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Fallout Is Fallout: New Vegas a worthy Fallout game?

Is Fallout: New Vegas a worthy Fallout game?


  • Total voters
    522

urmom

Learned
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May 28, 2020
Messages
308
I felt FNV was drab and boring, but I blame Gamebryo. At least it wasn't brain-rottingly bad.

If the same game had been made in the FO4 engine it would have been a lot snazzier.
 

typical user

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Joined
Nov 30, 2015
Messages
957
Too much wild-west, focusing on six-shooters or machete bois with football gear. Maybe if this game had more postapo elements than politics but then again it was supposed to be spin-off. Lonesome Road has the right vibes but it's all just shooting range in small area with no build-up as it is a separate story very lightly foreshadowed in Primm (not counting other DLCs).

Maybe Fo4:New Vegas will change my mind but currently the engine and graphics drag this game down. Sure sounds like Fallout on paper but it doesn't feel like Fallout to me.

EDIT: This game has different feel than VtM: Bloodlines. That was is in different universe but the high notes sound almost the same like Fo1/Fo2. I think most of the original spirit transferred to Troika than Obsidian after Interplay downfall.
 
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Lemming42

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I thought New Vegas' setting was just about perfect. The only real problem is that it leans too hard on the 50s stuff, which wasn't a strong presence in Fo1/2. Feels like a concession to Fo3 and Bethesda, which seemed to think that the war occurred in 1956 or something. It's a shame, because I'd like to see what Vegas would have looked like in the weird art deco world of Fallout 1.

Tonally NV has got a few problems, mainly in that quite a lot of it is kind of humourless, with robotic dialogue (and the monotone voice acting doesn't help). There was a big mod recently that hired new voice actors to re-record a lot of the game's script, no idea if that helped or not but it's the kind of thing I'm surprised nobody's done sooner. With relatively minor rewrites to give NPCs more character and personality, New Vegas would easily slot right in alongside the first two games, stylistically.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,170
IT'S ABSOLUTELY IMPOSSIBLE TO AVOID COMBAT IN FALLOUT 2
It's possible, for fuck's sake. Even dumbfuck playthrough aside, there's stealth, persuasion and other support skills. Unless you're talking about completing every quest but what's wrong with having combat only optional quests, it's not a VN, isn't it?
In fact, half the reason the tanker basement in Fo2 is such a dogshit-terrible piece of game design is that it fucks over characters who aren't built for combat and, up until that point, would have been successfully avoiding it for the vast majority of the game. All of a sudden, your diplomacy or tech-focused character who can't even fire a pistol at something stood a couple meters away is forced to somehow kill a swarm of high-level bullet sponge enemies.
I mean, you have to be able to deal with the enemies somehow at that point. Before that you were suppose to survive Enclave patrols no less, the game shouldn't be designed around reload button, right? You cannot possibly expect that the game can be beaten by raising just one fucking skill like persuasion, that would be a bad design. Either have enough firepower with or without companions or sneak around. There's also a dumbfuck (INT<4) option which allows you to ignore it entirely IIRC.

In my opinion, F:NV is a good game, but as a separate one. As a successor to F1/2 it's simply no good, not fitting. The tone isn't right even if we compare it to F2, let alone to F1. Gameplay... I'm sure it has been discussed to the death but it's basically a different game. Not that it was suppose to be a proper successor though.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Yes, New Vegas did a lot of very interesting things. Yes, the game is better with mods. But no, mods don't really fix the fundamental issues with New Vegas. They can make the combat more challenging, the game more balanced, the economy more rewarding. But these are numbers games, and the issue with New Vegas is that it draws so much from Gamebryo and Fallout 3 that the whole experienced is marred because of it.
Yes mods are gamechanging and can potentially greatly extend the enjoyment from the game. The shooting can be done better aesthetically with added recoil, changed sfx, animations, new guns and actual ragdolls, et cetera. Newest versions of popular NVSE plugs make it stable. What else do you want from it if thematically it achieved the goal of passing as a Fallout game? Second Life 2?
In my opinion, F:NV is a good game, but as a separate one. As a successor to F1/2 it's simply no good, not fitting. The tone isn't right even if we compare it to F2, let alone to F1. Gameplay... I'm sure it has been discussed to the death but it's basically a different game. Not that it was suppose to be a proper successor though.
The tone is just about right for a Fallout game in an actual developed society facing new challenges compared to F1 or what bethtarda passes on as Fallout.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
Yes, New Vegas did a lot of very interesting things. Yes, the game is better with mods. But no, mods don't really fix the fundamental issues with New Vegas. They can make the combat more challenging, the game more balanced, the economy more rewarding. But these are numbers games, and the issue with New Vegas is that it draws so much from Gamebryo and Fallout 3 that the whole experienced is marred because of it.
Yes mods are gamechanging and can potentially greatly extend the enjoyment from the game. The shooting can be done better aesthetically with added recoil, changed sfx, animations, new guns and actual ragdolls, et cetera. Newest versions of popular NVSE plugs make it stable. What else do you want from it if thematically it achieved the goal of passing as a Fallout game? Second Life 2?

A game that doesn't feel like it's held together with strings and actually plays like an RPG instead of a shooter would be nice.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
A game that actually plays like an RPG instead of a shooter would be nice.
Well it plays like an RPG.:smug: It has leveling system. Being one is not part of a deal.
A game that doesn't feel like it's held together with strings
Modern game development industry is a joke and all competent software engineers are driven out to seek less stressful jobs or working on giant corporate machine like EA or Activision in USA and Ubisoft in Yurop. Look at Cyberpunk 2077 next thread, a 314 gorillion dollar game is basically held together by strings and does function only on special occasions. Because poles spend only a fraction of budget on production and basically told yesterday students and interns to repack the Witcher 3 with new assets done by separate team and make it an RTX title. Sounds any familiar?
Don't expect games to not be shit in technical aspects.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
Well it plays like an RPG.:smug: It has leveling system. Being one is not part of a deal.

In New Vegas, the only times I feel like I'm playing an RPG are when the ocassional dialogue check springs up, or when I have to decide how a quest plays out. Which is great, but it is ignoring everything else that makes the game.

Don't expect games to not be shit in technical aspects.

I don't understand why you brought Cyberpunk 2077 into the discussion, seeing as it falls trap to the same issues all Bethesda games (including New Vegas) does: it feels janky as shit because of its attempt to feel "real". There are plenty of games out there that feel rock solid, even if the game itself is bad for other reasons. Whenever I play New Vegas I'm almost ready to expect a flying corpse, and I always know that the next time I pick something off a table, all items will suddenly float.
 

Zer0wing

Cipher
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Mar 22, 2017
Messages
2,607
I don't understand why you brought Cyberpunk 2077 into the discussion, seeing as it falls trap to the same issues all Bethesda games (including New Vegas) does: it feels janky as shit because of its attempt to feel "real". There are plenty of games out there that feel rock solid, even if the game itself is bad for other reasons. Whenever I play New Vegas I'm almost ready to expect a flying corpse, and I always know that the next time I pick something off a table, all items will suddenly float.
I already explained - no people would work their asses off in such toxic environment as bethesda led by their managers and having people like pete hines above their heads or Obsidian because, well... Chris Avellone already explained. And since Microsoft promises those studios "creative freedom", their managers will behave creatively similar to how they did before. Mentioned ragdolls and loating objects are a minor offense, the first got better with a mod literally called Ragdolls and second are just needed a collision fix in nifskope, suprise - done by a bored nexus modder. The fact that all of this did not happen in the same game on engine level speaks for itself. Cyberpunk 2077 is an extreme case scenario where all of the competent people just got fired or left because all competent staff doesn't fit with Adam Badowski's (I imagine being a Pete Hines level of cringe inducing) character and muh "vizhun" and replaced by sheeps seeking job and to fill portfolio with something great to show off in resumes. The Witcher 3 isn't that janky despite being on an earlier RED Engine build.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Sure thing bud
Even the thumbnail destroys your argument - at least witcher 3 manages to load full detail models in time while Cyberpunk's streaming system is fucked beyond repair. And TW3 had become a damn fine polished game after three months of patches while Cyberpunk 2077 has new glitches and stuttering inbetween neighbor cells.
 

Danikas

Arcane
Joined
Jun 15, 2017
Messages
1,606
Even the thumbnail destroys your argument - at least witcher 3 manages to load full detail models in time while Cyberpunk's streaming system is fucked beyond repair. And TW3 had become a damn fine polished game after three months of patches while Cyberpunk 2077 has new glitches and stuttering inbetween neighbor cells.
Lol watch the video there are low res not loaded textures and t posing npcs in witcher 3, when I played at release I had a glitch in Novigrad where some pedestrian faces didnt load at all. :lol:

The diffrence is Witcher 3 didnt have 1/10 of the hype Cyberpunk had so the same things in Witcher 3 were forgiven rather easily.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Lol watch the video there are low res not loaded textures and t posing npcs in witcher 3, when I played at release I had a glitch in Novigrad where some pedestrian faces didnt load at all. :lol:

The diffrence is Witcher 3 didnt have 1/10 of the hype Cyberpunk had so the same things in Witcher 3 were forgiven rather easily.
The difference is Witcher 3 got these streaming issues and other bugs fixed and those things reappearing in Cyberpunk five years laters much more often and severe clearly shows that this game was developed by completely different people. Arguably worse people at their job in a very limited time and the result is severe eurojank, there's no point in denying it.
Also, what's with horrible TAA ghosting artiFUCKt? Witcher 3 also uses TAA but doesn't have these artifacts even though the quality (especially without sharpening) is lower than other games like Fallout 4 of all things.
 

Danikas

Arcane
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Jun 15, 2017
Messages
1,606
The difference is Witcher 3 got these streaming issues and other bugs fixed and those things reappearing in Cyberpunk five years laters much more often and severe clearly shows that this game was developed by completely different people.
Nah this tell's me the game was made by exactly same people just like power armour bug present in Fallout 4 that reappears in Fallout 76 its like their signature. Btw. lod issues in Witcher 3 weren't solved by any patch you still have shit like this that modders had to fix:

NjLNWUp.jpg


NtaTO8T.jpg


CZlyhak.jpg


XVW9Hlo.jpg
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Nah this tell's me the game was made by exactly same people just like power armour bug present in Fallout 4 that reappears in Fallout 76 its like their signature. Btw. lod issues in Witcher 3 weren't solved by any patch you still have shit like this that modders had to fix:
Not really, loading assets issue seems more like those people just threw too many unoptimized assets for the poor engine to handle while dropping occlusion culling middleware in favor for whatever they internally developed, whatever, it doesn't work that well. Fail76 is done in a different office by different people, too. Oopise. :)
BTW about btw. Modders extend viewing draw distance and fix the models, a small oversight compared to the state of Cyberpunk. You're picking up isolated cases while your own posted video only supports what I have said before - severity of jank and bugs in CP2077 is bigger than Witcher. Not that TW3 is a perfect game. It's not true that it is and was before anywhere as bad as CP2077 either.
 

Danikas

Arcane
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Fail76 is done in a different office by different people, too. Oopise. :)
https://en.wikipedia.org/wiki/Fallout_76

Director: Jeff Gardineris (a developer who worked at Bethesda Softworks as a producer on Fallout 3 and all of its add-ons, as the lead producer of Fallout 4 and the project lead of Fallout 76 and its updates, including Wastelanders.[1])

Designers: Chris Cummings (a developer who worked for Bethesda Softworks on Fallout 4 and Fallout 76 as a level designer.)

Emil_Pagliarulo ( a developer who worked at Bethesda Softworks on Fallout 3, Fallout 4 and Fallout 76 as a lead designer. He was credited with special thanks on Fallout: New Vegas, as a writer on Fallout Shelter and as the creator of the concept for One Man, and a Crate of Puppets.)

Artists: Istvan Pely (a developer who worked at Bethesda Softworks as the lead artist and technician lead on Fallout 3 and Fallout 4. Pely was responsible for the conception of Mothership Zeta, pitching the DLC theme at a brainstorm meeting.[1] For Fallout 4, he worked on the design of T-60 power armor. He was also the art director on Fallout 76 and Fallout Shelter.)

Nate Purkeypile (a developer who worked on Fallout 3 and Fallout 4 as a world artist and on Fallout 76 as a lead artist.)


Yep totally different people 0 relation to Fallout 4 :hahano:

OOOPSIE
 
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typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
IT'S ABSOLUTELY IMPOSSIBLE TO AVOID COMBAT IN FALLOUT 2
It's possible, for fuck's sake. Even dumbfuck playthrough aside, there's stealth, persuasion and other support skills. Unless you're talking about completing every quest but what's wrong with having combat only optional quests, it's not a VN, isn't it?
In fact, half the reason the tanker basement in Fo2 is such a dogshit-terrible piece of game design is that it fucks over characters who aren't built for combat and, up until that point, would have been successfully avoiding it for the vast majority of the game. All of a sudden, your diplomacy or tech-focused character who can't even fire a pistol at something stood a couple meters away is forced to somehow kill a swarm of high-level bullet sponge enemies.
I mean, you have to be able to deal with the enemies somehow at that point. Before that you were suppose to survive Enclave patrols no less, the game shouldn't be designed around reload button, right? You cannot possibly expect that the game can be beaten by raising just one fucking skill like persuasion, that would be a bad design. Either have enough firepower with or without companions or sneak around. There's also a dumbfuck (INT<4) option which allows you to ignore it entirely IIRC.

In my opinion, F:NV is a good game, but as a separate one. As a successor to F1/2 it's simply no good, not fitting. The tone isn't right even if we compare it to F2, let alone to F1. Gameplay... I'm sure it has been discussed to the death but it's basically a different game. Not that it was suppose to be a proper successor though.

I always thought if you wanted to avoid combat you needed to have large posse with decked-out companions and stay behind them with stims to heal them up. High charisma is built around that + money is used mostly to buy better gear. If you could skip all that then what's the point of upgrading your armor or weapons? A well equipped squad should be able to fend off most of the aliens and mutants on the tanker, if you have endgame gear they should also steamroll through Vault-City raiders or Darion's gang in Vault 15. Heck, give Sulik .223 pistol, he will turn into Arthur Morgan of the game. If you do right in New Reno you should also have access to laser rifle Mk2 for Marcus (assuming you can't snipe turrets in Sierra Army Depot and get plasma rifle from inside), give DKS sniper rifles to Vic and Cassidy and each a set of combat/metal armor. That setup should be more than enough to deal with stuff in New Reno/NCR. In San Fran just upgrade everyone to Power Armor, Gauss Weapons, give Marcus Pulse Rifle and they should mop up the floor with whatever you come across.

But since my autism kicked in let's review the general progress of the game:

Temple of Trials you can rush, most of the critters and the location is a slog anyway. You can bullshit through the guy at the end. The only combat quest in Arroyo is the one with plants, but we can skip that, they only give 100 xp total which is laughable compared to late-game quests. You can get the dog from pastures as the geckos there are mostly passive if left unprovoked.

Klamath, you can buy Sulik if you steal enough loot, when Duntons go into a bar at night, throw a molotov at the locked door and rob them. Once you get our favorite tribal, give him combat knife or any knife and leather armor. He will kill all the rats and geckos for you. You have to fiddle around in Toxic Caves and draw geckos out of green goo but our man with grampy bone in his nose should trash them no trouble.

Den, buy Vic from slavery, gang wars do not require your input at all, you are only required to be there, no matter who wins or loses the remaining side will ignore you unless a stray bullet hits one of your crew but you can tell them to wait or give orders to stay put. Sulik should easily trash Jake and his bunch. Buy hunting rifle for Vic.

At this point during your travels Vic and Sulik should be able to fend off most of the desert trash which tries to pester you.

Modoc, unless you plan to release the chicken, only molerat to worry about, Sulik alone will be able to make a floormat from the creature in the shitter.

Vault City and Gecko is just talk, not a single quest where you have to draw your gun as far as I remember. Get Cassidy and Lenny.

Broken Hills, bunch of ants, scorpions, avoid Deathclaw nest unless you gave your guys assault rifles, shotguns or SMGs (please don't). Recruit Marcus.

New Reno, ALL gang leaders can be assassinated without trouble, the only combat encounters are boxing matches and Sierra base - we can skip those.

NCR, like I said shopping time. You should have enough $$ from VC, New Reno and Broken Hills quests. If you don't then skip slavers/rangers quest. If you don't want to travel to Vault 15 you can buy the painting from Doc Jubilee and get Vault 13 location that way.

Vault 15, you can bullshit yourself in, grab the V13's coordinates from the computer and walk out without involving yourself with Darion's nonsense, you should also be able to grab the parts from the vault's lockers.

Vault 13, all talk no shoot.

San Fran, get the quest from Matthew, you can do bunch of quests for Shi/Hubologists until you get the ones to assassinate the leaders of the opposite faction. Skip the martial artists.

On your way to Navarro you will probably be stopped by them Space Marines, just bolt to your car, stop in the desert to heal your party up with stims after the encounter and carry on.

Navarro, tell the idiot in gas station you are a new recruit, grab as much loot inside as you can, bullshit yourself into Commander's quarters and grab FOB key.

Get back to San Fran, with the gear you hauled from Navarro and more in Brotherhood bunker you should have half the equipment for your crew and enough cash to upgrade their guns. Tanker's rodents shouldn't be a threat to your squad.

The Oil Rig, equp power armor, get the presidential key to trivialize the boss fight.


Apart from boxing matches and kung-fu shenaningans we had to shoot personally one guy (the president).
 
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jackofshadows

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Oct 21, 2019
Messages
5,170
The tone is just about right for a Fallout game in an actual developed society facing new challenges compared to F1 or what bethtarda passes on as Fallout.
The devs themselves told that nukes from the divide was meant to allow ahem tone down a little society from overdeveloping and to return it to what Fallout was about. Not the exact words, I can search it tomorrow if you like but the point was the same. Don't get me wrong, it was a breath of fresh air when I saw NCR's crop fields and food-related quests, the writers did a good job at that, but what I ment was more about art-style and overall feeling.

I just didnt want to repeat typical users's and lemming42's words literally few posts above about cowboy-esque: too much wild west, 6-shooter focus and the same fucking beths mistake about transposition of 1950s instead of portraying some mindblowing shard of futuristic Vegas. Even if they tried, they didn't try hard enough. I understand that development cycle was very tight and all that but at the same time that's not my concern.
Apart from shooting boxing matches and kung-fu shenaningans we had to shoot personally one guy (the president).
Or you can shove plastic explosives up his arse. Maybe some guys fakenewsing my post above meaning that Frank's battle is technically a combat. Well, it is, ok then but come the fuck on.

In my mind tho avoiding the combat implying not recruiting anyone and raising stealth instead (first and foremost), persuasion, lockpicking, outdoorsman, and just breeze through the game, no matter how boring it might be, the hardest part probably is taking out ASH-9, but it can be cheesed with explosives and stealth.
 

typical user

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Nov 30, 2015
Messages
957
Or you can shove plastic explosives up his arse. Maybe some guys fakenewsing my post above meaning that Frank's battle is technically a combat. Well, it is, ok then but come the fuck on.

That's too meta. Pull the trigger and run downstairs, no one will care as the alarm is separate for each level. Besides you can LARP if you make the mainframe computer disappear or gas the civilians beforehand or both before dealing with El Prez.

Sneaking is possible although you would probably have to invest into a lot of stealth perks since some locations require close calls with patrolling critters. Mainly Broken Hills mines, sewers and tanker's lower deck. You have to skip Klamath quests dealing with rat king and missing trapper since your skills will be to low to sneak around.

But that's no fun, the dungeons aren't build around stealth without stealth/ambush attacks. The only quest which does is refilling the still because there is huge open area and the animals are scattered around, you can also wait for midnight and use lower visibility. As far as I know no such thing is applicable for interior locations.
 

The Dutch Ghost

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Artists: Istvan Pely (a developer who worked at Bethesda Softworks as the lead artist and technician lead on Fallout 3 and Fallout 4. Pely was responsible for the conception of Mothership Zeta, pitching the DLC theme at a brainstorm meeting.[1] For Fallout 4, he worked on the design of T-60 power armor. He was also the art director on Fallout 76 and Fallout Shelter.)

For Mothership Shit alone I would already punch him in the face.
Honestly, if that was my best idea during a brainstorm session I would be absolutely embarrassed. Especially when other people aren't honest enough to tell me how bad it is.

The devs themselves told that nukes from the divide was meant to allow ahem tone down a little society from overdeveloping and to return it to what Fallout was about. Not the exact words, I can search it tomorrow if you like but the point was the same.

MCA actually brought it up that the Core Region/California was growing too "civilized". That is why he wanted to "reset" it in Van Buren and later FNV-Lonesome Road.
Thing is, Fallout did not need to remain in the Core Region, each new entry could have pushed further East from it to regions were rebuilding was going slow or where it had not happened yet because there is no major authority supported by an economy and trained workforce to handle it.
 

Zer0wing

Cipher
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Mar 22, 2017
Messages
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Yep totally different people 0 relation to Fallout 4 :hahano:
Around five top guys calling the shots are not exactly all of bethesda team a office and Fail76 is done by bethesda's newest acquision, office in the austin, your juvenile attitude is not helping you out in any way. I don't see any ENGINE PROGRAMMER listed here, just idea guy douchebags. And 1 level designer. Clearly F76 is done by him all along. :retarded:
 
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Danikas

Arcane
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Jun 15, 2017
Messages
1,606
I don't see any ENGINE PROGRAMMER or LEVEL DEISGNER listed here, just idea guy douchebags.
Look closer then.

https://fallout.fandom.com/wiki/Fallout_76_developers

Lead Programmer - Jason Hasenbuhler ( a developer who worked at Bethesda Softworks on Fallout 4 as a systems programmer and on Fallout 76 as the lead programmer.)

Lead lvl designer - Daryl Brigner (a developer who worked at Bethesda Softworks on Fallout 3, Fallout 4 and Fallout 76. He designed several locations in Fallout 3, including the Super-Duper Mart, Springvale Elementary and The Capitol Building. He was the lead level designer on Fallout 76.)


Gameplay programmers:

Ludovic Brière (
a developer who worked at Behaviour Interactive on Fallout 4 as an additional programmer and at Bethesda Softworks on Fallout 76 as a gameplay programmer)

Joseph DiAngelo (a developer who worked at Bethesda Softworks on Fallout 3 as a programmer, on Fallout 4 as a systems programmer and on Fallout 76 as a gameplay programmer.)

Steve Meister (was the lead programmer of Fallout 3 and a gameplay programmer on Fallout 4 and Fallout 76. )

Olivier Monsonego (a developer who worked at Bethesda Softworks on Fallout 4 as an additional programmer and on Fallout 76 as a gameplay programmer.)

Ryan Ashford ( a developer who worked at Bethesda Softworks on Fallout 3, Fallout 4 and Fallout 76 as a programmer.)

Grégoire Astruc (
a developer who worked at Behaviour Interactive on Fallout 4 as an additional programmer and at Bethesda Softworks on Fallout 76 as a systems programmer.)

Shannon Bailey (a developer who worked at
Bethesda Softworks on Fallout 3 as a programmer. As a member of the systems group, he was responsible for creation of internal development tools. He also worked on Fallout 4 and Fallout 76 as a systems programmer.)

Sylvain Berthomieu (a developer who worked at Behaviour Interactive on Fallout 4 as an additional programmer and at Bethesda Softworks on Fallout 76 as a systems programmer.)

David DiAngelo ( a developer who worked at Bethesda Softworks on Fallout 3 as a programmer and on Fallout 4 and Fallout 76 as a systems programmer.)
 

Danikas

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And 1 level designer. Clearly F76 is done by him all along. :retarded:
Yep you convinced me Fallout 76 and Fallout 4 were made by 100% different people. I can find 30 more people involved with both projects but your argument got destroyed just by this list. Go take a looksie at the full developer list I posted before 40% of the Fallout 76 team was from Fallout 4.

Bryan Brigner
(a developer who worked at Bethesda Softworks on Fallout 4 as an additional level designer. He also worked on Fallout 76 as a level designer.)

Steve Cornett (a developer who worked at Bethesda Softworks on Fallout 4 and Fallout 76 as a level designer.)

Drew Langlois (a developer who worked at Bethesda Softworks on Fallout 4 and Fallout 76 as a level designer.)

Jeff Browne (a a developer who worked at Bethesda Softworks on Fallout 3 and Fallout 4 as a level designer. He also worked on Fallout 76 as an additional level designer.)

Joel Burgess (a developer who worked at Bethesda Softworks on Fallout 3 and Fallout 4 as the lead level designer and on Fallout 76 as an additional designer.)

Eric "Ferret" Baudoin (a developer who served as one of the game designers of Van Buren, Black Isle's canceled Fallout 3 project. He was later hired by Bethesda Softworks and served as a quest designer and writer on Fallout 4. He was also the lead quest designer of Fallout 76 at launch, and was the lead designer on all of its updates.[1])

Brian Chapin (a designer at Bethesda Softworks and one of the developers of Fallout 3. He was responsible for the creation of Fallout 3's main questline, as well as the quests in the Mothership Zeta add-on. He also worked on Fallout 4 and Fallout 76 as a quest designer and writer.)

Liam Collins (a designer at
Bethesda Game Studios who worked on Fallout 4 as an additional quest designer and writer and on Fallout 76 as a quest designer and writer.)

Matt Daniels (a developer who worked at Bethesda Softworks on Fallout 4, Fallout 76, Fallout Shelter and Fallout: The Board Game as a quest designer and writer. He also worked on Fallout: The Board Game as a playtester.)

Alan Nanes (a designer at Bethesda Softworks and one of the developers of Fallout 3 and Fallout: The Board Game. He also worked on Fallout 4 and Fallout 76 as a quest designer and writer.)

Bruce Nesmith (
a developer who worked at Bethesda Softworks as the director of design/senior designer on Fallout 3. He also worked on Fallout 4 and Fallout 76 as a quest designer and writer, as well as on Fallout Shelter as an additional designer.)

William "Will" Shen (a developer who worked at Bethesda Softworks on Fallout 4 and Fallout 76 as a quest designer and writer.)
 
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Zer0wing

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Yep you convinced me Fallout 76 and Fallout 4 were made by 100% different people. I can find 30 more people involved with both projects but your argument got destroyed just by this list. Go take a looksie at the full developer list I posted before 40% of the Fallout 76 team was from Fallout 4.
Call me back when it's 100% of people who worked on both F4 and F76.
 

Danikas

Arcane
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1,606
Call me back when it's 100% of people who worked on both F4 and F76.
The new studio is just low lvl slave labour while the guys responsible for Fallout 4 and Fallout 3 are calling the shots. Lol almost all of the quest designers and writers are from Fallout 4...
 

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