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Fallout: New Vegas

Gikoku

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Fallout: New Vegas

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Alright guys, more Fallout New Vegas news. I'm putting the snippets etc. in spoiler tags so people don't have to endlessly scroll through the quotes and can pick what they want to read.

J.E. Sawyer on Fan Feedback & Dialogue.

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Do you have any particular approaches to NPC dialogue/chatter to help with immersivity and without them coming off as useless bots, taking up space, and never adding much lore or relevant information?

I am a believer in what Obsidian calls "barkstrings". Generic, rank-and-file characters in the world typically do not have full dialogue trees. Instead, they have a large list of reactive one-off lines that they will say either in passing or when you interact with them. As long as barkstrings react to things in a meaningful fashion, it's usually more satisfying than drilling generic characters for generic information through a dialogue tree.

Background characters should also be engaged in meaningful action. A world where people endlessly, randomly mill about feels like a world without purpose. Communities should have a focus and characters within communities should have roles that they fill.


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What's it like working in a field where everything you put out is scrutinized by online fan groups, many of whom will trash or ooze about the game despite its faults?

You either get used to it or you don't. Some developers never get used to it and basically shut out/write off fan feedback entirely.

Throughout my career, I have felt that it is incredibly important to read and (when possible) respond to fan feedback. It helps professionally ground you and it forces you to defend your ideas to the enduser.

The challenge I sometimes face is getting past my initial aggravation at a person's tone to ask what their underlying concern is. But if I can do that, I usually find that they are reasonable -- even if I don't think I can make them happy.


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What kind of balance do you try to strike between player-driven events and plot-driven events?

Within the context of "Obsidian-style" RPGs, we tend to give the player a lot of options, but they are still designer-created events. These options can reward a player's investment or character choices, but ultimately it's just picking from a pre-defined menu.

Personally, I try to push our game play in directions that allow players to create their own stories. I want people to enjoy the stories and characters Obsidian creates, but I also want our game play to be compelling and dynamic enough that player stories overshadow our meager choose-your-own-adventure plots.

Reading through someone else's story can be entertaining and satisfying, but if you get the opportunity to create your own, that adds another layer of enjoyment.


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Can a game tell a complex story mostly through environment and inference on the part of the player, or are exposition dumps inevitable?

Certainly. I actually prefer this kind of storytelling, but it can be tricky to pull off. If a developer were to establish hard and fast rules for presentation in a game, I'm sure they could have a rich, complex story with minimal exposition.

I think games like Ico show that developers are capable of presenting narrative in a lot of untraditional ways. I'd like to work on a game with no dialogue -- or dialogue that's all spoken in nonsense/indecipherable language, with intonation and facial expressions being the player's only hints at what's being discussed.

Bethesda's "Fallout: New Vegas" fact sheet.

Publisher: Bethesda Softworks

Developer: Obsidian Entertainment
Release Date: Fall 2010
Platform: Xbox 360 / PLAYSTATION 3 systems, Games for Windows
Genre: Post Nuclear Role-Playing
Description: Welcome to Vegas. New Vegas.

It’s the kind of town where you dig your own grave prior to being shot in the head and left for dead…and that’s before things really get ugly. It’s a town of dreamers and desperados being torn apart by warring factions vying for complete control of this desert oasis. It’s a place where the right kind of person with the right kind of weaponry can really make a name for themselves, and make more than an enemy or two along the way.

As you battle your way across the heat-blasted Mojave Wasteland, the colossal Hoover Dam, and the neon drenched Vegas Strip, you’ll be introduced to a colorful cast of characters, power-hungry factions, special weapons, mutated creatures and much more. Choose sides in the upcoming war or declare “winner takes all” and crown yourself the King of New Vegas in this follow-up to the 2008 videogame of the year, Fallout 3.

Enjoy your stay.

Key Features:

  • Feel the Heat in New Vegas! Not even nuclear fallout could slow the hustle of Sin City. Explore the vast expanses of the desert wastelands – from the small towns dotting the Mojave Wasteland to the bright lights of the New Vegas strip. See the Great Southwest as could only be imagined in Fallout.

  • Feuding Factions, Colorful Characters and a Host of Hostiles! A war is brewing between rival factions with consequences that will change the lives of all the inhabitants of New Vegas. The choices you make will bring you into contact with countless characters, creatures, allies, and foes, and determine the final explosive outcome of this epic power struggle.
  • New Systems! Enjoy new additions to Fallout: New Vegas such as a Companion Wheel that streamlines directing your companions, a Reputation System that tracks the consequences of your actions, and the aptly titled Hardcore Mode to separate the meek from the mighty. Special melee combat moves have been added to bring new meaning to the phrase “up close and personal”. Use V.A.T.S. to pause time in combat, target specific enemy body parts and queue up attacks, or get right to the action using the finely-tuned real-time combat mechanics.
  • An Arsenal of Shiny New Guns! With double the amount of weapons found in Fallout 3, you’ll have more than enough new and exciting ways to deal with the threats of the wasteland and the locals. In addition, Vault-Tec engineers have devised a new weapons configuration system that lets you tinker with your toys and see the modifications you make in real time.
  • Let it Ride! In a huge, open world with unlimited options you can see the sights, choose sides, or go it alone. Peacemaker or Hard Case, House Rules, or the Wild Card - it’s all in how you play the game.

Collection of previews from Obsidian's Las Vegas press event.

Click the logos for the full previews/articles.



Our final excursion is to Helios 1, a Poseidon Energy power station occupied by the NCR. Reputation with that bloated, bureaucratic faction grants you access to the station's inner sanctum, where a surfer dude posing as a scientist, calling himself Fantastic, runs the plant at 1 per cent efficiency. Get past the pre-war security system and you could re-route the power anywhere you like: to McCarran to benefit the NCR, to Fremont to help out the local poor, evenly across the whole region... or to the plant's dormant defence system, an insanely powerful orbital laser. You can then command it at will anywhere in the environment: your own, private apocalypse. Avellone uses it to turn on his NCR allies and decimate their troops. In doing so, he demonstrates Obsidian's gleeful embrace of the player freedom and destructive abandon that were the hallmarks of Bethesda's already legendary revival of Fallout. But there's also a richness, a texture here that really harks back to the original Interplay games - not surprising really, given Obsidian's own Interplay heritage.



We only saw the dialogue checks several times during the demo, but it appears that in certain situations, barter (and possibly other passive skills) can be used in a similar capacity to speech and you can rely on the skill you have higher points in when another doesn’t cut it. Interestingly, the game will also show how many points you have in a specific skill area versus what you need to pass the check in the dialogue tree. Seems like it will make the game less punishing for those who don’t pump points into their speech skill (fools!).



Using a varmint rifle, we watched several overgrown geckos' heads explode with a few quick shots. There's a kill cam that can be set, which slows down the final shot and makes your kills feel more cinematic, but this can be turned off if you don't like seeing limbs fly in slow motion. Sawyer said that geckos were a favorite from Fallout 2 and that there will be tougher versions to fire at later in the game. The core controls, as well as the Vault-Tec Assisted Targeting System (VATS), remains mostly the same, and we later found out that special skill options have been added for melee attacks. Sawyer explained that there wasn't a lot of development time for New Vegas, and because a lot of people played Fallout 3, the developers didn't want to make any drastic changes--just improvements to the existing controls. He also said that aiming should be more responsive, reactive, and predictable. To discourage players from always aiming for the head, certain weapons will be more effective against limbs. At times, a red shield icon will appear to let you know that you're dealing less damage per shot and that it might be a good idea to switch targets to conserve precious bullets.



One other significant tweak, besides skills and combat, is how companions (Sawyer shows off two: a soldier named Craig Boone and a ghoul named Raul) work. Sawyer's basic rule for companions is: "They should feel helpful without replacing the player -- you should maintain and command without babysitting them. But your companion shouldn't just win a fight for you." Instead of a brief and cumbersome dialogue tree like in Fallout 3, you use a handy companion wheel interface that lets you easily perform activities such as switching weapons, managing inventory, healinh, and adjusting tactical behavior. Though, since companions are more active and manageable, that means you can't simply treat them as pack mules and dump items into their pockets -- they'll likely try to use those items.



Your journey will eventually take you to Novac, another town with a huge point of interest. In this case, it's Dinky the Dinosaur, the aforementioned T-Rex, complete with the Dino Bite gift shop and a sniper's nest inside of its mouth. This is where the developers introduce you to companions, characters who have their own storylines and will follow and fight for you; the first is Craig Boone, ex member of the New California Republic, or NCR. Not only is it good to have a buddy come along, but you can manage him or her using the Companion Wheel, examining their health, A.I. state and weapons used; you can give them weapons. Over time, you learn that a crazy super mutant named Tabitha (essentially a dude in drag), AKA the commander of Black Mountain, holds a guy named Raul captive. So, you set off to kill everything in your path to save him; you'll run into the Nightkin, tough mutants with the power to cloak. That said, you should have acquired both the Anti-Materiel Rifle (a 50-caliber monster) and one of New Vegas' best weapons, the Grenade Machine Gun. This bad boy lives up to its name, as it spits grenades like an automatic rifle discharges bullets, one after the other. The mission concludes with you saving Raul and slaughtering Tabitha and her brood. And in case you ever wondered what a mutant would look like in a blonde wig and lipstick, it isn't pretty.



There seems to be a reverence for midwestern Americana at work in New Vegas. Aside from the tumbleweed feel of Goodsprings, a couple of the other towns Obsidian revealed during the demo I saw featured things like an old amusement park--where you fought bandits right up and down the tracks--and one of those gigantic roadside dinosaurs (Dinky the T-Rex, in this case) that you'd see off the interstate while driving across the desert. Dinky just happened to be the home base of a group of local rangers who were running their operation from within his metal frame, so stuff like this isn't just for window-dressing. But it does add a lot of personality, and some of that trademark Fallout humor.



Black Mountain suffered many nuke explosions. As a result, its communications array is almost completely destroyed. But one station, called Black Mountain Radio, remains, broadcasting a warning: super mutants are plentiful, it says, and if you've got any sense you’ll stay away. Chris doesn't of course, and approaches the super mutant camp, taking a route that seems to have been carved into the ground just for stealthy players to enjoy. "We tried to make sure with our level design that we included stealth paths that go into all locations so sneaky characters feel special and can take advantage of the lack of security in some areas," he says.



We didn’t get to see the strip, which, at the time of our demo, was “still under construction, both literally and figuratively.” We did get a few hints as to its content, though. It won’t contain any real-world casinos, but will contain properly-themed ‘50s establishments, and gambling is available both on and off the strip. The strip will “be Vegas,” said Obsidian, so take that however you like for now. We were also told that the game’s cast is on par with Fallout 3’s, and that licensed music will be “appropriate to the setting,” and may contain, at least partially, a selection of Country Western songs.



OK, this one shouldn’t be that surprising. Fallout: New Vegas adds some new perks to the character mix. Want to know more? Here’s a little teaser.
“We’ve introduced a new dialog perk called terrifying presence,” says Sawyer. “It allows you to, when someone basically confronts you, instead of talking your way out of a fight you terrorize the person who’s threatening you to the point where they all run. It initiates combat, but they all run for the hills. Some guy comes up to you and says, ‘Man, you just screwed with the wrong guy,’ and you’re like, ‘I’m going to f---ing cut your head off and wear it as a hat,’ and they’re like, ‘Holy s---!’ and he freaks out and as soon as it ends he and all of his crew just run. It gives you about five seconds where they’re just running in terror from you so you can just go off on them. But it’s just one of those things where every once in a while it just comes up in conversation and you can just lay it down.”



The locations are plentiful and varied. Primm – a small town encircled by a rollercoaster based on a real-life place. Novac – under threat from Caesar’s Legion, home to Dinky the Dinosaur and amusingly titled due to a few letters falling off of a ‘No Vacancy’ sign. Black Mountain – a dark and dangerous place filled with mutants. There is also a location known as the Helios One Solar Energy Plant. Occupied by the New California Republic, Helios One was built during the pre-war years by Poseidon Energy (from Fallout 2) and currently isn’t fully operational. You can choose to help get it up and running and divert power to the NCR, or you can spread the power out across different locations, or you can choose to use the Archimedes II orbital laser to turn against the NCR.

More soon.
 
Re: Fallout: New Vegas

Awzom!! Love you, Gikoku!! <3<3
 
Re: Fallout: New Vegas

You have just given me a hard-on. How does that make you feel?
 
Re: Fallout: New Vegas

anain12;384719 said:
Awzom!! Love you, Gikoku!! <3<3

Love you too.

Purple Nurple;384731 said:
You have just given me a hard-on. How does that make you feel?

I guess it makes me feel irresistible. :lol:


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More previews from Obsidian's press event.

Click the logos for the full previews/articles.



"There's a lot of different combination of weapons and ammo and things like that so you have a lot of choices, a little bit more than you rather focusing on one single weapon during a long portion of the game," Urquhart explains.

One such example is the addition of a red shield icon in VATS, which lets players know that their weapon isn't all that effective against that particular foe or part.

"Weapons that have a high rate of fire, they do a lot of damage with a lot of little bullets. If you hit a target that has armor, you'll see that red shield," notes Sawyer. "You're doing a little less damage per shot, you'll want [something] a little slower firing and heavier hitting. There's also stuff like ammo subtypes, armor-piercing ammo for shotguns."



In addition to Karma, Obsidian has added a faction/location based reputation system to New Vegas (similar to that in Fallout 2) which will see you treated differently depending on how you engage with people. Successfully complete lots of quests for a community and they’ll welcome you with open arms in future, maybe even treating you to perks along the way. Bear in mind though, for every action there’s an equal and opposite reaction – the example we saw had us helping a slacker scientist get a power station to reach maximum efficiency – under the proviso we rerouted power to the strip. When we got to the command console however we had the option to power a handful of different areas exclusively, or all of them equally. Suffice to say disobeying instructions had a knock-on effect...



Fallout 3 must be good. Look how well it sold. Look how many Game of the Year stickers it has on it. Look at the feeding frenzy of rampant hatred that begins if you dare to so much as casually suggest it isn’t the Supreme Being of first person RPGs.

So Fallout: New Vegas, which is by all accounts more of the same, has to be pretty decent too, right? Given my apathy towards everyone’s favourite post-apocalyptic hybrid, I confess myself as surprised as you to be answering that yes, it does look pretty damn good. Here’s why.

For one thing, they’ve cut out a lot of the waiting around. Fallout is not an action game, and you have to expect some exposition, but if you found yourself impatiently mashing the “next” button during Fallout 3’s interminable childhood sequence, you’ll be gratified by New Vegas’s approach. Apparently being dug up and patched back together after near fatal head trauma is a faster way to deliver a new character to actual gameplay than being born, growing up, having birthday parties and going to school. Who knew?

So the time between selecting “start game” and arriving at that trademark “the world is my oyster” moment is much less trying, but better than that, it’s a much more attractive sort of mollusc. I was blown away by the ruined desert landscape of Capital Wasteland – for the first ten minutes, after which I got a hankering for something different to look at. Having escaped the devastation of a ground-zero hit, New Vegas delivers a much more varied and interesting environment.



Like the town of Primm, which sits near the California-Nevada border. It's notable for having a big roller coaster, which makes an appearance in the game. Instead of an amusement park ride, however, it served as a platform for a vicious gun battle. Obsidian showed off more of Fallout: New Vegas' arsenal, including the Caravan Gun—a double barrel shotgun—and a grenade launcher, which Obsidian described as "a hoot" to use.



The most prominent fix during our hands-off demo was the ability to bring up a weapon's iron sights. In practice, it both steadied the weapon and increased accuracy. But more importantly, it allowed for the action to continue without engaging the VATS targeting system (which was how I handled nearly 99% of combat in "Fallout 3").

I noticed that kill cams have also changed a bit. Players now have the option to toggle how they see their deathblows on screen. Any kill can be rendered in the VATS-style killcam or trigger a brief slow-mo to let the moment sink in. Personally, I really liked the brief slow-mo because it was a bit of a visual cue to start slinging bullets at the next enemy.

VG24/7 interviews Obsidian's Chris Avellone. Click the logo for the full interview.



I’m sure it was. Back to New Vegas in general, Bethesda supported Fallout 3 humongously. What plans does Obsidian have for New Vegas? Any plans for DLC?

Avellone: I can’t say much about it. Bethesda has plans, but we don’t know the actual facts of them yet, so it’s pretty much premature to say anything – but my hope would be that they would.

Hypothetically, would you like DLC done for New Vegas?

Avellone: Hypothetically, I would love that.

How long has Fallout: New Vegas been in development? Since before Fallout 3 was released

Chris Avellone: No, actually. It was like a few months after the release of the last Fallout 3 DLC that Bethesda wanted to start up the next installment in the series. They approached us after that.

How did the idea of Obsidian doing a Fallout spin-off come about?

Avellone: Bethesda basically approached us and said, “Hey, do you wanna do another game in the Fallout universe? We have the western United States to deal with. Choose a location there, give us a pitch, tell us what you think would be exciting and then we’ll just see if we like it.”

And we were like, “OK. Well, here’s our pitch and here’s what we’re excited about it. “hat do you guys think?”. And they were like, “OK,” and then we just started. [laughs] It was pretty cool, I was like, OK, that’s awesome.

You detailed Hardcore Mode today in the demo, and said that it was a new feature for the game. Can you explain that a little bit more in detail?

Avellone: We recognized that there were some comments on the forums that Fallout 3 wasn’t difficult enough. We wanted to make sure that if you really wanted, you could go for the full-on difficulty option.

So we were like, “Why don’t we make this a special option mode and we give ammo away – which always made sense to us – regardless?” Then there’s things like you always having to deal with dehydration, which makes sense even though you have to manage your water supply, stuff like that, and the idea that healing items would not heal instantly.

Like, if that mechanic was a precedent in Fallout 3 – that game would have been much, much more difficult.

I mean, personally, there were so many times that shooting a stimpack gave me instant health back, and saved my life so many times.

If I would have had to wait two seconds, four seconds or six seconds for my health to return to the maximum amount that would have changed those combats completely, and I definitely would have had a tougher time in fights.

Joystiq interviews Bethesda's Pete Hines. Click logo for the full interview.



Joystiq: E3 is coming up pretty soon. Should we be watching for any announcements from you or is this pretty much it?

Pete: Probably not. Just me, personally, both from my days, even though it seems eons ago where I used to attend E3 as a journo and now with my ten-plus years at Bethesda, I just don't think E3 is a great place to announce anything. It's just so much stuff going on that it tends to get lost, so I think we tend to try and go outside of that window for new announcements. I think we'll have a lot of new things to show. For example, all these games that we're talking about will have new stuff. We hope to be hands-on with the majority of them for the press, that kind of thing. But as far as new announcements, I think we would either do those kinds of things and maybe be more inclined to do them at events like QuakeCon. That's now kind of an event that we're working with id to make bigger and better. One of the ways you make it bigger and better is you take some of your stuff and do announcements there rather than doing them elsewhere. So I think it still remains to be seen, but I wouldn't expect any big announcements from us at E3, although it is only April and it's two months away.

Joystiq: You never know what's going to happen.

Pete: You never really know. Last year I thought for sure we were going to announce the id acquisition right around then and it wasn't announced till afterwards. I guess you never know for sure. But it's not probably in our plans, though.

Joystiq: People have criticized Fallout 3 for kind of failing as an FPS and Todd Howard said, "Oh, I can agree with that." Do you think the Obsidian guys have addressed some of those failings?

Pete: To an extent, although I don't think that they set out as an objective to, "We're going to fix this game and make it a better FPS." I think they just set out to say, based on conversations they had with a lot of the guys on the team here at Bethesda Game Studios. They can read reactions from fans and the press just as easily as anybody else. So I think they looked for places where they could improve the game – adding new options to melee weapons and VATS doesn't make it a better FPS, but it does make it a better and more fun game. So, you know, which features make it a better FPS and which ones make it a better game? I'm not sure, but I think all of them end up making it a better game and ultimately, I think at the end of the day, that's what most folks care about. There are certainly some things, if you played the game in real-time, first-person only that'll make your game more fun and more dramatic and so forth, but I think at the end of the day all of it just makes it a better game and that's the ultimate goal.

Joystiq: When Fallout 3 came out, you had a lot of those really great and well-produced videos that introduced people to a lot of the kitsch that was inherent to that world, and it brought you up to speed a little bit on the whole game. Are you guys planning marketing on that level with New Vegas or will it be scaled back? I don't think I've heard as much about New Vegas as I did at this similar time frame for Fallout 3.

Pete: Part of that is just because we started on Fallout 3 a lot earlier. We started 16, 18 months before launch because we felt like we needed that long to re-introduce Fallout to people who knew it, as well as to introduce it to people who had no idea what it was. Because, let's be honest, a lot of your folks that bought Fallout 3 didn't really know what Fallout 1 or 2 were. Some of them did, but the vast majority of folks did not. So we felt like we needed more time to explain to folks what Fallout was to get them excited about this, to help them understand what this game was. That isn't nearly as much of a challenge with Fallout: New Vegas. You don't have to spend as much time explaining to folks what's Fallout. You can spend a lot more time just focusing on what's Fallout: New Vegas? Why's it different? Why is it something you need to be looking forward to, as opposed to explaining, like, what's this '50s vibe and "I'm not sure I get the whole idea of Fallout being retro futuristic." All of that stuff has kind of been done.

So, yeah, I certainly think we'll do marketing at the same level, but it won't be exactly the same way. I certainly feel like we've done a fair amount of that already in the stuff that we want to do now. We want to feel similar but different. We don't want to just keep sort of re-hashing the same gags and the same ideas. I would say with some confidence that, come this October, you will definitely have to try to miss marketing for Fallout: New Vegas when it's all said and done. It's just, to your point, it sort of goes to your earlier question which is, do you have concerns about people knowing and, to paraphrase you, being tired of Fallout because of all that stuff. Well, that sort of goes to the fact that we are fairly well known out there at this point, so we're not coming from a place of having to get a lot of people's attention now. It's sort of like, just a different objective.

MTV Multiplayer has another article on New Vegas. Click logo for the full article.



"One of the things we're focusing on with 'New Vegas,' is that this is a post-post-apocalyptic society. Governments have formed and have congress. There are large slaver armies and big merchant caravans."

The differences between the two worlds aren't just a matter of increased infrastructure, though. Sawyer described the world as "much more political." "'Fallout 3' presented the Enclave as very very bad, and the Brotherhood of Steel as very good in opposition to the Enclave," he explained. "In 'New Vegas' we're presenting the landscape a bit differently. You might think the [New California Republic] is purely good, but they're not purely good. And you may think Caesar's Legion is purely bad, but they're not purely bad."

It's this gray area that the "New Vegas" developers want to focus on, displaying the perils that derive from furthering civilization. "Most of their failings are based on the fact that they're huge societies that have many of the same failings that we have today in our modern world."

4 Video Interviews of Fallout: New Vegas with J.E. Sawyer.

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Credit also goes to The Vault.
Enjoy.
 
Re: Fallout: New Vegas

3rd Update

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Magazine scans this time, new info and 13 new images. Right-Click > View Image for full scan size.

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  • 13 new unreleased screenshots.

  • Includes first shots of the Strip and first look at Caesar's Legion Soldiers

  • 6 new sets of outfits

  • A man named Craig Boone who's wife was kidnapped can be a follower.

  • Blackjack, Slot Machines, Poker and Roulette are some of the games you can play. (The luck skill plays a big part in how good you are at gambling.)

  • 3 different types of currency. Caps, NCR dollars, Legion money (There is also an exchange rate between the three)

  • C4 explosives that include a detonator (You can also reverse pickpocket C4), Machetes, Razors, a gun that looks similar to a SMG and Boxing Gloves.

  • Vault 21 - a vault where all conflicts were decided through gambling.

  • New reload animations that reflect exactly how many bullets you are putting in your gun.

  • Companions have side quests

  • He also mentioned that combat outside of VATS is rather enjoyable due to the new iron sight

  • Screenshot of a casino that looks like a nice 1950s casino - plain walls, bright room with no wear

  • Other screenshots show off colorful lighted buildings like the Lucky 38 and Vault 21, which is also a casino

  • Each casino will play blackjack a little differently, as far as numbers and cards goes

  • TV Robot police run and keep New Vegas, controlled by a character called Mr. House, inspired by Howard Hughes that lives in the Lucky 38. No one in the game has seen the inside of the Lucky 38, and no one has seen the mysterious man himself. He apparently plays a role in why Vegas wasn't bombed in the Great War, which you will learn more about as you play through.

  • Mobsters and mafia families are not running the Strip or any of the casinos.

  • Every Casino, every place in Vegas will have its own kind of personality and there is a rat pack era place in New Vegas called The Tops with Frank Sinatra tunes etc.

Source: NeoSeeker
 
Re: Fallout: New Vegas

Awesome - thanks for that one.
 
Re: Fallout: New Vegas

I can't wait for this game, but Ive heard alot of people saying, its pretty much fallout 3. Idc either way, because I loved Fallout 3 anyway.
 
Re: Fallout: New Vegas

Silent420;386781 said:
I can't wait for this game, but Ive heard alot of people saying, its pretty much fallout 3. Idc either way, because I loved Fallout 3 anyway.

I've logged way more than 80 hours on Fallout. Every time I go on I waste like a whole day wandering in the wasteland.

It is literally the best game I've ever played. And I've never ever ever seen a game with so much reply value.

If NewVegas is basically F03 but with new items, features and in a different place -- sign me up for it!

Btw, NewVegas comes out and then we get to be excited for Fallout 4 ^_^
 
Re: Fallout: New Vegas

More Updates.

Bethesda confirms that New Vegas will make an appearance at E3 this month:

BethBlog said:
E3 is the biggest gaming showcase of the year, and as that headline suggests, our just-announced 2010 lineup is appropriately loaded with big video games.

Brink, RAGE, Hunted and Fallout: New Vegas will all be making appearances during this year’s show, set to run from June 15-17 at the Los Angeles Convention Center.

J.E. Sawyer has another interview on Xbox360Achievements, where he talks about weapon customization, gameplay (such as cooking at campfires), and the reputation system..

Xbox360Achievements said:
Click Here For Full Interview

The weapon customization system is new as well we assume, can you tell us a little about that and what sort of advantages players will be able to take from this? Can we expect to be making a number of wacky contraptions?

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.


What else have you added to New Vegas gameplay wise that will add to the experience, other than the reputation system and the weapon customization?

A ton of stuff, honestly. We've changed the SPECIAL system so the ability scores have more impact on your character. As an example, weapons now have Strength requirements. If you don't meet the weapon's requirements, your aim will suffer (for firearms) or it will attack more slowly (if a melee or unarmed weapon). Strength also affects how far you can throw weapons like grenades. On the more "cerebral" side of things, Charisma affects a statistic called Nerve that is applied to companions as a combat bonus.
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.

Some confirmed information from the German magazine "Gamestar" preview on Fallout NV..

Gamestar said:
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.


NOTE: The following is a Quest Spoiler!
- 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)


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?)



Other:

- Stiff animations are mentioned. Obsidian told them they improved them, but the reviewer noticed no difference.
 
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