Multiple currencies! With differing exchange rates! Go Barter/Luck gambling stockbroker wealth accumulating guy.
When you're winning at the casinos, the floor manager will approach you and give you free drinks, or comp you a room. This just serves to highlight the insane amount of detail that's going into this.
Idiot dialogue is back!
More opportunities to take advantage, manipulate, and exploit situations, beyond just different ways of shooting everyone, a la Fallout 3. Example; you take a quest from a sniper to find out who kidnapped his wife. He gives you his red beret, and says that if you lead the kidnapper out where he can see him, and put on the beret, he'll shoot whoever you're with. Of course, you can just find the kidnapper and do the quest the way you'd expect. OR, you could basically lead anyone out there and have them killed.
That last point is something I felt Fallout 3 fell short on, despite getting most everything else right. Sure, in F3, most quests have multiple solutions and paths, but they all usually amount to shooting people. Seems to me there'll be more manipulative and non-combat solutions to problems in NV, and that's got me excited most of all.
I hope ya'll aren't getting your hopes up too too much for most of these changes to be as deep as you're thinking.
I'm betting it doesn't deviate from FO3 that much and maybe they'll add some nice perks here and there like having skills do a few more things...but I'd be surprised if it was that night and day more in depth than FO3.
They promised a lot of freedom in FO3 and while I'm not one to be harsh on it since I loved it to death; a lot of those "freedoms" really pretty narrow and fit the tight constraints established in the game. I suspect it will be the same in FO3: NV.
I hope ya'll aren't getting your hopes up too too much for most of these changes to be as deep as you're thinking.
I'm betting it doesn't deviate from FO3 that much and maybe they'll add some nice perks here and there like having skills do a few more things...but I'd be surprised if it was that night and day more in depth than FO3.
They promised a lot of freedom in FO3 and while I'm not one to be harsh on it since I loved it to death; a lot of those "freedoms" really pretty narrow and fit the tight constraints established in the game. I suspect it will be the same in FO3: NV.
Pre-release press always exxagerates what's going to be in the game. I can think of some particularly egregrious examples.
Still, NV looks like it's taking some of the (often valid) criticism of FO3 to heart, trying to improve its flaws and keeping what didn't need to be changed. Several of the additions - weapon customization, making food, water and sleep more important, etc. - are lifted directly from popular mods that came out within the first few months of the GECK's release. Bethesda also seems to have acknowledged their shortcomings as writers and got some people with a little more experience in to do that for them.
Bottom line, I think we're going to get "Fallout 3, but better". And I still love playing the original game, so that sounds pretty good to me.
The GI article says the Lucky 38 is a casino that is home to a Howard Hughes type recluse, who is the mysterious dictator who runs New Vegas hands off style. The casino is huge, but no one has been allowed to enter for years.
1. There are new perks. One of them is terrrifying precense:
“We’ve introduced a new dialog perk called terrifying presence,” says Sawyer. “It allows you to, when someone basically confronts you, instead of talking your way out of a fight you terrorize the person who’s threatening you to the point where they all run. It initiates combat, but they all run for the hills.
2. Expect some Western influences/elements. Protect little towns from bad guys
That element manifests itself in myriad ways. When you start the game in the outskirts of Goodsprings, Nevada, you’ll hear old-school country music on the jukeboxes of the town’s saloon. An early mission has you hunting critters out near the well. You can also help the town band together in a battle against some opportunistic bandits. This being Fallout, though, it’s not a straight Western. The town prospector pokes around in irradiated ruins for treasure instead of picking away in dark mineshafts. And those critters aren’t pesky gophers, but man-sized mutant geckos.
3. Dialogue is going to be a big deal, and Obsidian is rethinking how to do it.
4. No cars, no killing kids.
5. There is a new super weapon, comparable to the Fat Man.
You can call shots from a solar laser, that catches big areas on fire!
Multiple currencies! With differing exchange rates! Go Barter/Luck gambling stockbroker wealth accumulating guy.
When you're winning at the casinos, the floor manager will approach you and give you free drinks, or comp you a room. This just serves to highlight the insane amount of detail that's going into this.
Idiot dialogue is back!
More opportunities to take advantage, manipulate, and exploit situations, beyond just different ways of shooting everyone, a la Fallout 3. Example; you take a quest from a sniper to find out who kidnapped his wife. He gives you his red beret, and says that if you lead the kidnapper out where he can see him, and put on the beret, he'll shoot whoever you're with. Of course, you can just find the kidnapper and do the quest the way you'd expect. OR, you could basically lead anyone out there and have them killed.
That last point is something I felt Fallout 3 fell short on, despite getting most everything else right. Sure, in F3, most quests have multiple solutions and paths, but they all usually amount to shooting people. Seems to me there'll be more manipulative and non-combat solutions to problems in NV, and that's got me excited most of all.
This is the first game since Hitman: Blood Money I've been really psyched about. Everything just sounds awesome. When it comes down to it, Fallout 3's biggest offense was the lack of options and approach, without a doubt.
I'm still trying to pre-play my bad guy run, and I just can't find viable ways to make it not suck, with the sole exception of enslaving folks at Paradise Falls. Some proper role playing power would be quite welcomed. They also need to majorly overhaul the karma system.
Killing Roy Philips is bad because... Dashwood deserved it? Stealing from Andale is bad because... cannibals that kidnap passerbys are good guys? Cannibalizing a raiders corpse is bad because... cannibalism just is? Etc, etc.
Speaking of idiot dialogue, my first run of F3, I was horrified what might happen if I didn't pump INT. I raised that sucker to 8, I think. All it then did was let me give off irrelevant "yeah, I'm totally smart, harumph" answers that never actually gave me any sway whatsoever with any characters. In fact, the one time a skill/stat (perk dialogues were marginally more useful) dialogue option sped things up was during Wasteland Survival Guide, except it prevents you from earning the Rad Regen perk, so its not worth it. Blech to F3's dialogue system, blech I say!
I hope ya'll aren't getting your hopes up too too much for most of these changes to be as deep as you're thinking.
I'm betting it doesn't deviate from FO3 that much and maybe they'll add some nice perks here and there like having skills do a few more things...but I'd be surprised if it was that night and day more in depth than FO3.
They promised a lot of freedom in FO3 and while I'm not one to be harsh on it since I loved it to death; a lot of those "freedoms" really pretty narrow and fit the tight constraints established in the game. I suspect it will be the same in FO3: NV.
Don't poop this party, Mr. Dude! Let us enjoy the hype, because we all know, deep down, the game will manage a summer release with 1/3 the content missing. This is the mark of Obsidian.
The GI article says the Lucky 38 is a casino that is home to a Howard Hughes type recluse, who is the mysterious dictator who runs New Vegas hands off style. The casino is huge, but no one has been allowed to enter for years.
1. There are new perks. One of them is terrrifying precense:
“We’ve introduced a new dialog perk called terrifying presence,” says Sawyer. “It allows you to, when someone basically confronts you, instead of talking your way out of a fight you terrorize the person who’s threatening you to the point where they all run. It initiates combat, but they all run for the hills.
2. Expect some Western influences/elements. Protect little towns from bad guys
That element manifests itself in myriad ways. When you start the game in the outskirts of Goodsprings, Nevada, you’ll hear old-school country music on the jukeboxes of the town’s saloon. An early mission has you hunting critters out near the well. You can also help the town band together in a battle against some opportunistic bandits. This being Fallout, though, it’s not a straight Western. The town prospector pokes around in irradiated ruins for treasure instead of picking away in dark mineshafts. And those critters aren’t pesky gophers, but man-sized mutant geckos.
3. Dialogue is going to be a big deal, and Obsidian is rethinking how to do it.
4. No cars, no killing kids.
5. There is a new super weapon, comparable to the Fat Man.
You can call shots from a solar laser, that catches big areas on fire!
I wonder if reputation will also play a role similar to that perk. I wouldn't mind if, ya know, being the guy that single-handedly emptied Paradise Falls and took down the Enclave could inspire a bit of fear in some slackjawed raiders and Talon Mercs.
Number 4 makes me sad. I don't get why I can't target 'em. I won't be going out of my way to gank kids (unless they've got totally awesome stuff, right?). However, its absurdbly immersion breaking gunning down a town like the region's most important psycho, to the run across some lady's kid and not even make a dent. Blech to video game morality! BLECH, I SAY!
We all know they're just gonna grow up to be eaten by muties and raiders, anyways.
I can't wait for the Nightkin, though. My understanding is they're Stealthboy using muties? Thats pretty great. I loved the Chinese Dragoon's in O:A, they could catch me off guard and really put the hurt on sometimes. I hope there is something like the Chinese Stealth Suit for the player, though, because it has become my hands down favourite item in the game.
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
edited May 2010
Somebody is going to mod out the unkillable kids, you mark my words. If I remember correctly in the original games, killing a kid gave you the Childkiller "perk", which resulted in everyone being hostile toward you and bounty hunters coming after you.
There is no way to kill kids because it would be a PR nightmare. A game that allowed the player the option of killing kids would prompt all sorts of boycotts, legislation that would censor games, countries that would ban the game and all kinds of stuff.
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
edited May 2010
The European version of Fallout removed all the kids from the game entirely. In a manner of speaking. They were in fact still there...but they were invisible.
Somebody is going to mod out the unkillable kids, you mark my words. If I remember correctly in the original games, killing a kid gave you the Childkiller "perk", which resulted in everyone being hostile toward you and bounty hunters coming after you.
Killing kids will absolutely be modded into the game by someone, seeing how it's also been modded into FO3.
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
Interesting note in that Game Informer article about rewriting the entire dialog system. Kind of puts a damper on my dreams of having the Fallout 3 content ported into NV, so you can have the same character exploring both. Some enterprising modder will still do it, but it'll be harder
Somebody is going to mod out the unkillable kids, you mark my words. If I remember correctly in the original games, killing a kid gave you the Childkiller "perk", which resulted in everyone being hostile toward you and bounty hunters coming after you.
I heard about that. Wasn't the original icon the Pipboy kicking a pregnant lady? To hell with controversy, it was funny and absolutely in line with the humour.
I wouldn't mind having that massive negative effect on me, because if I've gone kid-killing, its not my "proper" save, anyways. Although, it'd be kinda funky if the real bad guys also hated me. Suddenly slavers care? Maybe they're pissed, like I've burnt down their crops.
There is no way to kill kids because it would be a PR nightmare. A game that allowed the player the option of killing kids would prompt all sorts of boycotts, legislation that would censor games, countries that would ban the game and all kinds of stuff.
Alright, so there is a legitimate reason, just not a good reason for it. :P
I remember all the hubbub about "OH NOEZ, WASHINGTON AL AQUEDA NUKE, HARGLEBLARGLE!", which was awesome. We need more of that, because I need some laughs.
The kids in Megaton get teleported to an underground shack if you detonate the nuke :?
All the kids in Fallout 3 are marked Essential. The mods that make them killable just turn off the Essential status.
Really? Adult essential characters can be hit/killed/take damage, but once their health bar is depleted they pass out. The kids can't even be targeted, not manually, not in VATS, not even hit by splash damage.
Also, that Europe stuff is pretty strange. Last place I'd expect to put such a damper on a game, I mean, Germany, yeah, but blanket covering of all European copies?
Interesting note in that Game Informer article about rewriting the entire dialog system. Kind of puts a damper on my dreams of having the Fallout 3 content ported into NV, so you can have the same character exploring both. Some enterprising modder will still do it, but it'll be harder
Now thats an idea. It sounds really complicated, so I don't expect it to happen, but if it does, second playthrough right there. Lone Wanderer in Vegas? How does that not scream Clint Eastwood?
Mind you, I'd need to load up all my stored gear from Megaton onto the character first, then finding a place to stash it after starting NV would be fun, heheh.
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
edited May 2010
The European version of Fallout 1, just to be clear.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
I hope ya'll aren't getting your hopes up too too much for most of these changes to be as deep as you're thinking.
In terms of writing resources and talent Obsidian have Bethsoft beat very comprehensively. Given J.E. Sawyer and Chris Avellone both worked on the original games (and other very dialogue intensive games) that is one area I have considerable confidence in them over the original Fallout 3. The writing was the most glaring weak link in Fallout 3 along with its lack of difficulty and I have full confidence Obsidian have fixed both (Hardcore mode and well, it's Obsidian they've proven their ability to write stories).
The only question I have is if the game is going to be finished when its released.
I hope ya'll aren't getting your hopes up too too much for most of these changes to be as deep as you're thinking.
In terms of writing resources and talent Obsidian have Bethsoft beat very comprehensively. Given J.E. Sawyer and Chris Avellone both worked on the original games (and other very dialogue intensive games) that is one area I have considerable confidence in them over the original Fallout 3. The writing was the most glaring weak link in Fallout 3 along with its lack of difficulty and I have full confidence Obsidian have fixed both (Hardcore mode and well, it's Obsidian they've proven their ability to write stories).
The only question I have is if the game is going to be finished when its released.
I wasn't really referring to the depth of the writing.
My 16mo old daughter could probably write more compelling dialogue than anything found in FO3.
I was referring to the depth of choices and other things that the game will improve upon.
I have no doubts that FO3:NV will be at least as good as FO3 and likely straight up better, but I still think that much of the player freedom is going to be inherently as limited as that in FO3 for primarily design reasons. As cool as it sounds to a player to be able to complete a mission in whatever manner they like and have it recognize your creativity; it's really a nightmare proposition for a developer.
Take even the aforementioned sniper mission example on the last page. The way they described it someone might come away with the idea that "holy shit I can complete missions however I want!"; when the reality is, no, they just put in a few more predetermined completion triggers that present more options but are still inherently walled off to their design.
I wasn't meaning to say the game would be disappointing or anything. i just fear for the absurdly high hopes some will inevitably get and I fear for the thread(s) afterward where those of us who are a little more grounded in our expectations will get what we expect and those with lofty dreams will be disappointed and angry. it's inevitable; it happens with every game...it's just depressing.
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited May 2010
I was referring to the depth of choices and other things that the game will improve upon.
Obsidian don't have to work hard in that department either actually. Especially as they are using a much more sensible reputation and karma system in NV. It can be much easier to make consequences for decisions apparent in the game than FO3.
I'll be pleasantly surprised if their system is meaningfully different than the one in FO3 or if it'll just be the same package with different wrapping.
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited May 2010
What you mean of far superior writing to anything that Bethsoft has done? Neverwinter Nights: Mask of the Betrayer and Knights of the Old Republic II (albeit the second game grossly unfinished) have some of the best writing in any RPG. Given that they have the man behind Planescape Torment their track record on writing is absolutely superb.
The game being more buggy and unfinished than a newly established ant-colony: Now that's a genuine concern.
The European version of Fallout removed all the kids from the game entirely. In a manner of speaking. They were in fact still there...but they were invisible.
And they would still pickpocket you, so you just would have absolutely no idea where item x went. Which kind of makes sense I guess, but is still stupid for a high PE character.
Well, if you're talking about the sniper mission I mentioned, then it's fairly straightforward; the dude straight up shoots anyone you lead to him. That's it.
Look, I'm as pessimistic as the next guy. That said, what's been mentioned in preview material so far is really not that far fetched; there are fairly simple ways to allow people a lot of leeway in completing objectives. Granted, most of them won't really have any impact, or there'll be a lot of options that lead to only a few outcomes. Still, it's not difficult to create the illusion of open-endedness.
Again, the sniper example. NPC in town owns something you want? Ask them to go for a walk, lead them out towards the sniper, put the hat on. NPC dies, you go back to his place and take what you want. Really, it's just a simple trigger providing far reaching circumstances if used by the player in a variety of ways, and it's really simple for the developers to implement; player + hat + near sniper = sniper becomes hostile to all NPCs in X radius around the player.
It's like if you could slave collar any (non-essential) character in FO3. But still, saying that you're skeptical of Obsidian limiting their reactivity? Sure they didn't invent it or anything, but it's not like their just going reward every choice you make with a pat on the head and paragraph long email.
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
edited May 2010
So has everyone read the latest GI with some New Vegas info?
Vault 21 Social Experiment: ALL disputes will be resolved with gambling.
The guy that owns Vegas is named Mr. House. He gambled for the Vault, and won (House always wins).
Multiple currencies (caps, NCR money, Ceaser's Legion scrips and casino chips. And each has a different exchange rate that includes how much each side likes you.)
Also, the detail is amazing. There's a picture in the magazine of a guy with an engraved pistol (looks like a silver 1911).
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited May 2010
You know, I want for the first time in Fallout history to make a character with 10 luck and maxed out Gambling skill. I hope you can see where I'm going with that.
I just hope that the old cap-stealing trade-back exploit isn't fixed, because I love that thing. Economy is not for me, I don't like fidgeting with it, simple, complex or any other type. I use the exploit to ensure a smooth experience with the game that isn't put to abrupt halts by lack of funding. I also like to repair and buy items I have zero use for, because they're just cool (like 11+ suits of power armour that I use to repair Brotherhood/Outcast stuff, which I never wear).
Although, I expect I'll spend silly amounts of time gambling, anyways. I wonder what other methods of earning a pay exist, that have a Vegas-y field. Maybe some hitman work? Some old mob-style stuff?
So has everyone read the latest GI with some New Vegas info?
Vault 21 Social Experiment: ALL disputes will be resolved with gambling.
The guy that owns Vegas is named Mr. House. He gambled for the Vault, and won (House always wins).
Multiple currencies (caps, NCR money, Ceaser's Legion scrips and casino chips. And each has a different exchange rate that includes how much each side likes you.)
Also, the detail is amazing. There's a picture in the magazine of a guy with an engraved pistol (looks like a silver 1911).
Yeah, we kind of talked about it last page, or the page before. It is sweet to have something to talk about. Some actual things to discuss, instead of speculation. 8-)
I wasn't meaning to say the game would be disappointing or anything. i just fear for the absurdly high hopes some will inevitably get and I fear for the thread(s) afterward where those of us who are a little more grounded in our expectations will get what we expect and those with lofty dreams will be disappointed and angry. it's inevitable; it happens with every game...it's just depressing.
Yes, high expectations are exceedingly dangerous. See: the 'letdown' thread running right now. See also: Assassin's Creed 1 & 2. 1? Huge expectations, letdown. 2? tempered expectations after the letdown, great success.
I don't want to try to fan the fires of hype too much, but I should remind you that Peter Molyneux is not involved in Fallout: New Vegas in any way. Adjust your expected hype:game quality ratio accordingly :P
I'm already thinking of character concepts. I'm thinking of making a sort of chaotic good gunshark, but trying to think of ways for it not to be a stereotype.
I'm already thinking of character concepts. I'm thinking of making a sort of chaotic good gunshark, but trying to think of ways for it not to be a stereotype.
As I understand it (again, haven't done this myself, just read about it here awhile ago), in FO1 and/or 2, if your character's INT was low enough (3 or less?) you were such an idiot that dialogue options changed a lot. Whole different game experience.
Again, someone who's more versed in Fallout can correct/add to that, but I think that's the quick and dirty of it.
Hm. Interesting. That is not a first or second playthrough kind of thing, and a playthrough of Fallout 3 is estimated at somewhere close to 90 hours. NV is supposed to be the same size, and will also probably get DLC... That is a neat idea though, and it is cool that NV is supposedly going to have SPECIAL stuff matter.
I saw a shot of the character creator thing from NV, and it was hilarious. The screen was of the strength setting thing, and it had all kinds of goofy titles based on which strength level you choose to start with.
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
edited May 2010
I remember an exploit I used in the original Fallout was to get my Gambling skill up to a decent amount to ensure a success rate of at the very least 50%. Then I'd go to that small casino and hold down one of the number keys. I'd come back to my computer to find myself thousands of caps richer.
So I'm thinking of buying Fallout 1 and 2 from that GOG website. I never played them back in the day (I was only about 10 or 11 when they came out, and was sucked into Age of Empires and HL/CS). As someone who has only played Fallout 3 (and loved it), do you guys think it's a worthwhile purchase?
I don't really have a gaming capable laptop right now, so I was thinking it would be nice to play these on the one I do have. What should I be expecting with these 2 games (apart from what I hear all the time - glorious setting, writing, and dark humor)?
I came to FO1 and 2 after playing FO3 and I can say they're still good games. The system seems clunky and dated today (it's over a decade old, after all), but they still have a solid plot, decently fun battle system and a cool setting to explore. Definitely worth a purchase.
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Ayliana Moonwhisper Ecksus Cerazal
"My character's high sneak skill allows me to keep a little insurance in my pocket in the form of a pistol, and the doorman is none the wiser."
Skills that are relevant? This is absurd! I WILL NOT STAND FOR IT!
I want this game so bad it hurts.
Multiple currencies! With differing exchange rates! Go Barter/Luck gambling stockbroker wealth accumulating guy.
When you're winning at the casinos, the floor manager will approach you and give you free drinks, or comp you a room. This just serves to highlight the insane amount of detail that's going into this.
Idiot dialogue is back!
More opportunities to take advantage, manipulate, and exploit situations, beyond just different ways of shooting everyone, a la Fallout 3. Example; you take a quest from a sniper to find out who kidnapped his wife. He gives you his red beret, and says that if you lead the kidnapper out where he can see him, and put on the beret, he'll shoot whoever you're with. Of course, you can just find the kidnapper and do the quest the way you'd expect. OR, you could basically lead anyone out there and have them killed.
That last point is something I felt Fallout 3 fell short on, despite getting most everything else right. Sure, in F3, most quests have multiple solutions and paths, but they all usually amount to shooting people. Seems to me there'll be more manipulative and non-combat solutions to problems in NV, and that's got me excited most of all.
I'm betting it doesn't deviate from FO3 that much and maybe they'll add some nice perks here and there like having skills do a few more things...but I'd be surprised if it was that night and day more in depth than FO3.
They promised a lot of freedom in FO3 and while I'm not one to be harsh on it since I loved it to death; a lot of those "freedoms" really pretty narrow and fit the tight constraints established in the game. I suspect it will be the same in FO3: NV.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Still, NV looks like it's taking some of the (often valid) criticism of FO3 to heart, trying to improve its flaws and keeping what didn't need to be changed. Several of the additions - weapon customization, making food, water and sleep more important, etc. - are lifted directly from popular mods that came out within the first few months of the GECK's release. Bethesda also seems to have acknowledged their shortcomings as writers and got some people with a little more experience in to do that for them.
Bottom line, I think we're going to get "Fallout 3, but better". And I still love playing the original game, so that sounds pretty good to me.
This is the first game since Hitman: Blood Money I've been really psyched about. Everything just sounds awesome. When it comes down to it, Fallout 3's biggest offense was the lack of options and approach, without a doubt.
I'm still trying to pre-play my bad guy run, and I just can't find viable ways to make it not suck, with the sole exception of enslaving folks at Paradise Falls. Some proper role playing power would be quite welcomed. They also need to majorly overhaul the karma system.
Speaking of idiot dialogue, my first run of F3, I was horrified what might happen if I didn't pump INT. I raised that sucker to 8, I think. All it then did was let me give off irrelevant "yeah, I'm totally smart, harumph" answers that never actually gave me any sway whatsoever with any characters. In fact, the one time a skill/stat (perk dialogues were marginally more useful) dialogue option sped things up was during Wasteland Survival Guide, except it prevents you from earning the Rad Regen perk, so its not worth it. Blech to F3's dialogue system, blech I say!
Don't poop this party, Mr. Dude! Let us enjoy the hype, because we all know, deep down, the game will manage a summer release with 1/3 the content missing. This is the mark of Obsidian.
Let us have our moment.
I wonder if reputation will also play a role similar to that perk. I wouldn't mind if, ya know, being the guy that single-handedly emptied Paradise Falls and took down the Enclave could inspire a bit of fear in some slackjawed raiders and Talon Mercs.
Number 4 makes me sad. I don't get why I can't target 'em. I won't be going out of my way to gank kids (unless they've got totally awesome stuff, right?). However, its absurdbly immersion breaking gunning down a town like the region's most important psycho, to the run across some lady's kid and not even make a dent. Blech to video game morality! BLECH, I SAY!
We all know they're just gonna grow up to be eaten by muties and raiders, anyways.
I can't wait for the Nightkin, though. My understanding is they're Stealthboy using muties? Thats pretty great. I loved the Chinese Dragoon's in O:A, they could catch me off guard and really put the hurt on sometimes. I hope there is something like the Chinese Stealth Suit for the player, though, because it has become my hands down favourite item in the game.
Killing kids will absolutely be modded into the game by someone, seeing how it's also been modded into FO3.
All the kids in Fallout 3 are marked Essential. The mods that make them killable just turn off the Essential status.
I heard about that. Wasn't the original icon the Pipboy kicking a pregnant lady? To hell with controversy, it was funny and absolutely in line with the humour.
I wouldn't mind having that massive negative effect on me, because if I've gone kid-killing, its not my "proper" save, anyways. Although, it'd be kinda funky if the real bad guys also hated me. Suddenly slavers care? Maybe they're pissed, like I've burnt down their crops.
Alright, so there is a legitimate reason, just not a good reason for it. :P
I remember all the hubbub about "OH NOEZ, WASHINGTON AL AQUEDA NUKE, HARGLEBLARGLE!", which was awesome. We need more of that, because I need some laughs.
Really? Adult essential characters can be hit/killed/take damage, but once their health bar is depleted they pass out. The kids can't even be targeted, not manually, not in VATS, not even hit by splash damage.
Also, that Europe stuff is pretty strange. Last place I'd expect to put such a damper on a game, I mean, Germany, yeah, but blanket covering of all European copies?
Now thats an idea. It sounds really complicated, so I don't expect it to happen, but if it does, second playthrough right there. Lone Wanderer in Vegas? How does that not scream Clint Eastwood?
Mind you, I'd need to load up all my stored gear from Megaton onto the character first, then finding a place to stash it after starting NV would be fun, heheh.
In terms of writing resources and talent Obsidian have Bethsoft beat very comprehensively. Given J.E. Sawyer and Chris Avellone both worked on the original games (and other very dialogue intensive games) that is one area I have considerable confidence in them over the original Fallout 3. The writing was the most glaring weak link in Fallout 3 along with its lack of difficulty and I have full confidence Obsidian have fixed both (Hardcore mode and well, it's Obsidian they've proven their ability to write stories).
The only question I have is if the game is going to be finished when its released.
I wasn't really referring to the depth of the writing.
My 16mo old daughter could probably write more compelling dialogue than anything found in FO3.
I was referring to the depth of choices and other things that the game will improve upon.
I have no doubts that FO3:NV will be at least as good as FO3 and likely straight up better, but I still think that much of the player freedom is going to be inherently as limited as that in FO3 for primarily design reasons. As cool as it sounds to a player to be able to complete a mission in whatever manner they like and have it recognize your creativity; it's really a nightmare proposition for a developer.
Take even the aforementioned sniper mission example on the last page. The way they described it someone might come away with the idea that "holy shit I can complete missions however I want!"; when the reality is, no, they just put in a few more predetermined completion triggers that present more options but are still inherently walled off to their design.
I wasn't meaning to say the game would be disappointing or anything. i just fear for the absurdly high hopes some will inevitably get and I fear for the thread(s) afterward where those of us who are a little more grounded in our expectations will get what we expect and those with lofty dreams will be disappointed and angry. it's inevitable; it happens with every game...it's just depressing.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Obsidian don't have to work hard in that department either actually. Especially as they are using a much more sensible reputation and karma system in NV. It can be much easier to make consequences for decisions apparent in the game than FO3.
I'll be pleasantly surprised if their system is meaningfully different than the one in FO3 or if it'll just be the same package with different wrapping.
I just prefer to keep my expectations tempered.
Particularly given Obsidians track record.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
The game being more buggy and unfinished than a newly established ant-colony: Now that's a genuine concern.
And they would still pickpocket you, so you just would have absolutely no idea where item x went. Which kind of makes sense I guess, but is still stupid for a high PE character.
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Look, I'm as pessimistic as the next guy. That said, what's been mentioned in preview material so far is really not that far fetched; there are fairly simple ways to allow people a lot of leeway in completing objectives. Granted, most of them won't really have any impact, or there'll be a lot of options that lead to only a few outcomes. Still, it's not difficult to create the illusion of open-endedness.
Again, the sniper example. NPC in town owns something you want? Ask them to go for a walk, lead them out towards the sniper, put the hat on. NPC dies, you go back to his place and take what you want. Really, it's just a simple trigger providing far reaching circumstances if used by the player in a variety of ways, and it's really simple for the developers to implement; player + hat + near sniper = sniper becomes hostile to all NPCs in X radius around the player.
Also, Chris mother goosing Avellone
Vault 21 Social Experiment: ALL disputes will be resolved with gambling.
The guy that owns Vegas is named Mr. House. He gambled for the Vault, and won (House always wins).
Multiple currencies (caps, NCR money, Ceaser's Legion scrips and casino chips. And each has a different exchange rate that includes how much each side likes you.)
Also, the detail is amazing. There's a picture in the magazine of a guy with an engraved pistol (looks like a silver 1911).
Although, I expect I'll spend silly amounts of time gambling, anyways. I wonder what other methods of earning a pay exist, that have a Vegas-y field. Maybe some hitman work? Some old mob-style stuff?
Yeah, we kind of talked about it last page, or the page before. It is sweet to have something to talk about. Some actual things to discuss, instead of speculation. 8-)
Yes, high expectations are exceedingly dangerous. See: the 'letdown' thread running right now. See also: Assassin's Creed 1 & 2. 1? Huge expectations, letdown. 2? tempered expectations after the letdown, great success.
I don't want to try to fan the fires of hype too much, but I should remind you that Peter Molyneux is not involved in Fallout: New Vegas in any way. Adjust your expected hype:game quality ratio accordingly :P
I'm also intrigued by the wheeled robots with monitors that display moods/characters/faces on them. The "angry cop" one looked pretty funny.
I'm already thinking of character concepts. I'm thinking of making a sort of chaotic good gunshark, but trying to think of ways for it not to be a stereotype.
As I understand it (again, haven't done this myself, just read about it here awhile ago), in FO1 and/or 2, if your character's INT was low enough (3 or less?) you were such an idiot that dialogue options changed a lot. Whole different game experience.
Again, someone who's more versed in Fallout can correct/add to that, but I think that's the quick and dirty of it.
Edit, Ayulin was much more succint. This post
I saw a shot of the character creator thing from NV, and it was hilarious. The screen was of the strength setting thing, and it had all kinds of goofy titles based on which strength level you choose to start with.
JAMBAAGLR!
I don't really have a gaming capable laptop right now, so I was thinking it would be nice to play these on the one I do have. What should I be expecting with these 2 games (apart from what I hear all the time - glorious setting, writing, and dark humor)?