Fallout New Vegas - Eurogamer preview

Soldato
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http://www.eurogamer.net/articles/fallout-new-vegas-may-2010-preview?page=1

Autumn 2010 release according to this article.

Lots of Fallout 2 references; a hardcore mode that among other things requires your character to eat and drink regularly; a fully-functional reputation system (old favourites like the NCR, Brotherhood of Steel and Super Mutants make a return); and even the ability to use orbital weapons to wreak havoc.

Our final excursion is to Helios 1, a Poseidon Energy power station occupied by the NCR. Reputation with that bloated, bureaucratic faction grants you access to the station's inner sanctum, where a surfer dude posing as a scientist, calling himself Fantastic, runs the plant at 1 per cent efficiency. Get past the pre-war security system and you could re-route the power anywhere you like: to McCarran to benefit the NCR, to Fremont to help out the local poor, evenly across the whole region... or to the plant's dormant defence system, an insanely powerful orbital laser. You can then command it at will anywhere in the environment: your own, private apocalypse.

Looking forward to this, might even preorder for the first time ever :p
 
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FORE! :D
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nice, also I hope it don't crash so much as 3 with that said I did enjoy fallout3
 
If I can't talk my way through the game it ain't FO.

Did you not read the article? These guys *were* the original Fallout team :p Forget Bethesda, they're just providing the graphics engine...

If it has the old stats like intelligence I don't see why they wouldn't be used for the conversations.

A rapid character-creation process allows you a few more options - creating an older character, for example - and suggests the skills you might take according to your answers to the doctor's personality questionnaire and Rorschach test (you don't have to follow these suggestions, naturally). The skills, like the stats, are all familiar and include combat skills like explosives as well as social skills like bartering. A scavenged Vault jumpsuit and Pip-Boy personal interface ensure that you'll feel at home,
 
Did you not read the article? These guys *were* the original Fallout team :p

Doens;t mean it wont be ruined by having to be bumed down and the publisher interfering.


If it has the old stats like intelligence I don't see why they wouldn't be used for the conversations.

I mean if i can't talk my way though the boss fights and finish the game without shooting them.

FO1&2 where great because you could speciilze in anything and the game would still work, where as now rpgs force you to be something as they can't be ****ed deigning the world to accommodate all choices.

Does it at least force you to specialize rather than fo3 where you could do anything and everything.
 
I really enjoyed Fallout 3, loved the atmosphere of standing on a hill with the wind and a sunset. That said, never played Fallout 1 or 2, so haven't got anything proper to judge it against. I'll probably find Fallout: New Vegas too hardcore or something.
 
Doens;t mean it wont be ruined by having to be bumed down and the publisher interfering.

It doesn't appear that they are interfering.

I mean if i can't talk my way though the boss fights and finish the game without shooting them.

I don't recall that being possible with Frank Horrigan. The closest you could get was having some of his guards defect.

FO1&2 where great because you could speciilze in anything and the game would still work, where as now rpgs force you to be something as they can't be ****ed deigning the world to accommodate all choices.

Does it at least force you to specialize rather than fo3 where you could do anything and everything.

If you read this interview here with Chris Avellone he said the first thing he did was bump up intelligence\charisma in FO3, to get the dialogue options :p

Eurogamer: You need strength to survive in the Wasteland, Chris.

Chris Avellone: Well, I wanted to bump up my intelligence and charisma as high as possible, because I wanted all the speech options. Generally, whenever I go into an RPG, I want to see every single possible way of interacting with someone, so I chose, for example, the Black Widow perk - I think that's the name - and the Child at Heart perk, too, because I wanted to see all the dialogue options with the kids and the opposite sex, and things like that.

...

Eurogamer: "Choice and Consequence" now tends to be discussed as a separate, defined gameplay mechanic. Is that something you take into account with everything - every quest - you design?

Chris Avellone: It comes down to this: depending on the rules for the gameworld, the player has to be given a series of options on how to solve each problem. For Fallout, for example, it was easy: you always want to know that, as the bare minimum, you have a Combat Boy, Stealth Boy, and Speech Boy option for solving each quest. And then you go into consequences: for each option, what's the reactivity in the world and possible long-range consequences, and how does it factor into the endgame? Or does it not factor into the endgame at all, or just the area, or just the one person who gave you the quest? That's our process.

I remain optimistic :)
 
they weren't hardcore they where just very well written.


You could kill anyone, regardless of importance or you could play the whole game without killing anyone including bosses.
 
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