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Author Topic: Fallout: New Vegas  (Read 262313 times)

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Re: Fallout: New Vegas
« Reply #50 on: 05 Feb 2010, 14:28 »

Yeah, I'm wondering about that as well.The first post says that this is a possibility but no one has said anything about it since.
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Re: Fallout: New Vegas
« Reply #51 on: 05 Feb 2010, 16:02 »

Nah it was definitely a hoax. If there's anything from the first post that's actually in the game it will be coincidental (or possibly not, as the hoax largely drew from Van Buren, and New Vegas may or may not contain elements of VB)
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Re: Fallout: New Vegas
« Reply #52 on: 06 Feb 2010, 11:34 »

OKAY FIRST DETAILS. People gotst a magazine leak. Here's the skinny, more if I find some.

Quote
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.
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Re: Fallout: New Vegas
« Reply #53 on: 06 Feb 2010, 11:36 »

Quote
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.

"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"
Teaser trailer = demystified!
« Last Edit: 06 Feb 2010, 12:35 by KvP »
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Re: Fallout: New Vegas
« Reply #54 on: 06 Feb 2010, 11:39 »

Quote from: J.E. Sawyer
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.

Game apparently takes place 3 years post-F3.

Bethsoft producer "will not confirm or deny" presence of Area 51.
« Last Edit: 06 Feb 2010, 12:34 by KvP »
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Re: Fallout: New Vegas
« Reply #55 on: 06 Feb 2010, 13:44 »


That's Tabitha.
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Re: Fallout: New Vegas
« Reply #56 on: 06 Feb 2010, 14:30 »

Quote
* The Hoover Dam is in the game and is supplying electricity to the city.
* 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.
I'm not entirely sure about the Area 51 claim, yet.
« Last Edit: 06 Feb 2010, 14:32 by KvP »
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Re: Fallout: New Vegas
« Reply #57 on: 06 Feb 2010, 16:18 »

Scanz!

Scanz 1

Scanz 2

Scanz 3

"Powder Gangers" are the Powder Gangs from Van Buren, and you had the option in VB to destroy Hoover Dam (one of a few ways of deliberately ending the game early) and I would be surprised if we didn't get that option again.
« Last Edit: 06 Feb 2010, 16:28 by KvP »
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Re: Fallout: New Vegas
« Reply #58 on: 06 Feb 2010, 18:24 »

The only thing I got from those magazines is that Normal Mode equals Easy Mode.
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Re: Fallout: New Vegas
« Reply #59 on: 06 Feb 2010, 18:31 »

No one ever accused vanilla Bethsoft games of being hard.
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Re: Fallout: New Vegas
« Reply #60 on: 06 Feb 2010, 18:38 »

Yea, but, unlimited ammo?
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Re: Fallout: New Vegas
« Reply #61 on: 06 Feb 2010, 18:55 »

No no, it's referring to Fallout 3's system, where you can carry around 15 missiles and 4,000 10mm pistol rounds without it affecting your carry weight.
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Re: Fallout: New Vegas
« Reply #62 on: 06 Feb 2010, 20:43 »

The only thing I got from those magazines is that Normal Mode equals Easy Mode.

Or it might me that there's still that difficulty slider, and hardcore just kicks it up a notch further.
Weighted ammo sounds good, should make playing a heavy weapons guy more interesting and demanding, that's for sure. What it won't help with is selling a billion missiles for huge profit after carrying them around half the wasteland.
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Re: Fallout: New Vegas
« Reply #63 on: 06 Feb 2010, 20:46 »

Sounds to me like they've taken the concept of Redding and expanded it.
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Re: Fallout: New Vegas
« Reply #64 on: 06 Feb 2010, 21:33 »

Sorta. What I'm getting from the article is that they're rolling up a lot of Van Buren concepts into a couple of core ones. For example, Caesar's Legion was out-and-out nasty in VB but in New Vegas they're "not all bad", which sounds like maybe they got rolled up into the Blackfoot Tribe.

But yeah, "factions fighting over an old west town" is a pretty old concept. Could work though. The NCR was about as close as you came to a benevolent organization in F2 but MCA is probably going to make them a less appetizing prospect this time around.
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Re: Fallout: New Vegas
« Reply #65 on: 07 Feb 2010, 00:13 »

Hey this sounds pretty darn good.
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Re: Fallout: New Vegas
« Reply #66 on: 09 Feb 2010, 21:53 »

Stuffs from new magazine:
Quote
* 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.
* 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
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.
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Re: Fallout: New Vegas
« Reply #67 on: 11 Feb 2010, 05:22 »

Is gonna be greeeeat!
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Re: Fallout: New Vegas
« Reply #68 on: 13 Feb 2010, 14:18 »

New info from OXM
Quote
- 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'.

Descriptions for Strength:
Quote
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
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Re: Fallout: New Vegas
« Reply #69 on: 13 Feb 2010, 19:38 »

This looks great.
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Re: Fallout: New Vegas
« Reply #70 on: 14 Feb 2010, 13:38 »

OXM Scanz:
1
2
3
4
5
6
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Re: Fallout: New Vegas
« Reply #71 on: 14 Feb 2010, 13:51 »

Good to see that they have a solid working build already.  The game looks and sounds pretty good.
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Re: Fallout: New Vegas
« Reply #72 on: 15 Feb 2010, 09:15 »

THEY FUCKED UP THAT ONE PULL QUOTE
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Re: Fallout: New Vegas
« Reply #73 on: 15 Feb 2010, 11:16 »

goddamn, this just sounds more awesome every day.

Coincidentally, I finally picked up the F3 GOTYE last week, so I've been playing that pretty much constantly lately and it's making me want this to come out even sooner (but not too soon, I still have shit to do in DC)
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Re: Fallout: New Vegas
« Reply #74 on: 15 Feb 2010, 11:34 »

New info from Pete Hines interview:
 - Inon Zur is returning to compose (booooooo)
 - Level cap is 30.
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Re: Fallout: New Vegas
« Reply #75 on: 17 Feb 2010, 02:23 »

Why is there a level cap?
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Re: Fallout: New Vegas
« Reply #76 on: 17 Feb 2010, 05:20 »

I assume it's a bitch to balance if there isn't.
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Re: Fallout: New Vegas
« Reply #77 on: 17 Feb 2010, 07:49 »

Even in F3 Vanilla, once you hit the cap, all the challenge went away.
Hell, you could become near-unstoppable at half the level cap with the right choices.
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Re: Fallout: New Vegas
« Reply #78 on: 17 Feb 2010, 11:37 »

No one ever accused vanilla Bethsoft games of being hard.
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Re: Fallout: New Vegas
« Reply #79 on: 17 Feb 2010, 12:06 »

- 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.
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Re: Fallout: New Vegas
« Reply #80 on: 17 Feb 2010, 22:19 »

Not really New Vegas related (although Pete Hines told USA Today that F:NV will be as large as Fallout 3 and take as long to explore as F3 did) but I'm hearing a lot of whispers of an Obsidz team-up with Squeenix. We'll see...
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Re: Fallout: New Vegas
« Reply #81 on: 18 Feb 2010, 03:50 »

- 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.
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Re: Fallout: New Vegas
« Reply #82 on: 18 Feb 2010, 09:10 »

I don't want to set the (flamethrower sound) woooorld on fiiiiiireeeee!
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Re: Fallout: New Vegas
« Reply #83 on: 18 Feb 2010, 10:54 »

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.

Not sure what your point here is. Saying that you chose to fire up your mp3s instead of listening to the game's music isn't exactly a ringing endorsement of Inon Zur, that's for damn sure. If it doesn't quite match the setting* AND fails to be catchy enough to discourage you from just firing up your mp3s, then that's a lose-lose. I accept that people can and will listen to other music while gaming, particularly during second play throughs or when playing games where atmosphere isn't that important (sports/racing games and pure multiplayer FPS games come to mind), but I would hope a single player RPG would at least have the musical chops to make you think twice about it on your first play through. Ambient sounds and carefully selected music can add a lot, after all.

*I don't really think the Fallout 3 soundtrack was bad, per se, I just thought it was a bit meh.
« Last Edit: 18 Feb 2010, 11:07 by Alex C »
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Re: Fallout: New Vegas
« Reply #84 on: 18 Feb 2010, 12:53 »

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.
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Re: Fallout: New Vegas
« Reply #85 on: 18 Feb 2010, 13:07 »

I'm pretty sure Butcher Pete is about a guy who likes to eat out other guys' ladies.
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Re: Fallout: New Vegas
« Reply #86 on: 18 Feb 2010, 13:17 »

Uh......

Quote
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 mean, I guess dude could be giving him a beejs, or eating his ass. Nonetheless, interesting to hear other perspectives.



Which isn't to say you are wrong. It totally makes sense. It's the first time that anyone has ever brought it up to me, and even my boyfriend and I have tried to figure out what that song really meant on a number of occasions. It's just really interesting.
« Last Edit: 18 Feb 2010, 13:26 by Emaline »
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Re: Fallout: New Vegas
« Reply #87 on: 18 Feb 2010, 13:34 »

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.

That's fine, but I wonder how much credit you can give Inon Zur for that, considering that he composed original music for the game while someone else wore the hat of Sound Designer. I mean, hey, I'm sure Zur had input or was at least aware of what other stuff would go in and what wouldn't, but his own orchestral shtick is easily the most forgettable stuff on the disc and the whole thing ends up basically relying on licensed music. I like the Inkspots too, but the Fallout games have been using that era of music since before Inon Zur ever got on board. Even the choice of "I Don't Want to Set the World on Fire" was pre-ordained: it would have been used in Fallout 1 but they ran into licensing issues.

Basically, I'm criticizing stuff like this, not the Ink Spots. It is competent enough, but it could have been plugged in from any of Zur's other projects. I've played damn near every game the guy has composed for. He's by no means a hack, but man, could he ever afford to mix it up a li'l.
« Last Edit: 18 Feb 2010, 14:11 by Alex C »
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the ship has Dr. Pepper but not Mr. Pibb; it's an absolute goddamned travesty

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Re: Fallout: New Vegas
« Reply #88 on: 18 Feb 2010, 14:36 »

That song you linked sounds like music inside of Orgrimmar.
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Re: Fallout: New Vegas
« Reply #89 on: 18 Feb 2010, 14:39 »

Yeah, I should have really just stressed I meant the original music composed by Inon Zur as opposed to the whole soundtrack. Would have probably saved a lot of confusion.
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Re: Fallout: New Vegas
« Reply #90 on: 18 Feb 2010, 18:14 »

Quote from: OXM
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.
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Re: Fallout: New Vegas
« Reply #91 on: 18 Feb 2010, 18:26 »

Yeah, I LOL'd.
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Re: Fallout: New Vegas
« Reply #92 on: 18 Feb 2010, 18:43 »

Hey KvP, do you know (and are you allowed to tak about) how the economy in New Vegas works?  One of my biggest problems was that, other than the travelling merchants, the economy in FO3 seemed to static. (And even then, sometimes the wandering merchants had this too.)  If I sold Moira enough rockets/conducters/Pre-War Dollars that I ran her out of caps, she woudl stay run out of caps until I came and bought stuff from her, even if it had been an on-game day since I had seen her.
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Re: Fallout: New Vegas
« Reply #93 on: 18 Feb 2010, 18:50 »

Don't know at this point. Bethsoft's keeping a pretty tight lid on things right now. I've just been privy to magazine leaks and the like fairly early, what with being part of the Obsidz community. There are a couple of guys who seem to have real access, but I'm not one of them. I just canoodled about with the Project Director and the PR Director years prior to the game's announcement, so I know a lot about Obsidz' sensibilities, and about their design process.

I imagine it's mainly a design choice - You don't want to sell something and then decide you really needed it, only to find out it had been phased out of existence half an hour later. Hopefully they can strike a happy medium.
« Last Edit: 18 Feb 2010, 18:52 by KvP »
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Re: Fallout: New Vegas
« Reply #94 on: 18 Feb 2010, 19:22 »

With Moira, if you just waited outside her door a few days, or slept in your Megaton house, she usually got her money back.
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Re: Fallout: New Vegas
« Reply #95 on: 18 Feb 2010, 20:25 »

Quote from: OXM
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.
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Re: Fallout: New Vegas
« Reply #96 on: 18 Feb 2010, 21:39 »

If you go to the next scan they explain what they mean in their "History Lesson" but it still seems like kind of a blunder.
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Re: Fallout: New Vegas
« Reply #97 on: 28 Feb 2010, 15:03 »

Newish info from PC Gamer:
Quote
# New California Rangers wear modified LAPD riot armor. The trenchcoat guy from the teaser is identified as one in the article.
# 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.
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.
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Re: Fallout: New Vegas
« Reply #98 on: 04 Mar 2010, 11:36 »

Some new info from Finland, don't know how reliable it is:
Quote
- 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.
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Re: Fallout: New Vegas
« Reply #99 on: 05 Mar 2010, 17:01 »

OXM stuff
Quote
* 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
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