Fallout: New Vegas reviews roundup #8

Brother None

This ghoul has seen it all
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Time for some more Fallout: New Vegas reviews. Gaming Blend, 4.5/5.<blockquote>Bethesda and Obsidian took note of many gamers’ complaints about FO3’s difficulty, and so they have now added a brand-new gaming mode: Hardcore Mode. And when they say Hardcore, they’re not kidding around. The biggest difference here is that you MUST eat, drink and sleep in order to keep your character healthy and up-to-par. You also cannot fast travel if your character would need to eat or drink within the time it would take to fast travel there. Limbs also cannot be healed by sleeping or applying a Stimpak to them and can only be fixed by either using a Doctor’s Bag or by seeing a doctor yourself. If you’re like me, then you probably enjoy carrying a large assortment of weapons and armor on you at all times, because certain situations call for a particular gear set. This, however, will simply not work in Hardcore. Ammo also adds weight to your backpack so a lot more strategy is needed in order to survive. Also, if your companions fall in battle don’t expect them to pull a “Great J.C.” and rise on the third day. Once they’re dead, consider them Bighorn grub. With only a few hours of gaming with the Hardcore Mode, I can tell you it’s not for the meek. While it’s frustrating, it does offer up a great opportunity to really challenge yourself after your initial play-through in Normal Mode to see if you can survive the Wasteland with limited resources. </blockquote>Big Download, Wait.<blockquote>At first glance, the game has everything it needs: a fantastic open world with a multilayered story where the players free to determine how they fit into the grand scheme of things. However, as one might expect from a game with this content, New Vegas is plagued by some very serious bugs - and we're not just talking about the giant mutant variety. We experienced frequent game crashes in the course of playing, which made hitting the quicksave button every few minutes an absolute necessity. Furthermore, there were severe performance drops at different points of the game, and it didn't seem to matter if we was high action, or if we were indoors or out. Companions that vanish after being dismissed to a common meeting place, sometimes they don't follow you on quick travel, and some locations don't show up as discovered despite walking into the area and talking to the characters. Less game breaking problems include creatures that seem to walk on their heads, companions that suddenly start unprovoked attacks against neutral characters, and a few minor missions that don't show up in the quest journal or Pip-Boy notes. In one instance, we were given a hotel room to keep to thank us for all the favors, but taking any of the items from the room counted as stealing.</blockquote>Gaming Age, B.<blockquote>Character interactions still works out by approaching characters, pressing A, and then cycling through the dialogue options. It feels like the dialogue offers up more options for people that pour points into Speech and Barter for their skills, which was nice to see (I love manipulating quests through Speech). Another big change for New Vegas comes in the form of the reputation system, something that's probably a bit more familiar to old school Fallout fans. There are a number of different factions in New Vegas, none of which are completely clear cut as just being "the good guys", which you can do quests for and build up your reputation. Some factions will pit you against others, and there's some definite risk and reward involved depending on who you side with. Most of these faction associations come into play during the end game, so it makes it worthwhile to see how different scenarios can play out.</blockquote>Brutal Gamer, 8/10.<blockquote>But where most RPGs offer choices, New Vegas betters that. The moral ambiguities loaded in conversation options are never clear cut. Caesars Legion are a ruthless gaggle of bloodthirsty slavers, but are they any worse than the domineering New Californian Republic? Often life affirming decisions have to made, do you take into account a few lives or make sacrifices for the greater good? Obsidian understand that a thin line blurs the boundaries between good and evil, and New Vegas implements this with finesse thanks to the excellent gang based morality system. The simple Fallout 3 karma system has been fragmented so that karma is assigned to individual gangs, your standing with one gang may make members of a different community hostile towards you, meaning alliances have to be forged or destroyed.</blockquote>NXT Gamer, 9/10.<blockquote>But you’ll take your time doing so. The Mojave Wasteland, like Fallout 3’s Capital Wasteland before it, is dense with places to go, people to meet and things to do. Getting anywhere can take hours. Not because movement is slow – you can teleport to any visited location. It’s because you’ll be struggling to resist the urge to step away from your path to investigate that unusual building in the distance, or because your compass is showing an undiscovered location nearby. Visiting these locations often results in a new quest or some valuable loot – few games make exploration as exciting and gratifying as Fallout: New Vegas.</blockquote>God Is A Geek, 8/10.<blockquote>Morality is another grey area in New Vegas. A quest might require you to do something that will give you negative Karma, but serves the greater good. Whilst this sounds sensible, it doesn’t really work quite as well in practice and being given negative Karma for looting someone you’ve been instructed to kill feels a bit silly. It’s only a minor niggle in the grand scheme of things though as morality doesn’t really seem to play much of a part in the game most of the time, giving way to the factions instead, which makes you wonder why it wasn’t dropped altogether.

The AI leaves a little to be desired at times as well. The enemy seems to have very few ideas that don’t involve rushing and attacking you. It can be funny at times to be running backwards reloading whilst they run at you swinging or shooting, but it does feel a bit silly and at times you might expect the Benny Hill theme to start playing. Worse still, the difficulty seems rather unbalanced at times and you can expect high difficulty spikes at times that may frustrate you, but you can always drop the overall difficuly level via the options menu if need be.</blockquote>Pixel Jumpers, 4.5/5.<blockquote>Taking post war nuclear limitations and adding the elements of big city and big money making, sounds good but in a way it ends up breaking the game. You are given way too many opportunities to make money in New Vegas. During the early game, if you learn how to play caravan well, it is very easy to make a few thousands caps in a very short amount of time. In a post apocalyptic world of desolation and shortage, supplies are supposed to be hard to come by, but when you have the ability to easily make money, it ends up not being the case. You will quickly fill your inventory with stimpacks, ammo and a variety of guns without even worrying about your wallet.</blockquote>GameOn, 4.5/5.<blockquote>While the majority of these tweaks seem largely minor there are two new inclusions which are much better and have a real impact on gameplay. The first is a series of background challenges, which upon completion grant you a boost of experience depending on the size of the task. For example, when you kill 500 enemies you are granted some experience and a special perk which boosts your damage. There are hundreds of these available ranging from killing a certain amount of enemies with weapons, dealing set amounts of damage, discovering a number of locations. It's a brilliant idea which naturally sits alongside the levelling system and encourages you to use a variety of playing styles in order to collect different perks. In a game as large and varied as Fallout: New Vegas this is certainly a welcome addition especially given that the default level cap has been raised to 30, rather than 20. However, perks are only awarded every other level you gain which is a shame as you can only choose half as many as Fallout 3.

The second major change is the introduction of factions in the game world, which was notably absent from Fallout 3. At first this is a daunting prospect given the numerous groups found in the Mojave, but introduces some complex new game mechanics. Your actions in quests and the world will yield different responses from different groups. So, if you elect to help the town at the start of the game, you'll anger a local rival group The Powder Gangers. However, if you choose to help these escaped criminals instead, you will earn their favour and anger the locals. Throughout the game, this forces a careful juggling act as you have to balance these factions against what you personally believe to be right, wrong and profitable.</blockquote>Me Gamers, 8.6/10.<blockquote>The characters at times look like they are saying something completely different from the text you see. This might not be a huge issue that will certainly not limit how much you enjoy this game, but a little more attention to these things would have made this game better. The final problem we had with Fallout: NW is the ending. Right after you finish the game you will not be allowed to continue with your quests and missions. That is a big disappointment considering Fallout 3 had the same issue early on. Fallout 3 even got a patch later on to fix this problem and allowed gamers to play on. Hopefully New Vegas will get a similar patch in the very near future.

Graphically this game follows Fallout 3 too. Those very same graphics that impressed only a couple years ago are not that good enough this time around. Everything surrounding you is still highly detailed but the graphics will let you down when coming across a town or a site for example. I came across an interview with one of the developers of this game and he mentioned how the graphics power had to be limited to allow such a big world to run smoothly. First of all, the world is not running as smoothly as you would want, and secondly games like Just Cause 2 thrived in great graphics and a massive world to explore. No excuses here.</blockquote>
 
The final problem we had with Fallout: NW is the ending. Right after you finish the game you will not be allowed to continue with your quests and missions. That is a big disappointment considering Fallout 3 had the same issue early on. Fallout 3 even got a patch later on to fix this problem and allowed gamers to play on. Hopefully New Vegas will get a similar patch in the very near future.

Oh god...not this again. How many times in interviews it was said why you wouldn't be able to continue after the end?

Also...a patch? :wtf: A DLC is considered a patch?
 
Brother None said:
Big Download, Wait.<blockquote> Less game breaking problems include creatures that seem to walk on their heads, companions that suddenly start unprovoked attacks against neutral characters, and a few minor missions that don't show up in the quest journal or Pip-Boy notes. In one instance, we were given a hotel room to keep to thank us for all the favors, but taking any of the items from the room counted as stealing.</blockquote>

Is that a bug or possibly intentional, since it was a hotel?
 
The big "warning, major bug in Fallout 3!!!" articles after Fallout 3's release were hilarious.
 
sea said:
I also like the complaints about difficulty spikes. I guess some people really do enjoy level scaling. :(

Well, if you went from Oblivion to Fallout 3 to New Vegas you might be caught off guard by the opponent difficulty. I've been playing on "Very Hard" and at the first the change to how opponents were leveled and the kind of damage they could do took some getting use to. Rad scorpions, which usually would have been an easy kill, were killing me in 2-3 hits and were practically undamageable.

In theory having non-scaled opponents sounded like a good idea, but at the beginning of the game it made everything feel really restrictive as you absolutely could not leave the road. So it was an "open world" but you could only go in one direction. If I could have changed how the opponents were laid out, I would have lowered the difficulty on creatures particularly close to the road.

Having high level opponents that you level up enough to kill is rewarding though and it was more satisfying to kill several deathclaws at level 16 in NV than it was to kill them at level 10 in F3.
 
Again, why the hell do people want to wander around aimlessly after the game is finished.

The ending makes it clear the world has been changed, characters have been influenced and factions have become either stronger or weaker.

I am pretty sure that if the ending was open that a lot of players would look up these characters, factions or locations to see the changes and start to complain when they don't see any indication of them as that would have required additional coding.

And what else do they want to do? Pretend roleplaying by dressing in suits and pretending they are NCR, Caesar's Legion or BOS members? Collect Pre War books, teddy bears, or sensor modules and bring them to people that give these out as repeatable quests?

IMO, a closed ending is a good thing, let a group complain because they are so used to aimlessly wandering, they can also do that in real life.
 
And what else do they want to do? Pretend roleplaying by dressing in suits and pretending they are NCR, Caesar's Legion or BOS members? Collect Pre War books, teddy bears, or sensor modules and bring them to people that give these out as repeatable quests?

Exactly this. Plus, pretending to have fun while doing this. Hurr durr.
 
Personally I hated all those 'collect certain items' quests.

The whole Sarsaparilla Star Bottle Cap Quest was somewhat acceptable as it was more in the spirit of Fallout, but I still did not put much focus on it.

It was simply stupid in Fallout 3 and those DLCs.
Only time it had some relevance was collecting those Steel Ingots and the more you got the better equipment you had for the later Arena fight.

But still, raiders giving slaves weapons and armor in return for steel ingots?
Sure the task is dangerous but there would be more volunteers as its the only chance to get some guns and rebel against their enslavers.

Ugh, now I am justifying "The Pitt".
It was simply stupid.

If the whole pretend roleplaying with costumes is big to these guys, why do they not become cosplayers?
 
The final problem we had with Fallout: NW is the ending. Right after you finish the game you will not be allowed to continue with your quests and missions. That is a big disappointment considering Fallout 3 had the same issue early on. Fallout 3 even got a patch later on to fix this problem and allowed gamers to play on. Hopefully New Vegas will get a similar patch in the very near future.

Good lord, not this shit again. I'm glad the game has a set ending. I've never gotten into the Bethsoft end game LARPing like a lot of their fans have.
 
Funny fact: First I don't even wanted to start a second character after my first playthrough. But right after I've won the battle, my will to play this character (loading savegame from before the fight) was totally gone. It was just boring for me to run around and doing the rest of the quests, as I knew the ending was kind of over now.

So I started my second character and played another 30+ hours... who soon will be at the end again and yeah, to be honest, I think about making a third character. Not playing through the game with this one like with the others (playing the whole day and doing nothing else), but the mood to start again is definitive in me...
 
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