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Fallout: New Vegas, NCR is back!
Crushinator
post Feb 4 2010, 01:52 PM
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Retehi
post Feb 4 2010, 03:00 PM
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I can already tell this is gonna be my favorite game ever.


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AC9breaker
post Feb 4 2010, 05:22 PM
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Isn't a post apocalypse Las Vegas a bit redundant since Vegas is already a wasteland? lol I'm not gonna be satisfied with the game unless I can visit Retehi's house.
Frank Sinatra on the radio is freaking awesome. I've got the urge to play fallout 3 now.


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Crushinator
post Feb 4 2010, 05:29 PM
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In 2012 they're releasng Fallout: New New Jersey. Then we can shoot up super mutants in AC's backyard.


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AC9breaker
post Feb 4 2010, 06:48 PM
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QUOTE(Crushinator @ Feb 4 2010, 06:29 PM) *
In 2012 they're releasng Fallout: New New Jersey. Then we can shoot up super mutants in AC's backyard.

Before somebody else makes the joke. Isn't a post apocalypse New Jersey a bit redundant since it's already a wasteland?

oooooooohhhhhhhhhhh


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--an Excerpt from a Night Lords Novel Void Stalkers Chapter X: Revenge
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Retehi
post Feb 5 2010, 09:27 AM
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QUOTE(AC9breaker @ Feb 4 2010, 04:48 PM) *
oooooooohhhhhhhhhhh


oooooooooooo
hhhhhhhhhhh
hhhhhhhhhhh

I swear, what this game will do to me, will be the same thing I did in GTA San Andreas, where I kept driving around trying to look for familiar places.


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Crushinator
post Feb 6 2010, 06:37 PM
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Leaked details on New Vegas from Fallout fansite Duck and Cover:

QUOTE
* There is an optional hardcore mode, the character needs to drink water, ammo has weight, healing isn't instant etc. Normal mode is more similar to Fallout 3 gameplay.
* The storyline is focused on the New California Republic vs. Caesar's Legion vs. New Vegas residents.
* You are not a vault dweller but are given a Pip-Boy by someone who is one.
* There is a screenshot of a vault suit as well.
* There is an assault rifle looking like the M4, as well as a new big gun with a backpack, held like a minigun.
* There are special moves for melee weapons in VATS - specifically a move for a golf club called "Fore" which seems to be a groin shot.
* The Hoover Dam is in the game and is supplying electricity to the city.
* There is a quest to rescue a ghoul from some super mutants. The ghoul can then become your companion
* The Geckos are back.
* There are both dumb and intelligent super mutants, including the elite Nightkin.
* Some super mutants look similar to the ones in Fallout 3, while others are new. There is e.g. a female super mutant with a 1950s hairstyle who apparently is one of their leaders.
* Screenshots include a guy with a beard and straw hat, a ghoul an NCR Ranger
* The only picture of New Vegas itself is concept art and not a screenshot
* Some location screenshots include a huge model dinosaur advertising a hotel, some satellite dishes, an array of solar panels
* A character generation shot showing a "vigour machine" instead of the skill book
* NCR base is the McCarran Airport, Caesar's Legion is based in the Vegas Strip, while super mutants are based in a place called Black Mountain. There is also a town called Fremont and another called Primm. A topless reuve is mentioned as being in the latter. Area 51 also appears.
* NCR Ranger armor is similar to a brown combat armor with sleeves, there are concept arts of a Ranger
* Skils have a bigger effect on conversation choices. E.g. someone with a high Explosives skill may be able to have a coversation about explosives where appropriate.
* There is a Reputation system in adition to Karma.

- First-person action RPG with the same engine as Fallout 3 (sorry, Van Buren fans).
- Set in the Mojave wastelands. Vegas didn't get many nukes. More intact buildings, as well as desert vegetation. Vegas itself is mostly intact.
- You don't play a Vault Dweller (or descendant of one) but a courier, left for dead and saved by a friendly robot.
- The overarching story is a struggle between the locals, Caesar's Legion (a faction of slavers from the east) and the New Californian Republic. Vegas itself is mostly intact.
- Both karma and reputation are tracked. If I'm reading it right there's separate reputations for each of the settlements, as in 1 and 2.
- All dialogue options are shown to all players, regardless of whether you have the stats to succeed or not, though there's no punishment for failure.
- Bartering is not just lower prices but negotiating for better rewards.
- VATS returns, and melee weapons have special moves in it. The golf club has "Fore!", which is a shot to the golf balls (so to speak) that knocks the opponent down. Weapons also now have knock-back upon death, with shotguns sending mans flying.
- Super Mutants return, but in two varieties - the smarter ones from Fallout 1, and the idiot ones from Fallout 2. On at least one occasion you can convince them to fight amongst themselves.
- New weapons include what appears to be an M4 and a grenade machinegun.
- Followers can be managed through a context-sensitive menu, with orders like "follow", "stay" or "attack".
- Hardcore Mode! In this mode, Stimpacks heal over time (as opposed to instantly), combat is tougher, ammo has weight and you can suffer dehydration, so keep some water on you!

One of the screenshots has a Super Mutant with a blonde wig and pink heart-shaped glasses.


QUOTE
You're a courier, wounded and left for dead in a shallow grave. A friendly robot, Victor, digs you out, and his doctor owner Mitchell patches you up. You take a "vigour test", which is some sort of electric parlour game. This decides who you are and sets up SPECIAL. You can also take some Rorschach tests, but the mag says this is for fun. The Doc then gives you a Pipboy as he was once a Vault dweller.

"Hoover Dam", and "Helios" (a solar plant, confirmed by the mag to have been built by Poseidon) are fought into and then you can direct the power to wherever you choose. In the case of Helios you can also keep the plant for your self use the energy to call down a powerful laser, or even try to distribute to all equally, however there is a risk of overloading the reactors.

There is a "reputation system", in which all three factions (NCR, Ceasar's Legion and the locals) will either see you as good or bad toward them individually.

There is a screenshot of three Capital Wasteland mutants running toward the player, who is wielding what *looks* to be a heavy incinerator, but has a TV screen and no flamer fuel tanks. He's also wearing NCR combat armour, which is in gold/mustard colours.

There are two separate screens of supermutants that look to be more local, grey skin, and the two are wearing very different clothes. One is Tabitha, who is hearing a blonde wig and love heart glasses. The mag implies she's "not all there".

One that quest, you rescue Raul, a ghoul who Tabitha kept alive to fix her favourite robot. He appears to be a follower, as the mag says you can give him items, and also commands, such as "stay, follow or attack", and also tell him to switch to melee, in which case he'll mutter "sure, I'll put away my rather effective gun, and switch to this piece of um, metal tubing here".

From what I read, the "all dialog" thing seems to imply there will be failures for skill checks as well as speech checks, though, as the mag states, there is no penalty for failing a skill check. In fact, the mag gives an example: A woman who the player tried a Sneak skill attempt on in conversation failed when convincing her an ambush would help the town be rid of a gang of raiders. She simply says ""Good luck with your, uh, ambush"


Hardcore mode sounds really appealing to me! buttrock.gif Everything so far sounds fantastic, and I like these ties to Fallout 1 and 2. GOTY 2010, I'm calling it early.


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Crushinator
post Mar 8 2010, 06:38 AM
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New screens and info:
QUOTE
* Character creation is virtually identical to Fallout 3, with cosmetic changes like the Gene Projector being replaced by ReflectionTM, "You're SPECIAL!" by Vit-o-Matic machine and GOAT by a psychological test
* The local super mutants are pretty tough and will keep you from wandering aimlessly in the early portions of the game - they tend to be tougher even than deathclaws
* Every skill will have use in conversations at various points
* Each firearm has a maximum of three modification slots. Once you affix a mod to a gun, it's permanent. Hunting Rifle modification examples given are scope, custom action and extended clip.
* Temporary followers, will also be controlled through the companion wheel
* "Skill magazines" you find in New Vegas will only temporarily boost your skills
* The combat gameplay was tweaked to be more first-person-shootery



















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Retehi
post Mar 8 2010, 03:36 PM
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*beyond excited*

And is that mah buddy Dogmeat at the end?


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AC9breaker
post Mar 8 2010, 05:52 PM
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I hope the screenshot that says Companion Commands means they've retooled your companions AI cause they're more of a hassle then help in the last game. Except for Dogmeat caused he was made way OP after the updates. What would kill me would have have to be magnified by 10x to take out Dogmeat after the update.


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"Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."

--an Excerpt from a Night Lords Novel Void Stalkers Chapter X: Revenge
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Henge
post Mar 23 2010, 01:55 PM
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Stoked to play this. Now they just need to announce online mode.

The Super Mutant in the heart-shaped glasses is a riot.

I like the new radial Menu for companion control.
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Crushinator
post May 4 2010, 01:57 PM
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http://kotaku.com/5530358/fallout-new-vega...-dinky--tabitha

Lots of impressions from a hands-on with Obsidian.

The weapon upgrade/modding looks great, and I love how they have VATS-specific melee special attacks now (bringing back stuff from Fallout 1 and 2).





And i'm TOTALLY playing this shit on hardcore mode right from the start. buttrock.gif


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Crushinator
post May 4 2010, 09:11 PM
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Crushinator
post Jun 4 2010, 11:47 AM
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Lots of new info. Hyping for E3, I suppose!

Big Guns skill/weapon category no longer exists, explanation:

QUOTE
Gun chat.

In 1997, I played the original Fallout. Like the games that followed it, Fallout had Small Guns, Big Guns, and Energy Weapons. In F1, the gun skills were designed for phased obsolescence. If you tagged Big Guns or Energy Weapons early on, you would not be able to gain much, if any, benefit from it for a long time. Even back then, I thought this was problematic. Before playing the game, players could not know how content would limit the applicability of weapons. Ultimately, it came down to three weapons: the minigun, rocket launcher, and flamer. Large, with heavy ammo, and either burst or AoE only. In Fallout 3, the list of Big Guns was expanded to include the fat man, rock-it launcher, and gatling laser. In most situations, these weapons were all still at least mid-power at their weakest. In talking to people in person and online, and in reading online commentary, I found that people were also still unclear on what marked the clear division between Small Guns and Big Guns (and even Energy Weapons, in the case of the Gatling Laser). Certainly the UI could be improved to help with this (something we have already done for F:NV), but it conceptually was a sticking point.

When I was looking at Big Guns for F:NV, I considered that the list of weapons was small compared to any other weapon category and several of the weapons arguably belonged (or at least could be easily categorized) elsewhere. Moving the Big Guns to different weapon skills and dissolving the Big Guns skill would allow weapons like the minigun to remain as a powerful top tier weapon without needing to invent low-tier "Big Guns" that might further confuse the dividing line. Coming up with a wide power spectrum of Guns, Energy Weapons, and Explosives would not be hard at all. Since our skill point economy is more frugal (I'll delve into this another time) and since we do have Strength requirements on weapons (resulting in increased sway for firearms and a decreased rate of fire for melee/unarmed), where you invest your skill points and SPECIAL points is still pretty important. A fully upgraded minigun wielded by a character with high Guns and high Strength cuts down rooms of people like a scythe, even at relatively long range. In the hands of an unskilled, low Strength character, it sprays a lot of bullets all over the place.

The exact categorization of weapons in F:NV isn't rooted in the logic of transferable skills from real life, but it's arguable they never were previously, either (missile launcher/flamer/minigun, for example). The categorizations have more to do with being clear and consistent with definitions. It follows this basic pattern:

* Does it explode? It's an Explosive.
* Does it use Small Energy Cells, Microfusion Cells, or other energy ammo? It's an Energy Weapon.
* Does it use conventional bullets of some flavor as ammo? It's a Gun.

So while it's accurate to say that Big Guns no longer exists as a category, it's not accurate to say that Big Guns and Small Guns were combined. The weapons in Big Guns were divided among the other weapon skills.

I know not everyone will be happy with this re-organization, but those are the reasons for the change. I hope the reasons are clear, even if you disagree with the decision. Thanks.


First gameplay video:





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Retehi
post Jun 4 2010, 06:20 PM
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It's a pretty minor thing to complain about, I don't think most will mind. Super easy to get 100 in everything of you used level up points evenly with all the skill magazines.


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