Our review, once again penned by esteemed guest writer Vince D. Weller is still some weeks off. But we've all been playing New Vegas, and a number of NMA staff members (WorstUsernameEver, Incognito, The Dutch Ghost, Tagaziel, 13pm and Brother None) have teamed up to write an impression piece covering different topics. A few random quotes from different authors.<blockquote>The companions vary from interesting to not-so-interesting. Most of them have triggers spread throughout the game unlocking more dialog and background information. Thing is, you can’t always figure out where the triggers are. As you can take only one human and one non-human follower, discovering all their backgrounds will probably take more than one playthrough. The most annoying issues with the companions are the AI and bugs. They easily get lost somewhere, die and sometimes turn into immobile dummies. Nevertheless, taking companions with you makes the game more interesting.
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Unlike Fallout 3, the returning factions are provided with logical, comprehensive explanations as to why they are in the Mojave and what they've been doing for the past forty years. For example, the Brotherhood has lost a bloody war over technology with the NCR, and is now dying a slow death, while the Republic grows stronger above. Other returning factions include the Followers of the Apocalypse and Crimson Caravans and, admirably, none feel arbitrarily added to the game for the sake of fan service.
When compared to returning factions, new ones don't feel out of place or insignificant. Even the biggest and most controversial one - the Caesar's Legion - fits right in, thanks to the fact that its leader explains in detail why he chose to emulate ancient Rome and what his motivations are. This is true for others as well. From the Van Graffs to Powder Gangers, new factions are provided with adequate context for their presence in the Mojave and a backstory explaining how they came to be.
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There is something very odd about the way Fallout: New Vegas' world is designed. Odd, but easy to explain. Unlike its Oblivion engine predecessors, New Vegas doesn't really try to get away with presenting “large” settlements in disproportionally tiny maps. This is good in that it provides a much more convincing game world, but it is bad in that this is the wrong engine to do it in. With its limitations, noticeably on how many NPCs can be present on the map, New Vegas ends up giving us large but eerily empty towns and areas. It makes some sense for a post-apocalyptic game to do so, but as mentioned, this is more of a post-post-apocalyptic game. Furthermore, it is a deterrent to gameplay.
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As a Fallout fan, you'll mostly notice New Vegas combines a less nonsensical take on Fallout lore with a kind of light-hearted post-post-apocalypse similar to Fallout 2. The writing is miles beyond Fallout 3 and that's a saving grace for many fans, as is its increased dedication to RPG mechanics. I feel the mechanics and engine's shortcomings keep it from being “the Fallout 3 that was supposed to be”, but it's certainly a lot better than Fallout 3, and quite probably the best thing that could happen to the franchise after Bethesda purchased it.</blockquote>
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Unlike Fallout 3, the returning factions are provided with logical, comprehensive explanations as to why they are in the Mojave and what they've been doing for the past forty years. For example, the Brotherhood has lost a bloody war over technology with the NCR, and is now dying a slow death, while the Republic grows stronger above. Other returning factions include the Followers of the Apocalypse and Crimson Caravans and, admirably, none feel arbitrarily added to the game for the sake of fan service.
When compared to returning factions, new ones don't feel out of place or insignificant. Even the biggest and most controversial one - the Caesar's Legion - fits right in, thanks to the fact that its leader explains in detail why he chose to emulate ancient Rome and what his motivations are. This is true for others as well. From the Van Graffs to Powder Gangers, new factions are provided with adequate context for their presence in the Mojave and a backstory explaining how they came to be.
(...)
There is something very odd about the way Fallout: New Vegas' world is designed. Odd, but easy to explain. Unlike its Oblivion engine predecessors, New Vegas doesn't really try to get away with presenting “large” settlements in disproportionally tiny maps. This is good in that it provides a much more convincing game world, but it is bad in that this is the wrong engine to do it in. With its limitations, noticeably on how many NPCs can be present on the map, New Vegas ends up giving us large but eerily empty towns and areas. It makes some sense for a post-apocalyptic game to do so, but as mentioned, this is more of a post-post-apocalyptic game. Furthermore, it is a deterrent to gameplay.
(...)
As a Fallout fan, you'll mostly notice New Vegas combines a less nonsensical take on Fallout lore with a kind of light-hearted post-post-apocalypse similar to Fallout 2. The writing is miles beyond Fallout 3 and that's a saving grace for many fans, as is its increased dedication to RPG mechanics. I feel the mechanics and engine's shortcomings keep it from being “the Fallout 3 that was supposed to be”, but it's certainly a lot better than Fallout 3, and quite probably the best thing that could happen to the franchise after Bethesda purchased it.</blockquote>