Giant Bomb Presents: E3 2013: The Bethesda Report
Patrick and Brad talk The Evil Within, Wolfenstein: The New Order, and Elder Scrolls Online.

Patrick and Brad talk The Evil Within, Wolfenstein: The New Order, and Elder Scrolls Online.
Nordic Games acquired a bunch of THQ franchises earlier this year, including Darksiders, MX vs. ATV, and Titan Quest. The company's head of business and product development, Reinhard Pollice, breaks down what it's like to participate in the auction of a d
Let's chat in a taxi about what we're doing today.
Patrick's been at E3 2013 for a few days now. But ever since he left for the airport in San Francisco, he's been rambling into a microphone about what he's seen, what he's played, and when he's tired. What a terrible idea.
Tribute Games co-founder Jean-François Major explains why Mercenary Kings is now coming to PS4, and life after WIZZZZZZZZOOOORRRBBBBBBB.
Patrick spends 30 minutes talking PS4 policies with Scott Rohde, SVP of product development at Sony's worldwide studios division. Online passes? Charging for multiplayer? External hard drives? We cover it all.
Alex and Brad chat about two respective Xbox One and PS4 exclusives.
Talkin' about E3 on the way to E3!
For some people, making add-ons for popular games is a hobby. For Ben "Bronto ϟ Thunder" Retter, it's his livelihood. What are the ins and outs of creating your own commercial content for a game made by people you don't even know?
While Microsoft might not be ready to nail down specifics on some of the most incendiary topics surrounding the Xbox One, Jeff still covers friends lists, achievements, apps, and a handful of other topics in this 20-minute talk recorded shortly after the
Benjamin Rivers is the creator of the choose-your-own-horror game Home, coming soon to iOS. Patrick called him up, and they wouldn't stop talking about horror games, movies, and everything in-between.
Eyjolfur Gudmundsson is EVE Online's chief economist. Like real-life, its economy goes up, down, and has recessions. CCP even has an Internal Affairs department to regulate those with too much information.
So...when? Three experts flew to Iceland to provide us with some answers. EVE Online Fanfest 2013 was host to three "Make EVE Real" panels, in which leading scientists broke down how some of EVE Online's technology may show up sooner than you think. Techn
Mark "Seleene" Heard is not only a former CCP designer, he's part of EVE Online's Council of Stellar Management. Members are chosen through a player-driven election, and are charged with communicating the will of the people to the developers. It's just as
Zakn is just one of the many EVE Online players who traveled to Iceland for its annual gathering. More than 1,400 from around the world come to spend only a few days together. We traveled to the source for answers.
Lionel Gallat was an animation director at DreamWorks, and helped craft blockbuster films like Despicable Me and The Lorax. Secretly, though, he wanted to make video games. With the help of crowdfunding, he hopes to tell the story of a tiny mouse on a big
Two years ago, Bryan Lunduke made a game about creating the most popular Linux distro. It was a joke, but became oddly popular. Then, he decided porting it to MS-DOS was the funniest thing in the world. He's got a point.
Far Cry 3: Blood Dragon revels in its influences in a way most games only do through easter eggs, and feels like the personification of its creative director, Dean Evans. Dean's an exceptionally smart, funny guy who has zero problem liking crappy things.
Patrick had a chance to speak with Papo & Yo designer Vander Caballero last September. They discuss the inspirations behind Papo & Yo, the huge emotional response it generated, and what it's like to say goodbye.
Richard Lemarchand was a lead designer at Naughty Dog, where he worked on the Uncharted series and other games. Now, he's a visiting associate professor of the interactive media division at the University of Southern California's school of cinematic arts.
The battle for whose voice is more rattled on Friday morning rages on. The Fullbright Company designer Steve Gaynor talks about showing Gone Home, a game best suited for a quiet place, at a stupidly loud venue like GDC.
SoundSelf, which is currently raising money on Kickstarter, is all about going WHAAAAAAAAAAAA into a microphone. Sort of. Literally. Kind of. Look, just listen.
Firaxis is bringing XCOM: Enemy Unknown to iOS, and it works better than you might expect. Lead designer Jake Solomon ruminates on the porting process, and watching his daughter play touch-based games.
Lucas Pope spends his time traveling, and it got him thinking about the life of the men and women who work at immigration checkpoints. Pope reflects on his design process, and how players react to his empathetic games.
The Stanley Parable is a phenomenally interesting and thoughful mod for Half-Life 2. Now, creator Davey Wreden is remaking it. Why? How? Maybe Steve "I'll just butt into this interview, Patrick" Gaynor can help us figure it out.
La Mulana's creators are reaching out to other Japanese developers at GDC, and the PLAYISM service hopes to unify them. Asterizm VP of game production Takumi Naramura and Active Gaming Media content acquisition director Joshua Weatherford talk about their
Game critic Brendan Keogh was struck by the messages embedded in Spec Ops: The Line, so he started writing about it. 50,000 words later, he had the book "Killing is Harmless: A Critical Reading of Spec Ops: The Line."
Patrick managed to grab Double Fine designer Brad Muir in-between GDC panels to talk a little MoHun, and the process of setting up two different systems to play one game.
John, Mark, and Hiroko aren't just at GDC to hang out and drink beer (though that happens). They're also helping Japanese game designers explain their vision. Here's how.
Ninja Robot Dinosaur's Shane Neville knows how to balance a game, having worked on Company of Heroes. Learn how his studio implemented in-app purchases for Shellrazer without feeling horrible about it.