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slowpoke checking in: New Vegas

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
I really liked the game. Dare I say, I enjoyed it more than the original Fallout games? :oops:
For me, there were too many fetch quests and the writing/story got too goofy once the Legion and House got involved, at least for my tastes. But I do think it's one of the best RPGs we've had in many, many years. I don't like it more than the original Fallout, but Fallout 2? I'd say so.
 

Rpgsaurus Rex

Guest
Personally, if I went for a replay it would be a modded FO:NV > FO2 > FO1.

With nostalgia goggles on it would be something like FO2 > FO:NV > FO1
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Nostalgie goggles are powerful loot items for sure, yet I would still say Fallout is my favorite, just for atmosphere if nothing else. Fallout 2 and Fallout: New Vegas are probably tied after that.
 

Rpgsaurus Rex

Guest
Nostalgie goggles are powerful loot items for sure, yet I would still say Fallout is my favorite, just for atmosphere if nothing else. Fallout 2 and Fallout: New Vegas are probably tied after that.

For atmosphere only, there's no doubt the first is superior... it's just so damn short. :(
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,326
Location
Flowery Land
I really liked the game. Dare I say, I enjoyed it more than the original Fallout games? :oops:

I liked it better than the first two Fallouts, purely because the two are badly in need of a source port (interface is awful, the number of clicks to attempt a lock picking, especially when lock picking is a die roll and not a threshold meaning you attempt it multiple times, is terrible, made worse by how many doors, the 3 in necropolis come to mind, are hard to click thanks to a lack of "show interactive" like latter Infinity Engine games had. Even at its quickest the combat is SLOW, badly in need of something like Arcanum's fast turn based and ToEE "enemies take their turns at the same time")
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
I did a partial replay of the series (partial because I resolved to stop each game when I got bored) bar F3 before getting FNV, and the original is the only one I finished, mostly because I was interested in noticing how much it was not designed to be a conventional RPG.

People give F1 shit for having bad combat, but it was designed to be rather fundamentally GURPS-like in that straight-up fair combat is always supposed to be the dangerous, stupid solution no matter how you build your character and almost everything is resolveable by either adventure-game means or by setting up unfair combat in your favor. I just didn't notice it when I was younger and primed to mash the quickload key to spam more eyeshots.

F2 was designed to feature constant, nominally tactical combat with followers etc. without changing much about the basic mechanics and isn't "aware" that its Russian roulette combat isn't funny after you've seen all the kill animations.

FoT retrofits the basic Fallout combat system further to lower the roulette stuff by taking out all the 6000 damage armor bypassing crits and it's just... OK. The game is just too long to finish for the level of interest the core mechanics are worth.

FNV has constant, low-randomization combat that's a passably non-retarded playground for gunporn and min/maxing. Mostly getting rid of DR and going all DT was a good decision for the gun porn, too, because it means that a lot of different weapons become optimal in at least one or two cases.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,522
Omg you have to press 2, my brian! Also lol @ suggesting that F3 and its Obsidian mod have an interface worth anything else then shitting on it from great heights. edit: that was about deuxhero's post
 

Statik

Educated
Joined
Sep 29, 2012
Messages
83
Can we have some DLC discussion here?

I loved Dead Money. It was the only moment in the game that resembled survival with limited resources in a post-apocalyptic wasteland. The constant attrition from the cloud, the reduced visibility and the distinctive breathing of the ghost people make me a very happy atmospherefag. Also, the writing, characters, and dialogues are all quality stuff. I know there's a large population out there that hates its guts, but from what I could observe 80% of the complaints are along the lines of BAAAW MY POWAR ARMOR AND GOBI CAMPAIGN SNIPER THIS FORCES YOU TO PLAY MELEE DERP, which is a good way of announcing to the world that your IQ does not exceed room temperature in Celsius. Seriously, with the amount of anal pains it causes, this should be renamed Retard Detector: The DLC. Too bad that playing it first gave me rather high expectations for the others and set me up for disappointment.

Honest Hearts was... I don't even know. It was... there, I guess. I honestly can't even form a reasonably strong opinion of it one way or the other, so I guess it's just horribly mediocre and uninteresting. There wasn't anything about it that pissed me off, but there was absolutely nothing worthwhile either. Well, I guess the survivalist backstory was nice, but that's it.

Old World Blues had its lolmadsciencelol gimmick, which was decent, but it does tend to get old the 17th time one of the floating brains has a LOL TEH FUNNYZ HAMMY MAD SCIENTIST moment. Also, when it comes to area and encounter design, it is a fucking trainwreck. Basically, a 10 second walk in any direction and you'll encounter bulletsponges that travel in packs, which means you'll have to suffer through the shitty combat at every step. Having such a high density of enemies in a rather small area is a horrible idea considering how tedious the combat is. One hour in, I just gave up fighting everything I came across and just ran from one objective to the other because fuck the police. And, to make things even worse, SPAWNS FOR EVERYONE. There was this one instance near the end, when I was going after Mobius. There were two roboscorpions guarding the entrance. The moment I attacked them three more spawned instantly right in front of me and another three behind. Jesus Christ, guys, at least attempt to make it less obvious.

Leaving Lonesome Road for last and playing at a high level turned it into Tedious Adventures in HPbloat Canyons, with a deranged dude yelling at me because hurrdurrderp. Can't say I've particularly enjoyed the experience.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Can we have some DLC discussion here?

I respected what Dead Money was trying to do but survival horror and shit isn't really my thing. I enjoyed it though, for what it was.

Honest Hearts was more exploration, I dug it for that, but in the end it was pretty forgettable.

Haven't played the other two yet, waiting for a new playthrough.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,566
Codex 2013
Honest Hearts was possibly the worst of the lot. Boring as shit and absolutely no incentive to explore whatever the fuck that place was. I couldn't get out of there fast enough.
 

Statik

Educated
Joined
Sep 29, 2012
Messages
83
Honest Hearts was possibly the worst of the lot. Boring as shit and absolutely no incentive to explore whatever the fuck that place was. I couldn't get out of there fast enough.
Yeah, it was the least enjoyable for me as well. Even with all my bitching about spawns in OWB and high level foolery in LR, I still enjoyed these more than HH, which speaks volumes about how goddamn boring it was. At least it was short.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,326
Location
Flowery Land
(note: got all DLC "free" with Ultimate Edition)

Dead Money is great the first time, but it doesn't really have any replay value. Playing as a sneak sniper was an interesting experience due to lack of silent weapons. Limited resources ceased to be an issue by the time you enter the casino proper (even before gambling). You'll walk out of the DLC with more supplies than you came in with if you make an effort at grabing chips. The gamebyro broken stealth hurts it

Main quest of Honest Hearts is REALLY short and not that great and while there are some good side quests, almost all disappear after beating the short main quest. Free exploration is good

OWB is great and has replay value. The best. Sadly a little lacking in dialog of significance (short of the Think Tank and Mobius, who was an interesting character, the only people to talk to are the appliances, which while amusing, doesn't give much and can even be disabled entirely).

Lonesome Road is OK, but again, no replay value. What utterly kills it is how it tries to check your faction based on fame, so your House myrmidon winds up listening to Ulysses rambling about Kimball. Wearing a mask also makes Ulysses hard to make out at times.

I actually really like GRA if you have a mod that implements it as Obsidian would have if not for console limitations (letting you mod the base weapons). All the new items are pretty well balanced, varied, scattered throughout the game and pretty interesting.

Courier's Stash is strange. They couldn't have triggered it upon leaving the house like the other DLC?
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
Dead Money is fun to replay once just to play around with the companions more. Antagonizing them all is fun if you were nice the last time (or the reverse), they have different barks when exploring the area outside the casino, etc. I agree it isn't really necessary to play it by exploring thoroughly and scrounging aggressively like a "real" survivor horror game (say SS2), at least not after the early part of the DLC, but it's good enough to give me gameplay drive to do shit like find all the Dean's stash suitcases and so on.

OWB is just normal Fallout 3 engine quest-compass-wrangling. I mean... there's plenty of that in the main game. All the weird OCD pandering fanservice content (like making pencils into legit loot, the plant converter, giving you a teleporter to a player house in general) is also vaguely disgusting. I found it aggressively unfunny to start, but that got better after the brains were allowed to stop tag-teaming conversation.

Other two are junk.
 

WalmartJesus

Learned
Joined
Apr 26, 2011
Messages
294
Location
Jew York
(note: got all DLC "free" with Ultimate Edition)



Main quest of Honest Hearts is REALLY short and not that great and while there are some good side quests, almost all disappear after beating the short main quest. Free exploration is good

I wish Obsidian used this for Honest Hearts' soundtrack:

 

Endemic

Arcane
Joined
Jul 16, 2012
Messages
4,321
I think the Modoc theme is better. Shame it was relegated to a couple of caverns in NV. I heard the Redding music around the wrecked Highwayman as well.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,228
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.nma-fallout.com/article.php?id=63796

New Vegas cut material info

We've just received a tip from a source with a reliable track record regarding some cut material from Fallout: New Vegas. Given we have very good reasons to believe this is all true, we figured we might as well share it, especially given it includes a few juicy bits.

* We already know that Freeside and the Strip were meant to be single worldspaces rather than broken up in little pieces, and that they were changed to make the game run on consoles and lower end PCs, but apparently a few other areas were affected: originally the Crimson Caravan Company area, North Vegas, Westside, the Aerotech Park and the Fiend territory were all part of the main worldspace rather than separated by a loading screen. After trying to get the game to run on consoles like that and not getting good results, they made each of those areas its separate worldspace.

* When Ulysses was still a companion in the game, he was indeed meant to be recruitable at the location that became Wolfhorn Ranch, as some people have guessed from the fact that the location was called "Ulysess' camp" in some localized versions of the game. This version of Ulysses would actually not be open about his allegiance with the Legion, but rather try to gently steer the character to more pro-Legion views while offering commentary of the various locations and events of the game. Ulysses would only openly admit his pro-Legion beliefs when dealing with a Legion-affiliated PC.

* You might remember that the Fallout wikis used to note that NPCs will cheer at the death of the NCR Drill Sergeant. That doesn't actually happen in the game, and has been removed from Nukapedia's page since then (there's no older version on the Vault, likely because this change predates the split). We can confirm that the idea floated around the dev team at one point, and was possibly even implemented just to be scrapped later on.

* The Black Mountain location was meant to play a larger role in the NCR/Legion conflict at one point, with factions interested in controlling it due to its satellite system (the NCR to expand their broadcast range and the Legion to use as a jamming system). Digging through the files of the game one can still find some references to a quest that involved blowing up the satellite dishes that was tied to that older design of the area.

* The Securitron Marylin, a flirtier counterpart to Jane at the service of Mr. House, was cut due to unconditionalized/missing dialogue that couldn't be re-recorded at that point in development. Some NPCs had similar problems which is why you see so many "..." goodbye lines in the final title.

* There are references to an "Underpass" area in the game. This cut area was never really meant to be particularly relevant and was based around Brahmin farmers. You could find it on the north end of the map, north of New Vegas Clinic.

* A lot of work had to be scrapped after the post-Hoover Dam gameplay was cut, including the option to help the Omertas take over the Strip as a consequence of a successful execution of Operation Racket.

* At one point during development you'd be able to actually work with the Fiends, which explains the cut dialogue for the Three-Card Bounty quest. You could allow the Fiends to break into Camp McCarren (referenced in some of the ending slides) and you'd be able to witness the consequences of that action in post-Hoover Dam gameplay.

* The dead Powder Ganger in Quarry Junction, Hawkins, was actually meant to be up one of the rock processing machines rather than the location he is in in the final game, alive. He had an attached quest to save him from the deathclaw infested location (the reward being simply some money) and in terms of dialogue he'd feign ignorance about the activities of the Powder Ganger. Speaking with Chomps Lewis would let you unlock a dialogue option to call him out on that. This cut was likely done because as development went on the area became more obviously geared for high-level players, so such a minor quest would have been pretty much inconsequential.

* In the original design Freeside was meant to lose power between 11pm till dawn or so, making the choice to route power to the location more relevant, as it'd mean that the Followers would be able to continue operating during the night too.

* At one point the game included a trader named Felicia who would give you items such as stealth boys, mini nukes and energy cells for Sunset Sarsaparilla bottle star caps.
 
Dumbfuck
Joined
Feb 2, 2012
Messages
7,056
Codex 2012
Mini-nukes, hmm. I remember collecting several dozens of those and never had the opportunity to use them (game finished so fast). Basically finished the game with an All-American rifle, grenades and combat armor

So anyone tried Project Brazil?
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
* In the original design Freeside was meant to lose power between 11pm till dawn or so, making the choice to route power to the location more relevant, as it'd mean that the Followers would be able to continue operating during the night too.
That would have been awesome.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Great behind the scenes stuff. It says a lot about New Vegas that I actually care about all that and can sit here reflecting on how it would have changed the game.

:love:
 

GreyViper

Prophet
Joined
Jan 10, 2011
Messages
1,523
Location
Estonia
Mini-nukes, hmm. I remember collecting several dozens of those and never had the opportunity to use them (game finished so fast). Basically finished the game with an All-American rifle, grenades and combat armor

So anyone tried Project Brazil?
Yep and I was quite pleasantly surprised. The jock and nerd paths did play out quite different. Tough with smart jock you could achieve some of the same things as nerd. But still were locked out of some of the other content. Still the pacing was nice and when the big event came, I didn't expect it. So yeah its worth of playing through both sides, now to wait for part 2.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
F:NV is worthy sequel to F2, but something does not let me like it as much. Maybe shitty monochrome graphics?
 

Broseph

Dangerous JB
Patron
Joined
Nov 24, 2012
Messages
4,394
Location
Globohomo Gayplex
Maybe shitty monochrome graphics?


CFE138567079A44AF75335ED921235EBFBF7C3BB


:hmmm:
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
Yes, it's amazing how even this place manages to look shitty and monochrome.
 

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