Fallout: New Vegas previews

Brother None

This ghoul has seen it all
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Lots of new previews out there. Kotaku expands on its earlier notes.<blockquote>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.

From Primm, we traveled to Novac, home to Dinky the Dinosaur, the local gift shop and defensive stronghold. From Dinky's mouth, we got a far-reaching view of New Vegas' landscape, including the home to the Caesar's Legion faction. Caesar's Legion a slaving organization, Obsidian says, is one half of the game's central conflict, with the New California Republic representing the other half.</blockquote>Joystiq.<blockquote>One of the most significant new gameplay mechanics in Fallout: New Vegas comes in the form of the companion wheel, which is designed for easy access to Companion Commands, including access to companion inventories and behavioral orders. If you want your companions to attack everything in sight, you can set them to be aggro. Or, on the flip side, you can have them be very docile.

From what I saw, this new radial menu system is a very easy to navigate and is much neater and quicker to access than the companion system in Fallout 3. In fact, the companions themselves will talk to you now and tell you if you've done something stupid, like arming a gun expert with a melee weapon. Companions also offer benefits to you in the form of perks, so you'll want to choose carefully when picking a buddy to go exploring with you.</blockquote>1up.<blockquote>New Vegas project director Josh Sawyer points out that it builds, expands, and sometimes inverts on the mechanics and expectations that Fallout 3 established. He starts with the inversion, by noting that where Fallout 3 begins with a birth and a childhood within a secure Vault, New Vegas begins with a bullet in the head and a burial in the desert. The basic premise is that the player is a courier that is targeted for his cargo and left for dead -- a "TV robot" named Victor digs you up and hauls you over to the nearby (and very "Olde West" in style) town of Goodsprings. There, your revival and convalescence at Doc Mitchell's house provide a shorter and tighter version of the Fallout 3 tutorial. Here is where you quickly use a machine to determine your SPECIAL stats (the core statistics that make up your character); here is where Doc Mitchell uses Rorschach Inkblot Tests and Word Association (one particular awesome pairing: being prompted with "Mother" and answering that with "Human Shield") to determine which skills to focus on. At this point, where Fallout 3 was the personal quest to find your abandoning father, New Vegas gives you the more immediately pressing "find out who shot you and why" quest. </blockquote>Eurogamer.<blockquote>Appropriate to its location, New Vegas has a Wild West, frontiersman feel. Dust devils cross your path, an old prospector called Easy Pete rocks his chair on a porch, and Trudy, the down-home saloon-owner, wants help against the bounty hunter Joe Cobb and his gang who are holding the town to ransom. This is all after you go hunting for Geckos (one of many references to Fallout 2 Obsidian is folding into the game) to learn, or re-learn, your way around the real-time, first-person combat with optional tactical pauses via VATS.

The carefully-crafted prologue ensures there's a low-level weapon for every weapon skill in the area, and conversational options for all the possible powers of persuasion in the mission to defeat (or, of course, side with) Cobb's gang. It introduces you to the new special abilities unlocked with every melee weapon in the game - a nine-iron golf club comes with a destructive blow called "Fore!" - and New Vegas' biggest new element, a reputation system.

A new entry in the Pip-Boy gives you a perk for a particular location or faction if your reputation with a faction changes. Defeat Cobb and you earn "Accepted" with Good Springs - "folks have come to accept you for your helpful nature". Ultimately, this system plays into the game's principal narrative struggle between the New Californian Republic (NCR) militia, based at McCarran, and a group of slavers called Caesar's legion. If you know Vegas, you can probably guess where you'll find their HQ. Whichever you side with, the other will be your principal enemy in the game.</blockquote>G4TV.<blockquote>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!).</blockquote>GameSpot.<blockquote>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. </blockquote>Gameinformer shares some notes as a teaser to a preview/interview in an upcoming issue of the magazine.<blockquote>“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.”</blockquote>
 
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!).

I have no idea if this is actually true, none of the other previews mention it as far as I saw. One of them mentioned that a dialogue option would be red if there was a possibility of failing it.

Either way, I really don't like this kind of design. I know that in Alpha Protocol they have made a choice of having stuff like that seems negative at first (getting low influence with someone) actually provide positive results in some other way. I think that design seems pretty good for a game like Alpha Protocol.

But for a Fallout game I really want the possibility of screwing myself over if I do something wrong. The "no negative consequences for failing a skill check" stuff mentioned before is rubbish and probably my least favorite thing I've heard about New Vegas so far.

EDIT: Actually, it's mentioned in the gamespot preview also. Pretty crap I'd say.
 
Burning questions answered
1. Can you kill kids in Fallout: New Vegas?
Nope. “For children, I said these guys have to be very well mannered and not irritating to the player, and there has to be something where the players don’t want to kill them or be enticed to try to kill them,” says Sawyer. “So they’re around, but Vegas in general is a place that is not for kids.”

2. Can you drive a car in Fallout: New Vegas?
“Nope,” says Urquhart. “Been there, done that.”

“I really want to have a trunk special encounter, and it really should just contain the fob,” jokes Sawyer.

3. Can you work in…films…in Fallout: New Vegas?
“No porn this time,” Urquart says. “No fluffers.”

Is Fallout neutered?

Yes, definitely.

Edit;

Look I am not advocating the murder of children or getting into the adult industry or anything, but the first showed how ruthless the wasteland had become while the last showed the diversity of options to make money.

“Todd was awesome,” Urquhart says. “I would say sometimes I was more resistant to some of the things [Josh] wanted to do than Todd was. Todd has a great way of looking at games. It’s all about the player. If we had ideas that we could all see would make it a lot more fun for the player, he was like, ‘Go kill that sacred cow—I don’t care.’”

Heh heh, I am sure the last could be turned into a sarcastic pun on how we original Fallout fans feel how Bethesda is handling the franchise.
 
Is child killing and porn really necessary though? These things certainly do no define Fallout. I say skip over filler things and focus your time on better aspects of the game (story, game play, etc.).
 
No not really necessary or required, but I think it sort of shows the degree of freedom in the game.

Yes you can be a child killing murdering bastard

Yes you can get into the adult industry, become a porn actor/actress or sell your own body or that of your significant other.

Is it something you want to do?
Well that is something you are going to have to decide for yourself.
 
The Dutch Ghost said:
No not really necessary or required, but I think it sort of shows the degree of freedom in the game.

Not necessarily. They can be narratively inappropriate (and they were always borderline in Fallout 2, ref: fluffer) or simply not be possible because of outside boundaries, as with child killing. That isn't really significant enough to take as indicative of a general trend on freedom in design.
 
Okay.

I just feel they really try to narrow down the degree of freedom gamers can have in the Fallout setting, forcing you either in the stereotypical good or evil roles because market people think that is all gamers want.
 
I think there is something to be said for the whole childkiller thing and degree of freedom it brings to the roleplaying (and the harsh consequences from it). However, I can understand both Beth and/or OEI not wanting to include in this day and age. Just don't freakin' design a town like Little Lamplight EVER again.

The other two are highly situational I feel. The car and porn thing in F2 were amusing and fun (though very questionable in terms of the Fallout world I think) but just not something I'd care for in every game just for the sake of them being there.

I do hope that there is some form of "adult entertainment" in one way or the other in Vegas because it just seems to go with the territory.
 
“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 sound like vampire masquerade, they should put it like a skill, just like Van Buren

Starwars said:
I do hope that there is some form of "adult entertainment" in one way or the other in Vegas because it just seems to go with the territory.

i heard you can pay a hocker to hold your hand :D
 
I never really understood why some thought it so important to be able to kill children and have sex with whores. I get the whole freedom-aspect, but I don't see a game as lacking if it doesn't have it, and I don't mind if it is there. I just wont use it.

I do understand the stand developers take in the case, though. Don't want the game to be banned in too many countries.
 
I really never cared about child killing in Fallout 1/2, it was important to me when a whole town of them was there in F3, they were annoying, they were blocking the main plot...
 
It is not so much about "Lets be controversial" to me.

More like giving the player as much freedom to roleplay as he or she wants.
That doesn't just having a lot of options (weapons) to kill someone or a critter.

That is what it often fell like in Bethesda's Fallout 3.

Okay, examples I mentioned weren't the best but I would like to see more Diplomat Boy, Sneak Boy, and Scientist Boy solutions instead of mainly Action Boy. (and most importantly, well worked out solutions)
I also want the player to have the option to be evil other in the way than being a mindless killer.
 
verevoof said:
Is child killing and porn really necessary though? These things certainly do no define Fallout. I say skip over filler things and focus your time on better aspects of the game (story, game play, etc.).

Seconded. Why is it that fallout fans always bring these up like it's SOOO important ?
Are THOSE the real reasons that make you a fallout fan : being able to shoot children, to play in a porn movie, to drive a car ?
It's a ridiculously small part of what makes Fallout, almost irrelevant since these are all things that weren't even present in the first opus.
Seriously, I don't give a shit about this, just give me a deep and interesting storyline, a rich array of secondary plots, a decent combat system and I'll be happy.

Edit : in my version of Fallout 2, there weren't any children to start with.
 
Arr0nax said:
verevoof said:
Is child killing and porn really necessary though? These things certainly do no define Fallout. I say skip over filler things and focus your time on better aspects of the game (story, game play, etc.).

Seconded. Why is it that fallout fans always bring these up like it's SOOO important ?
Are THOSE the real reasons that make you a fallout fan : being able to shoot children, to play in a porn movie, to drive a car ?
It's a ridiculously small part of what makes Fallout, almost irrelevant since these are all things that weren't even present in the first opus.
Seriously, I don't give a shit about this, just give me a deep and interesting storyline, a rich array of secondary plots, a decent combat system and I'll be happy.

Edit : in my version of Fallout 2, there weren't any children to start with.

Aaand thirded. I hate to go "cream-of-the-crop purist" on you, but I always thought that the porn career and (to a degree) the car were real junior high nosepick insertions to the game anyway, and part of the excessiveness and unevenness in tone that took a bit of the shine from Fallout 2. It'd be nice to have childkilling back simply because having immortal anything wandering around the wasteland kind of mars the realism of the setting, but I don't think that the game really needs to include too many particularly eyebrow-raising character paths or totally wicked! extras like the Highwayman to be able to say that they've provided for player freedom.

All I'm looking for is a myriad of real, substantial choices, a lack of the ability to experience everything in one playthrough, and a feeling that I'm actually being challenged by the setting. That's Fallout in a nutshell, and even if I'd do a few things differently than Obsidian, it looks like that's precisely what they're poised to deliver.

As a sidenote, thank The Master that they're adding some depth to Vats and the dialog trees.
 
Dario ff said:
I really never cared about child killing in Fallout 1/2, it was important to me when a whole town of them was there in F3, they were annoying, they were blocking the main plot...

Same here

Arr0nax said:
Why is it that fallout fans always bring these up like it's SOOO important ?
Are THOSE the real reasons that make you a fallout fan : being able to shoot children, to play in a porn movie, to drive a car ?
It's a ridiculously small part of what makes Fallout, almost irrelevant since these are all things that weren't even present in the first opus.
Seriously, I don't give a shit about this, just give me a deep and interesting storyline, a rich array of secondary plots, a decent combat system and I'll be happy.

People want the freedom to do things, maybe they will not do this things but its good to have the options, like stealing.

About the porn movie it was there for fun, and the car make the travel in the wasteland more fast and you can put thing in the trunk, so its important.
 
verevoof said:
Is child killing and porn really necessary though? These things certainly do no define Fallout. I say skip over filler things and focus your time on better aspects of the game (story, game play, etc.).
Its not needed to make Fallout inherently a Fallout game.

But its needed to show what the devs are ready to do. If they have enough balls to keep children as targets to your weapons and a realistic representation of porn/nuditiy it shows they want to make REALY some adult game that might even feature other content we missed so deeply in F3 and that has nothing to do with killing kidz or porn.
 
Porn has a place, for sure. Using FO2 as an example, what about all those well-to-do pervs in Vault City or NCR? I can see them paying big bucks for it. There are plenty of interesting storylines that could stem from it.
 
The only thing that child killing brings to the game is that it really makes the player think about how they are going to handle a situation. If you're in town and are trying to rid it of certain "evil" people or factions, the player would be more careful not to have any stray bullets hit a child, for the consequence would be the whole town hating you for killing the child, instead of the player gaining the town's trust for taking care of their problems.

I think when people hear that fans are complaining that children can't be killed is because the fans just want to commit random acts of violence against children. Sure, that may be true for a few people, but for me knowing that anything can be killed makes me as a player stop and really weigh the situation at hand. Is it necessary? No, but it does add some important elements to the game and how a player plays through the game.

The porn, on the other hand, is completely useless. The one downside with Fallout 2 is the middle/high school humor.

I say leave it out. People go in an uproar about games just being gory and violent, no need to up the resentment with child killing and porn.
 
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