Fallout: New Vegas - Fall 2010

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Oh that is brilliant.

Alien Love Gardener wrote:

Oh that is brilliant.

Oddly enough I saw a pair of bramin merchants going down the road, one walking on its two front feet with his face in the group and one on its two rear feet with the other in the air. At some point they must have decided that was ridiculous and both righted themselves and started to walk normally.

Then I turn around and proceed to waste several clips in a soldier fire ant until I get about 2 feet from him and realize that he isn't going to take damage or do more than turn to face me and make angry noises. Then Veronica punched him in the face.

PandaEskimo wrote:
Alien Love Gardener wrote:

Oh that is brilliant.

Oddly enough I saw a pair of bramin merchants going down the road, one walking on its two front feet with his face in the group and one on its two rear feet with the other in the air. At some point they must have decided that was ridiculous and both righted themselves and started to walk normally.

Then I turn around and proceed to waste several clips in a soldier fire ant until I get about 2 feet from him and realize that he isn't going to take damage or do more than turn to face me and make angry noises. Then Veronica punched him in the face.

As funny as the comic was - it was your story that made me laugh out loud.

I luckily haven't had any game killing bugs, but the number of little ones and the atrocious companion AI is ridiculous. Obsidian really should be embarrassed to have released it in this state.

Vault 11 was very good.

Sort of spoilers:
I think that this piece of the game works well for several reasons. One is that it is based on, or inspired by, two pieces of common culture that people to this day have a strong reaction to. I've listed these below, which are pulled from the fallout.wikia.com page on Vault 11. By using these themes, Obsidian has woven their own story with proven themes and ideas to create something that both gives the same feel as those older works and ads new twists.

As a narrative, the player is presented with various pieces of the story which take on new meaning when each new piece is revealed. This lets the player revisit those pieces both as they descend into the vault and then as they come back, doing what lots of great story telling does, revealing more through repeat viewing / reading / etc.

As a game, the story is presented in a fairly good way. A lot of the pieces of the story are left for the player to discover. In a written story, the author would call out these areas in the writing. In the game, the player can revisit rooms and notice things that they weren't looking for before. This also means that there is a lot of down time in the vault where the player can go around into many rooms with really nothing of importance to find. In a way, this downtime enhances the moments when you do find these hidden pieces of the story since you had to search them out, but on the other, they are sort of boring, having again looked in generic room 207.

I think that only Point Lookout had a similar level of storytelling present. It is a shame that Vault 11 is so far hidden from the main story that I didn't encounter it even though I practically walked past during my first play through. There were certainly moments in New Vegas that came close to that area, but Vault 11 really did come together. If these companies can figure out how to trim down the quests to focus on these great ones and make them easier to find, I feel it goes a long way towards making something great.

In both Fallout 3 and New Vegas, I felt like I need to comb through a forum thread and the fallout.wikia.com archive in order to find the great content that's hidden in these games. That's a shame.

Spoilers:

Spoiler:

It seems the story was mostly inspired by the Milgrim experiments and The Lottery by Shirley Jackson, a short story where every year members of a small town draw a lottery and randomly sacrifice one member in order to get a good harvest.

I particularly liked the posters. The posters reveal more and more meaning as you progress through the vault. I had guessed most of the plot of the vault upon entering the first room and seeing the posters. This could have been because of having read The Lottery in school and learned about the Milgrim experiments a good deal.

At first, the player notices the posters as campaign posters. They then notice that the candidates are trying to dissuade people from voting for them. Some of these are more obvious, and some less. For example, "I hate Nate" could be either a negative ad against an opponent or against yourself. Once the player understands the true meaning of these posters, they then start to see "I hate Nate" turned to "I hate Kate" in red paint. This hints at a sudden shift at some point towards this Kate character.

I think the way the logs are encountered and the way characters are named presents the player with too much information to take in, but enough so that when names start to reappear, they know to re-read logs and find out things like the fact that Kate was Nate's wife. That Nate was elected for a certain reason. That Kate became the overseer and that her election was caused by a sudden event. You also learn of a criminal trial and learn that Kate was involved. None of this is spelled out at the beginning, although as you progress, they make it more and more obvious.

You then learn about the founding of the vault and the development of the factions and reasons for the civil war.

Finally, you revisit the characters who you first learned about. The ones who have committed suicide at the vaults open door. The story brings new meaning to those characters through the final logs in the computer that present the other half of the dialog. Even better, the player is forced to revisit this location before exiting the vault, stepping over skeletons that may have previously been ignored. Looking more closely, you can notice that there is one fewer skeleton than there should be, meaning that one of those involved in the suicide pact did not follow through with the plan.

http://fallout.wikia.com/wiki/Vault_11

Regarding Vault 11:

Spoiler:

The sacrificial chamber was almost scary good as a topping point for your journey through that place. Thankfully I had the pulse gun, or I would've been the next sacrifice.

Clawstand! Bwahahaha. Thanks for sharing that EriktheRed.

So far the game has been stable for me; the main issues I've had are related to the audio engine. Some things (certain boxes and doors, and, rarely, weapon fire) have no sound effect at all, which is a bit disconcerting. Playing around with codecs, I managed to get the ambient music working (which is quite good), and the radio stations working. but it makes all of the in-game placed radios pop and click like crazy.

The AC3filter helped with the music issue; it also stopped the crash-on-exit errors I was having.

Here's something impressive. This guy finished the entire game without ever firing a single shot. He didn't kill a single person or critter at any point.

I'm not sure I'm that dedicated myself, but an impressive achievement nonetheless.

tanstaafl wrote:

Here's something impressive. This guy finished the entire game without ever firing a single shot. He didn't kill a single person or critter at any point.

I'm not sure I'm that dedicated myself, but an impressive achievement nonetheless.

I can't even wrap my brain around how you'd do this given the number of critters in some of the vaults. If your stealth is 100 can you pretty much sneak past anything?

I guess you can also just run away quite often

Just a tip on Caravan that took me four straight losses in a row to figure out.

You can play cards on your *opponent's* caravans. Ah. Interesting.

I could totally see how you can play New Vegas like that. In fact, my current character is a bit like that too. She's sort of a pyschopathic version of Rain Man who's brilliant, evil and very very lucky in the casinos. Unfortunately, she's very weak and only now figuring out how to use energy weapons.

S = 1
P = 10
E = 1
C = 1
I = 10
A = 9
L = 10

Also, she dresses like a prostitute.
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Does the game count kills that your companions make? If not, the zero kill rule sound more possible.

Grubber788 wrote:

I could totally see how you can play New Vegas like that. In fact, my current character is a bit like that too. She's sort of a pyschopathic version of Rain Man who's brilliant, evil and very very lucky in the casinos. Unfortunately, she's very weak and only now figuring out how to use energy weapons.

S = 1
P = 10
E = 1
C = 1
I = 10
A = 9
L = 10

Also, she dresses like a prostitute.

lol, epic. You must die a lot though.

I played through Vault 11 last night, and reading the last 2 notes made me open my eyes wide and just say, "wow."

I tried messing with an evil unarmed character and I have to admit I'm a bit disappointed. It feels like the evil path suffers greatly, I tried doing the NCR correctional facility missions, but if you stay and helped to the end of that route

Spoiler:

NCR, a major faction, is hated. That's a ton of quest lines for a starting character that are now denied. Goodsprings I can understand, but now I don't know if I want to stick with it.

Sometimes the rep system feels wrong too. Only select merchants ever give you good prices, even if you're idolized by the community. Other than the Followers of the Apocalypse and Primm, most factions feel like dirty cheapskates.

Alright, just went through Vault 22:

Spoiler:

Did I miss something or is this just the most boring Vault in the game? Am I suppose to go here on a quest or something? It just wasn't very interesting, at least compared to the one other Vault I've gone through (34 I think). Fungal spores, man eating plants and mantises, not very compelling, especially when Boone kills everything as soon as it twitches. I guess it was kind of cool to see a little bit of green in the wastes.

Also finished Return to Sender:

Spoiler:

The voice acting for Chief Hanlon was fantastic, turns out it was country singer Kris Kristofferson. To bad I knew how it would end if I turned him in even before it became in issue. Poor old guy,I kind of agreed with him, still turned him in and he still shot himself. Got a cool gun out of the deal, though. What did you guys do?

i38warhawk wrote:

Alright, just went through Vault 22:

Spoiler:

Did I miss something or is this just the most boring Vault in the game? Am I suppose to go here on a quest or something? It just wasn't very interesting, at least compared to the one other Vault I've gone through (34 I think). Fungal spores, man eating plants and mantises, not very compelling, especially when Boone kills everything as soon as it twitches. I guess it was kind of cool to see a little bit of green in the wastes.

Also finished Return to Sender:

Spoiler:

The voice acting for Chief Hanlon was fantastic, turns out it was country singer Kris Kristofferson. To bad I knew how it would end if I turned him in even before it became in issue. Poor old guy,I kind of agreed with him, still turned him in and he still shot himself. Got a cool gun out of the deal, though. What did you guys do?

Vault 22

Spoiler:

That Vault has two things in it that solve other quests.

Return to sender

Spoiler:

I ended up covering it up and letting him go his own way, can't exactly remember why though.

I finally.. FINALLY.. fixed my crashing issues.

I thought that older dx9.dll had helped a bit but after a few more sessions I realized it didn't really do much for me. I think I just got lucky with that first play through that I was able to play a couple hours without crashing. After that I was back to the usual crashing every 10-20 minutes of gameplay. I spent today trying all kinds of different settings and at one point I Alt-Tabbed out of the game to mess with the CPU core affinity and priority and noticed down in my systray an icon for FFDShow. I immediately smacked my forehead as I recalled there being a conflict with Fallout3 and FFDShow. I went into the FFDShow Audio and Video decoder configuration and added "FalloutNV.exe" to the "Don't use ffdshow in" settings.

I've played twice today for several hours each time and haven't had a single crash. I can finally give my F5 key a rest.

I just hit level 16 and apparantly I don't have the "reach level 10" achievement...

Strewth wrote:

I just hit level 16 and apparantly I don't have the "reach level 10" achievement...

If you had used a console command during the play session where you would have unlocked that achievement it wont go through.

I'm around Primm right now, I headed there just after Goodsprings.

Spoiler:

I've liberated the deputy, and now I'm tasked with finding a new sheriff. Thinking of heading out to NCRCF.

However, I have a bunch of stuff I want to keep, mainly different armors and guns, that weigh a lot. Does anyone know if I'm close to finding a home, or at least a reliable container where I can store my stuff, or should I just sell it?

There's a Mojave Express box in Primm and another in Goodsprings. Mail it to yourself in Goodsprings; I'm pretty sure it will stay safe in the box until you go pick it up.

oMonarca wrote:

I'm around Primm right now, I headed there just after Goodsprings.

Spoiler:

I've liberated the deputy, and now I'm tasked with finding a new sheriff. Thinking of heading out to NCRCF.

However, I have a bunch of stuff I want to keep, mainly different armors and guns, that weigh a lot. Does anyone know if I'm close to finding a home, or at least a reliable container where I can store my stuff, or should I just sell it?

There are two safe houses in Goodspring too, that I both personally used/tested for quite a while, the NPCs won't ever enter these buildings.

Victor's shack, and when you fast travel to the town, there's a reddish house a lil bit on the left. The house belongs to no one, and has many containers in the bedroom I separated my gear by. You can also sleep in both

If the gas station in Goodsprings is empty, you can use that for storage and sleeping. I've also had success hot-bunking with some of the Goodsprings npcs, since I tend to wander at night and sleep during the day.

Ah cool guys! Thx for the info. I actually squatted on that red house while questing around Goodsprings. Since I'm idolized in that area now, I guess the locals won't mind if I extend my stay ^^ The mailing trick is also pretty neat.

This game is really awesome, and it's been holding up quite nicely for me. No weird bugs or crashes so far. Unrelated with stability, I recommend you guys check the Depth of Field mod. The game looks a lot prettier, and it helps you ignore the "pop-up" textures and objects in the distance. In short, it smooths the horizon. What's not to like?

And I really dig the Caravan card game Once you figure it out, it's a nice way to mix the gameplay.

mooosicle wrote:
oMonarca wrote:

I'm around Primm right now, I headed there just after Goodsprings.

Spoiler:

I've liberated the deputy, and now I'm tasked with finding a new sheriff. Thinking of heading out to NCRCF.

However, I have a bunch of stuff I want to keep, mainly different armors and guns, that weigh a lot. Does anyone know if I'm close to finding a home, or at least a reliable container where I can store my stuff, or should I just sell it?

There are two safe houses in Goodspring too, that I both personally used/tested for quite a while, the NPCs won't ever enter these buildings.

Victor's shack, and when you fast travel to the town, there's a reddish house a lil bit on the left. The house belongs to no one, and has many containers in the bedroom I separated my gear by. You can also sleep in both

I've also used the trailer behind the saloon and general store in Goodsprings. It has a mattress and a couple of boxes and I haven't noticed anything I've left in it disappearing.

I think the first "home" you get is in

Spoiler:

Novac

at least, that's the first place I got a bed that gave me "well rested" status. Anyone found one sooner?

I got into the Strip last night, and got handed 250 Tops chips when I got into the casino. I promptly turned that into 500 chips at Blackjack, and am now swimming in more caps than I can use. I think tonight I'll see if I can't turn this into a small fortune.

I really like the fact that in this game, as opposed to Fallout 3, almost every skill has some kind of check with someone. On the strip I found a guy who I can do a Sneak check with, someone I need a Perception 9 for, and the usual Speech, Barter, Science, etc. I remember in Fallout 3 most conversation checks were either Speech or Barter, with a very rare Intelligence. I like being able to take alternate routes to success, so I'm a big fan of having more of this.

Does anybody know if you have any chance of passing a check if you aren't at the level of the check? Like say you have a barter check where you're 45/50. You can still select them so I was under the impression that the level means you are guaranteed to pass but anything under it still has a chance but I haven't passed any checks like that (even reloading and retrying one ~10 times).

I think I liked the system in Fallout 3 better where it gave you a percentage.