New Vegas Definitive Ending Explanation

I would tend to disagree one play through leaves a lot of possibilities there. Just in the building of known factions and a "where they are now" type quests and build from there. This does not mention the factions that NV has introduced. An expansion (which is something I had not thought of) could add alot of new quests help build cannon for other stories and just add new things all around.

The potential is there and I think the payoff is there as well its just if Obsidian sees it and plans accordingly or continues to remain oblivious to such a great story line.
 
The writer(s) responsible for the ending obviously were exposed to extremely high amounts of radiation prior to writing it and began to mutate into feral ghouls.

What can I say? I shoot feral ghouls.

Thanks for listening, children! This is ThreeDog, bow wow, your voice in the darkness!
 
Hmm.. I'm not too convinced. Three Dog seemed educated enough to pick up a good book once or twice in his day. All I see here is someone whining about a relatively great and extremely malleable story coming to a close while simultaneously giving the narrator a sense that his character made a difference in the region.
 
Honestly, I can't see how so many people have a problem with there being no way to continue once you've finished the main quest. The point of no return is explicitly announced, simply create a save there and you can go back and to whatever the heck you want, for as long as you want. The last stretch of the main quest that makes up for the point of no return, is short and definitive enough to be left there on its own. I'm happy that Obsidian wanted the end to be, well, the end, and I hope they do not buckle to crazy demands thoopen up further story-development post-end-game. DLC's are inescapable, I can only assume, but they should add side-stories (or expand on already-existing factions, for example), that you do before launching the final mission.
 
Stanislao Moulinsky said:
New Vegas is not a Bethesda game (aside from being published, not developed, by Bethesda, that is).

Not to mention that FO3 had a definite ending originally.[/quote]

Yeah but was it worth mentioning?

I honestly saw no emotional message in it, the whole sacrifice thing was a standard by the numbers things, 'giving yourself up for the masses because you have to'.
 
The DLC's are still a big point of concern for me. One of the big things in FO3 was that after Broken Steel the expansions seemed to fit as you could just up and leave since the DC wasteland was saved (or damned depending on your choice). NV has a setting where all the DLC will continually happen in the shadow of the NCR-Legion fight. A fight you have to undo each time you want to head out in the waste to see what the new DLC added weapons will do to the Mojave wild life.

Since im in the minority of posters here what is it about the definitive ending that seems so correct...that makes NV twice the game that FO3 ever was so to speak. Just looking to see if I can understand this.

Oh and 3Dog...always the voice of reason :lol:
 
HyperionOmega said:
The DLC's are still a big point of concern for me. One of the big things in FO3 was that after Broken Steel the expansions seemed to fit as you could just up and leave since the DC wasteland was saved (or damned depending on your choice). NV has a setting where all the DLC will continually happen in the shadow of the NCR-Legion fight. A fight you have to undo each time you want to head out in the waste to see what the new DLC added weapons will do to the Mojave wild life.

I don't see the big deal, DLCs in New Vegas will fit in just as well, if not better, considering that Obsidian will more than likely properly rationalize them (not to mention that they probably won't be taking you miles away from home.
 
hmm,.. That could be a double-edged sword much like in FO3 while they mentioned places like Ronto and the Common Wealth we never went there. but the Pitt and Point Pleasant not mentioned once and we get passports. I liked the new places but still wanted to see the ones the core game talked about. I hope we get some similar "guess where" DLC's about some locations mentioned in NV

As for the ending it just bugs me.

So tell me why do you all like the definitive ending?
 
Because we like stories that have a proper ending and show us that our actions and choices impact the wasteland?
 
HyperionOmega said:
hmm,.. That could be a double-edged sword much like in FO3 while they mentioned places like Ronto and the Common Wealth we never went there. but the Pitt and Point Pleasant not mentioned once and we get passports. I liked the new places but still wanted to see the ones the core game talked about. I hope we get some similar "guess where" DLC's about some locations mentioned in NV

Actually, the Pitt is mentioned in vanilla FO3.
 
HyperionOmega said:
Where at cause the Pit was new to me. One of the Slaver missions maybe I never did those
Paladin Kodiak talks about it in pretty good detail at the Citadel. Look him up on the Fallout wiki.
 
WorstUsernameEver said:
MaToX said:
A friend from vault 87 did not refused to help in the end :P.

You mean in Broken Steel? Because Fawkes doesn't help you in the canon ending. Why? Because destiny says so. His words, not mine.
Yeah, but it wasnt when he (Fawkes) went for the Geek inside the vault ... so suddenly he "can" do it ... or that it was not destiny for him to rot down there in that vault because YOU the player freed him from his prison, or that he wanted to come and help you with the Enclave (after they captured you). Also you can have as well a robot companion and a ghoul as companion and both dont want to do it for you either ... Fallout 3s ending is what it is, very poorly written and scripted.

*I personaly belive they knew all this from the start but simply wanted to have a reason to sell people the Broken Still DLC knowing people would complain about the ending that its finished and thus have more reasons to buy the download. But thats just my oppinion
 
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