Fallout: New Vegas Gameplay

Looks horrible...

Hoped I'd get a Fallout 1, 2, vibe from the Nevada setting...didn't happen.

Not exactly a surprise though.
 
The minigun seems actulally pretty powerful this time. Not the coolest gameplay video but then again, it's only gunplay. It's a pity that none of the sound is hearable due to the loud narration. Wonder if the SM voices will be the same as in F3 :/
 
Oerjeke said:
The minigun seems actulally pretty powerful this time. Not the coolest gameplay video but then again, it's only gunplay. It's a pity that none of the sound is hearable due to the loud narration. Wonder if the SM voices will be the same as in F3 :/
if u listen really carefully he's voice sounds really different. :clap:
 
Oerjeke said:
Wonder if the SM voices will be the same as in F3 :/
It still is the same cookie monster voice. :(

Edit:
@sampson70:
Are you sure? Sounded a lot like cookie monster to me.
 
Not much to comment on, just crappy gunplay like Fallout 3, and when the guy said "iron sights" the player didn't even use iron sights, which I was expecting to happen. I want to see more of this "new dialogue system" that is talked so much about. I know we've read about what they're making it, I just want to see it in action.
 
Reconite said:
I want to see more of this "new dialogue system" that is talked so much about. I know we've read about what they're making it, I just want to see it in action.

But that will scare the customers away.

- What, they expect me to deal with a little window filled with words??? Screw this game!
 
Reconite said:
Not much to comment on, just crappy gunplay like Fallout 3, and when the guy said "iron sights" the player didn't even use iron sights, which I was expecting to happen. I want to see more of this "new dialogue system" that is talked so much about. I know we've read about what they're making it, I just want to see it in action.
I don't think guns like the GMG and Minigun HAVE ironsights and that's all they showed.

Jesus Christ, I felt like if I blinked I'd miss several things in that video. Could they have slowed it the Hell down?
 
cunningandvalor said:
I totally agree. In my mind, it would've been balanced because you could use the remote beacon in the field but then enemies would have had to actually walk close to it to be in its range, and you couldn't be near it or else you'd get fried too, and blah blah blah. Instead it looks like you fire it like you do any other weapon and it has several "rounds" before its "ammunition" is depleted. So, so dumb.

The perspective of the shots makes it look like the player is controlling the beam from a fixed position, like a crane game only with beams and death instead of frustration and stuffed animals.
 
MrBumble said:
Looks horrible...

Hoped I'd get a Fallout 1, 2, vibe from the Nevada setting...didn't happen.

Not exactly a surprise though.
Yeah, it sure looks horrible from the 50 seconds full of really fast images being edited together. I'm waiting for a video without a fast-talking, loudmouthed douchebag that's longer than a minute to decide whether or not the game looks bad.
 
MrBumble said:
Looks horrible...

Hoped I'd get a Fallout 1, 2, vibe from the Nevada setting...didn't happen.

Not exactly a surprise though.

And you can tell that from a 50 second montage...

Jesus. Stop being a tool.
 
generalissimofurioso said:
The perspective of the shots makes it look like the player is controlling the beam from a fixed position, like a crane game only with beams and death instead of frustration and stuffed animals.

That's what I thought when I first looked at it too, but then I remembered that in an interview they said that the way you'd be able to use the laser was with a "remote homing beacon" so that you can fire it anywhere, which made me think that it was almost like a mine that you drop. After seeing the video, it looks like a crane game, but also I think the player is at the Helios station, so that makes me think it only fires like that when you first find it for whatever quest you're on. I think this means that when you take it into the field, you're either going to get some crazy, unrealistic overhead satellite shot like the one in the video and play a crane game every time, or control it like you control a normal gun. Either way, I am not pleased.
 
Mistrz posted the same link that Reconite posted earlier.

GMG weights 15, not 75 pounds.

As you see, the GMG isn't that strong. Fatman would've blown that mutant in a single blow.

I can see the Condition system again, which is one of the things I hate the most about Fallout 3.

"Nightkin Master" - that's INCREDIBLY STUPID idea of critter! How the fuck can there be "nightkin" and "nightkin masters", the latter having 2 times more HP!? Well, actually... I train karate, and I'll admit that the HP thing is realistic - there are even people with 50 times better HP than normal people, if that HP is applied to unarmed hits in the body, I don't know about the head, and I don't know about bullets. Okay, let's say this is a well-trained nightkin, that is physically fit. Anyway, "nightkin master" still sounds incredibly stupid. Should've been "tough nightkin" or something.

Fallout 3 graphics are ok to me - I wasn't expecting anytihng better. And I hope they improve the super mutants' heads. Since they aren't going to make them look like super mutants, at least the head graphic change was great.

Just at the moment when I say the first line of dialog, I realized it would be different. What I saw in this trailer is completely different from what I got used to in Fallout 3. Also, the way the NPCs are placed, especially at the beginning - Helios One outside - is kinda different, reminds me of the first Fallout games.

The laser seems fine to me.

wtf, GMG requires 3 str!? They'll most likely change this one.

Anyway, looks promising to me.
 
I'm assuming this is an old build or a build optimized for demonstrating the game. The supermutants are not like the ones we saw recently and the GMG has a ridiculously low STR requirement. The low-res mutie skins might help performance and they probably lowered STR requirements so the previewers can play with the guns.
 
OakTable said:
I'm assuming this is an old build or a build optimized for demonstrating the game. The supermutants are not like the ones we saw recently and the GMG has a ridiculously low STR requirement. The low-res mutie skins might help performance and they probably lowered STR requirements so the previewers can play with the guns.

It would be smarter to give the previewers a premade character that has some levels under its belt than it would be to make a different build of the game for the same purpose.

If they can't get their dated graphics engine to pull decent frames per second, without dumbing down their ugly models, I will not be surprised. I'll just laugh when the reviewers praise the "next-gen" graphics to the sky.
 
OakTable said:
I'm assuming this is an old build or a build optimized for demonstrating the game. The supermutants are not like the ones we saw recently and the GMG has a ridiculously low STR requirement. The low-res mutie skins might help performance and they probably lowered STR requirements so the previewers can play with the guns.

Turns out the low strength requirement is a bug. Sawyer says it's been fixed in the new .esm.

There's also no answer on the super mutants. I hope it's just an old build.
 
whirlingdervish said:
It would be smarter to give the previewers a premade character that has some levels under its belt than it would be to make a different build of the game for the same purpose.

If they can't get their dated graphics engine to pull decent frames per second, without dumbing down their ugly models, I will not be surprised. I'll just laugh when the reviewers praise the "next-gen" graphics to the sky.
Turns out the GMG being 3 Strength to use thing was just a bug; Sawyer confirmed it on the Bethesda Forums. Also, I'm still not sure if it's an old build or a new one.
 
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