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Author Topic: Fallout: New Vegas  (Read 303501 times)

Storm Rider

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Re: Fallout: New Vegas
« Reply #200 on: 13 May 2010, 03:44 »

My favorite part of Fallout 3 was actually probably President Eden, now that I think about it. Malcolm McDowell had the perfect voice for a bombastic statesman, his broadcasts on the Enclave Radio station were great, and the reveal in Raven Rock was a really neat twist. I also liked the Tranquility Lane quest, because it created a new context for Fallout's idealized version of the 50s so they could take it in some interesting directions. Those are certainly the most standout parts in my memory, from the main plot at least. Liberty Prime was also pretty cool, but just in a 'I'm walking beside a giant fucking robot that's tossing nuclear missiles' way.
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Re: Fallout: New Vegas
« Reply #201 on: 13 May 2010, 12:23 »

Tossing them like footballs. That was the best part
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Scandanavian War Machine

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Re: Fallout: New Vegas
« Reply #202 on: 13 May 2010, 14:15 »

I've seriously played through F3 like two or three times and I still don't think I've even seen this giant robot.

I mean, I think I might have seen him briefly during the story (you have to escort him somewhere at some point, right?) but I cannot for the life of me remember what he looks like. I guess he was in Operation Anchorage too but I didn't see him once then either.
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Re: Fallout: New Vegas
« Reply #203 on: 13 May 2010, 14:21 »

No, he wasn't in Anchorage. Liberty Prime never worked until the power requirements were sorted by the Brotherhood. You might vaguely remember it as the big thing in the middle of the Citadel lab.
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Re: Fallout: New Vegas
« Reply #204 on: 13 May 2010, 14:23 »

ah, yes, I do remember a big robot in a lab.


somehow i thought he'd be...bigger.  :wink:
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Re: Fallout: New Vegas
« Reply #205 on: 13 May 2010, 21:46 »

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, which is Giant Bomb's new TV / Movie division. Diversification!
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Re: Fallout: New Vegas
« Reply #206 on: 15 May 2010, 15:00 »

New Screenz:







Notice the detail on the Super Mutant head. I'm assuming that's to allow SMs to communicate with the same stiff fidelity that humans and ghouls can.

Quote from: J.E. Sawyer
The Super Mutant heads were remodeled and the body texture was mirrored so the artist could devote more space to the head texture.
« Last Edit: 15 May 2010, 15:04 by KvP »
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Re: Fallout: New Vegas
« Reply #207 on: 15 May 2010, 17:52 »

Plus they look a little more like the Fallout 1 & 2 mutants this way.
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satsugaikaze

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Re: Fallout: New Vegas
« Reply #208 on: 15 May 2010, 18:01 »

The graphics really are starting to age quite a bit, but ohwell it doesn't matter because it still looks fucking sweet


Wait so what was the issue with the Super Mutant Heads from the first game?
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Re: Fallout: New Vegas
« Reply #209 on: 15 May 2010, 21:33 »



A lot of the model textures weren't of the highest quality.
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Re: Fallout: New Vegas
« Reply #210 on: 15 May 2010, 21:50 »

i started playin F3 on an HDTV really recently and that shitty phone camera shot doesn't really do the game justice - the graphics have held up alright, except for the movements of their stupid mouths but who cares cause if you're watching them talk it means you aren't doing the right thing and shooting them in their ugly faces
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Re: Fallout: New Vegas
« Reply #211 on: 15 May 2010, 22:14 »

You never took Fawkes as a companion, did you?
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Re: Fallout: New Vegas
« Reply #212 on: 16 May 2010, 00:55 »

haha of course i did he had a huge minigun i just don't give a shit about texture quality
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Re: Fallout: New Vegas
« Reply #213 on: 16 May 2010, 03:05 »

I'd loved the guy even more if he occasionally ran out of ammo and started using the minigun as a melee weapon. The super sledge is awesome, but doesn't have as much comedic value.
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Re: Fallout: New Vegas
« Reply #214 on: 16 May 2010, 03:14 »

Those who get F:NV for the PC can hack their companions into being invincible and give them boxing gloves. That will be fun.
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Re: Fallout: New Vegas
« Reply #215 on: 16 May 2010, 07:21 »



I'd love to hear the context for this screenshot.
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Re: Fallout: New Vegas
« Reply #216 on: 16 May 2010, 08:11 »

Isn't that the dinosaur with snipers in it's jaws from some of the previews?
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Re: Fallout: New Vegas
« Reply #217 on: 16 May 2010, 11:46 »

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.
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Re: Fallout: New Vegas
« Reply #218 on: 18 May 2010, 14:08 »

alright, put $20 bucks down on the CE while I was picking up Red Dead Redemption.

I'm not really all about collector's editions but I want that graphic novel, and more money going to the people who made it is okay in my book.
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Re: Fallout: New Vegas
« Reply #219 on: 19 May 2010, 03:40 »

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.

I actually think the Dinky the Dinosaur town is in Nevada, not California, although it's near the border between the two states. Also, the box art was posted a while ago but I forgot to mention that I think the look of the NCR Ranger makes for a really striking cover design. They just look sinister as hell, even though NCR was pretty benevolent in the old Fallout game and are supposed to be morally ambiguous this time around.
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Re: Fallout: New Vegas
« Reply #220 on: 19 May 2010, 07:36 »

Yeah that was a screenshot of Fawkes, practically the only super mutant you don't really have the liberty to shoot into a bloody mess


Yes I remember seeing a screenshot once of a guy inside this strange room with sort of mouth/teeth-like opening as a window. I suspect this is the exact same room/guy being blown up.
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Re: Fallout: New Vegas
« Reply #221 on: 23 May 2010, 16:31 »

New info from German preview. Some spoilers vis a vis setting follow!

Quote
    - 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.

If this info is correct, the NCR looks to be also lifted almost wholesale from Van Buren. At first glance, at least.

I'm also surprised that Bethsoft would allow Josh to fiddle with the skills like that. It jibes with the uncompleted SIMPLE system that he made for VB.

Also, screenies from The Strip -









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Re: Fallout: New Vegas
« Reply #222 on: 23 May 2010, 18:00 »

want
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Re: Fallout: New Vegas
« Reply #223 on: 24 May 2010, 05:25 »

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Re: Fallout: New Vegas
« Reply #224 on: 24 May 2010, 08:43 »

Haha what is going on with that Californian flag in the third shot?
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Re: Fallout: New Vegas
« Reply #225 on: 24 May 2010, 11:12 »

NCR's flag has always had the two-headed bear, although the design was a lot less like the actual California flag in Fallouts 1 and 2, if I recall correctly.
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Re: Fallout: New Vegas
« Reply #226 on: 24 May 2010, 14:34 »

Skill alteration is confirmed by Josh, and there's gonna be some confusion as to what the dissolution of the Big Guns skill means for the others. Basically big machine guns / miniguns -> omnibus guns skill, rocket / grenade launchers -> explosives skill, and flamethrowers -> energy weapons.

Also if you try and build an energy weapon without the requisite skill requirements, they don't come out degraded as in F3, they look fine until you actually try and use them, in which case they have a random chance of exploding.
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Re: Fallout: New Vegas
« Reply #227 on: 24 May 2010, 23:08 »

Quote from: Josh
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.
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Re: Fallout: New Vegas
« Reply #228 on: 26 May 2010, 05:18 »

That makes a lot of sense. It was a big hassle in Fallout 1&2 to change from small guns to heavy/energy midway through the game, and in the endgame, you probably had 60-90 in small arms that was doing no good whatsoever. Fallout 3 had similar problems, although you could pretty easily max almost all skills. Now you can invest points in explosives early on for the grenades, and then start using it for the rocket launcher later, which is a pretty awesome way to make explosives a skill you use all through the game. I'm just wondering if they are going to have a early game energy weapon that makes it worthwhile to invest in that skill early on as well.
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Re: Fallout: New Vegas
« Reply #229 on: 26 May 2010, 06:13 »

So, they're turning Endurance into just health, then?
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Re: Fallout: New Vegas
« Reply #230 on: 26 May 2010, 07:26 »

Where did you read that?

The only things I remember EN affecting in F3 were health and rad resistance (possibly the Outdoorsman skill as well), and radiation was pretty much a joke in that game, so if that is true, It won't be a huge deal.
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Re: Fallout: New Vegas
« Reply #231 on: 26 May 2010, 07:43 »

Endurance was the Unarmed and Big Guns skills.
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Re: Fallout: New Vegas
« Reply #232 on: 26 May 2010, 08:04 »

Riiight. Outdoorsman wasn't even in F3 either.

Oh well. EN still retains its most important attributes.
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Re: Fallout: New Vegas
« Reply #233 on: 26 May 2010, 13:23 »

Don't get me wrong, I'm not complaining.  Although it was nice that making an unarmed-centric character turned you into an unassailable walking fortress.
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Re: Fallout: New Vegas
« Reply #234 on: 26 May 2010, 20:46 »

First confirmed VA! it's THIS GUY!

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Re: Fallout: New Vegas
« Reply #235 on: 26 May 2010, 23:41 »

FUCKING ODO
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Re: Fallout: New Vegas
« Reply #236 on: 26 May 2010, 23:41 »

(and Paul from Boston Legal but mostly FUCKING ODO)
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Re: Fallout: New Vegas
« Reply #237 on: 27 May 2010, 00:55 »

I have no idea who that guy is. Where was it 'confirmed', and does it say who he's playing?
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Re: Fallout: New Vegas
« Reply #238 on: 27 May 2010, 01:05 »

His Twitter account confirmed says he's currently working VA on Fallout: New Vegas. No word on who he plays.
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Re: Fallout: New Vegas
« Reply #239 on: 27 May 2010, 01:49 »



!
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Re: Fallout: New Vegas
« Reply #240 on: 27 May 2010, 02:25 »

Did you just make that yourself, or what?
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Re: Fallout: New Vegas
« Reply #241 on: 27 May 2010, 04:21 »

Nah it's been sitting in my Photobucket account for years. Originally based on a pretty complex chain of memes from another forum I post on. Pretty stoked I got to use it again.
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Re: Fallout: New Vegas
« Reply #242 on: 28 May 2010, 13:29 »

EBGames preorder in Oz:

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Re: Fallout: New Vegas
« Reply #243 on: 28 May 2010, 13:43 »

HAH
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Re: Fallout: New Vegas
« Reply #244 on: 29 May 2010, 01:02 »

It's from Australia.  Be thankful it's understandable.
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Re: Fallout: New Vegas
« Reply #245 on: 01 Jun 2010, 21:19 »

yeahso im still playing F3, im going to play this so long since it has gambling in it

im also a poker champ in RDR
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Re: Fallout: New Vegas
« Reply #246 on: 02 Jun 2010, 13:31 »

Yeah, I still play f3 just about everyday. There is so much to explore and do, and its fun, and I love it.
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Re: Fallout: New Vegas
« Reply #247 on: 04 Jun 2010, 13:48 »

First video, apparently.

There might also be some Wayne Newton VA. That would be fun.
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Re: Fallout: New Vegas
« Reply #248 on: 04 Jun 2010, 14:25 »

New stuff from interviews.

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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.

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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.
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Re: Fallout: New Vegas
« Reply #249 on: 05 Jun 2010, 23:45 »

Good to see they're putting in new things into the Fallout mechanics in the right direction. It's nice to see a new survival dimension.

It's from Australia.  Be thankful it's understandable.

What are you insinuating I do not like what you are insinuating
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