Gamebanshee reviews Fallout: New Vegas

Brother None

This ghoul has seen it all
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Hullo all you non-American non-Thanksgivingers out there. Happy Thanksgiving! If you're done reading our review, GameBanshee's Brother None provides a meaty review of the title.<blockquote>The game puts more emphasis on resolving quests to improve your character than on grinding in combat. You'll have a large variety of quests logged in your PipBoy fairly early in the game, with additional minor quests being logged as notes. Most quests have multiple ways of resolving them, and while combat remains an important part of the game, Obsidian does a great job in opening up the game to different builds, as a variety of stat and skill values open up specific dialogue options or quest paths. Speech is the most important skill here, but you'll bump into options to resolve quests or improve your chances tied to pretty much every skill. Furthermore, quests are filled with different choices depending on if you care more about caps than doing good, or who you wish to side with.

The usage of skills for multiple solutions are well done throughout the game, but do come with two drawbacks. The biggest one is that the options marked by skills like [speech] or [science] are always positive options, if not auto-win options, where by one speech check you "win" the conversation and convince someone. The writing doesn't always support that well enough as it is closely packed together, and it takes out a big part of my role as a player in convincing NPCs. The other drawback is that the game gives you full information on how many skill points you need to pass a test, making it easy to go back, use a skill-book and try again.

We'll discuss the factions in detail later, but it's worth noting here that Obsidian did an excellent job in offering many opportunities to choose to support or harm factions, while also allowing you to work for multiple factions for quite a long time. Faction reputation is much more important than the ill-used karma, which is sadly still present. Karma is as nonsensical as it was in Fallout 3, and still takes hits at completely illogical moments (killing gangers means a boost to karma, but then taking their stuff means you take a hit in karma). The game also tends to provide way too much information on when you take reputation and karma hits, or when actions close off certain quests. This means you can find out who a mysterious man is working for by killing him and then reloading, and it also means if you kill a certain NPC the game actually tells you what quests you just closed off, an overload of information that detracts from the significance of choice and consequence.

The game suffers from having an overly large amount of really tedious “courier” quests. Fetch, deliver, scout, whichever, all it generally consists of is going somewhere else on the world map, talking to an NPC or if you're lucky fighting some enemies. Every RPG has a few of these typical fetch-model quests, but I don't think I've ever seen a game that has quite as many extensive and tedious quests as Fallout: New Vegas, from Still in the Dark to Ada Daba Honeymoon. They're generally peripheral to the main quests, but even in the main quest you're likely to run into one where you're sent scurrying across the map carrying love notes. </blockquote>
 
You are speaking of yourself in third person BN. No one else wanted to post the news?

In all seriousness though, good job ol' boy!
 
Your with GB? If you had anything to do with the walkthrough of Kotor I's floor puzzle sequence, I am eternally indebted to you Brother None. Shall read the review now.
 
Candlejack said:
You are speaking of yourself in third person BN. No one else wanted to post the news?

It's been up for days and no one did :(

/feelingshurt

In all seriousness I always post in third person on GB. Because I work there, and, well, don't work here. If that makes sense.

Threepwood said:
If you had anything to do with the walkthrough of Kotor I's floor puzzle sequence, I am eternally indebted to you Brother None.

I don't really do much work on the walkthroughs, that's primarily Jon and Steven. They're really good at it :salute:
 
Just read that collosus.

aiming at anything other than the head still being a waste of time

I disagree, it's the primary target, but say, shooting someones dinamite or grenade just as they go to throw it, or shooting out melle enemies' legs, were both prominent targets for me.

where would they get such enormous stockpiles of ammo from so long after the war

The vault was full of munitions.

Obsidian does not do a good job adapting this engine to make the player feel like a war is truly going on. You'll run into occasional fights between scouting parties, but beyond the quest-related battles, that's it

Couldn't agree more, there was a good discussion on this on these forums recently.


Good review, nailed it!
 
Threepwood said:
I disagree, it's the primary target, but say, shooting someones dinamite or grenade just as they go to throw it, or shooting out melle enemies' legs, were both prominent targets for me.

Deathclaws' legs sure, but their DR was so high I usually wouldn't be able to cripple it unless I got lucky. Usually it just isn't worth the time. Headshots. VATS is useless anyway.

Threepwood said:
The vault was full of munitions.

They specifically say their howitzers are not from the Vault. Hell, how could they be. Even if they were, shelling individuals that come close to your base is a ludicrous mode of defense.
 
Threepwood said:
The vault was full of munitions.

I've been to that Vault, and it could only fit so much munitions... Seems they would fire most of what would fit in there pretty quickly, considering how much they like blowing shit up.

Good review.
 
You know, I kept doing that on the review too. Luckily I fixed the DR/DT mixups before you could "Actually," me there. Sadly I continue to mix em up.

I miss the old system where armors were more complex and thus more open for subtle tweaks in balance. New Vegas is too unsubtle. I never got Sawyer's problem with DR/DT/AC anyway.
 
Personally, I'd ditch AC, but keep DT and DR. I do miss different DT/DR for different damage types. And the engine still supports both DT and DR, so it can be modded in. There are still a few items in the game that do give you DR instead of DT, although in at least one case it's probably an oversight.
 
Brother None said:
Threepwood said:
The vault was full of munitions.
They specifically say their howitzers are not from the Vault. Hell, how could they be. Even if they were, shelling individuals that come close to your base is a ludicrous mode of defense.

They do? Then I too am interested in the origin of the howitzers, yes it is quite a silly notion.
 
Threepwood said:
Brother None said:
Threepwood said:
The vault was full of munitions.
They specifically say their howitzers are not from the Vault. Hell, how could they be. Even if they were, shelling individuals that come close to your base is a ludicrous mode of defense.

They do? Then I too am interested in the origin of the howitzers, yes it is quite a silly notion.
The museum kid said that they went out in the desert to a place called Area 3 or something and got them there. Pretty ridiculous, yes.
 
Good review, it touches a lot of arguments. I'm surprised that you didn't mention that despite the tweaks the implementation of the SPECIAL is still weak compared to FO1-2.

Faction aside, New Vegas has some oddities in setting caused by the franchise's insistence on progressing chronologically. It makes sense for a sequel to be set at a later point than its predecessors, but the disadvantage of that for a post-nuclear series like Fallout is that you eventually run out of post-apocalypse, and New Vegas partially has, with The Strip and the NCR being an expression of post-post-apocalypse, while most of the surrounding wasteland feels more like a western-style game than a post-apocalyptic game. This is an issue the franchise will eventually have to find an answer for if they insist on moving forward chronologically, or it will move from post-apocalypse firmly into sci-fi territory.

I guess FO4 will answer that. If Bethesda will still use the "bombed five minutes ago" atmosphere probably that will mean that the franchise will stay locked in time.
 
Brother None said:
You know, I kept doing that on the review too. Luckily I fixed the DR/DT mixups before you could "Actually," me there. Sadly I continue to mix em up.

I miss the old system where armors were more complex and thus more open for subtle tweaks in balance. New Vegas is too unsubtle. I never got Sawyer's problem with DR/DT/AC anyway.

I dont know why they could not simply didivde the damage as it was present in previous games, with Plasma, Laser, Fire, explosives etc. And as well give some armor better or worse protection against it.
 
Would be way too complex for the generic new-age rpg gamer crowd. :>
 
I dont know why they could not simply didivde the damage as it was present in previous games, with Plasma, Laser, Fire, explosives etc. And as well give some armor better or worse protection against it.

It wouldn't fit on the Pip-Boy 3000 screen, especially on consoles.
 
that makes sense ... same goes for dialogues I guess.

Kinda awesome, how with all the new technology games get more and more limited in what they could offer. I mean I always expected 10 years in the past future RPGs to be full with non scripted NPCs, calculations and complex synthax for quests and dialogues ... not listening to explanations why certain details could not be included "cause they dont fit on the screen of a super huge plasma TV" or something like that.
 
Well they had plenty of damage types in TES. Granted, it was for magic elements and whether or not a weapon was mithril/daedric to hit certain things.

Hell, switch the names of the elements to fallout damage types, change the casting animation/projectiles to you firing a weapon, rework the reflection/resistance to dt/dr and your good.

But they had to streamline things even more...
 
I'm glad someone agrees with me about the overabundance of tedious/courier quests.
 
Interesting review, it was a good read. I'm actually debating getting and playing this between Vince's review and your review.
 
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