NMA Fallout: New Vegas Impression Piece

Brother None

This ghoul has seen it all
Orderite
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.
(...)
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>
 
Great thoughts

I've had many of the same thoughts. The NMA brotherhood and I seem to be kindred spirits.

Can't wait for the official NMA review.

I should probably get back to work on my own ;-)
 
Re: Great thoughts

Very eloquently written impression kind NMA folk.

CrzyFooL said:
I've had many of the same thoughts.

Same here, I will link friends who ask for my opinion on FNV to this article. (because I am rather bored with explaining these things over and over again)
 
excellent review and many great points made. probably the only review i have read or will read, other than the final one you guys put out.

one gripe i had was the lack of stuff one can do in Caesar's Legion. i feel like they could have added more questions or crazy things you could do for them. would have been nice to be on the slaving/crucifying teams!

maybe i should make a mod...
 
With as late as the review will be I seriously hope the emphasis is more on an analysis of story tropes and mechanics than a "pre-purchase" review.
 
Can only agree to that.
I wish there was as many quest for the legion as there is for the ncr
 
Some more quests on the Strip would also have been nice, seeing how prominent it was featured in the previews.

I actually had expected that we would arrive at the Strip very early and from there explore more of the wasteland.
 
The Dutch Ghost said:
Some more quests on the Strip would also have been nice, seeing how prominent it was featured in the previews.

I actually had expected that we would arrive at the Strip very early and from there explore more of the wasteland.

Ditto. I just entered the strip yesterday. Pretty disappointed by the strip for the most part.
 
Great piece in general, but... Who was taking the screenshots? They look like they were taken on mid-low quality, with textures not fully popped in sometimes. Or is that on purpose, to emphasize the dated look?
 
Played the game 3 hours each days since I got it on Friday (Which is a lot for my standards) and have not been hooked to a game this strongly since ME2- and New Vegas might just overthrow it as my GOTY 2010, which is largely due to the open and believable game world, ie:

No fucking Metro stations that serve as only and unavoidable connection between certain places, no settlements that make absolutely no sense and have no connection to the gameworld whatsoever, a working road network on which the populace heavily relies and provides great infrastructure for NPCs and the player character alike, house, map and town layouts that are plausible, agriculture and cattle breeding, in short, a gameworld that's as accessible as it is possible, ergo incredibly immersive.

It's persistently more humorous as well (Victor, Slim Primm, No-Bark etc.) and the Western setting just fits the brand much more than that despicably urbanized grey and green of Washington.

The only things I'm not wowed about are the supposedly and purposefully grey factions (Which I don't feel at all, but at least the conflict is tangible and understandable) and the somewhat brief NPC conversations (At least compared to BioWare standards).

Shooting out of Vats is still pretty sucky, too.

But apart from that, easily a much more enjoyable and memorable experience than FO3, and as close to a proper FO2 sequel as we might get.

I really, really love it, shitty tech or not.
 
It feels like it does as best as it can to make a fallout game in the bethesda style. It's really the game that should have come out 2 years ago.
 
Finally a review from (and indeed for) the good folks here at NMA. Big thanks to the contributors! I guess I might have to buy this game after all.
 
I dunno, I liked the messenger quests like Return to Sender, which I assume is what's meant by badly designed quests with great writing. It just makes sense to me that the Courier would, well, be a Courier and make deliveries.
 
I didnt have problems with this quest at all. As I understood this, it was more meant as a quest which takes you to all kinds of directions in the wasteland, to explore areas on your way, and finish this quest much later, when you've been to all these locations...
 
t was more meant as a quest which takes you to all kinds of directions in the wasteland, to explore areas on your way

Like many many many other quests in the game too.
 
Great piece, sums up many of my thoughts, only more eloquently.

I finally picked it up over the weekend, and, well, wow. As good as it could be given the limitations of that engine.

Needless to say I was wary of anything with-in a 10 megaton radius of Bethesda, no matter how good the pedigree.



I did a quick play-though and was just blown away at every turn.

Logical. Consistent. Built upon the previous back-story... It's friggen fallout.


In a word - Verisimilitastic (it's a contraction). Never would have bought this without the NMA watch giving it a thumbs-up, so, thanks all!
:clap:
 
Lexx said:
t was more meant as a quest which takes you to all kinds of directions in the wasteland, to explore areas on your way

Like many many many other quests in the game too.
Fed-Ex quests are not fun, thus just plain bad game design. They are low overhead filler quests that serve no purpose that couldn't be accomplished with a more interesting quest. That all said, Fed-Ex quests that have a single destination at which you are rewarded and at which you gain access to interesting quests aren't so bad as long as they aren't required for more quests from the original quest giver. Those are okay because they have no tedium, they simply serve to direct the player to more interesting things to do.

Ultimately the question is whether the game would be better without them.
 
It certainly isn't worse with them. Return To Sender resulted in an interesting take on the NCR/CL conflict from a vet.
 
Return to Sender didn't bother me that much. It's hardly what I'd call a great quest though. I liked that it sent me exploring a bit but it's gonna be a pain when replaying the game.
Still, it's not a defense for the quest itself, but a nice thing about the game is that there's just so much to do that I really don't feel like I have to dig out every single piece of content on each playthrough.
Normally I'm something of a completionist, uncovering every quest and doing it. Not so with New Vegas which is great for replays.

Anyways, some things really remind of the older games for some reason. When going through Searchlight, the way small groups of ghouls were clumped together throughout the town instantly made me think of the ghouls on the surface of Necropolis. Not sure if they were actively going for that but it instantly came to mind.

Like others have said though, really wish there were more overall content for the Legion. Since it's directly opposed to NCR, it's hard not to compare them.
 
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