Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Let's Play New Vegas - Old World Blues

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
Location
In quarantine
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Side with Joshua.
 

grotsnik

Arcane
Joined
Jul 11, 2010
Messages
1,671
th_FalloutNV2011-11-2821-10-10-62-1.jpg
Well, Courier? What will you do?

th_codie-1.png
My...my head...it's swimming...what am I looking at? What's happening?

th_codie-1.png
I see...I see...

images1-1.jpg
...yeah, bro, called up Maxine and the twins, they're gonna pick up a load of hot African chicks for the pool party, tell 'em they've all got parts in the Mormon musical movie adap. Gonna be knee-deep in pussy, bro.

paker-1.jpg
And coke! Gotta have coke.

images1-1.jpg
Uh, so, anyway, we've got the next season of South Park to work on, script for the Mormon thing...fuck, guess we should come up with a plot for this shitty game, right, bro?

paker-1.jpg
We should totally do Anders Breivik.

images1-1.jpg
Bro, we should fucking do Anders Brievik! And a bit where someone tries to tell you you shouldn't play violent video games because they make you violent in real life, and you get to cut off her head and shit down her throat and the blood goes everywhere! Because it's not just fucking funny, bro, it's also about how you shouldn't tell people what to do and shit.

paker-1.jpg
That's the height of wit, bro. I mean, that's fucking Wildean.

images1-1.jpg
Oh, and stats. Don't these games...have stats?

paker-1.jpg
Fuck, yeah. Uh...okay, wouldn't it be cool if Kyle has a Jew Power stat, and as he levels up he fuckin' grows a skullcap and buries enemies in Jew Gold? Kenny we can just make Mysterion again, we don't even need to write anything for that. We bring in mecha-Barbara Streisand, Crab People, reference after reference - we'll be out of this shithole by next week, bro.

Chris-avellone_BIOboxart_160w-1.jpg
Er...so, hey, fellas.

images1-1.jpg
Oh, hey, uh...

paker-1.jpg
Abiggione.

images1-1.jpg
Yeah, hey, Appleowne, how's it goin'? Just cracking on with this RPG. Shit's gonna be awesome.

Chris-avellone_BIOboxart_160w-1.jpg
Yeah, yeah, I'm good. Just...er...wondered if you needed a hand with the writing.

images1-1.jpg
Nah, nah, we're cool, thanks, guy, we got this, we're tearing through this shit. Could use some coffee, though. You wanna pick us up a couple coffees, Alcazone?

paker-1.jpg
And coke! Gotta have coke.

images1-1.jpg
And maybe some kinda pastry thing, like a Danish. That'd be real cool of you, bro.

Chris-avellone_BIOboxart_160w-1.jpg
Uh...sure. Two coffees and a Danish.

images1-1.jpg
And if you're headin' out, you mind doing me a favour? I gave that guy, uh, Tom Cain, a couple bucks to drop off my shirts at the laundry, but he hasn't come back up here. You mind picking them up for me, Afficloney? Thanks, bro. Close the door, yeah?

th_codie-1.png
No...no...

th_FalloutNV2011-11-2821-10-10-62-1.jpg
Courier! Courier, are you all right?

th_codie-1.png
I...saw something terrible. A vision.

th_FalloutNV2011-11-2821-10-10-62-1.jpg
What did you see?

th_codie-1.png
It's hard to explain. It's...as if I had a friend. Not a perfect friend - someone who did sometimes let me down, someone who had his fair share of flaws and who compromised too often for the sake of making a buck, but who had so much potential, so much possibility, and who, when he put his mind to it, could really accomplish something wonderful.

th_FalloutNV2011-11-2821-10-10-62-1.jpg
And?

th_codie-1.png
...and I think he might be being raped by two shrill libertarian yahoos.
 

grotsnik

Arcane
Joined
Jul 11, 2010
Messages
1,671
Should you tire of looking at pictures, you can find a fan-fiction rendering of this final section of the DLC here:

http://m.fanfiction.net/s/7365526/10/

It's actually better than the game, because it's got romance in it.

It was too late to turn back now. Not with Joshua this determined, not with him this way. She kept on going in silent conformity. Being there to cover his back, being there to give him the aid he needed. Merely because she cared, merely because, as much as she did not want to admit it, she loved him.

Fascinating stuff. Back to the game.

17.jpg


th_codie-1.png
I think Joshua is right. We should fight the White Legs.

Sadly, this choice is kind of fucked up. If we'd chosen to flee Zion, we'd have got another three quests. But because we chose to fight, we get nothing. Typical left-wing libtard pacifist bias, etc, etc.

Also, Daniel gets pissed at us.

aa-1.jpg


These big dramatic conversations lose a bit of their impact when one of the parties is chilling out on the floor and refusing to physically react or look at you.

th_FalloutNV2011-11-2821-10-10-62-1.jpg
What Joshua wants is more than an attack. He wants a slaughter. And he needs more than you and the Dead Horses to do it.

th_FalloutNV2011-11-2821-10-10-62-1.jpg
The Sorrows can't be pushed into this. You and Joshua don't have the right to force them into it. Please, consider what I'm saying.

Finally, we get a chance to call him out on his bullshit.

th_codie-1.png
And you have the right to pull them off their land?

th_FalloutNV2011-11-2821-10-10-62-1.jpg
I've already explained to them that we're leaving! They've accepted it! What is Joshua going to tell them about being a warrior?

th_FalloutNV2011-11-2821-10-10-62-1.jpg
What are you going to tell them about how to live with themselves after they got lost in the moment, killed someone who didn't deserve to die?

th_FalloutNV2011-11-2821-10-10-62-1.jpg
Or does that not matter? Is that an acceptable consequence if it means holding onto this valley?

Everyone's got to grow up some time, pal.

th_FalloutNV2011-11-2821-10-10-62-1.jpg
Maybe there is no place in this world for mercy. But even if it tramples me into the dust, I will never accept it. And I will never condone it.

th_FalloutNV2011-11-2821-10-10-62-1.jpg
Joshua must be waiting for you. I'll stay here with the others as I told them I would.

Somehow in the middle of that conversation time has skipped forward past all the tactical planning and convincing the Sorrows to come along that we were meant to be doing, but we'll let that one slide.

ab-2.jpg


th_josh-1.jpg
You and I will lead a group of Dead Horses warriors and Sorrows hunters into Three Marys from this position.

th_josh-1.jpg
Our objective is to find the White Legs' leader, Salt-Upon-Wounds, and prevent him from fleeing.

th_josh-1.jpg
Show no quarter to the White Legs you come across. Make no mistake about why we are here. This is an extermination.

And we gain Joshua as a companion, while losing the ability to fast-travel. We now have to travel from the east side of the map to the west, gunning down White Legs as we go.

ac.jpg


Joshua is, as has been stated, insanely powerful. A good portion of the next ten minutes will be spent watching him firing at and killing something we can't see.

He also occasionally yells things like, 'Yes! Yes! Die, all of you! Die!' to indicate how he's totally in control over his fragile sanity and sense of ethics.

ae.jpg


Tum-ti-tum.

Before long, we arrive at the canyon where the White Legs make camp.

ag.jpg


Our progress through the linear level irritates Joshua.

ai.jpg


Bro, it's a canyon. What're you going to do, go underwater?

aj.jpg


Despite what Joshua said, we won't ever lead the Dead Horses or Sorrows. Instead, we'll occasionally stumble across them butchering the White Legs to signify the tribals' loss of 'innocence'.

The horror, the horror.

Finally, we find Joshua again. He's busy shooting captured White Legs in the back of the head. Kneeling amongst them is Salt-Upon-Wounds.

ak.jpg


th_josh-1.jpg
You took advantage of us at New Canaan to drive us out, and like the dogs of Caesar you are, you followed us to Zion.

th_josh-1.jpg
And now you stand on holy ground, a temple to God's glory on earth. But the only use for an animal in the temple is sacrifice!

th_josh-1.jpg
Kale watcha nei conserva oh! You understand me, don't you? Don't you?

Josh Sawyer refused to tell a Formspring questioner exactly what Joshua's saying to the chief in pidgin. Whether that means it's something incredibly significant, Josh never bothered to think of something, or it's just the man being flippant, we may never know. Or care.

al.jpg


ao.jpg


Sneering Imperialists always get the best lines. But we can't pass up on an opportunity for diplomacy boss-fights.

am.jpg


an.jpg


th_codie-1.png
(Speech) Joshua, you've already won. Look around you. There's no need to kill him.

th_josh-1.jpg
He has a debt to pay for what he's done and I've come to collect. And so he's chosen to cower in the water like a dumb animal.

th_codie-1.png
(Speech) If what you believe is true, he'll pay for it later. The Sorrows don't need to see you do this.

th_josh-1.jpg
I want to take from them what they took from me, from my family. In this life. I want them to suffer. I want all of them to die in fear and pain.

ap.jpg


th_josh-1.jpg
Sometimes I tell myself that these wild fires never stop burning. But I'm the one who starts them. Not God. Not them.

th_josh-1.jpg
I can always see it in my mind. The warmth and the heat. It will always be a part of me. But not today.

th_josh-1.jpg
Go. Get out of here. Go back. Back to the Great Salt Lake.

The tribal scurries fearfully away.

th_josh-1.jpg
That's it. It's finished. Thank you for...staying with me. I couldn't have done this on my own.

aq.jpg


ar.jpg


"The Courier's involvement had tipped the scale, shifting the fragile balance of power."

"Demoralized by the Dead Horse and Sorrows attack the Courier and Joshua Graham led against them, the White Legs retreated to Great Salt Lake. Their days were numbered. Word soon reached the 80s tribe that the White Legs' spirit was broken, their war chief a dim shadow of his former self. By year's end, the 80s would overrun the White Legs' camps, scattering the tribe to the winds and claiming the Great Salt Lake for its own."

"The Sorrows fought beside Joshua Graham and the Dead Horses, eradicating the threat the White Legs posed to Zion. Seeing the Courier convince Joshua Graham to spare Salt-Upon-Wounds, the Sorrows learned that retribution could be tempered by mercy. Though he despaired at the Sorrows' loss of innocence, Daniel took some small consolation in the Courier's lesson, and prayed it would take root."

If we let Salt-Upon-Wounds die, the Sorrows become a warlike and brutal tribe. It's a bit of a heavy-handed consequence, really.

"Having helped eradicate the White Legs from Zion, the Dead Horses returned to Dead Horse Point in triumph. They remained neutral toward the Sorrows, but as years went on, there were periods of competitive friction, even violence, between the tribes. The New Canaanites - Daniel especially - intervened regularly as mediators, but found it difficult to reconcile the tribes' conflicts."

"The defeat of the White Legs in Zion marked a turning point in the fortunes of the Happy Trails Caravan Company. Every two months, the caravan met with the New Canaanites in Zion Valley to trade. Happy Trails soon returned to prosperity. The vigilance of the Sorrows and Dead Horses in defending southwestern Utah, initially startling to Happy Trails caravans, soon proved a blessing. The tribes united against the 80s, driving them back from Highway 50, and thus opening yet another trading route for Happy Trails caravans."

"Follows-Chalk took the Courier's words to heart and decided that he would behold the sights and sounds of distant lands with his own eyes and ears. After returning to Dead Horse Point, he quarreled with his family and other tribe members about his ambitions. One morning, they awoke to discover that Follows-Chalk had set off alone, westward, into the wilderness. He was never seen again."

"Waking Cloud was distraught when she learned of her husband's death, but took comfort from her tribe, and the compassion of the New Canaanites. She forgave Daniel for having concealed her husband's fate from her, and learned to accept his fate. When her grief faded, she took a husband from the Dead Horse tribe. At her bidding, he stayed close to home."

"The threat of the White Legs ended, Joshua Graham helped the Sorrows and Dead Horses tend to their fallen comrades and secure Zion. The Courier's words had stayed Joshua's wrath in his darkest hour, and in sparing Salt-Upon-Wounds, he was changed. While he continued to advocate militant opposition to the enemies of New Canaan, he sometimes showed quarter to those who crossed his family. Eventually this new spirit would diminish the myth of the Burned Man in distant lands - a small price for the peace it brought to Joshua Graham."

Obviously, if we let Joshua go through with killing the chief, he'd revert to his old, brutal lifestyle; if we'd killed Joshua at any point during the DLC, he'd have ended up being worshipped as a god by the tribals.

"For years after the defeat of the White Legs, Daniel did his best to minister to the Sorrows' spiritual needs. Try as he might, he could not hold back the tribe's increasing militancy and reverence of Joshua Graham. Demoralized, he returned to his family at Dead Horse Point. His failures haunted him for the rest of his days."

"And with that, the Courier walked out of the history of the tribes of Zion and back into the gathering storm of the Mojave Wasteland."

as.jpg


Looks like our friends have left us some going-away presents.

at.jpg


Joshua's powerful handgun is the real find here. Etched along the sides, in Greek, are the words 'And the light shined in darkness and the dark comprehended it not.'

Sadly, you can stroll into Caesar's tent in the vanilla game, dressed in his nemesis' immediately recognisable armour and waving around his immediately recognisable gun, and he won't notice. Hurray for voice-acting!

There are scriptures too...but we leave those behind. Mojave might not be ready for Christianity just yet.

av.jpg


th_codie-1.png
Home again.

th_codie-1.png
They say that many things can change the nature of a man; but the change may not be permanent.

th_codie-1.png
Joshua tried to forget what he had been, what he was capable of becoming once again - hide it behind righteous deeds and holy words. But he couldn't hold back the fire within him forever.

th_codie-1.png
We are houses built upon the ruins of houses that stood, and were destroyed, long ago. We live in their shadows and their memories, unable to break free. Can we ever truly change ourselves, rid ourselves of what we once were, shed old skin, and forget?

th_codie-1.png
Can we let go - or will we always live in the fallout of the past?

Chris-avellone_BIOboxart_160w-1.jpg
Begins to understand. Sees New Vegas built on Old Vegas, a caricature of what was. Sees Fallout 3, built on the ruins of what came before, unable to break free. Sees the players of the original game who were horrified by a cartoon imitation, a capering fool, of the glorious past.

th_codie-1.png
You again? Who...who are you? Why can I hear your voice?

Chris-avellone_BIOboxart_160w-1.jpg
They made Harold a tree; but we planted the seed. How big can a gameworld based upon jokes and absurdities grow? How big can it grow without collapsing under the weight of justifications and excuses, explanations of what was caused by FEV and what was not, silliness and warring factions and wanamingos?

Chris-avellone_BIOboxart_160w-1.jpg
How big and how tired and how diseased can we allow it to become...before we press reset? Before we wipe the slate clean, and begin again? And how, exactly, do we go about that task?

th_codie-1.png
What are...what are you saying?

images1-1.jpg
Yo, Affablown! You got us our sandwiches yet, bro? We're fuckin' starving in here, man!

paker-1.jpg
Fuckin' starving!

Chris-avellone_BIOboxart_160w-1.jpg
I...(sigh)...I have to go. Dwell upon my words.

th_codie-1.png
I will. But who-

Chris-avellone_BIOboxart_160w-1.jpg
I will see you again, Courier...in the dust and the shadows of the Divide.

END OF HONEST HEARTS

Thus concludes the first New Vegas DLC. Where shall we head next? Should we follow the yellow brick road into Old World Blues, or carry out the heist of a century in Dead Money? You decide.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Great job. :thumbsup:

Awkward, Joshua fucking sounds as HHR.


And the South Park duo made me insanely rage, rage, I tell you. :x



PS
Old World Blues, thanks.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,193
Old World Blues.

Awesome ending, your lp is good :love:
How big and how tired and how diseased can we allow it to become...before we press reset? Before we wipe the slate clean, and begin again? And how, exactly, do we go about that task?

Easy, whenl the publishers decide to do yet another reimagining of course, death is a mercy that a few games receive :M
 

Peter

Arcane
Joined
Jun 11, 2009
Messages
1,544
:thumbsup:

Matt and Trey are great additions to this LP.

Voting for Dead Money.
 

grotsnik

Arcane
Joined
Jul 11, 2010
Messages
1,671
DLDQK36.gif
So here's your next stop, Courier; Dead Money. An Avellone-penned mixture of heist-story and survival horror, it-

dweller-1-1.png
Hang on, hang on. Combining heist mechanics - stealth, traps, etc - with survival horror gameplay in the Fallout 3 engine? Is this another Obsidian attempt to try something different and interesting and challenging with game tools that just aren't up to the task? Is this going to be like SoZ?

DLDQK36.gif
No, no, no. Well...yes, I suppose so. But better. There'll be skill checks, there'll be tough spots - in hardcore, the air itself will degrade your health over time-

dweller-1-1.png
So you're playing in hardcore, right?

DLDQK36.gif
Bro, this is my first ever gaming LP, and I'm playing New Vegas. What do you think?

dweller-1-1.png
Point taken. You faggot.

DEAD MONEY

As our Courier wanders the wasteland, he picks up a mysterious series of radio signals. Inviting, yet troubling. Somehow...sinister.

Give this Sierra Madre casino a try. It's a turn-based casino based on casinos around 1950 AD.

http://www.new1000ad.com

You would love this casino man. You can nitpick with the best of them.

http://www.new1000ad.com

Really when people make ridiculous arguments really no reason to argue with them. It's a free casino people want to try it they are welcome too.

http://www.new1000ad.com

Fuck you all you fucking maggots you all stalkers sheep need medicine you need psycho pills you are all so crazy I kill you all. All shall perish in flame and pestilence.

Try it, you might enjoy it!

http://www.new1000ad.com

a-Copy.jpg


dweller-1-1.png
Well, here's the source.

b-2.jpg


All of the best casinos contain corpses and scrawled warnings on walls, we hear.

c-2.jpg


We're currently level 22. It's probably too high to present a huge challenge, and too low to let me show off all the hidden skill-based conversation options. So, in its own way, it's perfect.

d-2.jpg


dweller-1-1.png
Oh, hey, a radio! This looks harmless enou-

e-1.jpg


dweller-1-1.png
Oh, fuuu...

We fade out into unconsciousness.

f-1.jpg


i-1-1.jpg
The legends, the curses.

i-1-1.jpg
Foolishness about it lying in the middle of the City of the Dead, buried beneath a blood-red cloud.

i-1-1.jpg
A bright, shining monument luring treasure hunters to their doom.

i-1-1.jpg
The world's most famous stars and entertainers were invited to its Grand Opening.

i-1-1.jpg
An invitation was a sign of...exclusiveness.

i-1-1.jpg
The opening was supposed to symbolise a road to a brighter future, not just for the world...

i-1-1.jpg
...but for all who came to its doors.

Er, shouldn't that be the other way around?

i-1-1.jpg
A chance for anyone to begin again.

i-1-1.jpg
Except - the Sierra Madre never opened.

i-1-1.jpg
The war froze it in time, like a big flashbulb going off. The Grand Opening - one big ending of humanity.

Yeah. Yeah, that line isn't great. 'Big' isn't an evocative adjective worthy of repetition, no. No, not even as understatement. Yes, we do expect better from Obsidian writing.

i-1-1.jpg
It's still out there, in the Wastes, just waiting for someone to crack it open. But getting to it. That's not the hard part.

i-1-1.jpg
It's letting go.

And we awake.

h-1.jpg


i-1-1.jpg
Play stupid, play clever, make the mistake of saying 'no' - that collar on your neck'll go off and take your head with it.

dweller-1-1.png
Collar? What are you talking about?

i-1-1.jpg
It's like that Pip-Boy on your wrist, except filled with explosives. A little radio of the Old World, just needed some tuning.

i-1-1.jpg
Do what I say and the collar won't go off...refuse, try and run, disobey me? I'll kill you and find someone else.

i-1-1.jpg
There's no escape from here until I let you go. The sooner you accept your situation, the better.

dweller-1-1.png
Then maybe you'd better tell me why I'm here.

i-1-1.jpg
That structure you see above the Fountain...the Sierra Madre casino. You need to break inside. A...heist. Too many years in the making.

dweller-1-1.png
(Bioware) Hold on, hold on. If this is a heist DLC, you should be a sexy Chaotic Good thief who makes bad jokes all the time and we should go to a party and then it turns out the bad guy we're robbing from is allied with the big baddies so he really deserves it-

i-1-1.jpg
BEEP...BEEP...

dweller-1-1.png
...All right, point taken.

i-1-1.jpg
To get inside, avoid its traps...you'll need to gather the team. As I have found, one cannot do it alone.

dweller-1-1.png
So I need others to pull off this heist. Who?

i-1-1.jpg
Three other collars like yours - 8, 12 and 14. Find all three and get them to the Fountain. Then we'll talk more.

i-1-1.jpg
And should you get any ideas about killing each other and taking the treasure of the Sierra Madre for yourselves - a warning.

i-1-1.jpg
All of your collars are linked. If one of you dies - then all of you die. If that's what it takes to make you co-operate, then so be it.

i-1-1.jpg
Because, in some respects, breaking into the Sierra Madre is easier than breaking human instinct. Greed.

I think it's worth saying that if you don't like explicit themes, heavily underlined, you may not care for this DLC.

dweller-1-1.png
Is anyone else alive here?

i-1-1.jpg
Yes...the inhabitants. Avoid them if you can...they are difficult to kill.

i-1-1.jpg
Whatever has created them, bullets, explosions, energy...it can make them inert for a time, then they seem to crawl back up, restored.

dweller-1-1.png
Who are you?

i-1-1.jpg
Someone who followed the call of the Sierra Madre, just as you did. Now that I've found it's more than a story...I intend to take what's inside.

Elijah is actually probably the DLC character best connected with the main game, though references to him are less immediately obvious than those to Joshua and Ulysses. The bomb collars are an obvious clue to his identity, though we can discover the most about him by chatting with Veronica.

Anyway, our first job is to raid the fountain for the casino chips that have been left there. For the duration of the DLC, these will be our only available method of spending money, so we really ought to pick them up whenever we can.

j-1.jpg


And here we see perhaps the biggest flaw with Dead Money; the scenery of the first two sections, set in the model village surrounding the casino. It's appropriately grim, oppressive and atmospheric, for which I have only praise...but it is also very monotonous.

k-1.jpg


Meet the Ghost People. They're good for a scare.

The DLC' s only really uniform enemies are also the least of the adventure's threats. Their gimmick is that, should you down them, they'll lie unconscious for a few moments before rising back up again - unless you dismember them. Since you can quite easily just equip a melee weapon and hack at them on the ground until they lose a limb, this quickly becomes a non-issue - and if you equip the Police Pistol, which gives you a bonus crit chance, or get Dog to teach you his devouring trick, you'll find yourself taking off their heads pretty much every time.

Of more worry to us are the many floor-traps that occur later on, which blend in with the dull, gloomy surroundings (the Light Step perk's for pussies) and the Cloud, a toxic gas cloud which erodes your health once you enter it. Since Cloud areas are often mandatory, and exits in the model village are often hidden behind quadrangle pillars, (besides which the purple fog makes it harder to see where you're going) if you're a spaz like me, you may well find yourself entering the Cloud, then running round in a blind panic looking for the way out as your health depletes.

And then there are the radiowave signals, which can set off your bomb collar, giving you a limited time to either get out of the signal range or disable the transmitter. There are radios which can be turned off manually, transmitters which can only be destroyed with firepower, and transmitters which simply cannot be destroyed. Got all of that? Good.

In the abandoned police station, on the west side of town, we find our first companion. He sits, patiently, in a cage, muttering to himself, and does not appear to notice us. The cage key is nowhere to be found.

m-Copy.jpg


As we descend into the basement...we hear another voice. Growling, yet measured.

o-1.jpg


q-1-1.jpg
Knew you would come, below the cage...down to where I am. Maybe you saw the letters I scratched on the Villa walls.

q-1-1.jpg
A little farther. Follow my voice...that's it. The one in the cage? Dog. I had to lock him up. He keeps disobeying me.

q-1-1.jpg
That's me, on the table. The disk. My voice.

q-1-1.jpg
Can't take any chances, though...you may be some victim who's simply stumbled down here. If so, can't let you let Dog out...no, not yet.

q-1-1.jpg
If you're who I think you are, you came to fetch Dog, to use him to drag others here. Now I'll use you...and that Pip-Boy you're wearing.

q-1-1.jpg
You're smart. Clever. The key to Dog's cage is simple. Take my voice to the cage above. Let me speak to the beast inside.

q-1-1.jpg
Then you and I...can talk.

On the basement table lies an audio-recording. We pick it up and return to the cage. As it plays, the beast in the cave shifts, and stands. Its voice alters, taking on the tones we heard in the basement - and unless we're imagining things, it even grows in size.

p-1.jpg


q-1-1.jpg
Still, even if you aren't my intended guest, you take direction. Good. You can't have been an idiot to figure out how to release me from my cage...

q-1-1.jpg
...or perhaps you are, with that leash on your arm and the one around your neck...with our collars and manacles, why, we may as well be kin.

Dog/God has a bear-trap attached to his wrist, you see, in the same place we have our Pip-Boy. It's one of the many digs the DLC makes at quest markers.

dweller-1-1.png
What happened to your voice?

q-1-1.jpg
I'm the voice of reason. I sleep sometimes...down in the basement, in the cage. Now that I'm awake, Dog goes back in the cage.

dweller-1-1.png
Hold on, hold on, hold on. So you're a monster with multiple personalities, and whenever a new one rises to the surface you gain new combat abilities and dialogue options?

13-lpmotb_ch053_013-1.jpg
I...suppose so. Why do you ask?

dweller-1-1.png
Oh, er...no reason.

q-1-1.jpg
Dog knows I'm here, but can't do anything about it. I'm his...conscience. Keep him tame, keep him from hurting us...doing foolish things.

Students of ethics will note that this is not the intended purpose of a conscience.

q-1-1.jpg
I've been trapped in here for some time, then you came along and let me out. So...you opened my cage for a reason. Now...I want to know why.

dweller-1-1.png
(Medicine) In Super Mutants, brain damage is usually the result of extended Stealth Boy usage.

q-1-1.jpg
That's the easy explanation, the one humans use. Pre-war technology, as if it's the cause of all ills, mind and body.

q-1-1.jpg
I needed to come out of the cage to protect Dog. From clever humans...like you.

One of the nice things about Dead Money is that skill-check conversation options aren't all necessarily insta-win (though, yes, the vast majority of them are). Some of them will piss off characters and at least one of them, if succeeded, will cause a companion to betray us later on.

q-1-1.jpg
Do you see these wounds of his, covering his skin...the bear trap on his arm? He placed his own hand in it.

q-1-1.jpg
The name he carved in his chest? To remind him of who he is, he inflicts pain on himself to silence me, when all I try to do...Hrr!

q-1-1.jpg
...he cuts, hurts, and tries to murder me out of him. He won't succeed. Just make me angrier.

dweller-1-1.png
I was looking for someone with a collar like mine. Where's your collar?

q-1-1.jpg
It's close. Closer than I'd like. Dog's been into things, needs to think before he eats, chew before he swallows. He's...eager that way.

q-1-1.jpg
Now the collar's a part of me. Inside. I can feel its electronic heartbeat, clicking and burning down below...like before.

dweller-1-1.png
(Lockpick) You wouldn't have locked yourself in there without some kind of key to let you out.

q-1-1.jpg
The key? Why, it's the Old Man, the one who brought us here.

q-1-1.jpg
I hid the key on me so Dog wouldn't know...I just need the Old Man to show up, so he and I can talk.

q-1-1.jpg
If Dog were in control when the Old Man appeared...well, he would just do as commanded, like always, and I can't have that.

dweller-1-1.png
Who's the Old Man?

q-1-1.jpg
Elijah. Human, weak like all of you are. Feeling age circling him like starved dogs, howling for blood.

q-1-1.jpg
To me, he reeks of age and failure. And madness. To me it is simply 'the Old Man'. To Dog he is 'Master'. His name, meaningless.

q-1-1.jpg
Running out of years, hopes and dreams running through his withered hands like sand from the Big Empty...and scorched by the sun.

q-1-1.jpg
This 'Old Man', this 'Elijah', tried to hold the sun in his hands, arrogance, was cast down from it. Icarus' crime was to fly too high, Elijah...Elijah wanted to bring the sun down to him.

Hey, that sounds like Helios One!

As you can probably tell, Dead Money has a lot of dialogue, much of it locked away. I'll try and get as much of it in as possible without it killing the pace, but it really should be seen for yourself.

dweller-1-1.png
If you have the key in there, the 'Old Man' can order Dog to open the cage.

q-1-1.jpg
Dog...obeys. Yes. Why...do you have some means of contacting the Old Man?

q-1-1.jpg
You...don't play it. If you do, I'll find a way to get out of the cage, end you. I'll murder you, crush your arms and legs until...

q-1-1.jpg
No, you wouldn't. If you did, you won't escape this place alive. I'd shatter every one of your limbs to splinters and leave you here.

q-1-1.jpg
You think I'm afraid of your collar exploding, killing us both? No, I'll leave you breathing, then keep walking until my collar goes cold.

q-1-1.jpg
I'll prop your broken body in view of the Sierra Madre so you can see what you came to steal...forever out of reach as you die.

MCA, if you're reading this, this is exactly the sort of unwelcoming RPG attitude that Mike Laidlaw's always complaining about. How can I be sure what the consequences of my playing the audio tape would be? It just isn't clear enough. May I suggest a big icon with a furious-looking Super Mutant ripping off my head on it? Or better yet, just remove the option to play it! Instead, God can turn into Dog at certain pre-scripted moments as he fights against the oppression of the Templars and works his way up to the epic, shocking climax when he destroys....hurrrugugh....derppprrr....

dweller-1-1.png
Sorry about that. He's back in the basement. Please continue, God.

dweller-1-1.png
I have the power to let Dog out of his cage. I'm going to prove it by not doing it.

q-1-1.jpg
Hnn....no, no, you're not. Even though Dog's more docile...easier to control.

q-1-1.jpg
You may regret this. This place...this place is where creatures like Dog can survive. The people that fill its streets...

q-1-1.jpg
He is as vicious, more vicious than them. His hunger can help you more than I can. When I am in control...this shell is difficult to fight in.

dweller-1-1.png
Even if Dog is more helpful, we can manage.

q-1-1.jpg
I am not sure you belong here. No, you don't belong here.

q-1-1.jpg
Yet...you came this far. And I am not interested in being here any longer. I'll unlock the cage.

God gives us a bonus to stealth, and a perk that makes us less likely to set off traps; he's pretty weak in combat, though, compared to Dog who's a Ghost Person murdering-machine. Fascinatingly, despite them being the same person, God is slightly bigger than Dog in-game. Both of them have a habit of getting in your way in doorways.

NEXT TIME: We encounter some more suspiciously-familiar characters, learn how to use a vending machine, and use the Perception skill for completely the wrong purpose!
 

anus_pounder

Arcane
Joined
Mar 20, 2010
Messages
5,972
Location
Yiffing in Hell
Passing skill check = betrayal had me raging the first time I played this DLC. I was going for a goody-goody perfect ending and realized my only save game before that point was a full 2 hours BEFORE I even started the DLC. Naturally I replayed the DLC anyway, because MCA.
 

Peter

Arcane
Joined
Jun 11, 2009
Messages
1,544
Ok, this one looks pretty fascinating, unlike Honest Hearts.

Does it succeed at the whole survival horror thing? I mean, I can see that's it's very atmospheric, but the vanilla game can be too, and that doesn't make it a horror game.
 

CrazyLoon

Prophet
Joined
Jul 23, 2011
Messages
715
Location
Cathay
Dead Money is :incline: and the best DLC out of the four. Honest Hearts just comes across as a cheap Native Americans and cowboys story.

grotsnik said:
MCA, if you're reading this, this is exactly the sort of unwelcoming RPG attitude that Mike Laidlaw's always complaining about. How can I be sure what the consequences of my playing the audio tape would be? It just isn't clear enough. May I suggest a big icon with a furious-looking Super Mutant ripping off my head on it? Or better yet, just remove the option to play it! Instead, God can turn into Dog at certain pre-scripted moments as he fights against the oppression of the Templars and works his way up to the epic, shocking climax when he destroys....hurrrugugh....derppprrr....

Actually, wouldn't allowing the players to accurately pin point the effects of their actions, turn the game into too mechanical? I think when unintentional consequences and repercussions are done properly, they are very interesting. As long as such decision making, in this case playing the tape, doesn't fatally ends your character, I think it's perfectly fine.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Sometimes you just hate people for being right, and yes, Successful Speech = Negative consequences can be explained that way.
 

grotsnik

Arcane
Joined
Jul 11, 2010
Messages
1,671
Peter said:
Does it succeed at the whole survival horror thing? I mean, I can see that's it's very atmospheric, but the vanilla game can be too, and that doesn't make it a horror game.

Well, arguably, no. The Ghost People always show up as hostile long before you get to them, so they can't even really provide a quick 'oh, shit, where did that come from?' jolt in the same way as, say, those Spore Carrier things turning up out of nowhere. Once you've picked up on the process of perm-killing them, they're not a huge threat.

The 'survival' aspect is there (ammo is scarce-ish, at least in comparison to the main game, resting is not allowed) - but it can be broken so long as you remember to pick up plenty of chips. First time around, I was fucking about and wasted a lot of ammo, resulting in a good panicky section when I got stuck using a melee weapon on my gunslinger without a great deal of health left and without a vending machine in sight, but by the end I still came back to the Mojave with a ton of stimpaks and pocketfuls of Magnum rounds.

Here's what MCA had to say about it:

As it says at the outset, Dead Money's a brutal, vicious adventure that puts the player in a bad situation, and it was designed to scare the hell out of Fallout players - although it didn't, in my opinion. The Survival and tension aspects ended up trumping that, which is fine, since survival's a subset of fear in my book.

We didn't set out to make Dead Money a Survival experience - we set out to make a Horror game that put Survival second. In terms of horror, I don't feel we succeeded, although it was a conscious effort to try and shake things up a bit with the enemies you faced to scare the player, definitely. The enemies are not only tough (which is easy to do with numbers, so I don't feel that's a real challenge), but also intended to be unpredictable when they fall, so you couldn't always count on shooting an enemy until they fall as being a guarantee that you're safe. The original hope was that the enemies couldn't simply be headshotted continuously - this is a selfish reason, as I get tired of watching people play like that non-stop (it doesn't feel like they're experimenting with limb-targeting tactics, despite the array of weapons), although the non-headshotting tactical diversion didn't turn out that way (it's just as easy to decapitate a head as a limb with the right blasts).

So why did we choose survival? Well, the question of Survival sums up questions I've had about Fallout as its timeline advances... the post-wasteland's gotten more civilized as the decades since the nuclear war have gone on, and when I was scripting Dead Money's layout, one thing that kept coming up was that I missed the desperate "Road Warrior" feeling when I hit the wastes. I miss being in a situation where I'm scrounging for every last bullet, water's precious, and I have to fight tooth and nail for any edge I can get. That goes double for the environment, I want it to be terrifying and be something you're constantly fighting against, Vault 34-style. I confess, there's been times I wish someone would drop more nuclear warheads on the Fallout world if only to bring parts of it back to its roots, so I wanted to create an area in the Wasteland that felt just as desperate as you'd expect a post-holocaust environment to be.

So the Sierra Madre and its surrounding Villa were designed as a reminder that some sections of the wastes are still scary, hazardous places where few can tread and survive, and while NCR may tame parts of the Mojave, there are other parts they can never hope to settle and claim as their own, and that's just the way I want it.

Regardless, we were shooting for a Horror experience with Dead Money. As for what we tried to do with Horror, to make the game scary, we tried to do two things - one, have enemies you couldn't headshot and required a different approach (holograms, toxic cloud), and worse, they could headshot you if you weren't careful (bomb collars + radios). My experience with most horror games is that the enemies become scarier when you can't kill the adversaries (which most role-players will try and do if the enemy has any number of hit points or any measurable way to hurt them, no matter how small). So what am I happy about, even if the final result ended up veering from the intention, is watching YouTube playthrough videos where folks (1) start panicking when they hear beeping (exactly the experience we wanted), and (2) seeing players take a step back, figure out the puzzle, and then study the environment to solve it (again, what we wanted).

As for Horror: Things get scarier and tense when you can't escape, no one's coming to help you, and your resources are limited, and Dead Money was built around this. Watching the YouTube playthrough footage where players started re-appreciating chems and Stimpaks made me happy - these things are miracles of medicine, and they should be viewed as such and appreciated for that in the world of Fallout. One issue I've always had with Fallout is it's really easy to amass a lot of chems and stims, so much so you lose the sense of wonder and relief when you get these items, and I feel situations like in Dead Money can give you a new appreciation for food, crafting (we put a higher priority on crafting and supplies to make crafting worth more in the DLC), unconventional water sources, and the joy at finding an otherwise common chem in the Mojave takes on a new level of preciousness when you're in hostile territory. One YouTube video showed someone finding Buffout - and to hear them say, "thank god" and hear genuine appreciation for finding something so rare is exactly the kind of value I want people to attach to these items... usually people seem to care less when they find Buffout, but it all depends on the environment context. I want players to attach value to them again rather than, "oh, more Buffout." It's BUFFOUT. It's a STIMPAK. Your character should be OVERJOYED to find these things, each and every time.

Crazy Loon said:
Actually, wouldn't allowing the players to accurately pin point the effects of their actions, turn the game into too mechanical? I think when unintentional consequences and repercussions are done properly, they are very interesting. As long as such decision making, in this case playing the tape, doesn't fatally ends your character, I think it's perfectly fine.

Sorry, bro, that part was meant to be sarcastic. Clearly didn't come across too well.
 

grotsnik

Arcane
Joined
Jul 11, 2010
Messages
1,671
1-2.jpg


Back out in the open, we have a word with the big lug for some good old-fashioned lore masturbation.

q-1-1.jpg
The Master - Elijah - reminds Dog of someone from a long time ago. His leader. Commander. Commanders.

q-1-1.jpg
The Master was a strong personality...personalities...as well. Dog is slavish, was conditioned to serve the Master until death.

q-1-1.jpg
The Old Man...Elijah merely came along and opened the door in Dog's mind. Now Dog does whatever the Master wants.

Interesting. Let's try bringing Dog out of the cage.

210.jpg


As God indicated, Dog is fearful and a little hateful towards him, for forcing him to disobey; his self-mutilations are part of a crude attempt to force 'the other voice' out of him. If our Intelligence is low enough, we'll be able to communicate more effectively with him, chatting about his days in the Cathedral with the Master. Let's see how he fares in combat.

2-1.jpg


When Dog takes down a Ghost Person, he 'devours' them.

442.jpg


dweller-1-1.png
Why do you eat the Ghost People?

q-1-1.jpg
Started eating them because wouldn't go quiet when Dog smashed them with bear jaw. Only want one.

q-1-1.jpg
Dog can tell when they not yet dead...twitch a bit, make low noise, then noise when they get back up, listen.

q-1-1.jpg
If you rip their legs off...or arms, mask people stay down. If can't make them fall down and rip off legs, make them ash.

dweller-1-1.png
(Intelligence) So...dismemberment and disintegration take them down?

I'm usually happy with the NV Intelligence choices, but this one annoyed me. It has that Fallout 3 vibe of (Intelligence) 'I'll repeat what you just said using slightly longer words!'

q-1-1.jpg
Dism...disin...chop off legs while stand up, eat when fall down. If not that, make them electric ash.

Yeah, don't worry, Dog. The Courier's just being a dick.

11-1.jpg


Thanks to Dog's expertise, we're now more likely to explode Ghost People and take them out permanently. We'll be heading to the Residential district next, to pick up our next companion, but first let's stock up on goods.

21.jpg


33.jpg


The most useful items require a recipe, located somewhere in the DLC, for us to craft them via the vending machine; dross items, like Junk Food, are there automatically.

As we enter the Residential district, Elijah barks out a warning:

334.jpg


As you can probably tell, this first 'gather your crew' section is also used to showcase the adventure's main threats without it being too blatant a 'tutorial'.

317.jpg


As we enter the Residential district, we catch sight of a curious figure, perched high above...

Dean actually monologues to himself as you try and get to him, commenting on your progress and speculating on your motives, but he's rather quiet and the subtitles don't seem to pick up on it until we finally reach him.

216.jpg


Well, this guy's definitely on our side.

As we approach, the stylishly-attired ghoul suggests we take a seat.

444.jpg


657-1.jpg
Or maybe you didn't catch her voice on the radio. Woke up, confused, like some of the others. Good job you're still breathing.

Dean has one of those nasal, laconic, over-pronounced British accents that are rarely to be found anywhere in Britain or outside of fiction; his voice actor's turned up in all manner of things, though Codexers may know him best as Loghaire from Arcanum.

He also says 'ass' instead of 'arse', which is immensely disconcerting. America, why u no bother doing basic research?

657-1.jpg
By the way, don't get up or make any sudden motions, no matter how uncomfortable that chair gets...the cushion's just for show.

657-1.jpg
Might be a bit rude, but that chair you're sitting in - it's got a shaped charge in the seat cushion.

657.jpg


657-1.jpg
Get up without my permission, I'll blast your ass so far through your head, it'll turn the moon cherry-pie red.

657-1.jpg
So, let's keep this sweet and polite, and finish our conversation with no further misunderstandings.

dweller-1-1.png
(Speech) I'll save my questions for the end - please, do go on.

657-1.jpg
And that's what I've missed - a rapt audience.

657-1.jpg
Just because I work in entertainment doesn't mean I'm a moron. I heard my necktie beeping, I know what that means - I'm part of this somehow. I want out of my contract.

657-1.jpg
And if you put me in it, I'm not going to be too happy. So whatever's going on here, if you're part of this? You're taking orders from me.

I think it's fair to say, Elijah, that if two out of the four stooges you've gathered together for a heist have already come up with a trap to kill you before the team's even assembled, it doesn't bode well for your future.

Our Barter skill's not high enough to challenge this, so we'll co-operate. But here's what would have happened if we had 50 points in it:

dweller-1-1.png
(Barter) Your negotiation skills suggest you're bargaining from a position of strength.

657-1.jpg
What are you talking about?

dweller-1-1.png
Our collars...these neckties are linked. I die, you die.

657-1.jpg
That's an interesting clause. That's a real bad contract you have. We have.

And so Dean feels like he's been made a fool of, as if we're smarter than he is to have figured it out, and, perhaps most importantly, we've ruined his little 'I'm in charge here' monologue - which means he'll see us as a competitor for the treasure and try to kill us at the end. I like that.

Anyway, we can't choose that, so we play ball instead.

dweller-1-1.png
I'll co-operate. What do you want?

657-1.jpg
Good, good - then we're in business. I may be a betting man, but I like it when the odds are in our favour.

657-1.jpg
If you're here with who I think, then I'd rather have you on my side than his. An...ace in the hole.

Side with the guy who wants to blow our head off or the guy who wants to blow our arse off? Ah, the agony of choice.

dweller-1-1.png
Okay, I've got your number now. You're the laid-back, stylish inhuman narcissist whose airs and shallowness are really a way of concealing the dark secrets of your past?

images2-1.jpg
Why...yes. What made you say that?

dweller-1-1.png
Nothing, nothing.

If Dean's in our party, then we gain some resistance against the Cloud's damage. We send him on to the fountain and make for the Clinic, where our final companion awaits.

34.jpg


Elijah warns us about the loudspeakers in this area.

55.jpg


God/Dog probably has the most annoying on-loop catchphrases. I don't even understand this one. Is he threatening me? Why?

96.jpg


100.jpg


These corpses appear to have been mutilated relatively recently. Curious.

74.jpg


This corridor contains a long line of Auto-Docs, which can repair any injured limbs. Unfortunately, the end of the corridor is blocked off by an unbreakable loudspeaker, so to get through, we'll have to switch off the power via the basement.

If we didn't have a high enough Lockpick skill, we'd have to head up onto the second floor and tangle with the holograms up there to get the basement key. We'll encounter holograms soon enough, so I'm not too fussed about seeing them now, though they are pretty neat; if they see you, they'll point an accusing finger at you and make a shrill noise, Invasion of the Body Snatchers-style, before attacking.

We can also (usually) deal with them by either disabling their emitters, which requires a Repair check, a Science check or, er, hitting them with things, or by resetting them via a terminal to patrol on a different floor.

98.jpg


Disabling the Clinic's power, we return to the corridor, where we discover a mysteriously malfunctioning Auto-Doc...

80.jpg


dweller-1-1.png
If my calculations are right (and I do have 9 Intelligence), the final member of the group will be...

31.jpg


dweller-1-1.png
...a bald chick.

:x GET OUT OF THE WAY, GOD!

dweller-1-1.png
Are you all right?

Safiya_small-1.jpg
(She looks at you, blinks again, then opens her mouth - but nothing comes out.)

Safiya_small-1.jpg
(She touches her throat, then traces the scar beneath the chin, and her eyes widen in alarm.)

Safiya_small-1.jpg
(She looks shaken. As she glances at the Auto-Doc, she recoils, and her mouth opens - but once again, nothing comes out.)

Safiya_small-1.jpg
(She looks back at you, and her hands clench into fists - her eyes narrow, and she takes a step back, studying you.)

dweller-1-1.png
This isn't what it looks like.

Safiya_small-1.jpg
(Frowning, she touches her throat again, gently, then her hand brushes her collar, then her frown deepens.)

dweller-1-1.png
Don't do that!

Safiya_small-1.jpg
(She looks surprised. Then she notices your collar and raises an eyebrow.)

dweller-1-1.png
Let's just say we're in this together.

Safiya_small-1.jpg
(She frowns, narrows her eyes, then shakes her head.)

dweller-1-1.png
What do you mean by that?

Safiya_small-1.jpg
(She shakes her head again and draws a line in the air between the two of you.)

63.jpg


Safiya_small-1.jpg
(She frowns, glances at her collar, then back at you. She makes a circle with her hands, puts her hand over her eyes, and squints. She nods at you, then lowers her hand from her eyes, shakes her head. She draws a slow line between you.)

Safiya_small-1.jpg
(She studies you again, then her expression softens slightly. She shakes her head slowly, and gives a silent sigh.)

I do like Christine; first as a character concept, and second as an ingenious way of saving on voice-acting costs. Anyway, let's head back to the Fountain-

Safiya_small-1.jpg
(Christine stops, then glances at the speaker, then glances at your collar, frowning.)

dweller-1-1.png
It's a decayed speaker. If we stay too long near one, it'll go off.

Safiya_small-1.jpg
(She taps the collar, then opens and closes her hand really fast.)

24.jpg


Whenever Christine's with us, we have more time to find a speaker before it triggers our bomb collars - so all of the companions have their own advantages against one of the DLC's main four threats.

It's also worth saying that the way skill checks are used in Christine's dialogues are pretty cool. The 'failed' dialogue options indicate that the player sort-of knows what she's getting at with her sign language, but doesn't have the specific knowledge needed to properly communicate with her.

On the other hand, a few of them require Perception, which is a total cheat - Perception's meant to be about spotting things, not about insight.

104.jpg


As we return to the Fountain, our companions can talk to each other. Here's God showing off his charming way with the ladies.

777.jpg


Elijah's pleased to see us, at least...

NEXT TIME: Epic, visceral, majestic, cinematic sign-language sequences!
 

Black

Arcane
Joined
May 8, 2007
Messages
1,872,633
I also liked the fact that successful skill checks can screw you over. Not only can it make sense, it also forces the player to actually read what the npc is saying, what his options are and to think with whom he's talking.
 

CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
Still, visually it's a step up from the vanilla game. The mornings tend to be overcast and grey, with patchy rain, which makes a nice change.
Eh, you silly Brits and your unwholesome rain addiction...

Some great and funny writing in this LP - almost makes me think you should try your hand at one of those LP text-only circlejerk thingies; just think of the glory and prestige that could be yours!
 

grotsnik

Arcane
Joined
Jul 11, 2010
Messages
1,671
When we left off, Elijah was busy explaining the grand plan to us.

i-1-1.jpg
The owner of the Sierra Madre...for whatever reason...keyed the Grand Opening to the Gala Event itself.

FalloutNV2011-12-0310-32-39-96.jpg


i-1-1.jpg
So, get your team into the positions indicated on your Pip-Boy, then trigger it properly.

i-1-1.jpg
You're so close now - don't let me down. Or I'll have to rely on the next team.

dweller-1-1.png
Gee, it's really easy to take your assertion seriously that you'll let us go once we've broken into the casino when you start talking like that.

i-1-1.jpg
What was that?

dweller-1-1.png
What is the Gala Event?

i-1-1.jpg
A display of lights, fireworks, music in the streets - a Pre-War festival to mark the casino's opening. The bombs struck first.

dweller-1-1.png
How am I supposed to get to the markers on my map?

i-1-1.jpg
I've unlocked the West and East gates to Puesta del Sol and Salida del Sol. Now that you've survived the Villa, I need to get to my position - you don't need me holding your hand any more.

Oh, ho ho.

Like Elijah says, the two 'outer' areas of the model village open up, exposing us to more traps, more smog and more Ghost People. There's also a bit more exploration - much of the danger can be avoided by working your way up onto the rooftops, for instance.

6-1.jpg


Sometimes the graffiti is actually quite cute.

7-1.jpg


As we reach the switching station with God, our big blue pal starts getting uppity.

8.jpg


q-1-1.jpg
These switches won't move themselves, after all...there must be some trick to it. Now that I'm here, what do you expect me to do?

I'm not sure if it actually blocks any of our options off, but if we'd got God/Dog out of the cage in the police station by waking up Dog, we'd get some more dialogue here from God telling us how he doesn't trust us.

9-1.jpg


q-1-1.jpg
If you want me to remain, then I'll need to stay aware - enough to operate the switches properly.

q-1-1.jpg
I...we just need to make sure that Dog doesn't surface before that happens. To do that...he'll need to be fed. That makes him stay in the Cage.

q-1-1.jpg
Find some of the inhabitants...it'll take some hunting on your part. Kill them, take some of the remains inside them, bring it back here.

Each of the companions has a little mini-quest at this point to convince them to stay at their post (alternatively, you can cajole or force them into doing it, though for obvious reasons this will piss them off). Despite what God says, they're all very quick and simple - in this instance, two Ghost People Harvesters spawn just past the other end of the courtyard.

10-2.jpg


12-1.jpg


Here you go, pal.

q-1-1.jpg
You're good at fetching...this should keep him where he belongs. For now. I'll wait...send the signal, I'll be ready.

One down, two to go.

Dean's post is up on the rooftops overlooking the casino.

13-1.jpg


657-1.jpg
What's that there...wiring? Looks...looks like it's tied to the sound system in the Villa, except for that snipped section there.

657-1.jpg
So what...I stand here, hold the two ends in my hands, and tap them together like cymbals?

Yes. Yes, one of the 'essential' roles in the heist that couldn't possibly be performed by a robot could be easily solved with a pair of rubber boots or some electrical tape.

dweller-1-1.png
That's the plan. Are you going to be able to do it safely?

657-1.jpg
Well...'safely'? Around here, that word doesn't come cheap.

657-1.jpg
Look...I strike up the speaker system, there's going to be ghosts all over the place. Any change in the sounds around here...

15-1.jpg


There are two terminals that activate the hologram systems; as we open one of them, we find something extremely intriguing:

14-1.jpg


Sounds like Sinclair, the mastermind behind the casino, didn't get along too well with Dean. Vera, the drugged-up lady mentioned in the journal entry, is the singer whose hologram can be seen at the entrance; Sinclair was, it seems, immensely devoted to her.

We activate the holograms and go back to tell Dean.

17-1.jpg


I think the speech check pisses him off, but I can't be sure. So instead we convince him with good old Repair, and head back to the fountain to find Christine.

Safiya_small-1.jpg
(Christine is looking at the Fountain, her eyes narrowed. She then scans the courtyard perimeter, gauging the distance.)

Safiya_small-1.jpg
(She glances at your wrist, then back at the Fountain.)

dweller-1-1.png
(Science) You think he's using the Pip-Boy? To establish the projector connection?

Safiya_small-1.jpg
(She nods, and raises her hands, palms facing each other, then rotates in an 180 degree arc and back again.)

dweller-1-1.png
He's broadcasting from the casino.

Hmm.

If we chat to Christine thoroughly, we can dig up all kinds of information - the ability to counterfeit casino chips on a workbench, for one. We also learn that she, too, wants Elijah dead, and implies that he cut her off from a female lover (who is, lore fans will be delighted to know, none other than Felicia 'Tallis' Day's Veronica).

Christine's position appears to be in some kind of old power station.

20.jpg


As we near the elevator where she's meant to take her place, she too gets cold feet, though her problem is at least more reasonable than Dean's cowardice; she's suffering from claustrophobia from her time locked in the Auto-Doc.

22.jpg


If we're feeling sadistic, we can essentially shove Christine into the elevator and force her to do our bidding. Seeing as the alternative is passing a Science check on a terminal that's literally two feet away, we take the safe route, hack the terminal, and set it up so that Christine can operate it remotely from up here.

dweller-1-1.png
I've found a way to do the bypass from up here. You should be able to just use the terminal over there.

Safiya_small-1.jpg
(Christine nods gratefully. She glances in the direction of the terminal, looks at you, smiles, gives a thumbs up.)

23.jpg


Safiya_small-1.jpg
(She nods, then gestures at your hand, offers hers.)

dweller-1-1.png
(Take her hand.)

Safiya_small-1.jpg
(She holds it, meeting your eyes intently for a few moments. She gives your hand a gentle squeeze, then releases it and smiles slightly.)

dweller-1-1.png
We'll get through this.

Safiya_small-1.jpg
(She narrows her eyes, determined, and gives a last nod.)

24-1.jpg


dweller-1-1.png
Everyone's in place...apart from me. I need to get to the belltower and trigger the Gala Event.

It should be noted at this point, for the benefit of people asking if this DLC really was survival horror, that I currently have over 200 pistol bullets alone, and 40 stimpaks, without ever using Christine's chip-constructing perk. Everything does get harder from here on out, but still.

25.jpg


Reaching the bell-tower, we climb to the top. The village looks deserted from up here. Silent...peaceful.

272.jpg


Safiya_small-1.jpg
(You hear a tapping from the speaker...a series of sharp taps, then a slow, two taps.)

dweller-1-1.png
Christine? We're almost ready here.

Safiya_small-1.jpg
(A single tap comes from the speaker, then silence.)

q-1-1.jpg
Ready. The both of us. I'll keep Dog locked in his cage...you just open the Sierra Madre.

657-1.jpg
What are you waiting for? Strike up the band already.

657-1.jpg
Careful when you do...you think the Villa's bad now, you haven't seen anything.

dweller-1-1.png
I'm ready - everyone, trigger the event.

29.jpg


The sky lights up with fireworks; celebratory music blares through the streets. And it appears that...uh-oh.

28.jpg


Ghost People swarm through the streets, heading in the direction of the hypnotic sound.

dweller-1-1.png
Oh, shit...there's...too many of them!

26.jpg


dweller-1-1.png
Oh, God, oh God, if there's someone out there, then don't let me die here...please, don't let me die here...

dweller-1-1.png
...please?

Suddenly, on the rooftops overlooking the town, a dramatic silhouette appears.

Tim-Cain_BIO-2009boxart_160w-1.jpg
Did someone call for a hero?

dweller-1-1.png
Tim Cain? You're...you're back?

Tim-Cain_BIO-2009boxart_160w-1.jpg
Oh, I'm back, baby. And I'm all levelled up.

dweller-1-1.png
:yeah:

Tim-Cain_BIO-2009boxart_160w-1.jpg
You Ghost People don't stand a *ghost* of a chance against me!

26-1.jpg
(Aiiiee! Tim Cain! Run for your life!)

Tim-Cain_BIO-2009boxart_160w-1.jpg
Oh-ho? So you think you can run from the wrath of Cain?

In vain, the masked phantoms attempt to flee; but Tim just has too many action points.

26-1.jpg
(Aiiee!) (Dies.)

dweller-1-1.png
Tim, that was...incredible. What're you doing here?

Tim-Cain_BIO-2009boxart_160w-1.jpg
I come bearing a message for you, Courier - from Chris Avellone. He's been trying to contact you.

dweller-1-1.png
Then my visions were...oh, I see! What does he want from me?

Tim-Cain_BIO-2009boxart_160w-1.jpg
He wants your help, Courier. You've seen what Fallout's turned into, the great bloated franchise it's become; and Chris feels he's partly to blame. The lulzy elements of Fallout 2 that upset the delicate tone of the original? They planted the seed that became the uncohesive, random 'hilarity' of Fallout 3. They let impurities crept into Van Buren - real-time with pause, 3D isometric - and slowly it slipped away from them. And now, the ignominy of creating a new Fallout game...like this. In fucking Gamebryo, the shadow of Bethesda's foul and monstrous creation.

dweller-1-1.png
So that's what he meant...about wiping the slate clean. He wants to nuke the setting?

Tim-Cain_BIO-2009boxart_160w-1.jpg
He thinks he can try. But it won't work; it'll require narrative justification for having a very large quantity of nuclear bombs turn up out of nowhere, unexploded and ready to fire, which is just stupid. And no matter what he does, it'll only be a choice at the end of an expansion's DLC. He won't be able to make it canon, or blow up as much as he'd like. Bethesda, Interplay - they'd never let him destroy Fallout for good. It's a lunatic's plan, Courier.

dweller-1-1.png
And what do you think, Tim? Would you see your creation wiped out to start all over again? Could you let go of Fallout?

Tim-Cain_BIO-2009boxart_160w-1.jpg
Could you, child? In truth...my game slipped away from me long ago. When Bethesda beat Troika to the rights, when the big-shots began to tear Fallout 2 from our grasp...when I turned my back upon the world and my past glories and vanished into exile at Carbine Studios.

Tim-Cain_BIO-2009boxart_160w-1.jpg
In all I see, there is greed, and the weight of history. In the words of Jeffrey Katzenberg - like lemmings, we are all racing faster and faster into the sea, each of us trying to outrun and outspend and out-earn the other in a mad sprint towards the mirage of making the next blockbuster. No matter how many games Obsidian make from now on, the first Internet comment beneath the announcement will read, 'LOL buggy shite!'. No matter how long Bioware stumbles on for, every one of their games will have to contain romances from now on. We cannot escape this relentless progress, this expansion and this dilution...unless we destroy it all, and for good. Wipe out the past, wipe out the memories of the past and the ruins of the past, destroy it all, leave no trace of what once was.

Tim-Cain_BIO-2009boxart_160w-1.jpg
Nuke the entire CRPG genre, and begin again, perhaps a little wiser.

dweller-1-1.png
But how would you even go about-

Tim-Cain_BIO-2009boxart_160w-1.jpg
I have to go, I'm afraid. Good luck, Courier. Your prestigious magazine, 'RPG Codex' is the last hope for the genre, I've always thought. Actually, I've got a browser tab open - if you've got a sec, I can show you what I mean-

dweller-1-1.png
NO, TIM! DON'T LOOK!

Tim-Cain_BIO-2009boxart_160w-1.jpg
I...er. A Skyrim thread. Oh, and look, there's another. And...another. And another. And another. And...

Tim-Cain_BIO-2009boxart_160w-1.jpg
...

Tim-Cain_BIO-2009boxart_160w-1.jpg
...well, uh, anyway, like I said, good luck.

NEXT TIME: We enter the Sierra Madre!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom