New Vegas Definitive Ending Explanation

exactly, it not like your going to miss anything, they already said that their going to save the game and straight upp tell you if you continou the game will end.
So there is nothing to stop you from using that save and go roaming the wastland.

My guess is that any DLC will start from that save
 
UncleSlappy said:
I don't get why people complain about a game ending. You can't run around doing whatever you want if you still have a quest to complete?

Believe it or not, but the fact that Fallout 3's ending area locked you into its ending without giving any prior warnings, thus making it impossible to go back if you didn't save somewhere before, was reported with big exclamation marks as a bug by some gaming sites.

I don't think they understand what bug means. But long story short: people need a lot of guidance in their games these days.
 
UncannyGarlic said:
I'd rather they spend the time and resources on the main portion of the game than on showing the world after you beat it. I don't understand why people get so upset about this, stories and most games made after the 80's have a beginning, a middle, and an end. Showing the changes and letting people explore the world after you beat it is best left to a DLC or a sequel which talks about it (ala Fallout 2).
Yeah, this is not the 80s and actually see what impact you have on the world has more or less become the evolution of RPGs. Or at least the direction most developers want to push it towards, if it could be done right, it would of course be preferable.

Mass Effect handled it pretty well with exporting your Mass Effect 1 save to Mass Effect 2 in order to see what impact your earlier decisions had.

x'il said:
Neither can i, MMO mentality or something? or as Crni Vuk and others in this thread pointed out, dumb LARP-ing.
Neither, obviously you can do quests you have missed, explore locations you missed and other content you missed on your run.
 
Dragula said:
Mass Effect handled it pretty well with exporting your Mass Effect 1 save to Mass Effect 2 in order to see what impact your earlier decisions had.

I wish more sequels would use that kind of system. Of course that would be a bitch writing and coding-wise. Especially for a game like Fallout with it's already existing variables..
 
Uh, there haven't been that much impact from your ME1 save in ME2... in fact, I was really disappointed by it. Few notes here and there and that's it. Seriously...
 
Lexx said:
Uh, there haven't been that much impact from your ME1 save in ME2... in fact, I was really disappointed by it. Few notes here and there and that's it. Seriously...

[spoiler:b9e9355987]Saving the Rachni queen, saving Wrex, saving the council, choosing which human you want to represent the species on the council, and other minor characters like the fanboy, ---these are all reflected in non-email form in the ME2. I do admit that a huge amount of sidequests were referenced only by the email system.

I think the choices of ME1 are going to have a much greater effect on ME3. Its as if your gathering an army to fend off the reaper invasion and I suspect theres going to be massive amounts of casualties resulting from the seemingly minor decisions of ME1..and ME2's final decision--Take the moral highground and blow all traces of the collector base to pieces sacrificing any major investigation into the birthing/manufacturing process of a reaper yet prevent the illusive man from seizing power if the reaper threat is successfully repelled.

Or like myself, after playing a strictly paragon route you find yourself taking the renegade action: accepting that keeping the collector base will minimise future casualties and perhaps yield a trump card for the coming war, and agreeing that empowering the illusive man is a small price to pay for galactic security..

My opinion anyway is that many of ME1 and ME2's decisions are all about generating the most successful counter offensive and not just email references..

Even the choice at the end of the Kasumi DLC will have a hell of a consequence in ME3, as the data seems to indicate the alliance military had prior knowledge of the reapers or at least had the opportunity to study one prior to the sovereign incident.[/spoiler:b9e9355987]

Roll on ME3! In case you didn't guess it, I'm a ME whore
 
swooshX2 said:
[spoiler:085ca4a781]Saving the Rachni queen, saving Wrex, saving the council, choosing which human you want to represent the species on the council, and other minor characters like the fanboy, ---these are all reflected in non-email form in the ME2. I do admit that a huge amount of sidequests were referenced only by the email system.[/spoiler:085ca4a781]

Referenced, yeah, but they don't actually impact much of anything. And that's the thing: there's no point to choices with consequences. BioWare's always exemplified that.

swooshX2 said:
[spoiler:085ca4a781]I suspect theres going to be massive amounts of casualties resulting from the seemingly minor decisions of ME1..and ME2's final decision--Take the moral highground and blow all traces of the collector base to pieces[/spoiler:085ca4a781]

Oh please. BioWare did exactly the same thing presenting a choice as a Really Big Deal at the end of Mass Effect 1 (the Council), and now they do it again. Yet somehow you now think they'll actually stick to it and make it have an impact? I seriously doubt it.

swooshX2 said:
My opinion anyway is that many of ME1 and ME2's decisions are all about generating the most successful counter offensive and not just email references.

I'm sorry but you have to admit that's a really weak defense. BioWare offered major choices and then did absolutely nothing with them in ME2, a game that takes place years later and in which your choices should be ripening in consequences. I wouldn't bet two dimes on it suddenly all coming together in ME3, and as far as I know there have been no comments that this is what they're planning. What are you basing this on?

If we're discussing options here then yeah, I do heavily prefer a game not to feature importing saves rather than deus ex machina'ing my ass back to level 1 and then telling me the Council is completely absent so they didn't have to do VO for two different groups. Nuts to that.
 
I admit there was very little point to much if not all the choices that ME2 reflected other than the "yeah!! I did that!" factor. I choose to believe (and quite possibly foolishly as you've rightly pointed out due to Bioware's track record) that ME3 will materialize consequences that actually matter.
I'm clinging to this desperately only because of this chain of events I've formed:
[spoiler:1fef2c613e]
ME1: Save the Rachni Queen
ME2: Rachni Queen's emissary informs you that she is creating an army and will fight alongside you in the future.
ME3: Sexy results
[/spoiler:1fef2c613e]

Though I concede the consequences of this could all be nullified if something happens like shepherd must sacrifice one of the ally fleets, and so instead of choosing from a pool of 2, there is now 3 to choose from.

Optimism ho!
 
sea said:
You can actually walk away as soon as the attack starts, and your Brotherhood guys will sit there forever. Assuming you save any time before you reach the Jefferson Memorial, you're fine (and it might not even lock you inside).

I would be referring to the very final area, as in the room in which you start up project FEV. There's no leaving there and there's no prior warning that you're about to be deus ex machina'd to death, so it is pretty weak.

But c'mon gamers, it's an endgame. At what point did gamers unlearn to save before endgames?
 
Yeah its a lot more likely they'll keep variations to a minimum. Now that they've introduced the Mass effect series to the PS3 starting with ME2, it's another reason why I probably shouldnt expect anything amazing resulting from my choices in ME1 given that the canon ending of ME1 (i.e. the one new players in ME2 start with) has the [spoiler:8c099bc2de]Rachni Queen dead[/spoiler:8c099bc2de]. So thats an entire player base who will not experience that storyline.

I still choose to retain my hope that Bioware will surprise us all by throwing in big consequences or even multiple endings.

Optimism ho!

/endMassEffectTalk
 
Brother None said:
But c'mon gamers, it's an endgame. At what point did gamers unlearn to save before endgames?

Heh, that's what too much next-gen <s>hand-holding</s> 'streamlining' can do to a gamer. :P
 
UncleSlappy said:
So make a save before you finish the game.

I don't get why people complain about a game ending. You can't run around doing whatever you want if you still have a quest to complete?

Er dude, if you're pertaining to me, no where in my last post was I complaining. All I post was my suspicions that there's going to be an expansion to capitalize people's desire to continue post game, my pass-time in fallout in general and yes I expressed my disappointment about it ending at the end but I also clearly said I can live with that. That's hardly a complaint.
 
Autosaves are for douchebags. Everyone knows it's all about Quick Save and Saved Game #1 :roll:
 
Yeah of course. A good autosave is a good autosave :)

(Not like in Singularity, where ONE AUTOSAVE slot is all you get. Ever.)
 
Lexx said:
Uh, there haven't been that much impact from your ME1 save in ME2... in fact, I was really disappointed by it. Few notes here and there and that's it. Seriously...
I never said it was perfect, I just said it's a great system in theory. Of course it could be expanded, and maybe you should learn to read before putting opinions in peoples mouths.
 
Brother None said:
But c'mon gamers, it's an endgame. At what point did gamers unlearn to save before endgames?

Oh, that word gives me an idea. I think these are the same people that, when playing an MMO, grind their way as fast as possible to the level cap, ignoring all of the carefully written content, and *then* complain that the endgame isn't fun. :)
 
Brother None said:
Believe it or not, but the fact that Fallout 3's ending area locked you into its ending without giving any prior warnings, thus making it impossible to go back if you didn't save somewhere before, was reported with big exclamation marks as a bug by some gaming sites.

I don't think they understand what bug means. But long story short: people need a lot of guidance in their games these days.
Do you get locked into the final area once you get started on the final quest? If so then they definitely needed a warning saying something like, "You are entering the final dungeon and once entered, you cannot leave. Do you wish to continue?" I'm all for warning messages in games for dungeons which you can't leave once you start since it's not always obvious that you will be locked in and I don't see the warning harming anything.

Brother None said:
I would be referring to the very final area, as in the room in which you start up project FEV. There's no leaving there and there's no prior warning that you're about to be deus ex machina'd to death, so it is pretty weak.

But c'mon gamers, it's an endgame. At what point did gamers unlearn to save before endgames?
The warning messages are really something that games should have when they lock you into a dungeon, especially at the end of the game. To be fair, sometimes there's a twist and the endgame isn't really the endgame. I don't really see that with Fallout 3 but hey, it would have been nice to throw up a pop-up window, even if you assume that people should know.

Honestly it took me a mistake in overwriting a save which locked me into a final area years ago in order to start keeping lots of saves. I think that the tips in the Fallout manual should probably be in more game manuals (you know, reiterating to save often like five times). It isn't helpful to a lot of veterans but it'll help out newer players.

tekhedd said:
Oh, that word gives me an idea. I think these are the same people that, when playing an MMO, grind their way as fast as possible to the level cap, ignoring all of the carefully written content, and *then* complain that the endgame isn't fun. :)
Well to be fair, most MMOs are about the endgame so that really isn't unreasonable... Honestly it pisses me off more that I have to grind up until I'm max level in many MMOs to actually get to experience the content which the developers focused the most on and that is the most fun. It's a big part of what I didn't like about WoW (granted I played it on release and the grinding is much quicker now). Why make players put up with a lot of bs that isn't as fun in order to get to the part of the game which is fun? It doesn't help any that every character you create you have to grind up so that hardcore players have to endure the pain numerous times instead of just allowing players to create characters at the level of their highest level character (or something like that).
 
sea said:
KING SHIT said:
I can't be assed to play after a game ends. I don't see what's so fun about just running around killing things when you've done every quest in the game.
Well, if Fallout 3 Nexus is anything to go by, the average Fallout 3 user spends most of the post-story time running around with a bunch of naked supermodels and making them do crude "sex" animations via console commands.

Not to mention fill up the wasteland with loads of houses, apartments and private Vaults.
 
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