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Author Topic: Fallout: New Vegas  (Read 300703 times)

Storm Rider

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Re: Fallout: New Vegas
« Reply #350 on: 27 Aug 2010, 13:50 »

I dunno, there are still a lot of things about Fallout 3 that look pretty goofy, like wonky pathfinding and the general stiffness of NPCs during dialogue. That being said, it makes no sense for Obsidian to be criticized for those things now when Bethesda wasn't originally, excepting of course the general sliding of standards over time. It probably won't have as high of a Metacritic as F3 through no fault of Obsidian's, but what are you gonna do.
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Re: Fallout: New Vegas
« Reply #351 on: 27 Aug 2010, 14:06 »

Ahahahaha

Bugfixing in an Obsidian game built on Bethesda technology. That's like shooting fish in an ocean of fish where you have to shoot all the fish but the fish keep breeding.
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Re: Fallout: New Vegas
« Reply #352 on: 27 Aug 2010, 14:17 »

Open world games in general are nearly impossible to polish to the same standard as people expect in other game genres. It certainly didn't hurt Red Dead Redemption's Metacritic at all, but that's got Rockstar's name on it so it automatically has review scores about 20 points higher than it should #yeahisaidit.
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Re: Fallout: New Vegas
« Reply #353 on: 27 Aug 2010, 20:05 »

Can you really call Donkey Woman and Cougar Man "bugs"?

Sawyer would call those "emergent gameplay elements" (invariably with any game there are apparently bugs that are intentionally left in).
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Re: Fallout: New Vegas
« Reply #354 on: 27 Aug 2010, 22:05 »

They might also have been placeholders that they were using until they had the proper models in place, I figured that was the case with the flying people since they actually flapped there arms, that had to have been programmed in, I'm assuming most of the animal models/animations were made later in the development.
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Re: Fallout: New Vegas
« Reply #355 on: 28 Aug 2010, 01:49 »

Achievement list has popped up in MS's system, no spoilers beyond quest titles as far as I can tell. Most are pretty standard 'do ______ X times' fare, but oh well. The one for getting kicked out of every casino's kind of funny, and of course they made the Hardcore achievement 100 points.
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Re: Fallout: New Vegas
« Reply #356 on: 28 Aug 2010, 11:51 »

Speaking from a QA standpoint, I'm honestly impressed with how few bugs there are in F3/Oblivion, given the scope of those games.  Although I find it hilarious that Morrowind will still lock up on me if I turn on god mode.  But seriously, the sheer amount of variables in this kind of game, the background processes that are going on...it's pretty amazing that it's not a horrible buggy mess *cough* Two Worlds *cough*.
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Re: Fallout: New Vegas
« Reply #357 on: 28 Aug 2010, 14:55 »

Be glad it's not Gothic 3, upon release that game was literally unplayable.
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Re: Fallout: New Vegas
« Reply #358 on: 28 Aug 2010, 16:06 »

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?
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Re: Fallout: New Vegas
« Reply #359 on: 28 Aug 2010, 16:21 »

Sawyer would call those "emergent gameplay elements" (invariably with any game there are apparently bugs that are intentionally left in).

Starsiege: Tribes was a fucking shrine to that concept. People found out that if you dicked around with your jetpack just right, you could basically "ski" down a slope and then crest the upcoming hill, thus hurtling yourself across the maps at high speed via sheer momentum. The whole thing was technically an exploit that abused some wonky handling of inertia, but it survived all the way through to the sequel because it developed into one of the game's most distinctive tactics and led to some really inventive maps that never would have existed had it been "fixed."
« Last Edit: 28 Aug 2010, 16:25 by Alex C »
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Re: Fallout: New Vegas
« Reply #360 on: 28 Aug 2010, 16:45 »

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?

Yep.  When I had Windows XP installed on this machine, it would actually cause a blue screen.  It works on this one now (Windows 7), but it also locked up on another Win7 computer I was using.  I think it may be some weird hardware thing where tgm disables the frame cap? Not really sure, I just decided it was a really effective anti-cheating mechanism.
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Re: Fallout: New Vegas
« Reply #361 on: 28 Aug 2010, 18:35 »

Quote from: Josh
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.

Why not let DT completely negate an attack?
Quote
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.

Also apparently enemies will switch weapons and use cover more readily than in F3. Allegedly.
« Last Edit: 28 Aug 2010, 18:37 by KvP »
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Re: Fallout: New Vegas
« Reply #362 on: 29 Aug 2010, 00:43 »

the second they pop their idiot heads out from behind cover i'm gonna trigger vats and disassemble their skull with whatever the mojave equivalent of lincoln's repeater is anyways
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satsugaikaze

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Re: Fallout: New Vegas
« Reply #363 on: 29 Aug 2010, 04:09 »

how few bugs there are in F3/Oblivion, given the scope of those games.

huh
Fair enough the games were massive, but honestly the fact that it was noticeable compared to other games was just one of those small downers for me.
I mean, if you're making a giant statue out of pure gold you can't just let go of the fact that the tiny bits of turd in the cracks are more noticeable


Although I definitely think Obsidian copping more flak for bugs in New Vegas compared to Bethesda's bugs in 3 would be a bit absurd.
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Re: Fallout: New Vegas
« Reply #364 on: 29 Aug 2010, 08:25 »

I'm not giving them a free pass for it, nothing like that.  I just would have expected a LOT more bugs than there were.  Moreso in F3, because that had much of the same framework, but they also threw in VATS, a morality system, followers, and a bunch of other stuff.


Come to think of it, I did play Gothic 3 like a year after release, and that was way worse even after the patching.
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Re: Fallout: New Vegas
« Reply #365 on: 30 Aug 2010, 20:25 »

Quote from: J.E Sawyer
"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."

PRAISE GOD
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Re: Fallout: New Vegas
« Reply #366 on: 30 Aug 2010, 21:33 »

Huh, well none of the Fallouts were particularly puzzle-heavy. Where the puzzles would go in most games, Fallout put it alternate skill-based solutions to single problems. The ones that did make it in turned out to be pretty maddening (getting into the Master's lair in F1, the electrified Enclave floor in F2).
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Re: Fallout: New Vegas
« Reply #367 on: 31 Aug 2010, 15:44 »

Yeah.  the first one is just nice to hear from any dev.

The second one is the best news I have heard all day.
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Re: Fallout: New Vegas
« Reply #368 on: 01 Sep 2010, 03:52 »

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.
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Re: Fallout: New Vegas
« Reply #369 on: 01 Sep 2010, 07:23 »

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.

Yeah, this was way too easily exploited in F3. You could search everything and everyone to see if it was worth stealing (or killing), and only when actually taking it you need to worry about getting caught.

Actually, thieving in RPGs in general needs to be harder. Even if an NPC doesn't see you steal, someone's bound to notice that their stuff is disappearing every time the protagonist comes to town. A system that increases NPC alertness and/or hostility to you when you rob everyone blind would be good for keeping thieves in check. And if you're an absolute kleptomaniac, high Stealth and Speech might keep people from suspecting you.

Damn, I should have pitched this when they were starting work on New Vegas.
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Re: Fallout: New Vegas
« Reply #370 on: 01 Sep 2010, 11:31 »

Got an iPhone or iPad?

Read 12 pages of the All Roads comic!*

*disclaimer: Reading All Roads will make you homosexual.

« Last Edit: 01 Sep 2010, 11:35 by KvP »
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Re: Fallout: New Vegas
« Reply #371 on: 02 Sep 2010, 18:18 »

Quote from: Josh Sawyer
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.

Quote from: Josh Sawyer
This guy is the head of the Rangers in the game (owns).

http://www.youtube.com/watch?v=UJ62sr4iI_Y#t=6m20s

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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.
« Last Edit: 02 Sep 2010, 18:55 by KvP »
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Re: Fallout: New Vegas
« Reply #373 on: 06 Sep 2010, 01:45 »

Pics from PAX.






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Re: Fallout: New Vegas
« Reply #374 on: 07 Sep 2010, 01:09 »

F:NV snippet on a 3-panel monitor. Notice the improved running animation, although there is still the issue of "sliding".
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Re: Fallout: New Vegas
« Reply #375 on: 07 Sep 2010, 01:14 »

How do they fix that really, though?  I mean, people don't usually face their upper body one way and walk in diagonal direction, twisting their lower body, so if they do it in a video game it looks really unnatural.  Just as unnatural as the gliding thing.
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Re: Fallout: New Vegas
« Reply #376 on: 09 Sep 2010, 00:16 »

Opening Cinematic. Reveals who shot you and what you were carrying, but given that it's in the opening cinematic, it's not really a spoiler. The video looks like it's been doctored a bit, even if the content is almost certainly legit. It seems not a little odd that the PC would survive with several bullets in the head in a shallow grave for one month.

If I were to hazard a guess, I'd say the poker chip is some sort of vitally important factor in who comes out on top in New Vegas, and that Benny is stealing it to put himself in a position of power. You get the chip, then you decide who gets its benefits.
« Last Edit: 09 Sep 2010, 00:19 by KvP »
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Re: Fallout: New Vegas
« Reply #377 on: 09 Sep 2010, 01:19 »

Mysterious Stranger is back!? YES
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Re: Fallout: New Vegas
« Reply #378 on: 10 Sep 2010, 00:09 »

Caravan Card game... revealed!

Quote from: 'J.E. Sawyer'
Quote
Still 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.

Quote
It'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).
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Re: Fallout: New Vegas
« Reply #379 on: 15 Sep 2010, 12:30 »

Meet the companions. Each gives a certain unique bonus to the player when in the party, ala KOTOR2, which is nice.

One of these companions is the descendant of a Fallout 2 companion, but I won't spoil it (if it's not obvious).
« Last Edit: 15 Sep 2010, 12:35 by KvP »
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Re: Fallout: New Vegas
« Reply #380 on: 15 Sep 2010, 16:07 »

Oh man I feel like only two or three of those will really come in handy. But I guess that really depends on your playing style.
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Re: Fallout: New Vegas
« Reply #381 on: 15 Sep 2010, 21:42 »

Actually, I think most of those bonuses look pretty good, although some (like Lily's) depend highly on your build. Arcade's and Raul's especially seem like they'd be helpful to have around pretty much all the time, and Veronica's too if you like making stuff at the toolbench.. The only ones that seem more for convenience than utility are Boone's and Rex's.
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Re: Fallout: New Vegas
« Reply #382 on: 16 Sep 2010, 11:21 »

And for all we know that could very well bet offset by their raw combat prowess. They both sound rather militant, after all.
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Re: Fallout: New Vegas
« Reply #383 on: 17 Sep 2010, 17:15 »

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Re: Fallout: New Vegas
« Reply #384 on: 22 Sep 2010, 20:12 »

There are indications that the game has gone gold, or will go gold in the next few days.
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Re: Fallout: New Vegas
« Reply #385 on: 24 Sep 2010, 09:48 »

TV spot. Almost definitely gold.
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Re: Fallout: New Vegas
« Reply #386 on: 24 Sep 2010, 12:39 »

Put down and fully paid off my preorder yesterday. I haven't been this excited for a game since Mass Effect 2, and you all remember how I was right before that game came out.
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Re: Fallout: New Vegas
« Reply #387 on: 01 Oct 2010, 12:36 »

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Re: Fallout: New Vegas
« Reply #388 on: 01 Oct 2010, 17:36 »

Also the game is confirmed Gold.
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Re: Fallout: New Vegas
« Reply #389 on: 06 Oct 2010, 22:55 »

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Re: Fallout: New Vegas
« Reply #390 on: 07 Oct 2010, 17:31 »

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Re: Fallout: New Vegas
« Reply #391 on: 07 Oct 2010, 21:47 »



Came in our store's launch kit.
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Re: Fallout: New Vegas
« Reply #392 on: 08 Oct 2010, 01:51 »

You son of a bitch. Bethesda better fucking sell those because I want one so badly.
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Re: Fallout: New Vegas
« Reply #393 on: 08 Oct 2010, 09:07 »

So I just ordered a 360.  I think I am going to have to get this game on that rather than the PC because my PC doesn't seem to measure up to the specs at all.  No dual processor not enough RAM, ect.

I mean they said that if you could run Fallout 3 you can run New Vegas but I dunno.   Mass Effect 2 works great but I can't run Bioshock 2 at all.  So I dunno if I want to gamble.

Do any of you think that I might be missing out on anything by getting the 360 version?

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Re: Fallout: New Vegas
« Reply #394 on: 08 Oct 2010, 11:23 »

Lots and lots and lots of stuff, given that the 360 has no mod community.
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Re: Fallout: New Vegas
« Reply #395 on: 08 Oct 2010, 12:47 »

Consider if you want to install mods on your game or not. I didn't get any modifications until I played Fallout 3 a second time, and a lot of them didn't do much for me, so it comes down to personal preference.

Anyway, I pre-ordered the thing today, so hopefully it'll arrive when the 22nd comes around. Got it at (what I think is) a low-profile entertainment webshop where every game is 30% cheaper, so no pre-order bonuses there, I guess.
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Re: Fallout: New Vegas
« Reply #396 on: 08 Oct 2010, 14:41 »

Yeah it depends on how much you utilize mods, really. I can count the number of mods I've installed on one hand, so my transition to console gaming was pretty painless. Nearly all games are designed primarily for consoles at this point, so if it doesn't run well for the 360 then they've got a problem. Then again, with open world RPGs like F:NV some degree of bugs are inevitable, although hopefully New Vegas will help redeem, at least in part, Obsidian's reputation for releasing unfinished games.
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Re: Fallout: New Vegas
« Reply #397 on: 08 Oct 2010, 15:27 »

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.
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Re: Fallout: New Vegas
« Reply #398 on: 08 Oct 2010, 15:30 »

personally, I'd never trade my comfy couch and obscenely big tv for some mods.

Yes, I look longingly at cool mods on the internet and wish I could use them, but when I think about hunching over in front of my computer for over 100 hours versus reclining in my living room...well, the choice is obvious.

Also, I work on a computer all day so the last thing I wanna do after work is sit down in front of another PC in some horrible torture device that some company thinks is called a chair. I've never sat in a comfortable computer chair...this may or may not be entirely my own fault though.
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Re: Fallout: New Vegas
« Reply #399 on: 08 Oct 2010, 17:02 »

Thanks.

I think I will go with the 360 version.  I didn't mod fallout 3 at all and I was really happy with the vanilla game.  (Though I did mod Oblivion a bunch).

It would just really suck to pay for the PC version and not have it work properly.  Bottom line my PC doesn't have the minimum specs.  I don't want to gamble again like I did on Bioshock 2 and not have it work at all.  It's probably a fluke that Mass Effect 2 works so well on my PC.

It's not like I can't get the PC version later down the line when it's much cheaper.
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