
Cole Deschain |
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I just wanted to say if I haven't already, Fallout New Vegas has my all time favorite video game beginning.
It really gets you excited for the rest of the game.
Its general narrative structure and basic plot are far more compelling to me than most games with similar designs...

DeathQuaker RPG Superstar 2015 Top 8 |
2 people marked this as a favorite. |

I just wanted to say if I haven't already, Fallout New Vegas has my all time favorite video game beginning.
It really gets you excited for the rest of the game.
I think my all time favorite beginning of any video game is Planescape Torment ("you wake up on a mortuary table with instructions from you as to what to do are carved on your back" is just something very interesting).
BUT I think Fallout New Vegas's start is probably my favorite start to a Fallout game. It is beautiful and deceptive in its simplicity. I love that it can equally intrigue you to seek out your murderer... or make you decide to go the opposite direction of said murderer (my last playthrough my character decided signing up for the Happy Trails Caravan would be a good idea in hopes of getting FAR AWAY from people who wanted to shoot her in the head. It didn't work as well as she liked, but at least she got to get high and kill a bear), and you can find something interesting to do no matter where you go.

Matt Filla |
BUT I think Fallout New Vegas's start is probably my favorite start to a Fallout game. It is beautiful and deceptive in its simplicity. I love that it can equally intrigue you to seek out your murderer... or make you decide to go the opposite direction of said murderer.
One of those recent articles on the anniversary of Fallout made the excellent point that whereas the "on the track of a missing family member" plots of Fallout 3 and 4 make is seem ridiculous that your character would do anything other than make a beeline through the main plot (why would you waste time exploring when your father is missing/son has been kidnapped?), the "revenge on the guy who shot me and left me for dead" scenario of FO:NV is much more aligned to the wandering/exploration that the Fallout games are really about - your character could rationally decide that getting revenge is either very or not really important and act accordingly (for example, "I need to take time to recover, hone my skills, and find out more about what's going on around here" is a very logical approach to setting out on a revenge journey - less so if you think your son's life is at risk).

DeathQuaker RPG Superstar 2015 Top 8 |

DeathQuaker wrote:BUT I think Fallout New Vegas's start is probably my favorite start to a Fallout game. It is beautiful and deceptive in its simplicity. I love that it can equally intrigue you to seek out your murderer... or make you decide to go the opposite direction of said murderer.One of those recent articles on the anniversary of Fallout made the excellent point that whereas the "on the track of a missing family member" plots of Fallout 3 and 4 make is seem ridiculous that your character would do anything other than make a beeline through the main plot (why would you waste time exploring when your father is missing/son has been kidnapped?), the "revenge on the guy who shot me and left me for dead" scenario of FO:NV is much more aligned to the wandering/exploration that the Fallout games are really about - your character could rationally decide that getting revenge is either very or not really important and act accordingly (for example, "I need to take time to recover, hone my skills, and find out more about what's going on around here" is a very logical approach to setting out on a revenge journey - less so if you think your son's life is at risk).
The main issue I have with Fallout 3 and 4's setups is that the game ASSUMES you want to seek out your family member, and this is evident in dialogue. In Fallout 3, you should have every right to feel abandoned by your father and NOT want to seek him out, and have dialogue reflect that, but apart from some wan things you can say to him directly. Fallout 4 did much better than 3 in at least not pushing ideas of "destiny" and "following in footsteps," but one of the things that boggles me from the get go is the dialogue infers that your character believes your son is still a baby--why on earth would you? You know you've woken up 200 years into the future, you know your son could have taken any time prior to your second awakening. For all you know your son could have been born, lived, and died already -- but again, the weakness is that the dialogue does not reflect this. The voice acting doesn't help either--no matter how you want to roleplay, you sound weepy and concerned every time you talk about your son, even if you want to roleplay that you've moved on and just want to solve the mystery of your emergence into the future (which could be a good enough motivation on its own--who woke me up and why?).
And what that all leads me to is... the issue boils down not so much to setup, but the quality of the dialogue related to the setup. Obsidian are masters of letting you choose your own attitude, roleplay, destiny when it comes to dialogue choices. Bethesda's writers lack that skill.
And even with a deeply creaky engine, it speaks to the deep replayability of New Vegas, because the story really is new depending on your choices. Fallout 4 I find replayable for other reasons--seeing outcomes of faction choices or just getting a second chance at making the ubersettlement. But the dialogue starts playing out much the same no matter what you choose.
On a completely different subject, but related to the game's setup--of course I forgot to mention the best brilliance of New Vegas's setup: the fact that you're a courier. Suddenly being constantly sent on "FedEx Quests" makes total sense. It is, in fact, your job. :)

Cole Deschain |

Moving this here from the Fallout 4 thread...
Plus, as much as I like the Brotherhood, they will be a problem for the area unless they are dealt with. A friendly way does not work. Mainly because they become high tech raiders.
Eh... if the NCR wins AND you broker an NCR/Brotherhood truce, then things work out fine.
Also, if you upgrade the Securitrons and Complete "No Gods, No Masters," they basically become an irrelevance (I don't think they even get an ending slide if you do this...)