 2 is the closest thing to a modern day Commodore Amiga

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CD Projekt Red on 10 years of the Witcher 3 and how it will inform Ciri's upcoming sequel adventure
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CD Projekt Red on 10 years of the Witcher 3 and how it will inform Ciri's upcoming sequel adventure

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Right now, if I want to walk to the Witcher 4 team, I have to walk a few kilometres to the other building. The art team [and] the programming team were much more aligned also. We still had problems, but we were able to make the game as we used to do in the industry for decades. When we scaled up to Cyberpunk 2077, we almost doubled the team. Now it's getting a bit scarier because the more people you have, the more the communication problems start to arise where there's expectation on one side and reality on the other. Before we very quickly could align. Now, there's so many people in the loop. We tried to learn how to adapt, but it was extremely challenging and we did fail in quite a few ways. Some expectations from art were not aligned with engineering, especially [with] what we could do with the hardware we had at the time. But the ambition was there. If we had a small team, it would have probably been simpler and we didn't think too much about this problem until it was too late. Fast forward [to] where we are now. Especially after the launch of Cyberpunk, we had some self-introspection about, 'okay, we do not see a way we can scale down back to 150 people because of the reality of the ambition, plus what people expect from our product'. We needed to change the way we approach game development a little bit. We don't think it's sustainable to grow to thousands of people to make a game. We want to keep around the ballpark of Cyberpunk's scale, if not less. We try to now have a more multidisciplinary team working together. I cannot say too much about Witcher 4, but I think that we are getting to a point where we get some good results. But still, we are learning and evolving how to make the game better and faster, and better for the players. Is it hard to switch back to making and designing a fantasy world versus something more modern like Night City? Oh, on the technology side, it's completely different. One is a sprawling city with verticality. It was not a city like New York; it's much more organic. A very disgusting world [with] lots of trash and lots of details that needed to be handled. You have vehicles, which we don't necessarily have in The Witcher universe. Bigger crowd, different behaviours, encounters… graffiti everywhere. When we go back to The Witcher, though, it is a much more dynamic world, mostly because of the forest. The forest is a completely different challenge, technically, to make it as good as possible. You can imagine we will definitely have some city in some form going forward, like Novigrad that we had in The Witcher 3, so they're still there in some form. But I think one of the biggest issues we have right now is how to design forest and how to make everything move all the time. How to [give] it [a] feeling that it's alive. How do we improve from the Witcher 3 forest? How do make monsters, wildlife and everything so it fits into this universe's completely different design? Also, the agenda is quite different. The Witcher, of course, Ciri or Geralt, they are full-fledged characters. They have their own personality. There are things that they will not do. While when you go [back] to Cyberpunk, V is a more a mercenary. She has more freedom about how she wants to tackle the world, in an evil or good way. It's very difficult to see Geralt starting to go GTA style, so there's a different constraint. The most recent glimpse of Witcher 4 we saw from the State of Unreal presentation. Were you happy to people's reaction to that gameplay slice? Oh definitely, I think that even our friends from PR were not expecting that it would be as well received, because it's very difficult to explain a tech demo, right? How do we discuss this with you guys? I think it turned out very well. There was a lot of things that we needed to prove within [the] technology and we aligned into what we showcased. And with Epic, it was much easier to now have a result on the screen. We want to go at 60fps on PS5. Now the reception, when we were in Orlando and we were doing the rehearsal, I had shivers. I had complete shivers the first time I saw it from the beginning to end, and I was like, 'this is just fantastic'. Of course, we saw it on the little screen and were iterating on it, but when we saw on the big screen we were like, 'okay, this is going to be great'. And I think when we did the first official rehearsal everybody from Epic and our side were very impressed about the result. Speaking of Epic, how are you finding the process of developing Witcher 4 in Unreal Engine 5 as opposed to the Red Engine from before? We are a very ambitious company and now, since we work together [with Epic] on what it means to make the next generation of open-world, we need to align differently. That's why we did this. The two technologies are completely different, the way they handle a few things. Definitely some things would have been way easier on RED Engine and somethings are way easier on Unreal. Now we just try to take all the good things we have on Unreal and all the things we add with Unreal Engine, and try to now have some kind of a beautiful baby, just to be sure that we can scale up to the hardware. We don't want to go back and to have a less quality product. For us, it's not very acceptable to step back, right? The ambition is still there. We want to push forward always. This was very important for us, and I think this is why with Epic, we managed to have very good collaboration. I think the fact that they managed to work with us to make this open world and deliver the technology that is required to make it at performance [where] everybody will benefit, not just us. Finally, with it being The Witcher 3's 10th anniversary, do you have a favourite quest? I think the most interesting one is probably when you reunite with the witchers in Kaer Morhen. All those characters have been following you around since starting your journey with Geralt. It was really great to continue building into those great characters. All the quests with those characters were great. I'm a sucker for a nostalgic moment, especially when you're an IP fan or a game fan and you have all those moments that you know those characters, you've been working with them, or having discussions with them in previous games. There is, of course, all the quests that go back to The Witcher 2, Letho, which if you didn't kill him, spoilers, I think it's great to have him back and having this character back, and the dialogue was just fantastic.

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