Gripes by the Number: New Vegas nonsense

I highly doubt that they planned a much bigger world at first. They already had memory issues and hardware limitations just with what ended up in the final game, and FNV is no exception (which is why more and more content got deleted from the base game with every DLC release).
 
I highly doubt that they planned a much bigger world at first. They already had memory issues and hardware limitations just with what ended up in the final game, and FNV is no exception (which is why more and more content got deleted from the base game with every DLC release).
They cut quite a lot. At least half a dozen world spaces and they also shrank the entire map size (it was much bigger).

We can see how much they shrank comparing the pipboy map with the locations ingame. They were supposed to match, but when the game released you can notice how they compressed the distance in the world map.

One of the best places to notice this is by standing next to the ruined highway overpass near the Superduper Mart and open the pipboy map and notice how it shows our character to be a bit behind the actual overpass in the map.

Another way of seeing how much they cut and shrank is to compare the pipboy map from the pre-release Fallout 3 with the pipboy map that is actually in the game. The map was much bigger.
 
Right, I feel an urge to gripe some more, so I figured I could get away with a little thread necromancy. If that's not okay, I'm sorry--but it was either that or starting a new thread that is... pretty much discussing the same sort of thing as this one, but with new gripes as opposed to repeating the old ones.

1. I'm somewhat disappointed that the most you can really do with the various robots wandering the Mojave is turn them off. I know, I know, game/engine limitations, but when I have hit science 100--enough to reprogram an old protectron as a sherrif, disable turret systems, mind-fuck a securitron into letting me pass into the strip without a hassle, write a sexbot routine from scratch, etc... And all I can do when it comes to most non-quest-related hostile robots is hit the off switch? It's ironically one of the things FO4 seems to have done slightly better with, considering that you can at least do something with them there (it's not much, but still).

2. Honest Hearts... where is your content? Easy fetch quest, easy fetch-quest with optional killing, final option of killing or just... ending it quietly. Okay, so I have some nice scenery to look at and a neat little survivors log to ponder over for about 5 minutes. Anything else? I feel sorry for the people who bought it back when it first came out, as opposed to nabbing it in a cheaper bundle or something.

3. I'm a tad bit irritated by the scripted scenario that goes on at the beginning of Honest Hearts. Oh, got you in vats, got medicine stick aimed at you and a 90-ish percent headshot with follow-up. NOPE. Apparently immortal until a scripted kill-shot against one of the folks I'm traveling with. Can't save any of them, even though I honestly can--but the game doesn't account for that.

4. I can appreciate what the intention was with Dead Money, I really can--but those damn speakers are the bane of my existence, and I want to beat the radiation out of the people who thought the bomb-collar mechanic would be fun.
 
I don't really get why so many people have problems with the speaker in Dead Money. If you hear it beeping, you know a speaker is around, and it can't be far away. So look a bit and destroy it. Problem solved? If you find one of them speakers you can't destroy then there must be a mechanic around that disables them. Easy.
 
I don't really get why so many people have problems with the speaker in Dead Money. If you hear it beeping, you know a speaker is around, and it can't be far away. So look a bit and destroy it. Problem solved? If you find one of them speakers you can't destroy then there must be a mechanic around that disables them. Easy.
But that requires like... paying attention, and like basic reasoning skills Lexx.... it's such bullshit.
I may just be a tad bit salty about dying numerous times to a speaker that I hadn't found yet which happened to be on the other side of a wall.
 
Yeah, understandable, but if something like this happens, you have to find another way. It's designed as intended.
 
Except for the part where even turning off clipping doesn't make it possible to find a bunch of them, and there's nothing fun about spending 20 minutes trying to find a speaker when you could be doing literally anything else. It's poor game design to not make all of them destroyable and not-ludicrously difficult to find. After a certain point it just discourages exploration and enjoying the experience even for the challenge of it all.
 
Funny, I have never cheated to beat Dead Money. You used no Clipping and still couldn't find them? They literally have the most notorious audio cue ever, it even lets you backstep and get to safety, the shielded ones glow red, you can deactivate a bunch in the area with hacking.... more than bad design (which is not) sounds more like Bad playing.
 
not a problem to me either.

In 2010 DM was the most difficult DLC. Today I find it the easiest, IF you have Light Step perk

Enemies are not that hard, the companions unlike Roxie, LR Ed-E and the HH Indians, are excellent and actually destroy the opponents and if you really know the place, you can quickly grab the snow globe, which will give you 2000 sierra madre chips, enough to fill you up with ammo and healing items.

I always kill all the enemies in Salida del Sol as soon as I get Dog, which makes the last quest of that area a cinch. The exit is a little problematic, however.

The real problem is the traps. That´s why I recomend Light Step.
 
Being an Unarmed character in Dead Money is great, the Beartrap fist kills Ghost people instantly without having to fully deplete their HP because it cripples limbs, fuckers just explode with attacks that shouldn't have killed them, it's really fun.
 
Speaking of Dead Money, I hate how you can't return to the Sierra Madre normally. Why not let the player return if they want so they can collect anything they missed or just as a change of scenery?

I've been told I'm supposed to "let go" of the Sierra Madre, thing is I let go of the gold. The gold was the moral metaphor for the Courier as Elijah was to Christine or the vault was to Elijah. The Sierra Madre itself was just a location we visited in the DLC so I don't get why we can't go back whenever.
 
It's not like there are areas that just have noise with no source or anything. Oh wait...there are several. But do go on about your mastery of the game. All you forgot to do was say 'git gud'.
 
The biggest nonsense in 3d Fallouts is still ability to heal yourself by drinking couple bottles of water after nearly drowning.
:lmao:
 
The biggest nonsense in 3d Fallouts is still ability to heal yourself by drinking couple bottles of water after nearly drowning.
:lmao:
I say the biggest "nonsense" from a gameplay perspective is the darn weight-limit. This game is just dangling all this stuff in front of me, but it wants me to have to go backandforthandbackandforthANDBACKANDFORTHANDBACKAND-

...Yeah. I know it's on me for allowing the game to turn me into a kleptomaniac, but I can't just let all this potentially useful stuff lay around! It needs to be, at the very least, put into the markets so that it'll do something besides gathering dust in an old abandoned shack/house/facility/bunker/cave....
 
I thought some of the writing for the opening was very forced and awkward.

Mitchell gives you a Vault Jumpsuit and a Pip-Boy for...reasons? There my suspension of disbelief took a big knock. Does this random doctor do that for every patient? "Here, take my most prized possession and a vault jump suit my wife wore!"

In other Fallout's you are a Vault Dweller. Of course you're going to have the jumpsuit and Pip-Boy. From what I remember of Fallout 2 you are descended from the Fallout 1 protagonist, and his outfit has become sacred artifact. You take his jumpsuit because you are the Chosen One. It makes sense.


New Vegas? We're not a Vault Dweller, we're not related to one. We don't even know if we've met one before today. We have no connection to the Vaults, yet we start off with Vault suit and pip-boy from a complete stranger.
 
I thought some of the writing for the opening was very forced and awkward.

Mitchell gives you a Vault Jumpsuit and a Pip-Boy for...reasons? There my suspension of disbelief took a big knock. Does this random doctor do that for every patient? "Here, take my most prized possession and a vault jump suit my wife wore!"

Prized... possession? He outright states he has no use for it anymore. As for the vault suit, maybe he's just not the sentimental type. I admit it's a bit of an asspull for him to give the Pipboy to the Courier in particular, though. You'd think he would have sold it or gifted it earlier. IDK.

Come to think of it, you'd think Doc Mitchell knew the Courier personally, at times during the intro. Like, maybe they were actually PLANNING on having some backstory with him and you at some point but dropped it for some reason. Given the amount of cut content, it actually wouldn't surprise me.

If there's anything that does actually puzzle me, it's why House was so convinced that Courier Six was going to be "the one" that he had Victor dig you back up and get you to Doc Mitchell instead of just hiring someone new to get the Platinum Chip. It makes you wonder what sort of a person Courier Six was before you become him/her, so to speak. Lonesome Road kind of covers a bit of your backstory, but doesn't necessarily really explain why you're "the one" very well.

To be fair, it's probably for the best because it leaves it in the player's hands to determine just who Courier Six actually is. Filling in too much backstory would lead to a kind of Bethesda-esque railroady situation, most likely.
 
Last edited:
Back
Top