First details of "Fallout: New Vegas" or an exciting hoax?
This may very well be a hoax, but it's pretty well written and convincing. From the Halife2.net Forums:
Fallout New Vegas information is coming "very soon." It's going to be Gameinformer's next cover. This is the information in the magazine:
- Similar to Dragon Age: Origins, at character creation the player can select from different background stories. The first few hours of the game are different depending on which background you choose, and you get some unique perks based on your background when the main game begins.If this is a hoax, it's from someone who really likes Van Buren because this is almost straight out of Van Buren (when entering the lower levels of the Hoover Dam, you run into Chinese Spy ghouls).
- One background story is shown, Chinese Agent. The background story takes place before the bombs fell. The player is part of a team of Crimson Dragoons infilitrating Hoover Dam. You manage to sneak through the Americans' defenses, set explosives, and head to an extraction point, but your escape is cut off by American soldiers in Power Armor. The player and other survivors of the Crimson Dragoons take refuge in a cave in the canyons, where they commit hari kari with cyanide capsules. The player about to do the same when the bombs fall. The background story ends an indeterminate time later, when the player exits the cave, removes his helmet, and sees his ghoulish reflection in the waters of the Colorado River.
- By default, the Chinese Agent has the skills Sneak, Small Arms, and Explosives tagged and SPECIAL stats set, although the player can modify their tagged skills and stats if they don't like the template.
- One character background option is Lone Wanderer. This selection has no background story or template and is a complete blank slate for players.Sounds about right.
- The SPECIAL system used will be similar to Fallout 3, but skills will be harder to cap and one character will not be able to become a master of all skills. The article is not very specific because apparently it's something the developers are still tweaking.At this point that's probably a given. Josh Sawyer (the lead on the project) is a massive systems nerd. What I know is only that the guns / armor system is being overhauled to DT (Damage Threshold) over DR (Damage Resistance) much like how the original Fallouts worked, but hopefully better (that system wasn't too balanced). I know he doesn't like a lot of things about the innards of F3, chief among them being the very Bethsoft-ish tendency to be great at everything from the start of the game, and the first aid systems.
- Gambling will return, but not as a skill. Your Luck stat will effect gambling results. You can attempt to cheat at cards using your Sneak skill or hack slot machines using your Science skill.Natch.
- There will be vehicles. The desert of New Vegas dwarfs the Capital Wasteland and you will need transportation to get around and explore it. You will acquire a vehicle several hours into the main quest. You can customize your vehicle with parts bought at shops or won through racing circuits and quests. Vehicles will not be common, but you will encounter road gangs, merchant caravans, and other vehicles in the wastes. The open desert is home to some very large mutant creatures, like giant radscorpions and sandworms, that will attack your vehicle.There are a number of issues. One, as Borderlands and many other games have shown (ahem Mass Effect), vehicular portions of a game are more or less their own game and they need lots of attention. The sheer number of bugs that would need to be weeded out with physics and the like would be staggering. Also you'd need an exceptionally flat wasteland.
I think the Fallout feel comes from the physical setting (I keep things in the American southwest), the continual presence of Fallout organizations and new organizations that blend into previous Fallout styles, and by keeping super mutants, ghouls, centaurs, and other really freakish critters at the fringes of areas.But he could have changed his mind, or vehicles could've been an integral part of the pitch to Bethsoft, who knows. I'll believe it when I read it.
I also try to downplay obsession with fuel and vehicles, as most people have simply adapted to traveling by foot and brahmin -- or through the generation of alternate fuel like ethanol. SECs and MFCs are usually used for weapons, not transportation. Rare vehicles are usually motorcycles, but there are no gangs of roving vehicle guys. There just aren't enough intact vehicles and fuel sources going around for that. Long distance travel is often done by rail, sometimes with the aid of the Iron Lines tribe.
- New Vegas has a coliseum run by a slaver gang called the Caesar's Legion. You can gamble on and participate in arena fights.Prepare your bodies for the thunderdome. It is the new law. Caesar's Legion is also from Van Buren - they were supposed to be a massive organization and the main focus of the sequel to Van Buren. Maybe Obsidz decided to make Black Isle's Fallout 4?
What I know is only that the guns / armor system is being overhauled to DT (Damage Threshold) over DR (Damage Resistance)
The effectiveness of it was limited to the sort of character you were playing.Sure, if you didn't take the perk that lets you wear power armor.
You guys never played Two Worlds or you'd know how bad riding horses in video games can be.
He's got a pretty good gig for a guy who used to be in Jefferson Starship.
is gonna spend time today playing FNV when a constant string of meetings isn't interrupting. (http://twitter.com/DCDeacon/status/8541990811)
I just walked over and told the lead tester that his LARPing performance has been down lately. This is going to have a major affect on FNV. (http://twitter.com/loonyboi/status/8516349269)
Experience all the sights and sounds of fabulous New Vegas, brought to you by Vault-Tec, America's First Choice in Post Nuclear Simulation. Explore the treacherous wastes of the Great Southwest from the safety and comfort of your very own vault: Meet new people, confront terrifying creatures, and arm yourself with the latest high-tech weaponry as you make a name for yourself on a thrilling new journey across the Mojave wasteland. A word of warning, however - while Vault-Tec engineers have prepared for every contingency,* in Vegas, fortunes can change in an instant. Enjoy your stay.
* Should not be construed as a legally-binding claim.
Fallout: New Vegas is scheduled for a Fall 2010 release on the Xbox 360, PLAYSTATION 3, and Games for Windows in North America and Europe.
Who is developing the game?
In conjunction with Bethesda Softworks, Fallout: New Vegas is being developed by Obsidian Entertainment, the creator of award winning RPGs such as Neverwinter Nights 2. Obsidian is also led by the founders of Black Isle Studios - the developers of the original Fallout and Fallout 2.
Where does Fallout: New Vegas take place?
In and around New Vegas in Nevada.
What is Fallout New Vegas’ rating?
Currently the rating is pending, but is planned as a Mature-rated title.
What are the PC system requirements?
Closer to the release of Fallout: New Vegas, we’ll share the minimum and recommended system requirements.
Is Fallout New Vegas a Games for Windows title? Will it require Windows?
Fallout: New Vegas is a Games for Windows title. As such, you’ll be able to use an Xbox 360 controller if you choose. New Vegas will run with Windows XP, Vista, and Windows 7.
Will Fallout New Vegas include multiplayer?
No, Fallout: New Vegas is a single-player game only.
I have lots of ideas and questions, where do I send them?
We encourage you to register on our official forums and post your ideas and questions in the Fallout: New Vegas section, where our fans and developers share and discuss ideas and answer questions.
Where can I get more information on the game?
Check out our official site, fallout.bethsoft.com, where we continually update our sections for art, reviews, previews, interviews, and more. You can also visit Bethesda Blog, our Fallout Facebook page, and our company Twitter page.
you know what would rule is if we saw what the game fuckin looked like at allThat comes next week.
Yep, I did area design and encounter design for F2 (worked on Vault City's third and final iteration, companions: Cassidy and Myron, special encounters, New Reno, Raider Camp, and the EPA, which got canned - and good thing, too, we already had too many locations) and some perk designs. Brian Menze, Feargus, Chris Jones, Scotty Everts, and Dan Spitzley are all here, all worked on Fallout 2, not all of them are on New Vegas, though.
The trailer is the only thing I can point to to answer your question, can't say much more than that. Josh and John Gonzalez (our creative lead and master of all things plot-related) put together a great story with some fun new mechanics, and they know their Fallout. I think we're using all the stuff we've been kicking around for the past ten+ years with RPGs and seeing how they can be applied to New Vegas on both the plot and system side.
Hey Obsidian devs!So we know the art direction is more "Western".
- Love your old games!
- Love love your current game! I especially dig the new, more "Western" art direction.
- I'm sorry I didn't comment my code more, but I spent entirely too much time on the forums during Fallout 3. ((IMG:style_emoticons/default/stare.gif) )
:Programmer VANISH!:
Also it's worth pointing out that the figure in the Teaser is about as close as you get to the text description of Cassidy in Fallout 2, so it's almost definitely an NCR Ranger. The Rangers supposedly originated from Vegas according to Cassidy, but that was in all likelihood just a Wasteland (http://en.wikipedia.org/wiki/Wasteland_%28computer_game%29) reference. Wasteland took place in a post-apocalyptic Vegas ruled by a mobster named Fat Freddy.
Okay so my subscriber copy of PC Gamer UK arrived, and they have an eight-page article on New Vegas. Salient points:
- First-person action RPG with the same engine as Fallout 3 (sorry, Van Buren fans).
- Set in the Mojave wastelands. Vegas didn't get many nukes. More intact buildings, as well as desert vegetation. Vegas itself is mostly intact.
- You don't play a Vault Dweller (or descendant of one) but a courier, left for dead and saved by a friendly robot.
- The overarching story is a struggle between the locals, Caesar's Legion (a faction of slavers from the east) and the New Californian Republic. Vegas itself is mostly intact.
- Both karma and reputation are tracked. If I'm reading it right there's separate reputations for each of the settlements, as in 1 and 2.
- All dialogue options are shown to all players, regardless of whether you have the stats to succeed or not, though there's no punishment for failure.
- Bartering is not just lower prices but negotiating for better rewards.
- VATS returns, and melee weapons have special moves in it. The golf club has "Fore!", which is a shot to the golf balls (so to speak) that knocks the opponent down. Weapons also now have knock-back upon death, with shotguns sending mans flying.
- Super Mutants return, but in two varieties - the smarter ones from Fallout 1, and the idiot ones from Fallout 2. On at least one occasion you can convince them to fight amongst themselves.
- New weapons include what appears to be an M4 and a grenade machinegun.
- Followers can be managed through a context-sensitive menu, with orders like "follow", "stay" or "attack".
- Hardcore Mode! In this mode, Stimpacks heal over time (as opposed to instantly), combat is tougher, ammo has weight and you can suffer dehydration, so keep some water on you!
One of the screenshots has a Super Mutant with a blonde wig and pink heart-shaped glasses.
You're a courier, wounded and left for dead in a shallow grave. A friendly robot, Victor, digs you out, and his doctor owner Mitchell patches you up. You take a "vigour test", which is some sort of electric parlour game. This decides who you are and sets up SPECIAL. You can also take some Rorschach tests, but the mag says this is for fun. The Doc then gives you a Pipboy as he was once a Vault dweller.Teaser trailer = demystified!
"Hoover Dam", and "Helios" (a solar plant, confirmed by the mag to have been built by Poseidon) are fought into and then you can direct the power to wherever you choose. In the case of Helios you can also keep the plant for your self use the energy to call down a powerful laser, or even try to distribute to all equally, however there is a risk of overloading the reactors.
There is a "reputation system", in which all three factions (NCR, Ceasar's Legion and the locals) will either see you as good or bad toward them individually.
There is a screenshot of three Capital Wasteland mutants running toward the player, who is wielding what *looks* to be a heavy incinerator, but has a TV screen and no flamer fuel tanks. He's also wearing NCR combat armour, which is in gold/mustard colours.
There are two separate screens of supermutants that look to be more local, grey skin, and the two are wearing very different clothes. One is Tabitha, who is hearing a blonde wig and love heart glasses. The mag implies she's "not all there".
One that quest, you rescue Raul, a ghoul who Tabitha kept alive to fix her favourite robot. He appears to be a follower, as the mag says you can give him items, and also commands, such as "stay, follow or attack", and also tell him to switch to melee, in which case he'll mutter "sure, I'll put away my rather effective gun, and switch to this piece of um, metal tubing here".
From what I read, the "all dialog" thing seems to imply there will be failures for skill checks as well as speech checks, though, as the mag states, there is no penalty for failing a skill check. In fact, the mag gives an example: A woman who the player tried a Sneak skill attempt on in conversation failed when convincing her an ambush would help the town be rid of a gang of raiders. She simply says ""Good luck with your, uh, ambush"
I also do want to clarify what is meant by "no penalty for failure". All it means is that you won't wind up in a worse position than you were before selecting it. If a dude bursts in and is intent on killing you, he's still going to want to kill you if you fail the Speech check to talk him out of it.
...
For each skill-based dialogue check, there is a high-skill (will succeed) and low-skill (will fail) option. Naturally, the NPC has different responses for each one.
* The Hoover Dam is in the game and is supplying electricity to the city.I'm not entirely sure about the Area 51 claim, yet.
* There is a quest to rescue a ghoul from some super mutants. The ghoul can then become your companion
* The Geckos are back.
* There are both dumb and intelligent super mutants, including the elite Nightkin.
* Some super mutants look similar to the ones in Fallout 3, while others are new. There is e.g. a female super mutant with a 1950s hairstyle who apparently is one of their leaders.
* Screenshots include a guy with a beard and straw hat, a ghoul an NCR Ranger
* The only picture of New Vegas itself is concept art and not a screenshot
* Some location screenshots include a huge model dinosaur advertising a hotel, some satellite dishes, an array of solar panels
* A character generation shot showing a "vigour machine" instead of the skill book
* NCR base is the McCarran Airport, Caesar's Legion is based in the Vegas Strip, while super mutants are based in a place called Black Mountain. There is also a town called Fremont and another called Primm. A topless reuve is mentioned as being in the latter. Area 51 also appears.
* NCR Ranger armor is similar to a brown combat armor with sleeves, there are concept arts of a Ranger
* Skils have a bigger effect on conversation choices. E.g. someone with a high Explosives skill may be able to have a coversation about explosives where appropriate.
* There is a Reputation system in addition to Karma.
The only thing I got from those magazines is that Normal Mode equals Easy Mode.
* It shows the command wheel for followers, with 8 commands: toggle melee/ranged, open inventory, toggle stay close/keep distance, back up, toggle aggressive/passive AI, use stimpack, toggle wait here/follow me, return to normal dialogue.Some clarification on the "doesn't tell a single-player story" - basically what it sounds like is that it's going to be more Icewind Dale than Baldur's Gate, which is to say that the "character's story" isn't as important as what goes on in the gameworld. You don't seem to have a central reason for going through the game ala Fallout 3's deadbeat dad. The implication seems to be that the core path may be a big macguffin.
* Scripting is wittier, characters more distinct. Example from vigour test word association: mother-human shield.
* Opening inventory consists of a kit from the doc, adapted to your starting stats (like Fallout 1).
* The Nevada area is less affected by the nuclear war, so it has plant life, relatively unspoiled houses, and in visual presentation has saturated colours and a bright sky.
* There's a tutorial (led by a character named Sunny who looks a lot like Moira Brown), but unlike Fallout 3, it's optional, so you can hit the open game in 5 minutes from starting.
* NCR and Caesar's Legion are the confirmed faction, article assumes Brotherhood of Steel will be in but they weren't mentioned in the presentation.
* "In New Vegas it's all about the player examining the ideologies of the various groups that are controlling the area and supporting one over the others," explains Sawyer. "Each of the ideologies will have something good that you can relate to, but will also have massive flaws."
* When asked about PS3's Fallout 3 being inferior to the others and if New Vegas will do better, Obsidian devs make no promises but indicate it was a learning process and they're working with all 3 platforms and all have problems.
* The New Vegas strip is still in construction but will have gambling, variety shows and concerts.
* Electrical power is key in the faction struggle.
* Radiation is still a problem, there's a nuclear test site to explore north of New Vegas.
* The soundtrack will blend "Rat Pack style tunes with more Western numbers".
* New Vegas doesn't tell a single-player story, but weaves decision into the gameworld and gives you greater power to influence things than Fallout 3 did.
* On top of adding back in geckos, New Vegas has a whole new type of animal: mutated mountain rams called Big Horners.
* Sawyer says that FNV is to Fallout 3 what Vice City is to GTA3
- The Brotherhood of Steel will make an appearance, but won't be one of the main factions, unlike the New California Republic and the Caesar's Legion
- Special attacks in VATS are performed by pressing Y (For 360)
- The Pip-Boy in the game is the Pip-Boy 3000 from Fallout 3
- Your quest in the wasteland involves finding out who tried to murder you and what was in the package you were carrying
- In Goodsprings, there is the option of joining with the Powder Gangers and ruining the town.
- Customization - Scopes on pistols is one example. It also affects the guns performance, add a large magazine to a weapon, and you'll notice longer, but fewer reloading times.
- The reputation will be important to the ending
- Nightkin have been turned schizophrenic through prolonged use of Stealth Boys, they deactivate their camo before attacking you, with a club. You can only target them in VATS when they're visible.
- You can covince Tabitha that the dumb mutants are planning a revolt against the smart ones, and that causes a battle between the two factions, leaving you to go and grab up Raul.
- Poseidon Energy was developing a solar weapon called Archimedes II. The plant is currently controlled by NCR, and they've placed a guy named Fantastic in charge of the plant, he hasn't figured out how to activate the plant or the weapon yet. But, if you're good enough, then you can. You can divert power to the wastes, or use the weapon for your own ends.
- SPECIAL descriptions are back: If you have 1 Endurance, your Endurance description is 'Basically Dead' and with 10 Charisma you are 'Cult Leader'.
Oh yeah, i have a list of SPECIAL Descriptions for Strength
10 - Hercules Bigger Cousin
9 - Doomsday Pecs
8 - Circus Strongman
7 - Beach Bully
6 - Barrel Chested
5 - Average Joe
4 - Lightweight
3 - Doughy Baby
2 - Beached Jellyfish
1 - Wet Noodle
No one ever accused vanilla Bethsoft games of being hard.
- Inon Zur is returning to compose (booooooo)
- Inon Zur is returning to compose (booooooo)
Bleh, that does kinda bum me out. I don't have a problem with Jeremy Soule and Inon Zur in general like some people do, but if you're going to hire guys like that it better damn well fit the setting. For example, I was perfectly fine with Zur's bombast when it was applied to Dawn of War. Not exactly a subtle setting. But Fallout is about desolation, dammit.
And yet all I did while wander the wasteland was listen to GNR. I considered downloading a mod that added a hundred or so songs from the same period because I was hearing the sam e songs over and over (although I'll never get sick of Anything Goes, and especially not when I'm killing mutants in the most graphic fashion), but didn't because the game was struggling on my old PC as it was.
The police put Pete in jail
Yes, he finally met his faith
But when they came to pay his bail
They found him choppin' up his cell mate
I think you misread his post. I'm pretty sure he was saying he thought the soundtrack was great, the only problem being that it didn't have enough songs on it, so he contemplated adding more songs from the same era as the songs on the soundtrack to it.
I loved Fallout 3's soundtrack. Without a doubt hands down loved it. I listen to the GNR online radio station. I think it fits in well with the crazy distopian setting, or I guess provides an interesting contrast. The music is upbeat and cheerful and sort of rubs in the fact that you are so fucking and will never see another blade of grass ever again growing in the barren wasteland you call home. Also, I mean, songs like Butcher Pete are just insane. It's an upbeat song about someone who likes to chop people up. Plus the music is mostly 40's and 50's music, which fits in perfectly with the games sort of space age retro-futuristic setting.
So in all, I found the soundtrack perfect.
But this is coming from a girl who wish the Ink Spots could sing at her wedding.
Clearly, you have a responsibility to push the series forward, but there's also nothing worse than a misguided attempt to differentiate a folow-up that only ruins what everyone loved about the original. Throw in a new developer - New Vegas is being developed by Obsidian rather than Bethesda's in-house team - and there is no doubt that a fair few Fallout fans will be more than a little concerned that this could be a recipe for nuclear disaster.
Quote from: OXMClearly, you have a responsibility to push the series forward, but there's also nothing worse than a misguided attempt to differentiate a folow-up that only ruins what everyone loved about the original. Throw in a new developer - New Vegas is being developed by Obsidian rather than Bethesda's in-house team - and there is no doubt that a fair few Fallout fans will be more than a little concerned that this could be a recipe for nuclear disaster.
# New California Rangers wear modified LAPD riot armor. The trenchcoat guy from the teaser is identified as one in the article.Also Obsidz head Feargus Urquheart mentions offhand that Obsidz and Bethsoft had been in talks to collaborate for years prior to the New Vegas deal, which is interesting.
# Gun modifications will increase damage, ammo capacity, accuracy, rate of fire and more
# The player will be able to have two or three companions in their party
# With Raul the ghoul in your party, you'll start to pick up clues that he's more than just a simple mechanic
# Unsurprisingly, deathclaws and radscorpions are mentioned
# From the screenshot, Fore! indeed looks like an attack on the head, not groin, as mentioned in an earlier preview
# The dinosaur casino is identified as Dinky the Dinosaur
# NCR is described as large and powerful but bureaucratic.
# Chris Avellone: "It's a very amusing location design-wise. Vegas is like a whole city-wide amusement park. We can play on different themes, different styles. It's fun for the artists, it's fun for the designers... I don't know how much fun it's going to be for the programmers"
# J.E. Sawyer: "The Karma system is mostly the same as in Fallout 3, but checked less often. Mostly we rely on reputation, because that's what people know. Karma is just a general indicator of how much of a sonofabitch you are. If you murder people in secret, your reputation doesn't go down because no on knows you did anything, so you can maintain a good reputation but your karma has tanked really heavily. Karma does influence some things, but reputation is usually what most people in the world base their opinions of you on."
# Avellone: "We recognized that one of the strengths of Fallout 3 was that so much of the game revolved everything around Washington, D.C. That's your signature city. And to be honest, adventuring in post-apocalyptic D.C. is interesting. You're like, OK, I get it. I know what D.C. is like in the real world, I'd like to see what it's like in the real world when mutants are running around in the streets.
- Weapons have unique/individual qualities. Some cause critical hits to head, others will damage your limbs severely for example circular saw will eat fingers.
- Death animations vary depending which weapon you are using.
- Different gangs and villages might evolve during your gameplay while you are not around. For example random Raider gang might find a hidden weapons cache and rise to power.
* Character creation is virtually identical to Fallout 3, with cosmetic changes like the Gene Projector being replaced by ReflectionTM, "You're SPECIAL!" by Vit-o-Matic machine and GOAT by a psychological test
* The local super mutants are pretty tough and will keep you from wandering aimlessly in the early portions of the game - they tend to be tougher even than deathclaws
* Sunny Smiles' dog is named Cheyenne. They'll assist you with the Powder Gangers in the Ghost Town Firefight quest if you help her kill some geckos.
* The Varmint Rifle is a low-power .22 that does significant damage to limbs and has a high critical bonus
* If your Barter skill is high enough, Chet the shopkeeper give you the 9-Iron golf club and some weapon mods
* Every skill will have use in conversations at various points
* Each firearm has a maximum of three modification slots. Once you affix a mod to a gun, it's permanent. Hunting Rifle modification examples given are scope, custom action and extended clip.
* Temporary followers, like the Goodsprings folks that can help you defeat the Powder Gangers, will also be controlled through the companion wheel
* Concept art of Hoover Dam and screenshots of the Black Mountain radio tower and the character standing inside the mouth of Dinky the Dinosaur shown
* With high local reputation at Goodsprings, you'll get a free bed to sleep in and a discount at the store
* Neil, a super mutant who hates Tabitha, can help you storm the mountain
* Tabitha is actually a male super mutant gone completely insane
* "Skill magazines" you find in New Vegas will only temporarily boost your skills
* There's a rollercoaster in Primm
* The combat gameplay was tweaked to be more first-person-shootery
I do not wish to hijack the thread, I know this is about NV; however I rather ask three quick questions here than to revive an old thread somewhere deep beneath the forum.I don't think there's anything in Fallout 3 that's dropped in without explanation. Given the distance between the settings (Cali and DC) it's actually something of a reboot. There are probably things you won't notice or things you'll find strange, but nothing that's going to ruin the game.
I haven't played games in a pc for a while now, most of my gaming is done in the 360. The most recent system I own is a macbook, so I got Fallout 1 & 2 for mac a few days ago; I've never played any fallout at all, so I figured the best place to start was F1 (duh!).
And so it happens apple stopped giving 256 colour support; now I have a very nicelooking doorstop.
My question for any of you here is: Is Fallout 3 a good place to start playing the franchise? Am I missing a lot (history-wise) by starting in the 3rd series of the game?
I'm about to get F3 game of the year edition from ebgames. Is 60 bucks a fair price for it, or are the various DLC included not worth it?
My main concern is if I should make the effort and try to play the first 2 titles... "somehow", or just blew it and go with the 3rd.
Thanks in advance.
I can't imagine why that would be bullshit?
Hey so it's red shield discussion tyme.
*~
Imagine that there is an amount of damage that armor directly subtracts from damage... a "threshold" of damage, if you will. While a small percentage of damage may get through even the thickest armor, damage threshold can effectively neutralize a lot of small arms. Fallout 1 and 2 used numerical feedback to let the player know when their weapons weren't doing any damage. In F3 and F:NV, the player only sees enemy health meters that represent a percentage of total health rather than an exact value. This makes it difficult to tell how effective an enemy's armor is (as opposed to the target simply having a ton of health). In F:NV, the red shield appears next to a target's health meter when you hit it for damage that is equal to or less than the target's damage threshold. A HUD-colored shield appears next to the player's health meter when the player is hit for damage equal to or less than the player's damage threshold.
High RoF weapons typically have a low DAM, high DPS. E.g. 10mm SMG. Low RoF weapons are the opposite. E.g. Hunting Rifle. F:NV's Pip-Boy Weapons tab now cross-fades between DAM and DPS so the player can make more tactical choices about what weapon to use in any given circumstance. Having both of these values visible has also allowed us to revise the calculation of DAM/DPS values to be less abstract and more accurate. Using the weapons previously listed, a 10mm SMG would be best against unarmored/lightly armored targets at close range. The Hunting Rifle is ideal against armored targets at long range. But if the player wants to get fiddly with numbers, the Cowboy Repeater (mentioned in the Escapist preview) is better than either weapon against unarmored/lightly armored targets at long range since it is accurate, has a decent DAM and a better DPS than the Hunting Rifle. Add ammo subtypes and mods into the mix and there are a lot of ways to optimize the gear you carry and use.
At work, we have a lot of rules for how to write. These range from punctuation (single-spacing after terminal punctuation) to spelling ("all right" vs. "alright") to structural (where a "goodbye" response should be relative to a "start combat" response and where that should be relative to a "friendly" response). Every project has a document (or documents) on the specific guidelines for that project. In spite of all the details, there are certain high-level principles that tend to be common. Okay, maybe it's just in my mind, but here are principles that I believe are important for writing player-driven dialogue in choice-heavy RPGs.
* Dialogue should inform and entertain players -- inform them about the world and quests, entertain them with interesting characters and prose. If you aren't informing or entertaining, think hard about what you're trying to accomplish.
* Write an outline. Really. Just do it. You should have an idea of where you are going before you set out. If you don't know where you're going when you write your conversation, chances are the player is going to get lost at some point.
* Always give at least two options. At a bare minimum, you should always have an option that says, "Let's talk about something else," that leads back to a node where you can say, "Goodbye." You may think that your dialogue is riveting and no one could possibly want to stop reading/hearing it, but believe me -- someone out there does.
* Never give false options. Do not create multiple options that lead to the same result. It insults players' intelligence and does not reward them for the choices they make.
* Don't put words in the player's mouth. With the exception of conditional replies (gender, skills, stats, etc.), phrase things in a straightforward manner that does not mix a request for information with an emotionally loaded bias ("I'd like to know what's going on here, jackass.").
* Keep skills, stats, gender, and previous story resolutions in mind and reward the player's choices. If it doesn't feel like a reward, it isn't; it's just a false option with a tag in front of it. Note: entertainment value can be a valid reward.
* The writing style and structure are the project's; the character belongs to you and the world. As long as the dialogue follows project standards and feels like it is grounded in the world, it is your challenge and responsibility to make the character enjoyable and distinct.
All of these principles exist to support this basic idea: your audience is playing a game and they want to be rewarded for spending time involving themselves with conversation. If it is a chore, is non-reactive, is confusing, or is downright boring, it is the author's failing, not the player's.
Don't put words in the player's mouth. With the exception of conditional replies (gender, skills, stats, etc.), phrase things in a straightforward manner that does not mix a request for information with an emotionally loaded bias ("I'd like to know what's going on here, jackass.").
This is legitimately the first time I have ever been genuinely excited about a video game.
Someone tell me they have a new cast for the voice-overs though. Assure me of that much, please!
That's another perk of owning a PC version of the game - you can replace Inon Zur's soundtrack with Mark Morgan's.
So the Big Man could be voice acted by Hugh Laurie then? Awesome.
I hope killing the Big Man and taking over is an option.
But there was nothing wrong with Inon Zur's work, what (I mean I know there were people who said it was too dramatic all of the time but seriously the ambient music was fantastic and perfect and stands up on its own)
The Top Men working on the Fallout: New Vegas Collector’s Edition have been hard at work on a pack that will trump your expectations, and today we can finally share the first details with you guys.
As you can tell from the above image, every extra has been crafted to resemble items from the world of New Vegas, from the distressed deluxe box to the poker chip recreations. On top of that, this stuff won’t just look great on your shelf — it’s also surprisingly functional. Did we mention the hardcover Fallout comic, and the full deck of New Vegas-themed playing cards?
The Xbox 360, PlayStation 3 and PC versions of the CE will all include the following:
♠ Seven “Lucky 7” poker chips, each designed to represent chips from the major casinos found on the New Vegas strip and throughout the Mojave Wasteland.
♠ A fully customized Fallout: New Vegas deck of cards. Each card in the pack has been uniquely illustrated to depict characters and factions found within the game. Use the cards to play poker, blackjack or Caravan, an original card game that was created by Obsidian especially for New Vegas.
♠ A recreation of the game’s highly coveted “Lucky 38” platinum chip.
♠ A hardcover graphic novel “All Roads” that tells the story of some of the characters and events that lead up to Fallout: New Vegas. “All Roads” was written by Chris Avellone, the game’s creative director, and created in conjunction with Dark Horse Comics.
♠ ‘The Making of Fallout: New Vegas’ DVD. This documentary DVD will contain exclusive video content, including interviews with the developers in which they take you from concept to creation and discuss topics such as story, setting, legacy of the Fallout franchise and more.
North Americans can pre-order at any participating retailer — like GameStop — starting today. European pre-orders will be available throughout Europe in the weeks to come.
Here's a more thorough summary of the Fallout: New Vegas article in Game Informer, with lots of new information:
* There's a monorail station in the Strip.
* Mr. House is a mysterious man in control of the Strip, who lives in the Lucky 38. Nobody has been inside there as long as anyone can remember. House was inspired by Howard Hughes/ He is a laissez faire dictator, where it's "Everyone can do whatever they want as long as they follow my rules".
* J.E. Sawyer says: "Mr. House has families - tribes he brought out of the wastes. He's actualy a pre-war person who specialized in robotics and research into extending human life. So he was in stasis for several hundred years, and then woke up. He has minions who control the Strip, and they help control what goes on there. (...) Mr. House is also the guy who engineered the fact that Vegas was not destroyed. The way he did that comes out through the course of the game, but because he is this sort of prodigy, he has a talent with machines and probability, he used that to his advantage to prevent New Vegas during the Great War from being destroyed."
* In front of the Tops casino, a shady fellow known as Mr. Holdout offers the player concealed weapons, such as a razor or brass knuckles. The casino doorman asks the player to hand over all of his weapons before he can enter the casino, but with a high sneak skill, the player can keep one.
* The Tops is where you can experience Rat Pack-style Vegas, and listen to Frank Sinatra tunes. If you look hard enough, you might notice some familiar faces.
* The Aces nigthclub is home to the Rad Pack Revue and its manager resembles Sammy Davis Jr. He gives the player a sidequest to round up any musicians he can find in the wasteland and bring them to the club.
* The Gomorrah casino is the biggest den of sex and depravity in town.
* The Ultra-Luxe is the most luxurious casino in the Strip.
* Vault 21 is also a casino. As part of the Vault Experiment, all conflicts in it were resolved through gambling. "House decided he wanted to have it and he bet them for it, and House always wins." says Jason Bergman.
* Gambling is done through minigames, such as blackjack, roulette, slots. There is another game that they're not talking about yet. Each of the casinos has its home rules for e.g. the frequency that dealers shuffle the deck, etc. The Luck stat is the key to successful gambling.
* There are three currencies in the game - NCR dollars, Caesar's Legion money and bottlecaps.
* Novac, home to Dinky the Dinosaur, makes its money by salvaging stuff out of a nearby rocket base. A pair of former NCR snipers use Dinkey's mouth as their nest.
* One of the two snipers is Craig Boone, a potential companion, whose pregnant wife was recently kidnapped by a bunch of slavers. Nobody else was captured, so he suspects it was an inside job. Boone says he wants to avenge Carla's death, not wanting to say how he knows she's dead.
* Boone's plan is to talk to the residents of Novac, find the person responsible and lure them in front of Dinky. He gives you his red beret and tells you to wear it when you're with that person, so that Boone can shoot them.
* The Dino Bite gift shop is run by Cliff, who did not go along well with Carla. If you want to be evil, you can send anyone out there to be shot by Boone. As it turns out, nobody in town really liked Carla.
* In the hotel office, you can notice a safe in the floor behind the manager, Jeannie May Crawford. There you can find a document proving that she sold Carla to slavers for 1000 caps. After this quest is finished, Boone will join you as a companion.
* Each companion has his own storyline, they evolve and they unlock special features, becoming stronger, having lots of dialogue, and giving you bonuses.
* Caesar's Legion was defeated by the New California Republic at Hoover Dam and since that battle they retreated east. However, they are now starting to bleed back into Nevada. The Legion kills whom it can't capture, often by crucifixion.
* J.E. Sawyer says: "You start out sort of thinking 'Oh, the NCR is opposing Caesar's Legion, and Caesar's Legion are slavers, they absorb tribes they find in the wasteland, turn them into slaves, counquer other groups and crucify other people, and do all this nasty stuff. Clearly NCR must be the good guys. But then you start interacting with NCR and it's like, 'well, they're kind of strung really thing, they kind of abuse their power sometimes, they're really brutal in dealing with some of the locals. They do control the water supply kind of unfairly, and they don't allow the power to be distributed outside the Strip or McCarran.' So a lot of it is the practical realities of this very large bureaucratic military that's occupied the territory. And there are things you learn about Caesar's Legion, where Caesar's Legion are brutal and they are nasty and all that stuff, but they also conquered and civilized all these tribes that were just sort of killing each other. So they turned them into a cohesive fighting force and stopped all of this murdering out in the wastes."
* The NCR forces have retreated to Camp Forlorn Hope after their former camp, Camp Nelson, was overrun by Caesar's Legion, who killed the ones who did not manage to escape.
* A chat with Private Stone reveals that morale is pretty low. The camp commander reveals that people who were supposed to deliver a crate of supplies disappeared and he asks you to find them or the goods.
* As it turns out, they were killed by a bunch of fire geckos. You can take the crate and return to the camp.
* Sawyer says: "Skills can be shortcuts to completing a thing, but it would be nice if there was another way to do it. There are places in the game where if you have an 80 science, you can flip a switch and be done with no problem. IF you don't, thoigh, you can go and do it and it's going to take you a little more effort or it's going to cost you something".
* After delivering the crate, you are asked to help Doctor Richards in the medical tent. With high Medicine skill, you can diagnose and treat patients, but there are also other ways of completing this mission - you can lie about being a doctor or find a selection of supplies, such as surgical tubing and medical braces. Otherwise, a player can simply say that they don't have any experience and complete the mission.
* Then it is time to take back Camp Nelson with a bunch of soldiers. You have a choice of either attacking from the north or the eastern ridge.
* Instead of attacking Nelson, you can also go there for an audience with its new leader, called Dead Sea. He will then ask you to kill the officers at Forlorn Hope. You can either go postal or use C4 charges.
* Low intelligence dialogue options are back. However, instead of speaking gibberish, dumb characters now simply miss the point of things. "When there's a line that shows a bit of higher intelligence, your character just botches it and says something realy dumb and doesn't get it. That way we can tailor it a little ore, so we're not simply rewriting every single line of dialogue with a dumb version. When it's called for, the player says something extra dumb and the character responds to it. Sometimes it affects you negatively, sometimes it's funny. Sometimes it actually has a positive outcome."
I also didn't get the association between 'Mr. House' and gambling until they used the phrase 'House always wins'.
I also didn't get the association between 'Mr. House' and gambling until they used the phrase 'House always wins'.
i groaned when i read that, it's some b-level batman villain shit (but also very clever and funny)
Fallout 2 especially was loaded with that kind of clever but campy humor, so this definitely seems in line with the old Black Isle vision for Fallout. John probably has more intimate knowledge of the leaked design docs than I do, but from what I read of them Van Buren seemed a lot darker and closer to the original Fallout in tone. New Vegas seems like it's kind of striking a balance between the two.Van Buren was really dark. It took out a lot of the satirical Fallout winking towards the Science! of 50's sci-fi and replaced it with a lot of existential dread and paranoia, taking on the tone and sensibility of the actual sci-fi that expressed the fears of the Cold War era. There were a lot of nods to classic films / stories of the time - The Andromeda Strain in the Boulder Dome, The Island of Dr. Moreau in The Reservation, The Omega Man in Boulder / Denver, The Manchurian Candidate in the C.O.D.E. system, a lot of Philip K. Dick in the main antagonist and the rogue BoS guys, etc. Josh Sawyer / Ferg have both said that in terms of tone at least, New Vegas has very little to do with Van Buren. The tone seems much lighter. The story seems less personal (in that your character is less unique and important in the story, he/she is just some person that gets roped into the saga via bad luck) VB was going to be the most epic of Fallout games, and New Vegas definitely continues the new trend of there being one gigantic central location that most of the game seems to revolve around.
Bethsoft has an MMO division but it seems like they'll be tackling Elder Scrolls first. That's the common wisdom, anyhow.
Also Bethesda screwed the pooch for Harold insofar as his involvement in Van Buren went but on the other hand his arc in F3 was beyond cool and probably one of the best parts of the game, hands down.Kind of a Pyrrhic victory, if you ask me. Harold was always special - he looked like a ghoul but he wasn't one, really. Most ghouls are just kind of freaks of radiation exposure, but Harold was a unique creation of FEV, same as the Master (they were both created in the same incident). He was effectively immortal and was going to show up as a side player in every Fallout game. His arc in Fallout 3 is logical given Bob the Head Tree, sure, but I don't think that choice was worth killing off probably the most compelling Fallout character that isn't a dog. Whether or not you kill him off (and I'm pretty sure the canonical choice will be killing him, seeing as how he asks you to do it) he's not showing up again.
Yeah, but how do trees reproduce? I can see Harold coming back as a seedling. ...kindaThe ending of Fallout 2 indicates that the fruit from Harold's head tree spawned a number of supertrees throughout the Wasteland, so we might see one. The fruit was also supposed to be an integral part of the cure for the sterility superbug in Van Buren. We might see a variation on that quest in New Vegas, but I kind of doubt it.
Well there are roughly a billion publishers and developers located in the Bay Area, so it could be he got offered a full-on producer job rather than community management, which is a pretty thankless job in the grand scheme of things. It would be nice to hear him back with the old crew at Giant Bomb, though.Rorie did in fact go back to Giant Bomb, but tangentially - he's writing and appearing for Screened (http://www.screened.com), which is Giant Bomb's new TV / Movie division. Diversification!
The Super Mutant heads were remodeled and the body texture was mirrored so the artist could devote more space to the head texture.
That's Dinky the Dinosaur. Based on some kitschy toursit attraction in California, from what I understand. I posted a list of details from Game Informer a bit earlier which outlines the quest associated with it.
- Vault 21 is an underground vault and lies under New Vegas.
- The NCR has lost contact to the west and is demoralized and underequipped due to the war with Caesar’s Legion.
- Caesar’s Legion dominates New Vegas.
- The NCR was fighting hard against the Brotherhood of Steel for Hoover Dam. The NCR has won this battle, barely.
- The NCR troops at McCarren Airport lost the contact to Hoover Dam as well.
- The main task of the courier has been to deliver a package to Primm. Then he got ambushed…
- The small and big weapons skills are merged into one weapon skill.
- Every weapon that made some asplozions before (like the rocket launcher or FatMan), are now in the skill category Explosives.
- Repcon, a former rocket factory, is supposedly inhabited by ghouls. As of late, explosions can be heard from there all the time.
- Craig Boon, one of the possible companions, will attack the player, if he sides with the Caesar’s Legion.
- The orbital laser Archimedes 2 can only be used once a day.
- New monster: Cacadores, they look like bloatflies with shiny / colourful wings.
- Something like Bobbleheads will be in New Vegas as well and it will boost players stats. What it will be exactly isn’t known yet.
want
Gun chat.
In 1997, I played the original Fallout. Like the games that followed it, Fallout had Small Guns, Big Guns, and Energy Weapons. In F1, the gun skills were designed for phased obsolescence. If you tagged Big Guns or Energy Weapons early on, you would not be able to gain much, if any, benefit from it for a long time. Even back then, I thought this was problematic. Before playing the game, players could not know how content would limit the applicability of weapons. Ultimately, it came down to three weapons: the minigun, rocket launcher, and flamer. Large, with heavy ammo, and either burst or AoE only. In Fallout 3, the list of Big Guns was expanded to include the fat man, rock-it launcher, and gatling laser. In most situations, these weapons were all still at least mid-power at their weakest. In talking to people in person and online, and in reading online commentary, I found that people were also still unclear on what marked the clear division between Small Guns and Big Guns (and even Energy Weapons, in the case of the Gatling Laser). Certainly the UI could be improved to help with this (something we have already done for F:NV), but it conceptually was a sticking point.
When I was looking at Big Guns for F:NV, I considered that the list of weapons was small compared to any other weapon category and several of the weapons arguably belonged (or at least could be easily categorized) elsewhere. Moving the Big Guns to different weapon skills and dissolving the Big Guns skill would allow weapons like the minigun to remain as a powerful top tier weapon without needing to invent low-tier "Big Guns" that might further confuse the dividing line. Coming up with a wide power spectrum of Guns, Energy Weapons, and Explosives would not be hard at all. Since our skill point economy is more frugal (I'll delve into this another time) and since we do have Strength requirements on weapons (resulting in increased sway for firearms and a decreased rate of fire for melee/unarmed), where you invest your skill points and SPECIAL points is still pretty important. A fully upgraded minigun wielded by a character with high Guns and high Strength cuts down rooms of people like a scythe, even at relatively long range. In the hands of an unskilled, low Strength character, it sprays a lot of bullets all over the place.
The exact categorization of weapons in F:NV isn't rooted in the logic of transferable skills from real life, but it's arguable they never were previously, either (missile launcher/flamer/minigun, for example). The categorizations have more to do with being clear and consistent with definitions. It follows this basic pattern:
* Does it explode? It's an Explosive.
* Does it use Small Energy Cells, Microfusion Cells, or other energy ammo? It's an Energy Weapon.
* Does it use conventional bullets of some flavor as ammo? It's a Gun.
So while it's accurate to say that Big Guns no longer exists as a category, it's not accurate to say that Big Guns and Small Guns were combined. The weapons in Big Guns were divided among the other weapon skills.
I know not everyone will be happy with this re-organization, but those are the reasons for the change. I hope the reasons are clear, even if you disagree with the decision. Thanks.
We created a new crafting interface for the game that is quite extensive. Initially it was only going to apply to the Survival skill, but we expanded it to use a variety of skills at different locations. Crafting ranges from cooking raw meat into steak at a campfire to hand loading custom ammunition from spent shell casings at a reloading bench. I think people will really enjoy it.
We've tried to avoid wacky contraptions for the most part. In the Fallout universe, the western portion of the United States is a lot more industrialized and generally "with it" than the east. As a result, most of the mods are of the traditional variety.
We have a large number of traditional firearms in the game and there are a lot of mods for those weapons: extended magazines for pistols, larger ammunition drums for submachine guns, custom high-speed actions for lever action rifles, silencers, suppressors, and so on. We also have mods for energy weapons and explosives, like focus optics for the laser rifle (increases damage), and the "Little Boy" kit for the Fat Man, which drastically reduces its weight.
From what we’ve seen so far, the engine looks untouched from a visual standpoint. Is there anything you’re trying to do to make New Vegas a better visual package from Fallout 3 or is it more of the “If it’s not broke, don’t fix it” mantra? I see we have blue skies now!
We did not want to delve too deeply into the rendering technology because of the relatively short development cycle. One element that we have changed is how the level of detail system works for distant objects. Specifically, they can now support material shaders, including emissives. We also implemented an "imposter" system that allows us to more convincingly represent distant buildings and effects. This was important for us because light pollution from casinos is such an important element of seeing Vegas from the desert.
It's from Australia. Be thankful it's understandable.
Places:
- The Lucky 38 has a restaurant that circles around its own axis.
- Another Vegas Building mentioned: "Ultra Deluxe Resort", a grey monolith with a big fountain in front of it. There are half-naked drunken girls playing in the water and a security robot as well as human "military cops" try to get them out.
- The "Tops" Building has its own band called "The RAD Pack" ahahahhaha oh boy.
- Vault 21 is also a hotel.
- "The game isn't set directy at the pacific coast, but veterans may recognize some connection-points, the NCR for example." (!!!)
- The Primm casino is called "Bison Steves Casino".
- A rocket-factory called "Repcon" is mentioned, and it is rumored to be home to a colony of ghouls. Explosions can be heard frequently.
- A place for poor people called "Freemont" is mentioned.
[Quest Spoilers]
- There are NCR and Legion camps in a constant firefight northeast of Novac. The NCR camp is called "Forlorn Hope", the Legion camp "Nelson". As usual, the NCR camp has no connection to other NCR posts or backup supplies. You have to find a missing NCR troop who was supposed to get some supplies. (If you side with them) The missing troop visited the Helios One NCR outpost and got lost on the way back. You'll eventually find out they were killed by Cacadores (Bloatflies with butterfly wings) and retrieve the supplies. Later on you can help the NCR camps doctor if you have a high medicine skill. You'll need to amputate legs and arms. If your medicine skill isn't very high you can still gather some materials like Med-X, bandaged and bone-saws. Soon the camp will be ready to attack the Caesars Legion camp and you get to decide from what direction the NCR troops will attack (and if you are on the front or watch the fun from behind as a marksman)
[/Spoilers]
Weapons:
- A "claw-glove" is mentioned. Its special VATS attack is a "cross-chop". (Thats either a deathclaw gaunlet or something new.)
- The Varmint Rifle has a better chance to score critial hits when fired at limbs. - The "Cowboy-Repeater" can penetrate light armor.
- Flamethrower moved to energy weapons.
- Some mods are mentioned: Laser-pointer and Stabilizer(for lesser Minigun spread) - Standard-modifications don't need any talent, but advanced ones have a requirement. (What exactly isn't mentioned)
Skills:
- The new Survival skill influences how effective food and heal items are. You can also create consumable items like stimpacks with the right plans and material.
Enemies:
- Golden- and firegeckos are considerably stronger than normal geckos as usual.
- There will be wild Big Horns who can be easily provoked. (Not initially hostile creatures?)
Fallout: New Vegas uses Steamworks for achievements and other features (such as friends lists, cloud storage of user preferences and so on). Use of Steam will be mandatory at retail. So what does that mean? We’ve implemented Steamworks in as light and unobtrusive a way as possible. Yes, you will have to install Steam when you install Fallout: New Vegas if you don’t already have it. And yes, you will have to be online at the time of that initial install. However you can install the game on as many systems as you want (with no restrictions!), and you do not have to be online to play the game after your initial activation. Not only that, but once the game has activated on Steam, you can throw out the game DVD entirely and just download the game over Steam. If you don’t even have a DVD drive, you can just take the CD-Key from the box, enter it into Steam, and download it without ever using the disc at all.
For those concerned, this will have no affect on mod development whatsoever. Modders will still be able to create and distribute their plugins the same way they have in the past.
We made the decision to use Steam after looking at all the various options out there and decided that it provided the best, least intrusive experience for PC gamers. We think you’ll agree.
About a month ago, we asked all of you to start submitting your Fallout: New Vegas questions to be answered by the team at Obsidian. Today we're kicking it off with 12 answers. We'll be posting more questions next week.
You guys submitted tons of great questions. The following questions were answered by Obsidian Entertainment's Josh Sawyer -- Project Director on New Vegas.
And away we go!
Will perks be available every level, every other level, every third level, etc.?
From OakTable via Bethesda Blog
Josh Sawyer: We have shifted the perk rate to a game setting within the GECK. We currently have it set to one perk every two levels. Internal feedback to it has been mixed, so it's too early to say if we will keep it at this setting.
Will we be able to level past 20? Or 30?
From Justin via Facebook
JS: Our level cap is 30.
Will the PC retail game be able to be activated via Steam?
From @litrock via Twitter
Jason Bergman, Senior Producer at Bethesda Softworks: Yes. Fallout: New Vegas will fully utilize the Steamworks SDK. This means that retail PC copies will activate via Steam. We are also using Steam for achievements and other features (but not multiplayer, of course. FNV remains a single player only game).
I’m assuming that you are reusing some of the animations from Fallout 3. Have you done anything to improve these or are they going to stay the same way that they did in Fallout 3?
From Zearox via Bethesda Blog
Josh Sawyer: We started our animation work by determining what new animations we needed, what existing animations we thought needed revision, and what else we could revise. We have already changed some of the core combat animations (for example, all first-person firearm aim animations have been revised) as well as creature animations (our "West Coast" Super Mutants have new idles, walk, and run cycles).
Can you confirm 'Dogmeat' will be a companion?
From Barry via Facebook
JS: The Mojave Wasteland is full of dogs. Who knows who will want to be your pal this time around?
You hinted at multiple ammo choices being available. How deep are you going with that? Will that only be regular and AP ammo?
From DanishMIKI via Bethesda Blog
JS: What ammunition sub-types are available to the player depends on the base type. Not all ammunition types have standard, hollow point, and armor piercing variants. For example, there is no armor piercing .22 ammunition. In addition to "standard" ammunition, hollow point and armor piercing are the two most common variants. 20 gauge and 12 gauge shotguns have slug variants in addition to the standard (buckshot). Some calibers also have +P (overpressure) rounds, military surplus rounds (bought in bulk, increased power, increased wear on the weapon), or hand loads. Hand loads are always built at reloading benches in the world and can take a number of different forms. For example, you can craft .308 Jacketed Soft Points or .45-70 Gov't Semi-Wadcutters with very "hot" loads.
Energy Weapons and Explosives can also use ammunition subtypes. Some energy ammunition has "over charge" or "bulk" variants, the former being high-powered but damaging to the weapon and the latter being cheap but under-powered. 25mm grenades (used in the grenade machinegun) have a high explosive variant and 40mm grenades have an incendiary variant.
Are the Super Mutants in the screen shots graphical stand ins? Will they eventually have the unique appearance of the Mariposa Super Mutants from FO1 & FO2 (as seen in talking head dialogues), or will they appear as they do in the screen shots, almost identical to FO3 Vault 87 mutants?
From Chadious Maximus via Bethesda Blog
JS: Our early Super Mutant and Nightkin models were placeholders. All of them have been re-textured, slightly remodeled, and re-animated to more closely resemble the Mariposa Super Mutants.
Will the ending slides for all of the settlements return in New Vegas?
From @B3nt0k via Twitter
JS: We may not hit every single group or location, but our ending is pretty comprehensive in what it covers.
What other creatures are in New Vegas, and is it possible to see concept art of a new creature?
From Richard via Facebook
JS: One of my favorites is the Cazador. Cazadores are mutated tarantula hawk wasps that have found their way north from the Sonoran Desert. They aren't very durable, but their poison is deadly and they are very creepy looking.
Cazador Concept Art
Will each faction have a radio station?
From @hawker101 via Twitter
JS: Not every faction has a radio station, but I hope people are happy with the radio stations, DJs, and music selection we have.
Will there be any sort of party involved? A few companions to tag along?
From Rui via Facebook
JS: Yes. The player may have one humanoid and one non-humanoid companion at any given time.
Will you get to meet that badass from the teaser trailer?
From @Xenoliath via Twitter
JS: Eventually. :)
they really should include more bugs in the Fallout games.
they really should include more bugs in the Fallout games.
Obsidian should be way ahead of you
whaBAM
For the record, I have no idea if there's any truth to it whatsoever but New Vegas's Giant Bomb wiki page now has a release date of November 16th. Dunno if somebody has insider info or if they're just pulling it out of their ass, but I suspect the game will be getting a definite date at E3 either way so we should find out soon.
Preorder bonus from Ozn game retailer GAME
they really should include more bugs in the Fallout games.
Obsidian should be way ahead of you
whaBAM
For the record, I have no idea if there's any truth to it whatsoever but New Vegas's Giant Bomb wiki page now has a release date of November 16th. Dunno if somebody has insider info or if they're just pulling it out of their ass, but I suspect the game will be getting a definite date at E3 either way so we should find out soon.
I swear somewhere said October 1st. Now, I could be mixing this up with Fable 3, but I think thats November something, and Fallout New Vegas is October 1st.
That sounds like a placeholder date to me, frankly. October 1st isn't even a Tuesday, which is when 95% of games are released for whatever reason.
The FNV E3 trailer is *awesome*. Look for it on Friday on @GameTrailers. http://is.gd/cIRhh
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We’re pleased to announce Fallout: New Vegas digital pre-order packs are now available in North America through participating retailers and will be available worldwide soon. The Classic, Tribal, Caravan, and Mercenary packs each contain in-game items offered exclusively through GameStop, Amazon, Steam, Walmart and Best Buy.
More details after the break…
The Classic Pack (pictured above), available when you pre-order through GameStop, contains:
* Armored Vault 13 Suit – Extensively patched up and dotted with piecemeal armor, this outfit is an homage to the classic ending of the original Fallout.
* Vault 13 Canteen – This handy device is useful for staving off dehydration and providing a small amount of healing in the Mojave Wasteland.
* Weathered 10mm Pistol – A well-worn 10mm pistol that packs an extra punch despite its modest size.
* 5 Stimpaks – Food and water are good for long-term healing, but when the fighting is fierce, Stimpaks help keep Wastelanders upright.
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The Tribal Pack, available when you pre-order through Amazon, contains:
* Tribal Raiding Armor – Pieced together from scraps of armor, this outfit provides protection without impacting mobility.
* Broad Machete – This heavy-bladed melee weapon does high damage against limbs and can quickly deal out a flurry of attacks.
* 5 Bleak Venom doses – Useful on any Melee Weapon, Bleak Venom makes short of work of most living targets.
* 10 Throwing Spears – If you would like to silently pin an enemy’s head to a wall, Throwing Spears are the way to do it.
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The Caravan Pack, available when you pre-order through Steam and Walmart, contains:
* Lightweight Leather Armor – This hand-modified suit of leather armor reduces its overall weight without impacting its ability to protect.
* Sturdy Caravan Shotgun – Despite its rough appearance, this Caravan Shotgun will reliably fire 20 gauge shells until the Brahmin come home.
* 4 Repair Kits – Useful for repairing any outfit or weapon, Repair Kits are a valuable tool for any caravaner.
* Binoculars – The Mojave Wasteland is a dangerous place, but with these trusty Binoculars you’ll be able to spot trouble coming.
(http://static.bethsoft.com/blog/fnv-mercenarypackblog1.jpg)
The Mercenary Pack, available when you pre-order through Best Buy, contains:
* Lightweight Metal Armor – Modified for long-range travel, this Metal Armor sacrifices some protection for mobility and overall weight.
* Mercenary’s Grenade Rifle – Though similar to other 40mm Grenade Rifles in the Mojave Wasteland, this model has a faster reload cycle.
* 3 Super Stimpaks – When you absolutely, positively, need to keep your blood inside your body, Super Stimpaks fix you up in no time.
* 3 Doctors Bags – Mercenaries and broken limbs go together like Iguana-on-a-Stick and Nuka Cola. Thankfully, these Doctors Bags take a bit of sting out of the inevitable crushed skull.
I’m not a big fan of pre-order exclusives, but having 5 different packs? I’m not really liking this, nor other news about Fallout:NV
Left by Thorgal on June 10th, 2010
i have already pre-ordered a copy of new-vegas though Gamestop! will i B getting this ??? :S PLZ ! i hope so
Left by Bjarni on June 10th, 2010
I’ll be honest, Im still not that wowed by FNV. It just looks like more Fallout 3, which I have had my fill of. Unless it can blow me away before release I will probably give it a miss.
Left by Jack on June 10th, 2010
The Caravan pack is for Steam as well as Walmart.
F3 runs perfectly well on late 2009 model 15" Mac Book Pro and I also have an Xbox. I don't know which to get :|
And if it's a viable choice between PC and console, get PC. It's just the best choice. Forget DLC, the mod community will be at least as fruitful.
There's bethsoft sale on steam to celebrate the pre-release, I got Morrowind and Oblivion for a song (75 and 66% off repectively).
Here's the second half of answers for our New Vegas fan interview.
Thanks for submitting the questions, and special thanks to Josh Sawyer for taking the time to answer them.
How many new perks are there planned to be included in Fallout: New Vegas?
From Oerjeke via Bethesda Blog
Project Director Josh Sawyer: A lot. We've removed some old perks, modified some existing perks, and added a bunch of new ones. We believe that New Vegas' selection of perks will make the selection process difficult but rewarding for the player.
Will the Fallout: New Vegas Version of the GECK ship with the game, or be downloadable on release?
From @The3rdType via Twitter
JS: Yes. In addition to the normal GECK functionality F3 modders have come to expect, the F:NV GECK will allow modification of ammo lists, ammo subtypes, the hardcore "basic needs" rates, and a lot of the other new bits of data we have added. It will also contain the F:NV dialogue editor, which can be used with or without the standard F3 dialogue editor.
Will Area 51 be in the game?
From Daniel via Facebook
JS: Area 51 is a bit too far outside of our Mojave Wasteland to include.
What type of graphics options will there be? DX 9/10/11?
From @Z999z3mystorys via Twitter
JS: F:NV's renderer still uses DX9.
Will there be character "traits" as in the classic Fallout games?
From @TheBearPaw via Twitter
JS: Yes. During character creation, you will have the option to select one or two traits. Traits include some of the classics, like Small Frame (in F:NV it gives a bonus to AG but you break limbs more easily), and new ones, like Four Eyes (bonus to PE while wearing glasses, penalty while not).
What kinds of Companions will we see this time round.
From @Neo_Wolf via Twitter
JS: We have a varied cast of companions ranging from Raul the ghoul mechanic to Boone the ex-NCR sniper to some more unusual fellows. Each of the companions has their own personal conflict the player can help resolve. These conflicts can be relatively simple to address or they can involve major quests that span the Mojave Wasteland.
Will there be anything like Fallout 3's bobbleheads in New Vegas to collect?
From @Neon0x via Twitter
JS: Yes, there will be something similar to bobbleheads in the game, and you'll receive an in-game reward for finding them. That said, they do not give you SPECIAL or skill bonuses when found.
In Fallout 3, it was easy to max out most, if not all, of your skills. Is anything being done to prevent this?
From Ryan via Facebook
JS: We have done several things to adjust the skill point economy. First and foremost, the formula for calculating skill points per level has changed. We are still experimenting with what formula to use, but a 10 IN will likely not boost a character's skills as much as it did in F3.
Most of the skill boosting perks have been removed, which means that method of advancing skills no longer exists. Skill books now give +3 skill points, +4 with Comprehension, but there are far fewer skill books in the world. This both reduces how much of a boost skill books will give overall and reduces the impact of Comprehension on that value (don't worry, Comprehension also gives a bonus to skill magazines, so it has more broad applicability). Our "Bobblehead equivalent" does not give SPECIAL or skill bonuses, so those are also removed from the skill point economy.
Are Bottlecaps the source of currency or will it be poker chips?
From Rob via Facebook
JS: Bottlecaps are the main currency in the Mojave Wasteland. Bottlecaps are a water-backed currency controlled and regulated by NCR merchant caravans. The caravan houses conspired to re-introduce the currency when traders lost faith in NCR money. This loss of faith was the result of the NCR moving from a gold-backed currency to fiat currency due to repeated attacks on NCR gold reserves by the Brotherhood of Steel. Though the transition helped stabilize NCR's economy, NCR dollars are devalued compared to bottlecaps and even more devauled when compared with the third form of currency: Legion coins. Caesar's Legion mints silver and gold coins from captured pre-war material. Despite the NCR's running conflict with the Legion, merchants and citizens throughout the Mojave Wasteland accept all three forms of currency.
Poker chips are used by all functional casinos. Each casino has its own chips that must be used for gambling. Players can exchange any form of currency for chips and can receive their payout in any form of currency. Mr. House doesn't let the ongoing war get in the way of potential profits.
Will you be able to marry or even bettter marry a super mutant?
From Josh via Facebook
JS: Only in your dreams.
Will we be able to keep playing once we beat the game with this one?
From Sean via Facebook
JS: This is something we really wanted to do, but ultimately we realized that supporting post-endgame content would jeopardize the quality of the ending, which we wanted to tell the definitive stories for all of our major factions, locations and characters. Instead, after the credits roll the game will prompt you to reload a save created just before the endgame sequence, allowing players to go back and complete any quests they may have missed. Additionally, we make it very clear when you're about to reach the end of the main plot, so it shouldn't come across as a surprise.
Demo anytime soon?
From Gavin via Facebook
JS: We have no plans for a demo.
Will I be able to play, and complete, F:NV without killing anyone or anything, except perhaps in self-defense?
From Billy Ocean via Bethesda Blog
JS: Yes. There are ways to win the main plot by killing no one and by killing everyone. It was one of our initial design tenets. You will find it difficult to get by as a pacifist, and you will miss a great deal of content by killing everyone you meet, but it can be done.
That doesn't make any sense without context.
Here's the context: Bethsoft released this ad in Japan to drum up potential sales there. The signs are mocking things generally associated with JRPGs. "I want to play games not watch cutscenes", etc.
Plus, you know, we kinda nuked 'em that one time.
The contract structure is private, and it always depends on the contract. We just want to make a great game, so we're focused on that, although the pre-order units were a bit of a surprise and definitely is causing pressure here. I'll say that FNV is a little more time-consuming than the original because you can take different routes through the critical path, so get ready for 3 to 4x the amount of replayability, which is pretty cool.
-- Perry's character, Benny (pictured here), is the head of the Geckos family. A smooth-talking criminal but also a bit of a weasel, Benny may sound dangerous, but isn't that tough. Ultimately he's more of a ruthless pragmatist than a villain.
-- Zachary Levi's playable character Arcade (pictured here) is a member of the Followers of the Apocalypse who hides a mysterious past. He's described as quiet, analytical, and cautious. Highly ethical and moral, he understands the post-apocalyptic world is one in which sometimes, people just have to be shot in the head. HE is more concerned with large-scale issues than the needs of individuals. He may appreciate what individual people go through, but firmly believes that it's more important to affect large-scale societal change than to fix problems little by little.
-- Another newcomer who will be familiar to video gamers is Felicia Day (The Guild), who voices the playable character Veronica, a sarcastic Brotherhood of Steel scribe.
-- A third playable companion is Raul the Ghoul, a mechanic and former gunslinger voiced by Danny Trejo (From Dusk Till Dawn).
-- Ron Perlman (Hellboy) returns to voice the narrator in Fallout: New Vegas, a role he has played in every major Fallout game to date.
-- Actor and singer/songwriter Kris Kristofferson (The Blade Trilogy) plays Chief Hanlon, a grizzled solider at the end of his career.
-- Rene Auberjonois (Boston Legal, Star Trek: Deep Space Nine) is the enigmatic and reclusive Mr. House.
-- Michael Dorn (Star Trek:The Next Generation) returns as Marcus, an intelligent super-mutant, last seen in 1998's Fallout 2.
-- John Doman (Mystic River, The Wire) plays Caesar, the charismatic and powerful dictator at the head of Caesar's Legion.
-- William Sadler (The Shawshank Redemption) is Victor, a friendly robot with the personality of an old fashioned cowboy.
First, ammo subtypes are purely optional for the player. The base weapon system has been designed so that if you want to stick to standard ammunition types, there is always a tactical choice available to you. A hunting rifle has a high DAM and low DPS. A 10mm SMG has a low DAM, high DPS. If you're up against armored targets, the hunting rifle will usually be a better choice, especially if the targets are at range. If you want to push things, you can use AP or HP ammo to nudge the tactical applications a bit more. In some cases, the use of a particular ammo type can venture into "overkill" territory, but because variant ammo types are not as common as standard ammo, you're using a high cost consumable for that effect.
Also, there's always a tactical drawback to using certain ammo subtypes. Using HP (hollow point) ammo on even light armor will almost always be worse than using standard ammo. AP (armor piercing) ammo does a little less damage than standard ammo, so using it against lightly armored or unarmored targets is counterproductive. +P (overpressure) ammunition does more damage but wears down the weapon more quickly.
The exceptions to this are hand loads. Because hand loads require skill/perk investment and have to be built at reloading benches, they are pretty much "just better" than standard ammo. I've given two examples before: .308 JSP (jacketed soft point) and .45-70 Gov't SWC (semi-wadcutter). Both of these ammo types offer a bit of DT negation and increased DAM. This isn't necessarily due to the inherent properties of those bullet types (JSP would likely penetrate less than FMJ) but because you are hand loading the case and are just that good.
EDIT: Oh yeah, and you can cycle through ammo types in real-time or you can equip them directly from the Pip-Boy.
Neutral/Unknown is not a reputation you can maintain in F:NV unless you avoid doing contentious things. There are actually two separate reputation axes for each group/area: Fame and Infamy. If you do things that help the group, you get Fame. If you harm the group, you get Infamy. The relationship of these two scores determines your overall reputation. So if you do a bunch of good and bad things, you aren't unknown; you have a mixed reputation.
This was done specifically to avoid the feeling that your actions "wash out".
War. War never changes. When atomic fire consumed the earth, those who survived did so in great, underground vaults. When they opened, their inhabitants set out across ruins of the old world to build new societies, establish new villages, form new tribes. As decades passed, what had been the American southwest united beneath the flag of the New California Republic, dedicated to old world values, democracy and the rule of law.
As the Republic grew, so did its needs. Scouts spread east, seeking territory and wealth, in the dry and merciless expanse of the Mojave Desert. They returned with tales of a city untouched by the warheads that had scorched the rest of the world and a great wall spanning the Colorado River. The NCR mobilized its army and set it east to occupy the Hoover Dam and restore it to working condition. But across the Colorado, another society had arisen under a different flag. A vast army of slaves, forged in the conquest of 86 tribes: Caesar's Legion.
Four years have passed since the Republic held the Dam, just barely, against the Legion's onslaught. The Legion did not retreat. Across the River, they gathered strength. Campfires burned, training drums beat.
Through it all, the New Vegas Strip has stayed open for business under the control of its mysterious overseer, Mr. House and his army of rehabilitated Tribals and police robots.
You are a courier, hired by the Mojave Express, to deliver a package to the New Vegas Strip. What seemed like a simple delivery job has taken a turn…for the worst.
Plus, you know, we kinda nuked 'em that one time. Passive aggressive advertising for a post-nuclear holocaust game that pokes fun at what is practically the national gaming genre. Just feels like a (hilarious) miscalculation to me.
Oh and in case you were wondering, Bethsoft is sticking with Gamebryo for whatever project they've got lined up internally. They specifically denied using idtech.
iamgamer.de talked with Sawyer on the GamesCom. While most of the stuff in the interview is already known, there are some interesting little infoparts to get: Sawyer says, you hear in New Vegas about Redding, Gecko and Klamath. Also Crimson Caravan are named once again and the army of the master.
In a later question, Sawyer talks about how he is working for Caesar's Legion in the moment or at least the legion thinks that he is working for them. Instead, he just wants to earn reputation points with them.
Another example: He was liked by the NCR, then one of his companions asked him to cause damage to some group that is related close to the NCR. He has done it and then the NCR rangers wanted to get him down. When the NCR rangers got him, he got the choice to either "make good" again with the NCR or to get beaten up like never before.
He also said that it's hard to reach the level cap 30. Right now, he played approx 60 hours, made 30 quests and is level 23. He still has a lot quests possible to do, to level up though.
/Edit: And he talked about difficult setting in various areas. He explains, that they have areas with fixed difficult and areas, where it is a bit variable. There are areas, where you get beaten up very fast, even if you are level 20 and have good gear. As example for the difficult rate, he names the Sierra Army Depot from Fallout 2: If you go there right in the beginning of the game, you have no chance. If you level up a bit first, you will have at least a little chance and if you are level 20, you simply roll over it. Some areas in New Vegas will feel like that.
Especially as you start using the better weapons, you should feel that the weapon skills you specialize in feel much better than the ones you neglect.
I'm 23rd level with a 6 or 7 INT on my current playthrough and I think my three tags are at 100 and one other skill is close to 90. In any case, I'm nowhere near maxing out my skills.
High INT has a smaller effect on skill points per level than it did in F3. Additionally, we have made tweaks to other stats to raise their value. E.g. all weapons have soft STR requirements that affect weapon sway or (for melee weapons) attack speed. CHR affects a stat called Nerve that grants bonuses to your companion(s).
While Fallout: New Vegas is pretty much done (at the moment, the development team at Obsidian is focused purely on bugfixing, since all the content is complete), some recent news has come out about its definitive ending. Much like the original version of Fallout 3 (pre-Broken Steel DLC), New Vegas simply ends — the player won`t be able to go on to play the game some more after the ending. Destructoid has heard one reason from New Vegas senior producer Jason Bergman, and we got an additional explanation from project director Josh Sawyer reproduced below:
“We put a lot of effort into the ending slides — we know those slides are really popular with people so we want to make sure there`s a huge amount of variety and reactivity with that stuff. We weren`t really focused on new features so much as to add a really rich sense of reactivity to the players and the choices they make.”
We want to make it a definitive ending. Initially, we talked about trying to support post-game play, but because the changes that can happen at the end of the game are pretty major, this is what it basically came down to: either have the changes feel really major in the end slides and then have them not be very major after the end of the game, or make them really minor and not that impactful. And we feel it`s better to say, `you know what, we`re just going to end the game, and the changes you made can be minor or really really big, but because we can`t script all the changes to the Wasteland to let you keep playing, we`re just going to stop it there.` But we do let the player know when that`s about to happen– a sort of, `the end of the game is coming, so we`re saving your game right now, so if you want to keep your game going, you can, otherwise, it`s about to be over.`”
I don't recall seeing in any of the updates if this was addressed, but any idea if there will be an option to turn off the bullet time? That was fun for the first few times and then made me want to actually murder things.Looks like it!
Looking through gameplay options, I also noticed that the kill cam now has three modes – player view, cinematic and off. Guess which one I chose?(from the second part of Ausir's New Vegas preview (http://fallout.wikia.com/wiki/User_blog:Ausir/My_Fallout:_New_Vegas_preview_-_part_2))
Given how armor works in practice in F1/F2, I am extremely skeptical that the DR/DT system was designed to "combat" picking the armor with the highest DR/DT. A system is nothing without content, and the content of F1 and F2 featured a form of power armor as the end-all-be-all endgame armor. I mean, you could finish F1 in standard combat armor or Brotherhood armor, but power armor/APA is so much better that it's mostly an aesthetic choice.I would assume the armor classification affects certain skills as well (sneak, etc.) but I'm waiting to hear on a clarification from Sawyer on that point.
Armor does follow linear DT progressions upward, but outfits are now divided into Light/Medium/Heavy classes. Light moves without any movement penalty, Medium with some, and Heavy with more. Of course, some armor types come with their own built-in bonuses and penalties. I think there are compelling reasons to use different armor types, even toward the high end.
No creatures have DR. Bullet sponge enemies have a lot of HP and typically don't have DT. High HP characters with no armor are begging the player to use low DAM, high DPS weapons on them.
In my current playthrough, I definitely make specific tactical choices about when to use certain weapons/ammo based on enemy armor/health/range. The anti-materiel rifle has a very low DPS for when you get it in the game. There are some weapons you can get very early in the game that easily eclipse its DPS by a healthy margin. But the sheer amount of damage it does in a single shot can bypass pretty much any DT, making its effective DPS much higher against certain targets.
Given how armor works in practice in F1/F2, I am extremely skeptical that the DR/DT system was designed to "combat" picking the armor with the highest DR/DT.
They were apparently content complete around E3 time. I imagine with that much gameworld to cover 3-4 months optimization would be necessary.
I still fully expect Obsidz to be criticized for engine shortcomings nobody complained about in Fallout 3. It's already happening - lots of talk about how dated the engine is in the same space as how great F3 was.
Sawyer would call those "emergent gameplay elements" (invariably with any game there are apparently bugs that are intentionally left in).
I've never had Morrowind lock up on me during god mode. And I've used god mode a lot to fuck around. You are using "tgm", right?
This is the very straightforward explanation of Damage Threshold: DT is subtracted from a weapon's listed DAM, but a weapon will never do less than MinDam (in our case, 20%) of its listed damage.
The shield appears when more than half of the damage that should be inflicted has been absorbed by Damage Threshold. E.g. you shoot a target with 15 DT using a weapon that does 25 DAM. 15 points are absorbed, which is more than 50% of the initial DAM, so a red shield appears. 10 points get through. Second example: you shoot a target with 15 DT using a weapon that does 10 DAM. All 10 points are absorbed. However, the MinDam GECK setting (0.2) raises the damage to 20% its initial value (10), so 2 points get through. A red shield appears.
The broken shield appears when the target's DT is reduced to 0. E.g. you shoot a target with 5 DT using .308, Armor Piercing that reduces DT by 15. 5-15 = -10. A broken red shield appears.
If less than 50% of the weapon's damage is absorbed by DT, no shield of any kind is visible. E.g. you shoot a target with 25 DT using a weapon that does 70 DAM. 45 damage gets through. No shield appears.
Because it makes the game boring against certain enemy types once you get heavy enough armor. With MinDam set to 0.0, eventually you can literally just walk around a horde of guys pounding you with low-end weapons and never take any damage. It doesn't really produce good long-term game play. Similarly, I don't think it produced good results in F1 and F2, where near the end game people would go round after round taking 0 damage until an armor-bypassing triple damage critical forced a reload.
0.2 MinDam feels pretty good to me. When a weapon's hitting MinDam, that's the equivalent of 80% DR, which is nothing to sneeze at. If some dude pops out with an SMG and starts blasting you in good armor, chances are pretty good that his (for example's sake only) 9 DAM is going to be reduced to 1.8 DAM. A weapon that maybe did 90 (for example's sake only) DPS now does 18. Sure, it doesn't make you invulnerable, but that's a huge reduction.
If you disagree and are playing on the PC, you are certainly free to tune MinDam, armor DT, or even armor DR if you are absolutely in love with the old F1/F2 armor systems.
how few bugs there are in F3/Oblivion, given the scope of those games.
"I have recently forbidden Obsidian designers from implementing anything resembling Towers of Hanoi or someone crossing a river with chickens, etc. as a puzzle anywhere ever. "
22:19 BugFights Oh thank fuck
"NPCs in New Vegas do not comment on you looking at owned/locked objects, nor do they comment on you knocking over objects in the environment."
Well, I dunno man. It was a little overdone, but if you were running a store and some guy ran in and started running over everything, jumping on your tables and knocking over all the loose objects in your place you'd have something to say about it, right?
Not to mention that you had the freedom to open and close basically every container in existence that wasn't locked whether or not it was owned by anyone, with no repercussions.
In the most general sense, you learn/know who tried to kill you and what was taken by the end of the intro, but you don't actually know the significance of that person or what he took.
This guy is the head of the Rangers in the game (owns).
http://www.youtube.com/watch?v=UJ62sr4iI_Y#t=6m20s (http://www.youtube.com/watch?v=UJ62sr4iI_Y#t=6m20s)
Minor addition to the writing question list.
Also how is it like to write without having any idea how the character will sound?
When writing, most designers envision how the character sounds as they're writing - when the time comes for auditions, they provide a series of sample lines, a picture of the character in-game, breakdowns of the age, brief history, etc., and then the casting agency will run through auditions looking for someone who can deliver the lines as envisioned. I was happy with the auditions Blindlight delivered for New Vegas, and I thought the companion actors they brought into the studio for the characters I wrote, while not big names, did a great job - a lot of it is in how Blindlight handles the auditions, and so much of a character is in the delivery, that if you can get the casting right, it just makes the process go more smoothly.
If you're fortunate and the schedule works in your favor, you can also request a specific voice actor. This depends on timing and cost, and as a general rule, the more famous an actor is, the less flexible the time in the studio and less availability for pick-ups (the equivalent of Voice-Over bugfixing if a level quest changes, a character's line is missing, or we need to add a line to fix a missing sequence).
Other times, you're told who the voice actor is first, which is rare for me. When that happens, you watch everything you can featuring that actor and try to write to the actor's strengths. As an example, for Fallout: New Vegas, John Gonzalez studied John Doman's acting when writing and Eric Fenstermaker did research on Felicia Day to get the tone of the characters that played to the strength of the actors.
QuoteStill a whole lot of ambiguities in those rules. Which cards can be "played against"-- all cards in a caravan, or only the one most recently played? Does "continuing the numerical direction" mean just the next number up or down, or can we skip numbers and play a 6 as the second card after a 4?Numbered cards/aces can only be played at the end of one of your caravans. Face cards/jokers can be played on any card in your caravans OR your opponent's caravans.
Continuing the numerical direction means up/down. If your cards go 8 6 5, your next card can be 4, 3, 2, A of any suit. Alternately, you could play a higher card of the same suit. For example, if the 5 were the 5 of spades, you could play a 6, 7, 8, 9, or 10 as long as it were a spade. You can reverse the direction of a caravan by playing a queen on the last card in the caravan. That caravan also then takes the suit of the queen.QuoteIt's an interesting idea that it doesn't use a complete card deck, though. Possibly explained by post-War scarcity? (Not that there would be a shortage of complete decks of cards in Vegas, of course, but by the name the game probably originated with the traders out on the Waste.)Caravan is a non-casino (some might say anti-casino) game that was invented by caravan guards who lacked complete/matching decks. They turned that fact of life into a core element of the game (deck building).
In America your average console game is what, 60 USD? That's the equivalent of 61 AUD at the moment (apart from that abysmal point this year we've been chasing you guys for parity) yet we pay 110 AUD for a new release game.
The best option available is to purchase through web only stores like 356games and cdwow where you can get each for 60-75 AUD. With those kind of discounts around you just can't rationalise pre-order bonuses. The big game stores can kid themselves all they want that this encourages sales but it's prices like these that kill their business.
Besides, the money you save on each game can go towards getting another game or DLC for the same game. Either of which would be more fulfilling than a special hat and a shotgun or whatever.
Well, actually, specializing in Hand to Hand early on with a small bit in Small Arms just to make the first few levels more manageable, was insanely powerful fairly quickly in. If you could manage to get a hold of a power fist it just got silly.
does the CE come with the guide?Negative.
As the player starts to see a house on the horizon, the first layer (of three) starts to play. The player hears the tension change. As he nears the house, a second layer comes in, and once he is in the center of town, the whole music track plays.Sounds promising!
The same thing happens in reverse as the player leaves the area. This gives a very natural flow to the experience of exploring the wasteland. And to this, we also make sure the music has night and day variations.
Fallout is a game that allows for its players to choose their own role, and their own morality. Some players play the good guy, and others play the bad guy. We decided that the music system should reflect that.
If the player runs through the town of Goodsprings and kills everything in sight, the music will reflect that with a dark, foreboding tone. If the player is helpful to the townsfolk and doesn't cause too much trouble, the there is a much lighter, rural tone to the music.
As far as new featuresattributed to theSPECIAL stats go, I've found some stuff. With CHARISMA you get something called "Companion Nerve" witch gives your companions buffs to damage and armor. With INTELLIGENCE, if you have INT lower than 4 you will get the "dumb" conversation options. With AGILITY that will affect how fast you draw your weapon, how fast you reload, and how fast your run speed is (also you do not have a penalty for running with a one handed weapon, only two handed ones). LUCK will affect "Enemy Mishaps" i.e. enemy shooting wide, grenades blowing up early, etc.
I still wonder why they bother with copyright protection - has it ever had any effect at all on pirating?
Hey, I'm playing hacked playstation games right now, so it's not like it's completely unreasonable. I still wonder why they bother with copyright protection - has it ever had any effect at all on pirating?Pirating on consoles is harder because the consumer of infringed goods has to put in some legwork on the hardware side of the equation before he can use them.
Full info on perks / traits / skills/ etc. (http://www.gamebanshee.com/news/100111-gb-feature-fallout-new-vegas-perks-traits-skills-and-more.html) Get to building your character!
PS, when you take the Wild Wasteland trait you can encounter a Zybourne Clock easter egg.
(http://img408.imageshack.us/img408/2392/8ea4b9f4a2698eb5ea33b88.jpg)PS, when you take the Wild Wasteland trait you can encounter a Zybourne Clock easter egg.
youve got to be fucking kidding
But, that's not really a problem is it? Where the big companies are trying to make it harder to pirate their stuff, all they do is making pirating more fun for the nerds who actually do this stuff. The guys who developed, released and patched ePSXe (the ps1 emulator I'm using) probably had the blast of their lives doing just that - it was a challenging and interesting problem, and they got more back from it in feeling of achievement and positive response from tens of thousands of users than they'll probably get from most of the jobs they'll ever have. the harder you protect something, the more intent you make pirates. It's like adding a new, super-hard boss to WOW, the players will be scrambling to figure out strats, stats, glitches, drops and everything. Pirating can't be fought without surveillance of private computer use, and that's so much of a Orwellian scenario that it won't happen before people are getting shot in the streets for making fun of the leaders of the state anyways. Copyright-protection is completely meaningless for anyone else than the people getting paid to make it, and the pirates who gets a blast from working around it.Hey, I'm playing hacked playstation games right now, so it's not like it's completely unreasonable. I still wonder why they bother with copyright protection - has it ever had any effect at all on pirating?Pirating on consoles is harder because the consumer of infringed goods has to put in some legwork on the hardware side of the equation before he can use them.
That's meaningless to you unless you're well-versed in Something Awful lore (Josh Sawyer is a longtime goon).
- First Jimpressions of New Vegas: As far as I am concerned, Alpha Protocol never happened now. Slate's clean.
- Played New Vegas for two days and have only officially completed two quests. [censored] hell!
- I in no way mean to imply that that's a BAD thing, either.
- @snoopypup248 If it is, it's an expansion that's worth $60
- New Vegas has officially overwhelmed me. I have so many quests going on and don't know where to start. This is terrifying and awesome.
According to the wiki, the Alien Blaster is only available with Wild Wasteland, there are no references to aliens without the trait selected.The wiki also mentions that the YCS/186 Gauss Rifle will only appear if Wild Wasteland is off, which they indicate as a sort of trade-off. As it stands, the Gauss Rifle and Zybourne Clock balls / body are probably separate references - apparently the YCS/186 guy had met Josh at least once in person.
It's Fallout 1 -> Fallout 2 all over again.It's shockingly underbaked, the plot isn't nearly as good, the start sucks, the endless parade of jokes and pop-culture references ruin it and it's easy to break the first half of the game (for combat at least) with an ounce of luck?
Personally, I'm already having more fun with this than Fallout 3. Weapon mods, different ammo, useful companions, chem "scarcity" and more interesting traits. Plus, I started on Hard Hardcore mode, so there's a sense of danger any time I wander the wastes. Plus, you can die in VATS now! That's fucking brilliant. Far removed from the invincibility switch from the last game.
On the other hand,
RADSCORPIONS. These fuckers are nearly invulnerable in the beginning and they're EVERYWHERE.
Hahaha!just like real life! fallout educates you
This whole time I was playing I thought that drinking beer and liquor would keep me hydrated.
Turns out that is a +thirst rather than a - thirst.
No wonder I was halfway dying of dehydration all the time!
Also the crafting system is really great. Items like the Caravaner's Lunch are totally sweet.
I've been playing a melee character, and I'm pretty sure melee weapons are completely broken in this game.
Veronica rules, that is all.Protip - Northwest of a very... sunny place, there is a darker place that has something in it that Veronica will find very, very useful. Looks neat, too.
Veronica rules, that is all.Protip - Northwest of a very... sunny place, there is a darker place that has something in it that Veronica will find very, very useful. Looks neat, too.
Just got to Helios One...Fantastic is such an awesome dude, he deserves a medal.
Well, it takes place 2000 miles away, so no there's not really any overlap except for the occasional clever reference.
Goddamn, I finally got around to actually going to the Strip last night and now I have a stupidly large number of quests I can do and my god I'm getting overwhelmed.
This is a nice feeling.
That's why I don't play PC games anymore, if you buy an Xbox game and put it into an Xbox, you know it'll just workWell, it takes place 2000 miles away, so no there's not really any overlap except for the occasional clever reference.
I didn't know if maybe groups like brotherhood of steel or the enclave spanned that area, also I guess I forgot how big America is, If fallout 3 was set in England you could walk to the next game
Sure the roads in New California are safe from Raiders now, but I don't want to get a regular job and I don't want to pay taxes!Actually a cursory glance over everything you encounter w/r/t the NCR indicates that they actually don't make anything safe and are, in fact, quite dysfunctional. They seem to be totally oblivious to the fact that the Legion is encroaching fairly heavily into their territory. When a rinkydink group of thugs takes over a pretty vital trading town they sit on their hands and do nothing. They have to recruit a drifter to clear a road of fucking ants. And they're headed for a severe food shortage, as you'll learn when you hit Vegas. Really the only thing standing between them and annihilation at the hands of the better trained, better equipped Caesar's Legion is the player character. And chances are if you save their asses they're liable to just keep on expanding their territory with no regard for how they're actually going to manage it. At least Mr. House can actually get shit done, and he doesn't crucify people.
Do people only use one save these days?A lot of people seem to be relying on autosaves, which is a bad idea, as there seem to be certain places (in my game for instance, the gift shop in Novac) that run the risk of corrupting it. My policy is a hard save every 15 minutes, and backup of files every hour / hour and a half, though I have yet to experience the corruption of anything other than the autosave (and then only once).
I'm running into my old RPG nemesis again: choices. Namely, I'm starting to wonder quite a bit what would be happening if I had favored the Powder Gangers.
Can ED-E die? I've had get knocked unconscious a couple of times but it reboots after a couple of minutes.Hardcore mode toggles companion permadeath. It makes explosives and low-CHA builds problematic. Boone does well for himself, though.
I never have the radio on anyhow, a lot of complaints about the radio are spot on: far too few songs and no variety when switching stations. The DJs are great, but not worth sitting through Ain't That a Kick in the Head for the 50th time while running from radscorps.oddly enough I like the ranger song...with a big iron on his hip... :psyduck:
At 10 CHA Boone is running through dungeons with his sniper rifle and netting me xp while I loot dressers and crates.
5 STR, relatively high PER, whatev END, whatev CHA, whatev (preferably above-average) INT, relatively high AGI, whatev LUCK. Luck is always a dump stat for me.
It should be noted that power armor is pretty damn hard to get in this game. Much harder than 2 or 3. It's basically a rehash of 1 in that respect. It's easy to go through the game never having acquired it.
Hit enter bro >: |
I was actually referring to Arcade and Veronica, who are both gay.
i mean, e.g. the nightkin quest. after getting the ghoul out of the basement, i went back to talk to davison. the second i try to talk to him, he aggros, turns invisible, and then chases me until he kills me. after some googling i find out that i have to actually leave my companion in a locked room, get davison to aggro, leave the area (!) and wait for 24 hours, after which i can go and he will de-aggro. this worked except he stayed invisible.
i've had something like this happen in three or four quests at this point. really, profoundly frustrating.
a bighorn headbutted a feral ghoul while i was in vats and this caused said ghoul's ragdoll to completely flip the fuck out. it floated in midair with its limbs spazzing out and then flew into the sky.That's an old and apparently unfixable issue with Gamebryo. When you load a quicksave or enter a new cell ragdolls tend to flip out - Protectron corpses in particular seem to launch into the air. You'll also notice how picking up something on a table or shelf will cause everything within a few feet of it to float slightly in the air or sink into other surfaces. It was a lot worse in Oblivion (where picking up an apple would cause all the other fruit and all the silverware to fall through the table onto the floor) but it's still puzzling.
I think the worst bug I've run into (besides the fucking Cazadores, ba-dum-tish)
Bethsoft released sales figures. 5 million copies in 3ish weeks, $300 million or so in profits.
Are you sure it's not some weird thing with the controls? Target selection in VATS can be tricky sometimes.
I imagine most of the issues resolved in the patch have been dealt with by the community. A lot of the companion and quest bugs seem to be smoothed out, at least.
Fun with C4!
(http://i56.tinypic.com/w9ejog.gif)
Fun with Meltdown!
(http://i54.tinypic.com/102mhis.gif)
I would 100% love to see Chicago for Fallout 4 though.
You know, the Fallout 4 built on id Tech and written by Obsidian.
when is fallout: nyc going to be a thingProlly the next Bethsoft one.
I just want Gamebryo to fall in a ditch and die a horrible, preferably fiery, death.
I just want Gamebryo to fall in a ditch and die a horrible, preferably fiery, death.
Aren't you like the biggest Civ 4 nut on these boards?
I'm just bein' facetious
The inventory isn't that bad once you realize that you can cycle to different inventory categories.Now that you mention it, I do remember something about cycling through inventory categories while trading and searching containers. It was also something I did not realize for the majority of the time spent on Fallout 3. Thanks for reminding me.
I didn't know that through the entire 200 hours I played Fallout 3.
I would 100% love to see Chicago for Fallout 4 though.
You know, the Fallout 4 built on id Tech and written by Obsidian.
I'm also a bit annoyed by the lack of campfires in every major establishment everywhere. How do people cook their food in Primm? Novac? It's not like those burning barrels are good for anything.Ovens, obvs!
Crazy. The REPCONN Test Site rockets are obviously ballistic in design, and the diaries / emails in REPCONN HQ apparently allude to them being highly faulty. Bright obviously wants to go into space but I can't tell if they'd settle for somewhere else on Earth. Even if they made it into space, it's demonstrated by the trapped ghoul in the Test Site basement that ghouls need to eat and drink, so they'd be fucked.Oh no, I don't think they wanted to go into space. That would be crazy! From what I read about the navigation controls, the ones available just before launch, I got a strong impression that it was headed somewhere nearby. Could be a place in the US, could be Japan for all we know.
It would be nice if they used the Bright Brotherhood to tie into a Reservation (http://fallout.wikia.com/wiki/Reservation) DLC or something. My anticipation for Van Buren DLC is so high it's stupid. I'm bound to be disappointed.
Overall the quest itself is not all that bad, but the Bright Brotherhood is so ridiculous it's up there with the Family from FO3.
This is more idle curiosity than anything else, but the thought has crossed my mind a few times while playing through FO3... what is the viability of killing everyone you meet on sight?The only people in the game you can't kill are the children and Yes Man. You can slaughter everyone else. As Johnny says, it limits your quest possibilities, but there's enough combat exp out there that it shouldn't impede your leveling progress too much.
like, look: their political structure is entirely militaristic, individualism and plurality of thought are suppressed in favour of discipline and hierarchy, they view war as not a means but the means of disseminating their ideals, and egalitarianism is completely non-existent on account of they have actual slaves. they will never not be a brutal and oppressive and anti-egalitarian regime. problems with caesar's legion run deeper than short-term crucifixion; there's serious political and philosophical issues with it, the same way that there are within the ncr.
I think this is good evidence for videogames = art.
I think this is good evidence for videogames = art.
i get what you're saying but also you're a dead man
The idea that a powerful person can change the fundamental nature of a political system through progressive reform is as quaint as Caesar's grand scheme.
On December 21st, Fallout: New Vegas' first DLC, Dead Money, will be available exclusively on Xbox 360 for 800 Microsoft Points.
To give you a sneak peek at the content, Senior Designer Chris Avellone answered a few of our questions about the heist-themed content.
Here's the interview…
Can you discuss the setting for Dead Money?
Dead Money is set in the Sierra Madre, an opulent and extravagant resort that was supposed to be the greatest casino in the west – except that it never opened. Bombs fell before the gala opening, and the Sierra Madre froze in time, its state of the art security system locking the place up tight. Nothing could get in, and none of the guests could escape. Years passed. The climate control and air conditioning system within the facility began to spit toxins into the surrounding city, causing a slow cloud and haze to form over the area - which proved lethal to anyone who tried to explore the city. Only a mysterious group called the Ghost People survived to call the city home, trapped inside what appeared to be hazmat suits and never speaking to their victims... only capturing them alive and dragging them away to the depths of the city deep within the Cloud.
And so the Sierra Madre faded from the history books, only occasionally being seen in posters across the wastes, until it took on mythic ghost story status... a supposed "City of Gold" in the Mojave Wasteland where all the treasures of the Old World were rumored to be held. It was kept alive as a late-night saloon story by prospectors who'd claimed to have found maps leading there... and were willing to part with the "map" for a few caps. Or a drink. Or a warm place to sleep.
How will the player reach this area?
The Sierra Madre is a mythical place in the wastes, with travelers all risking their lives to find it. Only one man truly "found" it - and lived. After the fall of HELIOS One, Father Elijah of the Brotherhood of Steel set out to find new weapons to eradicate NCR. And in the process he found the Sierra Madre. The Courier is lured to the Sierra Madre by a faint radio broadcast advertising the gala grand opening.
From a gameplay standpoint, Dead Money is accessed by loading a save file from any point in Fallout: New Vegas prior to the endgame sequence, in the same way as Operation Anchorage, Point Lookout, The Pitt or Mothership Zeta were triggered in Fallout 3.
Can you share details on some of the new creatures/enemies players will encounter?
This being an extension of Fallout: New Vegas, players will encounter several unique characters, each with their own motivations, all of whom will have to work together if any of them are going to survive. Aside from just struggling with their would-be companions, the courier will also have to deal with the mysterious Ghost People as well as the casino's substantial defense systems.
Description:
As the victim of a raw deal you must work alongside three other captured wastelanders to recover the legendary treasure of the Sierra Madre Casino. In Dead Money, your life hangs in the balance as you face new terrain, foes, and choices. It is up to you how you play your cards in the quest to survive.
Story:
Welcome to the Sierra Madre Casino! The casino’s mythical contents are lusted after by desperate wasteland scavengers, who tell stories of intact treasure of the old world buried deep within its vault. Lured here by a mysterious radio signal advertising the long-awaited grand opening of the casino, you are thrown into a high stakes game where you’ll have to work with three other lost souls if you want to survive.
Key Features:
- Take part in a suspenseful post-apocalyptic casino heist in which you’ll need to work with three companions, each of whom has their own motivation for helping you.
- Add hours of extended gameplay where you’ll encounter the mysterious Ghost People, pre-war death traps and the holographic security system of the Sierra Madre.
- Navigate your way through a challenging new storyline, with even tougher choices.
- New perks, achievements, and a raised level cap to 35!
(http://fallout.bethsoft.com/images/art/deadmoney/deadmoneyscreen_01B.jpg)
Just... Cause
uh,um,uh,well (http://forums.questionablecontent.net/index.php/topic,25496.0.html)i can take it don't worry, im not new to the whole being bitched at on a forum thing. there is one or two forums i am infamous on and don't go back to any more. although if i did i would probably be remembered
Finally, a recharger rifle that only sears off clothing (http://www.newvegasnexus.com/downloads/file.php?id=35810). They don't even notice!
He make weapons lose less durability per attack.As I said, weapon durability is no problem for me, seeing as I nab every bit of wonderglue and duct tape available for weapon repair kits. Veronica also lets me craft them whenever I want. As for being voiced by Danny Trejo...good point. I think I'll recruit him when I get tired of Veronica.
Also he is voiced by Danny "Fucking" Trejo.
So yes.
Do the Super Mutants scale to your level? Because when I went to Black Mountain, all the Super Mutants were Masters and the fight up to the station was actually fairly tough. Hearing people getting Raul early in the game makes it sound like it must because fighting Masters at low level sounds like an exercise in frustration.
. Also the beam splitter mod for laser rifles actually makes the weapon far less effective.
The textures for these graffiti live in a folder in the game files called "nvdlcgraffiti", and all the textures share the filename "nvgraffitisierra". Interestingly, this folder contains a number of other textures, sharing the filename "nvgraffitihonesthearts". These read:
"Where's New Canaan, anyway?"
"The Burned Man Walks!"
"Joshua Graham Lives!"
Confirmed Bachelor is considered a homosexual perk? Neither the name, the art nor the description gave any indication of that.
Confirmed Bachelor is a euphemism for a gay man. The icon art shows Vault Boy giving a massage to a naked Vault Boy with a heart floating over his head. I'm amazed that people look at that and sincerely come away thinking, "Hey, looks like a couple of bros just having a good time and giving a friendly massage."
whos the homo that insisted on being so heavy handed with the gay dialogue and references in the game?
Alarm at the presence of homosexual dialogue topics is pretty interesting considering the majority of them only appear if you voluntarily take a perk that identifies your character as homosexual.
The full changelog would be a novella, but I can say that balance-wise, a lot of energy weapon stats were changed (usually a change to DAM and ammo cost), energy ammo was modified (duh), sniper rifle and Gobi DAM/crit chance multipliers were lowered, missile launcher and fat man had DAM increases, a boatload of recipes were made a lot simpler (fewer ingredients and a lower count per ingredient), Caravan AI should now play face cards against the player, merchants will stop playing Caravan with the player after five games, and "some other stuff".
Top fixes:
* Companions now show up as waypoints on the map
* Companions will always fast travel with you, unless told to wait or sent away
* Fix: DLC error/save corruption
* Fix: Entering the strip after Debt Collector causes crash and autosave corruption
* Fix: Using Mojave Express dropbox can cause DLC warnings
* Crafting menu now filters valid (bright) recipes to the top of the list
* Weathered pistol no longer glitches when applying mods
After the break, see other issues/quests the patch covers...
In addition, this patch addresses issues with the following areas:
* Pip-Boy Interface
* Pre-Order DLC Items
* Reputation System
* Radio Stations
* Companion fixes
* Companion Quests
* Repair Menu
* Caravan
* Weapons and Weapon Mods
* Hardcore Mode
* Perks
* Skills
* Crafting Recipes
* Crafting Menu
* Mojave Express
* Chems/Addiction
* Doctors
* Vendors
And fixes for the following quests:
* Ain’t That a Kick in the Head
* By a Campfire on The Trail
* They Went That-a-Way
* My Kind of Town
* Boulder City Showdown
* Ring a Ding Ding!
* King’s Gambit
* For The Republic, Part 2
* Render Unto Caesar
* Et Tumor, Brute?
* The House Always Wins
* Wild Card
* Beyond the Beef
* GI Blues
* How Little We Know
* Oh My Papa
* Still In The Dark
* You’ll Know It When It Happens
* Arizona Killer
* Eureka!
* Veni, Vidi, Vici
* All or Nothing
* No Gods, No Masters
* Birds of a Feather
* I Put A Spell On you
* Come Fly With Me
* That Lucky Old Sun
* Don’t Make a Beggar of Me
* The White Wash
* Ghost Town Gunfight
* Restoring Hope
* Bleed Me Dry
* Aba Daba Honeymoon
* Tend To Your Business
* Wang Dang Atomic Tango
* Flags of Our Foul-Ups
* Debt Collector
* Talent Pool
* Left My Heart
* Someone To Watch Over Me
* Hard Luck Blues
And some changes the community has gathered
* Companions now fast travel to the appropriate location when dismissed by the player
* Companions now show up as waypoints on the local map.
* EC/ECP/MC ammo (standard) now has -2 DT
* EC/ECP/MC ammo (over charge) now has -5 DT
* EC/ECP/MC ammo (max charge) now has -10 DT
* Multiplas rifle now consumes 3 units of ammo per shot (previously 6)
* Plasma Defender now consumes 2 units of ammo per shot (previously 3)
* All reputation safehouses have been updated with additional supplies (armor, weapons, ammunition, skill magazines)
* All-purpose science suit can now be found in the Followers safehouse
* Legion Vexillarius armor, Legion Centurion armor and Legion Praetorian armor, sniper rifle, displacer glove, and machete gladius can now be found in the Caesar's Legion safehouse
* NCR Ranger combat armor, NCR salvaged power armor, NCR Ranger patrol armor, Hunting revolver, Trail carbine, Assault carbine can now be found in the NCR Ranger safehouse
* Recon armor, T-51b power armor, and T-45d power armor, all in poor condition, as well as Tesla cannon, Gatling laser and some ammo can be found in the Brotherhood of Steel safehouse.
* 12.7 ammo can now be made at reloading benches
* Some weapons mods like the night scope have the nightvision sight.
* ED-E´s laser zapper (after updating his weapon system in ED-E My Love) now shoots blue lasers.
* Stimpak's value was increased from 25 to 75 and super stimpak's from 100 to 150
* Crafting mass purified water requires 5 bottles of dirty water, 2 glass pitchers, and 1 surgical tubing. It also makes only 4 bottles of purified water.
* Mines in front of Primm removed.
* Sniper rifle now does 42 DAM instead of 62 (at least if you have the Hand Loader perk).
* More .50 MG and 12.7mm ammo available from vendors (e.g. Gun Runners)
* The Atomic Wrangler Casino now provides tiered rewards when gambling. (1st: Beer, 2nd: Dapper Gambler Hat, 3rd: Dapper Gambler Suit)
* Weight of the empty syringe has reduced to 0.0
Also Reload Bug is fixed.
crits rule everything around me
dude next playthrough is going to be the most strength and luck i can manage. maybe some endurance or agility thrown in there. it's going to be worth it when i'm hurling critical melee attacks at deathclaws at level six.i ALWAYS go for high strength, 8 or 9 at least, that way i can carry more loot. plus my character had fairly low unarmed skill and still i could always fall back on trusty old love and hate (or as i call em "love hat") and still woop some ass when i run out of ammo
your link no worky. :-(
being that they are in that part of the world they have to have an area 51 DLC at some point.
It's not even fun to make fun of Obsidian anymore, they're much better at it themselves.
Not especially! There's no situation in which you absolutely positively need a skill to pass (though you'll be well fucked in hardcore if you don't have a good medicine score). As always, lockpick and science are most useful with speech coming up second.
I've finally started working on the actual storyline of NV. I've come to the fork that is deciding who I want to work for (NCR/Mr. House/Caesar's Legion). I've decided to let Benny escape with his life from the Top's casino and am seriously regretting it now. Is there any way to retrieve the platinum chip from Caesar without having the legion turn hostile?From what I remember, Caesar doesn't know about the chip and Benny still has it. Caesar allows you to decide what happens to Benny, so he'll give it to you before you kill him or set him free.
Are you playing on Very Hard on Hardcore mode? I really don't see any other way to make the experience more difficult/realistic.Yes and yes. I suppose it's because the guards are there mostly to catch you if you steal stuff, since most people are unlikely going to start murderin' for getting caught stealing a few bottlecaps.
Well you could mod it harder.That's one option, but I haven't gotten around to installing the NVSE for the good ones. Any reccomendations? I haven't come across many mods that modify combat.
Well, to be honest they've come off as dicks a lot more than just this game, it's just usually you're not opposing them at all so it's a lot easier to look past it.Well my only experience with fallout is the third game and New Vegas. Maybe I should rectify that.
[snip]... is really awesome. Except for the fact that my adorable scientist Shelly Sundial is fully addicted to Buffout, Whiskey, Vodka, and Sierra Madre Martinis since I'm drinking constantly in order to carry around all my junk when my companions are indisposed.
:psyduck:
Do you think that it is rad for your character to have alcoholism (http://achewood.com/index.php?date=05152002)
and the fact that they made uses for previously useless stuff (Junk Food, Turpentine, Pre-War Money, cigs, etc.)
Hi everyone,
On behalf of all of the hard-working teams at Bethesda and Obsidian, I’d like to give you an update what we’ve been working on these past few months.
Well, here’s what happened: our next DLC release (announcement coming very soon, we promise) has been complete while we worked on getting a patch ready for you all. We didn’t want to just release more DLC before we had a patch that would improve the overall New Vegas experience.
The good news is that we do have such a patch and it’s been handed off to the necessary platform owners. It should be released in the next couple of weeks on 360, PS3 and PC (can’t be more specific than that, I’m afraid, although PC will almost certainly get it first).
So what’s in that patch? First and foremost, optimizations and stability improvements. While there are bug fixes, our core focus was on improving stability and performance. We worked directly with first party platform owners to identify issues, and we have fixed a great deal of the crashes and lockups that people were experiencing. In addition, we scoured the forums and this patch includes weapon balance tweaks and other requested fixes.
We know we’re not done yet. There’s still more work to do, and we’ll be monitoring the forums very carefully following the release of this patch, looking for more issues. We do have another update planned further down the line.
So I’d like to apologize for the radio silence. Hopefully you’ll be pleased with the enormous amount of work we’ve put into this update over the last few months, and will enjoy the rest of our DLC releases. We have some pretty cool stuff coming soon. Stay tuned!
Thanks,
Jason Bergman
Senior Producer, FNV
I don't know about quick draw, but rapid reload is useful on higher difficulties and is absolutely essential for a Cowboy concept character - all the perk-buffed weapons are loaded by-bullet.
I may pick up rapid reload then. I am playing a cowboy type character. Im lvl 22 and just ran out of perks that where useful. I beat then game at lvl 20 the first time I played. Figured I missed out on a bunch of content.
Hi everyone,
The promised patch for Fallout: New Vegas is almost here! PC users will get it on Monday and console folk will receive it soon (we’re still waiting to hear the exact date).
As I mentioned in my previous post, this patch contains optimizations and stability improvements as well as balance changes.
Here’s a rundown of the balance tweaks we’ve implemented for this update:
Guns:
Automatic Guns - SMGs, the Assault Carbine, and the LMG are more accurate across the board. They're also more durable. 12.7mm SMG mag capacity increased to 21.
Shotguns - Buckshot has received a x1.2 inherent DAM mod. This slightly incentivizes using buckshot over slugs when enemy armor is not an issue. Magnum buckshot has a x1.3 DAM mod and a small amount of DT bypass. Spread for many shotguns has been lowered.
Hunting Rifle, Anti-Materiel Rifle - Hunting Rifle and AMR now have the lowest spread of all rifles. Hunting Rifle RoF increased, Crit Chance set to x2. Anti-Materiel Rifle's Crit DAM has been raised from 80 to 110 to make it more viable when compared to the Gobi.
Sniper Rifle, Gobi Campaign Scout Rifle - Sniper Rifle and Gobi now have a higher RoF and lower AP cost. Both have x2 Crit Chance. Gobi has increased DAM and much higher Crit DAM over the Sniper Rifle.
That Gun - That Gun is now a slow-firing hand cannon that does huge DAM firing 5.56mm out of a short barrel.
Hunting Revolver – Rate of Fire increased.
Service Rifle - DAM slightly lowered, firing animation changed to the one used by Marksman Carbine, RoF dramatically increased. Spread decreased.
Silenced .22 Pistol, SMG - Crit DAM and Crit Chance significantly increased.
5mm Ammo - Base ammo has 10 points of DT bypass. AP variants have 25 points of DT bypass. This affects the Assault Carbine, Minigun, and CZ57 Avenger.
.308 JSP - DAM mult reduced from x1.5 to x1.3. x2 CND degradation effect added.
Lever-Action Rifles - Cowboy Repeater, Trail Carbine, Brush Gun - RoF has been slightly reduced, AP costs have been significantly increased, and spread has been slightly increased. Cowboy Repeater Custom Action RoF increase has been reduced. La Longue Carabine spread has been significantly lowered.
Explosives:
Dynamite - Larger explosion radius.
Frag and Plasma Grenades – DAM increased.
25mm Grenades - Slightly increased DAM on the explosion.
40mm Grenades - Significantly higher DAM on the explosion.
Missile Launcher / Fat Man - Now have much better zoom FoV and good accuracy. Missile and Fat Man projectiles (not the explosion) have a large base DAM. Both are extremely effective on direct hits, but still potent even if a direct hit is not scored. N.B.: Listed DAM on weapons assumes a direct hit!
Energy Weapons:
Gatling Laser - Base DAM is higher. Against heavily armored targets, this is still a poor weapon. Against lightly armored targets, especially with Over Charge or Max Charge ECPs + Focus Optics + Laser Commander, it has extraordinary DPS.
Tesla Cannon, Tesla-Beaton Prototype - These now consume far less ammo per shot and can be fired several times before a reload. DAM is beefy with an additional 2 second DoT.
Pew-Pew - Lower ammo capacity, consumes far fewer ECs per shot. Still a two-shot weapon.
Melee and Unarmed:
Ripper, Chainsaw, Thermic Lance - DAM lowered, all ignore DR/DT.
Bladed Gauntlet, Mantis Gauntlet - Ignore DR/DT flags removed (were not supposed to be marked as such). Mantis Gauntlet animation/sound fixed.
Perks:
Splash Damage – Functions properly.
The Professional - 10mm Pistol, SMG added to perk list.
Thanks,
Jason Bergman
Senior Producer, FNV
Yeah, but he was also a CNPC and his past with the Legion was supposed to be something you discovered later on.
Maybe I've only scratched the surface thus far but how does one get companions. I have that robot dog with me which kicks ass but that was the first opportunity I had to have someone tag along with me, and I have really high speech skills and everything.You have to find them and some of them require that you do something before they'll join up. I'll put em in small text if you don't want them spoilt.
That sucks, I love the ending where the Khans and the Followers set up a new society.
In a Foreign Land - Bronze
Scouted the Zion Valley for signs of the White Legs.
O Daughter of Babylon - Silver
Crushed the White Legs.
When We Remembered Zion - Bronze
Arrived at Zion.
Restore Our Fortunes - Silver
Resupplied Daniel and the Sorrows
Guns - Weapons
.357 Revolver - AP Cost increased from 20 to 26.
.44 Revolver - AP Cost decreased from 28 to 25.
10mm SMG - Health increased from 250 to 500; Spread decreased from 4.4 to 2; AP Cost increased from 20 to 22.
12.7mm SMG - Health increased from 250 to 500; Mag Size increased from 15 to 21; Spread decreased from 4 to 2; Fire Rate increased from 8 to 9; AP Cost increased from 20 to 24
9mm SMG - Health increased from 450 to 550; Damage (both standard and critical) increased from 11 to 14; Spread decreased from 2.2 to 1.5
All-American - AP Cost decreased from 20 to 13
Anti-Material Rifle - Spread decreased from .3 to .15; AP Cost decreased from 65 to 55; Critical Damage raised from 80 to 110
Assault Carbine - Health increased from 400 to 750; Damage (both standard and critical) increased from 12 to 13; Spread decreased from 1.5 to 1.2; Critical Hit Chance increased from 0.5x multiplier to 1x multiplier or in layman's terms, your crit chance is doubled.
Big Boomer - Given 1x Crit Chance Multiplier (Didn't crit before); Spread decreased from 6 to 3.5
Brush Gun - Spread increased from 0.03 to 0.06; AP Cost increased from 23 to 33; Now can only fire ~1.23 shots per second compared to ~1.85 pre-patch
Caravan Shotgun - Spread decreased from 4 to 2.2; AP Cost decreased from 27 to 20
CZ57 Avenger - Health increased from 1000 to 1600; Damage (both standard and critical) decreased from 14 to 13; Spread decreased from 1.1 to 0.55; Sight FOV decreased from 55 to 45
Gobi Rifle - Base Damage increased from 40 to 48; AP Cost decreased from 33 to 24; You can now fire ~2.14 shots per second compared to ~1.77 shots per second; Crit Chance Multiplier increased from 1x to 2x; Crit Damage increased from 40 to 80
Hunting Revolver - AP Cost decreased from 32 to 31; You can now fire 1.5 shots per second compared to ~1.22 pre-patch
Hunting Rifle - Damage (Standard and Critical) increased from 45 to 52; Spread decreased from .03 to .01; Crit Chance increased from 1x to 2x
Hunting Shotgun - Health increased from 125 to 200; AP Cost decreased from 32 to 28
La Longue Carabine - Spread decreased from 0.2 to 0.05; AP Cost increased from 18 to 24; Fires ~2.15 shots per second compared to ~2.31 pre-patch
Lever-Action Shotgun - AP Cost decreased from 30 to 25
Light Machine Gun - Health increased from 400 to 800; Spread decreased from 3.2 to 1.5; AP Cost decreased from 30 to 18; Given 1x Crit Chance Multiplier (Didn't crit before)
Lucky - Fires 2.75 shots per second compared to ~2.34 pre-patch
Marksman Carbine - AP Cost decreased from 20 to 14
Minigun - Health increased from 800 to 1200; Sight FOV decreased from 55 to 45
Mysterious Magnum - AP Cost decreased from 25 to 22
Ranger Sequoia - Sight FOV decreased from 55 to 45
Ratslayer - AP Cost decreased from 45 to 33; Fires 1.3 shots per seconds compared to ~1.1
Riot Shotgun - Health increased from 150 to 175; AP Cost decreased from 30 to 17; Spread decreased from 3.5 to 2.5
Sawed-Off Shotgun - Given 1x Crit Chance Multiplier; Spread decreased from 7 to 4
Service Rifle - Damage decreased from 20 to 18; AP Cost decreased from 22 to 15; Fires 4.2 shots per second compared to 2.3 pre-patch
Silenced .22 Pistol - Limb Damage Multiplier increased from 0.8x to 1x; Crit damage increased from 9 to 18; Crit Chance increased from 1x to 3x
Silenced .22 SMG - Health increased from 500 to 1000; AP Cost increased from 18 to 19; Limb Damage Multiplier increased from 0.8x to 1x; Crit damage increased from 6 to 20; Crit Chance increased from 1x to 3x
Sniper Rifle - Damage (Both standard and critical) increased form 42 to 45; Crit Chance increased from 1x to 2x; AP Cost decreased from 38 to 27; Fires ~1.93 shots per second compared to ~1.61 shots pre-patch
That Gun - Value decreased from 2000 to 1750; Health decreased from 250 to 225; Weight increased from 4 to 5; Damage increased from 22 to 30; Crit Damage increased from 18 to 30; Fires 3 shots per second compared to 3.75 pre-patch
Trail Carbine - Damage (standard and critical) increased from 45 to 48; Spread increased from .035 to .06; AP Cost increased from 21 to 29; Fires ~1.54 shots per second compared to ~1.85 shots pre-patch
Vance's 9mm SMG - Health increased from 600 to 750; Damage (standard and critical) increased from 13 to 17
Guns - Ammunition
10mm - Normal Value raised from 1 to 2; HP Value raised from 2 to 5; JHP Value raised from 1 to 3
12.7mm - Hollow Point - Value raised from 4 to 7
12 Gauge - Bean Bag - Value increased from 2 to 3
12 Gauge - Coin Shot - Given 1.3x DAM and -2 DT Bonus
12 and 20 Gauge - Normal - Given 1.2x DAM; 12 Gauge Value increased from 1 to 2
12 and 20 Gauge - Magnum - DAM increased from 1.15x to 1.3x; Given -2 DT bonus; 20 Gauge value decreased from 3 to 2
20 Gauge - Slug - Value decreased from 2 to 1
.223 Round - -DT Bonus Removed; Given a Value of 1 (No longer a boxed item)
.308 Round - Normal Value increased from 3 to 4; AP and HP Values increased from 5 to 9
.308 Round - JSP - DAM decreased from 1.5x to 1.3x; Given CND decay increase of 1.5x
.357 Magnum - Normal Value increased from 1 to 2; HP and JFP Values increased from 2 to 3
.38 Special - Given a Value of 1 (No longer a boxed item)
.44 Magnum - Normal Value increased from 2 to 3; HP Value increased from 3 to 7; SWC Value increased from 3 to 4
.44 Special - Given a Value of 2 (No longer a boxed item)
.45-70 Gov't - Normal Value increased from 3 to 4; HP Value increased from 5 to 8; SWC Value decreased from 7 to 5
.50 MG - AP Value increased from 10 to 14; Incendiary Value increased from 15 to 18
5.56mm - Normal Value increased from 1 to 2; AP and HP values increased from 2 to 4
5mm - AP and HP Values increased from 2 to 3
9mm - HP and +P Values increased from 2 to 3
Energy Weapons - Weapons
Gatling Laser - Damage (both standard and critical) increased from 7 to 10; Spread decreased from 1.3 to 0.5
Pew Pew - Mag Size decreased from 30 to 10; Ammo consumed per shot decreased from 15 to 5
Tesla Cannon - Base damage increased from 40 to 80; Crit Damage increased from 30 to 40; Mag Size decreased from 40 to 20; Ammo Consumption decreased from 40 to 5; Sight FOV decreased from 55 to 40; Fires ~1.34 shots per second (This didn't matter pre-patch that much aside from delay to reload); You can now get disintegrate your enemies; Obtained Kill Impulse of 40
Tesla-Beaton Prototype - Base damage increased from 55 to 90; Mag Size decreased from 45 to 24; Ammo Consumption decreased from 45 to 6; Sight FOV decreased from 55 to 40; Fires ~1.34 shots per second (Same thing as Tesla Cannon); Crit Damage decreased from 55 to 45; You can now get disintegrate your enemies; Obtained Kill Impulse of 50
Energy Weapons - Ammunition
EC Pack - MC and OC Values increased from 1 to 2
Energy Cell - OC Value increased from 2 to 3
MC Cell - MC Value decreased from 8 to 5
Explosives - Weapons
Annabelle - Damage increased from 20 to 150 (This is direct hit damage); Spread decreased from .4 to .02; Sight FOV decreased from 55 to 40
Fat Man - Damage Increased from 10 to 400 (This is direct hit damage); Spread decreased from 2 to .5; Sight FOV decreased from 55 to 40
Grenade Launcher - Spread decreased from 1 to .7
Grenade Machinegun - Health increased from 200 to 400; Given 5 Damage (Direct Hit)
Mercy - Health increased from 200 to 500; Given 5 Damage (Direct Hit)
Missile Launcher - Damage increased from 20 to 125 (Direct Hit); Spread decreased from .5 to .3; Sight FOV decreased from 55 to 40
Thump-Thump - Spread increased from .5 to .8
Explosives - Ammunition
25 mm Grenade - Damage increased from 35 to 50; Value increased from 2 to 8
25 mm Grenade HE - Damage increased from 35 to 50
40 mm Grenade - Damage increased from 50 to 100; Value increased from 5 to 12
40 mm Grenade Incendiary - Damage increased from 35 to 75; Value increased from 8 to 18
Dynamite - Damage Radius increased from 300 to 750 (OH MY, IT MAY BE USEFUL NOW!)
Frag Grenade - Damage increased from 75 to 125
Holy Frag Grenade - Damage increased from 500 to 800
Mini Nuke - Damage increased from 325 to 600; Weight decreased from 5 to 3
Missile - Damage Radius decreased from 1300 to 1000; Weight decreased from 3 to 1.5
Missile HE - Damage Radius increased from 1500 to 1700; Value increased from 100 to 150; Weight decreased from 3 to 1.5
Missile HV - Value increased from 100 to 150; Weight decreased from 3 to 1.5
Plasma Grenade - Damage increased from 150 to 225
Melee / Unarmed Weapons
Chainsaw - Damage decreased from 100 to 80
Ripper - Damage increased from 30 to 50
Chainsaw, Ripper, Thermic Lance - Ignore DT / DR
Mantis Gauntlet, Cram Opener - Ignore DT / DR Removed
Weapon Modification Kits
.44 Revolver - Values Before - 250; New Values: Heavy Frame - 1000; Scope - 1100
10mm Pistol - Values Before - 250; New Values: Extended Mags / Silencer - 750; Laser Sight - 650
10mm SMG - Values Before - 250; New Values: Extended Mags - 1000; Recoil Comp. - 1100
12.7mm - Values Before - 100; New Values: Pistol Silencer - 1750; SMG Silencer - 2750
9mm SMG - Values Before - 500; New Values: Drums - 800; Light Bolt - 850
Assault Carbine - Extended Mags - Before - 300; After - 1300
Brush Gun - Forged Receiver - Before - 700; After - 1750
Cowboy Repeater - Custom Action / Long Tube: Before - 250; After - 850 and 750 | Maple Stock: Before - 100; After - 675
Fat Man - Little Boy Kit - Before - 100; After - 2500
Flamer - Expanded Tanks - Before - 250; After - 1300
Gatling Laser - Values Before - 250; New Values: CF Frame - 2200; Focus Optics - 3000
Grenade MG - High-Speed Kit - Before - 250; After - 3500
Grenade Rifle - Long Barrel - Before - 250; After - 700
Hunting Rifle - Values Before - 250; New Values: Custom Action - 1200; Extended Mag -1600; Scope - 1300
Hunting Shotgun - Values Before - 250; New Values: Choke - 1500; Long Tube - 1750
Laser RCW - Recycler - Before - 750; After - 1900
Laser Rifle - Values Before - 250; New Values - Beam Splitter - 650; Focus Optics - 900; Scope - 850
LMG - Expanded Drums - Before - 250; After - 3200
Minigun - High-Speed Motor - Before - 250; After - 2750
Missile Launcher - Guidance System - Before 250; After - 1500
Plasma Caster - HS Electrode - Before - 250; After - 2500
Plasma Rifle - Mag. Accelerator - Before - 250; After - 800
Silenced .22 SMG - Drums - Before - 850; After - 1100
Sniper Rifle - Carbon Fiber Parts: Before - 1000; After - 1500 | Silencer: Before - 250; After - 1800
Service Rifle - Forged Receiver: Before - 250; After - 650 | Springs: Before - 100; After - 850
Trail Carbine - Scope - Before - 250; After - 1500
Glossary:
Sight FOV - The degrees in which your field of view be when you zoom in with a non-scoped weapon. The lower the #, the more your view will zoom in.
Kill Impulse - The amount at which your target gets pushed back when you use that weapon on them.
BETHESDA SOFTWORKS REVEALS DOWNLOADABLE CONTENT PLANS FOR FALLOUT®: NEW VEGAS™
Three Additional Add-on Packs Releasing in Coming Months
for Xbox 360, PlayStation®3 system and Windows PCs
May 3, 2011 (Rockville, MD) – Bethesda Softworks®, a ZeniMax® Media company, today announced three downloadable content packs will be released in the coming months for Fallout®: New Vegas™. The three packs will be released simultaneously for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows-based PCs.
Honest Hearts™, Old World Blues™ and Lonesome Road™ will further expand upon Fallout: New Vegas. Fallout: New Vegas takes all the action, humor and post-apocalyptic grime and grit of this legendary series, and raises the stakes.
Available on May 17, Honest Hearts takes you on an expedition to the unspoiled wilderness of Utah’s Zion National Park. Things go horribly wrong when your caravan is ambushed by a tribal raiding band. As you try to find a way back to the Mojave, you become embroiled in a war between tribes and a conflict between a New Canaanite missionary and the mysterious Burned Man. The decisions you make will determine the fate of Zion.
In Old World Blues, releasing in June, you will discover how some of the Mojave’s mutated monsters came to be when you unwittingly become a lab rat in a science experiment gone awry. You’ll need to scour the Pre-War research centers of the Big Empty in search of technology to turn the tables on your kidnappers or join forces with them against an even greater threat.
Lonesome Road, available in July, brings the courier’s story full circle when you are contacted by the original Courier Six, a man by the name of Ulysses who refused to deliver the Platinum Chip at the start of New Vegas. In his transmission, Ulysses promises the answer as to why, but only if you take one last job –a job that leads you into the depths of the hurricane-swept canyons of the Divide, a landscape torn apart by earthquakes and violent storms. The road to the Divide is a long and treacherous one, and of the few to ever walk the road, none have ever returned.Reviews of Fallout: New Vegas have called the game as “an utterly essential purchase” (MSN UK) and as “addictively, rambunctiously fun” (Entertainment Weekly). The Associated Press awarded it a 4 out of 4 stars and said “Bottom Line: It’s a Blast”, while GameSpy gave it 4.5 out of 5 stars and called Fallout: New Vegas “one of the best games of the year.”
All downloadable content for Fallout: New Vegas will be available for download on Xbox LIVE® for 800 Microsoft Points, the PlayStation®Network for $9.99, and both Steam and Direct2Drive for $9.99.
Published by Bethesda Softworks and developed at Obsidian Entertainment, Dead Money, Honest Hearts, Old World Blues, Lonesome Road, and Fallout: New Vegas have been rated M for Mature by the ESRB. For more information on Fallout: New Vegas, including the game’s downloadable content, please visit http://fallout.bethsoft.com.
"In Dead Money, we did (loot stripping) for the survival/horror experience. None of the future DLCs strip gear from a player, although in Honest Hearts, because of the caravan journey you're on (and the distance) you can only carry a certain weight limit (which can be increased with skills and perks)," posted Avellone in explanation.
"In both Honest Hearts and Old World Blues, you'll find out fast that you're in a difficult situation and need to finish the adventure once begun - but both adventures take place in an open world free-roaming location (similar to Point Lookout)."
"Once there, you can tackle your objectives in any order or ignore them entirely. After completing the adventures, you can return freely to both locations from the Mojave," he continued on. "In Old World Blues, it's very, very easy to return anytime you want, and we tried to make it as easy as possible for people to do so."
"Lonesome Road is a bit different. As the name suggests, it's more a road that leads to an end destination (though not like any road you may have seen before), so it's structured a bit differently - you can travel it, and come back anytime you want. You can also return to it after the adventure is over."
Wait, I'm confused Christine and the courier hadn't met until the events of Dead Money and didn't she get Vera Keyes voice towards the end of Dead Money. So, shouldn't Old World Blues take place after Dead Money?