rss rss Like this on facebook Twitter this +1 this Steam group

Go back to the archive

News for Thursday, September 30, 2010

Posted by Brother None - at 20:35

Bethesda launched a facebook game/contest in which you can win tickets to the Fallout: New Vegas launch party and...uh...Kim Kardashian's 30th birthday party.

Runner-up prices consist of the Collector's Edition, Xbox 360 and T-shirts.


Contest not available to citizens outside the 48 continuous states.

Posted by Brother None - at 17:22

The third Fallout: New Vegas developer diary talks about their basic decisions on picking Vegas and its style, and its surrounding areas. They claim it dovetails nicely with the general aesthetic of the Fallout series as a whole, while the Strip is a "big artistic playground", "it's like a big amusement park the size of a city".



Thanks maggit.

News for Wednesday, September 29, 2010

Posted by WorstUsernameEver - at 13:45

DualShockers has an interview with esteemed Senior Designer Chris Avellone where they tackle various subjects, including the familiar 'what's new in Fallout: New Vegas?':

Chad (DS): What are some things we’ll experience in New Vegas that we didn’t in Fallout 3?

Chris (Obsidian): New ammo. Gambling. Wayne Newton. A dinosaur with a gift shop in its belly. Rockets. Companion quest arcs that change their perks and their attitude. Calling death beams from orbit. Faction politics, both violent and passive. Confronting a situation where you choose the bad guy…even if the bad guy is everyone. More than one critical path. Survival recipes. Mantises. Geckos. Modding weapons. Traits.

Chad (DS): What are some of the famous Las Vegas area landmarks that we can look forward to seeing and possibly exploring in New Vegas?

Chris (Obsidian): Vegas is Fallout Vegas, not real-world Vegas. While there are some hooks to the Vegas we know and love (Vegas Vic, Wayne Newton, the classic Vegas sign), this is Vegas as envisioned by people in the 50s… as they viewed Vegas of the future…and then bombs dropped everywhere but there. People looted the “lucky” city in great rioting mobs, rebuilt it, and then repopulated it, making it a slightly uncomfortable brightly-lit shadow of what it once was.
GameReactor.eu has also some new gameplay footage that for some reason they decided to not post on their youtube channel. It shows the Strip, Goodsprings and Vegas Monorail Station.

News for Tuesday, September 28, 2010

Posted by WorstUsernameEver - at 22:33

GameReactor TV has a surprisingly good video interview with Project Director Josh Sawyer:


GameFreaks also has an interview with Senior Producer Larry Liberty. Here's a couple of snippets:
GF: Is there any connection between the plot and characters of Fallout 3 and this game?

LL: There is minimal connectivity between Fallout 3 and Fallout: New Vegas. It certainly takes place in the same world, and progresses the storyline, taking place four years after the events of Fallout 3. But, given the vast geographic distance between DC and New Vegas, it made more sense to have a closer bond to the factions that were introduced in Fallout 1 and 2. There are a couple of story elements that are common to Fallout 3 and New Vegas, but they aren’t obvious and will take a little playing time to discover.

[..]

GF: Have there been any graphical improvements made since Fallout 3?

LL: We had to add support for emissive LODs, so you can see neon lights from a distance, and see the “light pollution” that surrounds the greater Vegas region. We also made improvements to the memory management system, which was needed to support our generally larger towns, casinos, and combat areas. As far as lighting and core rendering functionality, it is essentially the same as Fallout 3, but the additions that we’ve made should help make the game feel different and richer.
GameSauce published some excerpts of a Josh Sawyer's interview in article-style here. Here's a little weird bit:
Also a couple of organizations that were developed for the Van Buren projects will finally see the day of light in New Vegas, including The New California Republic and and Caesar’s Legion. “We’re glad we’re able to flesh that out,” Sawyer admits. “Ultimately, my hope is that people who played the original Van Buren game will be able to get a little bit extra out of it.”
To conclude, PC Gamer UK November issue appears to have a preview entirely focused on Hardcore Mode. If you happen to buy it let us know about it.

Thanks to our friends at the Bethesda and Obsidian boards and GameBanshee for noticing this stuff faster than I do.

News for Monday, September 27, 2010

Posted by Dude101 - at 23:27

As the seasons come and go, so does Mutants Rising continue upon its bleak, harsh and somewhat epic journey towards completion. Many men have fallen on this horrendous journey. A few determined souls remain.

The last few weeks have seen a significant amount of progress. The last area of the game (not the last town to be completed - but the last area of the game) has been completed and submitted for testing and a further town has also been revisited, completed and is being tested.

Latest additions include new creatures, many new scenery objects , two new fully talking heads and around 60 new scripts. (roughly - who keeps an exact count?)

In light of recent events, we bring you a little insight into the game in lieu of any new in game art pics....

On a cold night, you happen upon an army base, shrouded in darkness and little movement. It's almost ghost like appearance does nothing to dampen your intrigue over what secrets lie within.

A gruff looking gate guard takes you inside and introduces you to Sergeant Weathers, a bald and grizzled character who heavily favours his left leg. Though he doesn't seem at all pleased to see you... there is a fire in his eyes.

Days of training follow and further days of seemingly pointless tasks. Then, and only then do you gain access to the Brotherhood of Steel.

During your stay, you do many things and meet many new people. There'll be fights...




And maybe some more fights...




But which will yield the best rewards? Will you escape with your life? Better armour? Some secret new technology found nowhere else? Maybe a new friend or two? And what of the outsiders living in the slums under the protecting hand of the Brotherhood. Why are they dying all of a sudden? Find out these things and much more when you play Mutants Rising and enter Cedar City!


Posted by Odin - at 18:39

Due to some forum maintenance, the forum will be unavailable from CET 23:00 - 07:00 today.

News for Sunday, September 26, 2010

Posted by WorstUsernameEver - at 15:57

The guys at PC Gamer have provided some new coverage for Obsidian's Fallout: New Vegas.
First, we have a preview appropriately titled 'hunting Deathclaws': New Vegas from the guys of PC Gamer. Here's a snippet:

The value of VATS and stealth is clear in Primm: pick someone off without being seen and it’s pretty much a free kill. After that, if the rest of your enemies are well armoured, you need to select the right weapon for the job, aim for unprotected areas or their own gun, and spend those action points wisely. You don’t want to end up like me, firing without VATS, getting overwhelmed and hiding up the stairs in a wrecked building, crouching around the corner, dodging dynamite when it came over edge of the broken wall. While Fallout’s inventory pauses the action when you dip into it to select a new weapon, it’s still clunky, ugly and based on the Pip Boy. I survived, but only on Stimpaks and cowardice.
Then, editor Dan Stapleton provides his opinion on the popular 'it's just a mod!' complaint, directed against New Vegas amongst other games, using Fallout 2 and Knights Of The Old Republic II to prove his point. Here's his conclusion:
I think what really offends me about making the comparison between creating a new game by building on an old game and making a mod is that it makes it sound as if mods are a bad thing. Hey. Mods are awesome. I’d be completely willing to pay for a great total conversion mod—and don’t kid yourself, the only reason we don’t have to pay for community-made mods is that mod teams legally can’t charge you for them (at least, not until Blizzard launches the planned StarCraft II content store). A lot of hard work goes into creating that content, which is on occasion as good as or better than what was in the original game. It doesn’t make any sense to diminish it by implying that it’s not worth paying for just because it only looks as good as a past year’s hit game.

News for Friday, September 24, 2010

Posted by WorstUsernameEver - at 19:32

PC Gamer has a new interview with New Vegas senior producer Larry Liberty, where he talks about the new features of the game, new weapons, what was recycled from Van Buren and Wayne Newton. Here's an excerpt:

PC Gamer: Can you explain how the game lets you ally yourself to different factions within the game? How much does this mix up the linearity of the main plotline?

Larry Liberty: Factions are managed via the new Reputation System. Most communities and groups are tracked via this system. The player can always see where they stand with a group that they’ve done something for or to in the Pip-Boy. You start off with a blank slate and a perfectly neutral reputation. If you do something good or bad to a member of a tracked group that will immediately be reflected in your reputation with that faction It’s possible to weave a complex web of hatred and love and everywhere in between. You can be a beloved saint in one place and the hated nemesis of another. At times, this complexity can make crafting robust quests a challenge, but overall your allies and enemies will directly impact the end-game and your experience in the core game. Those that love you will help you in various ways, giving you discounts, gifts, and support. Those that hate you can send assassins to track you down if they have the power, or offer tribute in exchange for mercy if they lack the resources to resist.

PC Gamer: What are your favourite new items and weapons that we’ll discover in New Vegas?

Larry Liberty: I really like the Ballistic Fist – it’s essentially a tiny shotgun grafted onto a gauntlet. It’s activated by a pressure plate when impacting a target. Perfect for the unarmed fighters among us. Euclid’s C-Finder has the single coolest weapon effect in the game. It’s a space-based mega-weapon that has its own quest line. Spears are really fun for Melee fighters. We’ve added the ability to throw weapons, and in the case of the spear you can literally pin limbs to walls, with or without the victim. If you prefer a more traditional, conventional FPS weapon, the Light Machine Gun is fantastic. It has a high rate of fire, and with the right ammo type can handle most enemies rather easily.
Spotted on the Obsidian Entertainment boards

Posted by WorstUsernameEver - at 14:08

Gamespot is hosting the (to my knowledge) first TV ad for New Vegas. It has some new gameplay footage, including what appears to be a battle with the Caesar's Legion at Hoover Dam.

Spotted on the Obsidian Entertainment boards

News for Thursday, September 23, 2010

Posted by Sam Ecorners - at 19:21

Here are some bits of info from Josh Sawyer's posts on different forums. Answering a question about the icon next to the picture of the weapon in the inventory.

Yes, it's the (soft) skill requirement for the weapon. Early weapons have no numeric skill requirement even though they are (obviously) tied to a specific skill. More powerful weapons have higher skill requirements. If you don't meet the requirements, the weapon will either be less accurate or your attacks will be slower. The top-tier weapons in the game have a 100 skill requirement (e.g. the AMR, Gatling Laser).

So if you neglect Energy Weapons for half the game and pick up a Gauss Rifle, you will have some pretty swervy aim. As with STR requirements, you can still use the weapon if you don't meet the requirement, but you're really ineffective with it.
More.
I went to sleep in a small community and forgot that I was being hunted by Caesar's Legion. I woke up to the sounds of crazy gunfire because there were elite NCR troopers stationed there and the Legion assassins had just rolled in after me. A battle royale ensued. Unfortunately, the regular townsfolk in the area were NCR citizens so they tried to "help" the NCR troopers against the Legion. Guess how that went down. At the end of the fight almost everyone in the town had been killed by someone, somewhere. The only survivors were a little kid, some Brahmin, and an unaffiliated merchant caravan that abstained from the fight. Good times.
And more.
There also appears to be a notch in the condition bar, possibly indicating the point to which you can repair an item without an NPC (or repair kit?).

The notch indicates the point where weapons/armor switch from "Repair" (improving their capabilities) to "Maintain" (providing a buffer before they start to perform worse).

I.e. once you hit "the notch", increasing the CND of the weapon is not making it do more damage or making the armor absorb more damage. It's just providing a CND buffer so you don't have to continually repair items for them to be at maximum capability.
On crafting.
No, "Wacky Science Lab" is a fictitious example. You could make a new recipe type called "Kiebler's Flippin' Sweet Science Station Supreme!!!" and then associate a bunch of recipes with it. When you launch a crafting interface that specifies "Kiebler's Flippin' Sweet Science Station Supreme!!!" it will only display recipes that are associated with that type. Any scripting interface can launch the crafting interface, so you could associate that type with a new activator, a line of dialogue, or a trigger of some sort.

Each individual recipe can have one skill requirement (e.g. Explosives 20), from one to six different item requirements of different quantities (no substitutions), and one or more item outputs of different quantities. You can also have display conditionals that must be met before the recipe appears at all (for example a special perk or a note added to the player).

Posted by Brother None - at 17:54

The second video developer diary for Fallout: New Vegas, discussing the technology and weapons, before moving into audio design.

Today we’ve released the second video developer diary for Fallout: New Vegas. This time around, the team at Obsidian discuss the tech and weapons of Fallout’s world, as well as how they approached sound design and music for the game.

Posted by 13pm - at 14:34

Thanks to appearance of graphic novel "All Roads", Fallout New Vegas interests not only gaming resources, but also those about comic books.
Comic Book Resources has a nice interview with Chris Avellone. Though you'd expect many questions about the graphic novel, the interviewer asks quite a lot about the game and the fanbase.

For fans of the "Fallout," what are you keeping from the previous installments and what new innovations are you adding?

“Fallout 3” was well-received, so we didn't want to mess with the elements that made it great. In "New Vegas," we just wanted to make sure there was more to do, not change the existing systems the player had come to enjoy from “Fallout 3.”

We have new reputation mechanics (factions in the game remember what you've done for and against them and respond accordingly), weapon mods, new skills, new applications of old skills, improved companion interfaces for easier companion control, traits from “Fallout 1” and “Fallout 2,” new weapons, new perks, companion quest arcs, and an open-world-style storyline that lets you decide where you stand in the Mojave wasteland - and who stands against you.

What's the main plot of "All Roads" and how will it add to the experience players have in "New Vegas?"

"All Roads" starts a week before the opening movie in “Fallout: New Vegas...” If you read the graphic novel while downloading the game, you'll look up from the last page and into the opening movie seamlessly. The idea was to take the background we'd introduced for the factions, adversaries, and even areas such as Vegas and showcase them to the player to give them context for the brutal attack that occurs at the start of the game. You'll even be able to retrace the events and key locations in the comic in the game environment as well, with some possible unique items if you know where to look after reading the comic.

Why should fans of the "Fallout" franchise get excited about "All Roads?"

It leads right into the opening movie, gives greater background on the people looking to kill you (even if they messed it up once), and as you explore the “Fallout: New Vegas” world, you'll see the exact same path and have a greater understanding of some of the faction politics in the game.

Posted by 13pm - at 14:03

If you are a true polyglot, this news might interest you more. Multiplayer.it has a video preview of Fallout New Vegas as shown at Tokyo Game Show 2010. And here goes the most interesting part: the reporter speaks Italian while the gameplay is in Japanese. But regardless of language you can still understand what is happening there, thanks to that it's mostly action.

There's some camp of supermutants which attack you after a short conversation with one of them. You can see a plasma rifle in action once again as well as supermutants' animation. Also, some inventory items are shown.

Link: Fallout New Vegas preview at Multiplayer.it.

News for Wednesday, September 22, 2010

Posted by Brother None - at 17:24

Always a local favourite, the French gaming mag Canard PC has previewed Fallout: New Vegas. Thrud sent in a summary of the preview:

It's a five page-long hands-on and is focused on the Repcon quest.

The later is given by Boone : you have to clear the Repcon Site from all these ghouls. The quest seems relatively bad written at first sight : just come and obliterate all the ghouls.

Once arrived in Repcon, the player is surprisingly welcomed by a human, the scientists of a ghoul hubologist-like cult. Their goal is to find "another plan of existence" while flying in space. First odd thing : the scientist deeply believes that he's a ghoul.

He asked you to get rid of "invisible monsters" living in the basements. These are a group of NightKins. The journalist's character was pretty weak in combat (Strengh 3, low Gun skill). Moreover, he played on harcore mode, and the combats were rather tough. He was killed quickly by the leader of the Mutants. Then, he tried another way to deal with them : he sneaked and managed to reach their leader... who was friendly ! You could talk to him. The NightKin leader was quite insane : he talked to a buffalo skull which he workshipped as a god. Thanks to his high speech skill, the journalist managed to find a compromise : these Stealth-Boy addicted Nightkin believe the a pre-war shipment of their precious drug was to be find in the higher levels of the site.

The only problem is that the shipment is guarded by a ghoul sniper... who was friendly as well ! He would give info to the player if the later accepted to find a lady ghoul (he wanted to have sex with her... urgh !) who was trapped in the basement when the NightKin came. With little investigation, it came out that the poor lady ghoul was lying dead in a basement's room, attached by the NightKin.

Thus, the ghoul sniper revealed that the Stealth Boy shipment never arrived in Repcon. When the NightKin leader knew about it, he got mad, but the high speech skill of the player managed to avoid the confrotnation. Finaly, the NightKin left the base. The cultist's human scientist congratulate the player about the news, but another issue appeared : the ghouls wanted the player to convice the human scientist that as a human, he could not survive in space.

Whan the player told the scientist that he was a human, the latter did not believe him. The lie was so anchored in his insane brain that the player had to give him an evidence. Which was in that case, his non-resistance to deadly radiations (the site is filed of those). The truth was unavoidable, and the scientist got even more crazy : in order to revenge, he wanted to fail the take-off and kill all the ghouls. Through a long an intense conversation, the player managed to calm down the scientist and save the ghouls.

Other tidbits : the journalist managed to solve the Primm Quest by disguising as one of the convicts.
Vault 69 is confirmed, and is filled with armed amazons-like.

Journalist's impressions

One important note : he's an absolute fan of the first two episodes, but hated the third one (gave it an overall mark of 4/10 if my memories are correct). Then, his point of view differs from the regular video game press, what is rather interesting.

While he played the four hour-long demo, he first believed and feared that New Vegas would be another copy of Fallout 3. Nevertheless, the more he played the game, the better it get. According to him, the game is very deep : the quests are well-written (better than FO1&2's !), the characters and dialogues are pretty good, and so is the music. The Repcon Quest was deep and complicated and could be solved in numerous ways. For instance, you could manage to set every group (cultists/Nightkin/ghoul sniper) against each other and end up in a general fight.

His conclusions are rather excellent : he's extremelly enthousiastic and impressed by the game.
Note that while the previewer talks about Vault 69 being in, he likely got confused with Van Buren or is just wrong, as Jason Bergman notes.
Hey guys: Vault 69 is not in Fallout: New Vegas.

Sorry! That article was probably just mentioning something about Van Buren.

Posted by WorstUsernameEver - at 10:50

The guys at the Bethesda Blog have posted another update about David Hogson's New Vegas official guide, this time delving into crafting:

Crafting doesn’t involve making papier-mâché Vault Boy heads; this is all about hunting and scavenging, and then combining items to create much more potent food, drink and equipment. Indeed, the official strategy guide goes to extended lengths to provide you with the most helpful information to get you tracking down the tastiest morsels and most delicious beverages. Or the most potent poisons with which to coat your melee weapon, and charge head-long into that Fiend encampment you’ve been wanting to ransack. There’s a mind-snappingly large number of items you can craft over a Campfire after collecting various wild plants, pieces of meat you’ve sliced off a dead animal, and other accoutrements. You haven’t lived until you’ve tasted Rose’s Deathclaw Omelet; a special recipe only given out to those who’ve returned triumphantly with a “special” egg or two. And of course, you don’t want to run across the monstrosity that laid those eggs…

The update includes two new shots:

Thanks VRaptor117.

News for Tuesday, September 21, 2010

Posted by Sam Ecorners - at 20:04

Planet Fallout got to talk to one and only MCA about his background in the industry and development of Fallout: New Vegas.

The dialog system, something that you've known a lot of success in games like Planescape: Torment, changed a bit from Fallout 3, can you explain us more on what changed and what remains untouched?

We added more skill checks for various skills (Barter, Explosives, Sneak, Guns), displayed the success values for skill checks, added some stupid-speak at points for low INT characters, and changed the text of the line if your skill isn't high enough (as an example: adding [Crappy Speech] "uh... maybe... you'd be making a mistake?" vs. [Good Speech skill] "You pull that trigger on someone that's got NCR's full support, you'll be making a mistake.")

Torment's dialogue system is a scaled-down version of what was in Fallout 1, without the empathy perk and expanded alignment reactivity to compensate for D+D's alignment axis. There's not many other comparisons between Torment and Fallout aside from possibly companion depth in New Vegas and the quest solutions for different character builds, so I don't want to misrepresent either title by drawing any other comparisons between them. Torment owes a lot to Fallout, and not the other way around.

[..]

A central town, New Vegas, with casinos, organized crime, factions struggling for power and currency, this reminds many older players of New Reno, from Fallout 2, an area you worked on. Was New Reno in fact an inspiration and did you take anything from what you liked best and lessons from what you thought was less well made in that area for New Vegas?

New Reno wasn't an inspiration at all that I know of. I hope not. Aside from the types of quests and quest solution structure for the area (which I felt was genuinely rewarding for a number of character builds), there's a lot we didn't include from New Reno (ambiance). New Vegas is a different game, and it would never have been my choice to simply re-create a location we'd done in a previous game, as there's really nothing interesting in terms of design that I can see in doing that.

Posted by Brother None - at 19:49


Fallout: New Vegas will be available on the showfloor for the upcoming Eurogamer Expo, which will be held in Earl's Court in London from Friday the 1st to Sunday the 3rd of October. This is a great opportunity for fans to get their hands on the game, and the Expo organizers agree, graciously providing No Mutants Allowed with 10 tickets for Sunday the 3rd to hand out.

If you're anywhere near London and free on the 3rd, we're giving away tickets through three different channels:
  • Forum: Reply "I want a golden ticket!" or similar in this thread for a chance at one of four tickets.
  • Facebook: Reply "I want a golden ticket!" or similar to this Facebook post for a chance at one of three tickets.
  • Twitter: Retweet this tweet for a chance at a ticket.
We will randomly pick and announce the winners on Sunday the 26th at 18:00 GMT.

Fallout: New Vegas isn't the only title on display at the Expo. Be sure to check out their What's On page for the other games you can see or play there.

News for Saturday, September 18, 2010

Posted by Dude101 - at 15:48

killap has updated his excellent FO2 Restoration Project yet again. We now have a choice of playing the game using the regular hero model, the long hair dude or the bald dude. Numerous bugs have been crushed, since the last release.

After 2 weeks of testing here at NMA, 2.1.2 (now called 2.1.2b to not confuse anyone) is officially released to the public. Below is a rehash of the 2.1.2 post, in addition to a list of new fixes. It's now time I take a break from all this. I'll be back though. Enjoy folks!

Another important stability update for the 2.x line is ready for the masses! All reported (and confirmable) bugs in 2.1 have been squashed. This is probably the last update for quite some time. RP 2.1.x saves are fully compatible, but starting a new game is highly recommended.

Multilingual support is still not present in the RP 2.x line, but it should hopefully return in RP 2.2.

Please read the readme that comes with the mod. It's for your own good!

Bug reports should be posted in this thread and added to the Fallout 2 RP bug report wiki. A link can be found below.

Installation instructions:
1. Make a clean installation of Fallout 2 (humongous install)
2. Download and install the RP (only use the manual install if you really know what you're doing)
3. That's it. Don't install anything else, unless you know what you're doing!
Direct links:

Windows installer (recommended): download
Manual install (advanced users): download

Website: here (NOT YET UPDATED FOR RP 2.1.2)
Restoration Project technical wiki: here
Restoration Project bug report wiki: here
Restoration Project walkthrough: here (NOT YET UPDATED FOR THE RP 2.x line)
RP 2.1.2b Change Log:
New Content:

• New playable character type - Bald Dude![/code]

Bug Fixes:

Primitive Tribe:
----------------
• Fixed potential crash bug when doing the merchant quest. Yes, it's really fixed this time!

Modoc:
------
• Debug message would display in the message window on the main Modoc map or at the Ghost Farm. This has been corrected.

Broken Hills:
-------------
• Successfully lockpicking a cell door that isn't connected to the mutant haters could complete the jailbreak quest. This is no longer the case.

Misc:
-----
• Freezing when ending combat/turns on several maps (Klamath Downtown, random encounters, etc) should no longer happen.
• Vic now correctly has repair as his highest skill for his last 3 level ups.


RP 2.1.2 Change Log:
New Content:

• Cassidy's optional talking head has been replaced with a new awesome looking version made by Continuum.[/code]

Bug Fixes:

In addition to several undocumented bug fixes, the following specific issues were addressed:

The Abbey:
----------
• Crop thief quest: Tom now correctly says he gives you a lighter rather than Rad-X.

Broken Hills:
-------------
• All issues involving Marcus and the missing people down in the tunnels should be fixed.

EPA:
----
• Dialogue with the Hologram 10001 no longer starts with three "error" options, after repairing the robot-controlling terminal.
• Fixed possible party limit exploit with 4 legged critters and entering the lower levels of the base.

Klamath:
--------
• If you take the quest to rustle the Brahmin but then tell the Duntons you're ashamed and decline the reward, the quest remains active and you cannot pursue any other dialogue options with them until you accept your reward, making it impossible to talk them into leaving Torr alone and complete the "Find out who is rustling brahmin" quest until you say, "I'm here for my cut, partners". This has been modified so that telling them you're ashamed also ends the quest.

Modoc:
-----
• There are no longer two Karls on the Main Street map.

New Reno:
---------
• It's no longer as tedious to access the stairs leading to the basements in the various casinos. Before the "shadow" graphic was blocking much of the accessible area.
• Corrected various dialogue bugs with Three Card Monte.
• The Shark Club pit boss no longer says you pissed off Old Man McGee even though you haven't spoken to McGee yet.
• Using the Vertibird during combat at the Salvatore-Enclave transaction would lock you the dialogue screen. This is no longer the case.

Primitive Tribe:
---------------
• Gecko skins lying on the ground have been removed to ensure that the odd inventory bug (carry weight suddenly goes to a ridiculous number) no longer happens.

Raiders:
--------
• You would always end up at the "secret" entrance no matter how good your outdoorsman is. This is no longer the case.

Redding:
--------
• Local variables were being overwritten for Fannie, which caused her quest state to change sporadically. This no longer happens.

San Francisco:
--------------
• Entering the Hubologist stash for the first time with IN<4 would get you stuck in an endless conversation loop with the guard. This is no longer the case.
• Corrected dialogue bug with the sub motor boat guard.

Vault 13:
---------
• It was impossible to learn the true purpose of the vaults from "voice interface terminal". This is no longer the case.
• Hacking into overseer logs always succeeded, as there is no roll against skill there. It now correctly does a science check.

Vault City Village:
-------------------
• Corrected dialogue bug when asking Connar about Old Joe.
• Corrected dialogue bugs with Connar when taking the diplomatic route to save the village.

Misc:
-----
• Hopefully truly corrected all instances where little boy appearances were used rather than the new little girl appearances for female children.
• Additional Karma Images are changing not only on "Karma" tab, but they also replace image corresponding to the first position item on "PERKS" and "KILLS" tabs ("TRAITS" and usually "Alien kills" respectively). Fixed in sfall 2.11
• Fixed an sfall bug that broke critical hits when starting a new game, up until a game was first reloaded. Fixed in sfall 2.12
• Numerous map corrections.

Posted by WorstUsernameEver - at 8:55

If you were wondering what Chris Taylor and the crew at Interplay were doing during this time and if the project is still active, a new Interplay newsletter has been sent with some interesting images :



So what is it? Stupid fanservice or a legitimate spin on a chunk of old Fallout lore? Tell us your opinion.

Thanks, GeneralissimoFurioso.

News for Friday, September 17, 2010

Posted by WorstUsernameEver - at 19:36

A new demo of New Vegas shown at Tokyo Game Show 2010 has sparked a little interest in the press.

IGN apparently was delighted with just punching people in the face even if they did not understand the japanese dialogue:

I realize I haven't given you any new information about Fallout: New Vegas, no thanks to the language barrier. I don't know where I was, who I met or what the point of the Japanese demo was. But I can tell you this. Fallout: New Vegas feels comfortingly similar to its predecessor. Even with the story, context and dialogue stripped away, New Vegas pulled me back in to the world of the Wasteland, even if it was just to beat everyone senseless for a few minutes.


GAME Watch... well, being in japanese I'm not sure what they think about the game, but there are a couple of new screenshots and some higher resolutions shots we've already seen in some magazine previews.




To conclude, Planet Fallout is hosting a contest with some NCR shirts as a prize. Unfortunately it's open to US/Canada citizens only.

News for Thursday, September 16, 2010

Posted by Brother None - at 21:03

GameSpot has the first of a series of New Vegas dev diaries, a 2.5 minute segment in which developers (Feargus Urquhart, John Gonzalez, Chris Avellone, J.E. Sawyer, Larry Liberty) talk about Fallout: New Vegas' story, including the choice of setting, themes, narrative structure and player freedom.

It has some gameplay footage, including showing a huge computer when talking about Mr House.

Posted by Brother None - at 16:47

411 mania has a pretty good interview with New Vegas project director J.E. Sawyer.

AL: By now, quite a few factions in the game have been revealed. How did you come up with what factions to use in the game, and were any left out that you wanted to put in?

JS: We knew initially that we wanted to revisit some of the classic Fallout and Fallout 2 factions like NCR and the Gun Runners, and I had always wanted to build up Caesar's Legion as a powerful slave army coming out of the east. After that, we looked at organizations that would be appropriate for the region given Vegas history. Factions like the Kings pay homage to Las Vegas' heavy association with Elvis Presley and the huge number of impersonators who live and work there. The Chairmen, who run The Tops casino, are inspired by the Rat Pack.

Honestly, there are so many factions in New Vegas that I can't say I regret leaving any out. I hope players will have a lot of fun interacting with all of the various groups in the Mojave Wasteland.

AL: It's been shown that the Nightkin are back in New Vegas. What made you bring these Super Mutants back, and have you brought back any other enemy types that were not seen in Fallout 3?

JS: I always thought Nightkin were underutilized in Fallout and seeing the Crimson Dragoons in the Fallout 3 DLC Operation: Anchorage made me think it would be pretty easy to use a similar cloaking effect for the Nightkin. I also wanted to explore the idea that extended Stealth Boy (the technology used for cloaking) use would eventually cause mental instability in the Nightkin after decades of use.


The most obvious enemies we've brought back are Geckos, the giant mutated lizards from Fallout 2. In their basic form, Geckos are small, funny-looking pests that don't pose much challenge for the player. Their larger kin, Golden Geckos and Fire Geckos, are much larger and more dangerous.

News for Wednesday, September 15, 2010

Posted by WorstUsernameEver - at 19:49

Playstation Blog took their time to write a blog post about the eight companions that you can find in Fallout : New Vegas, including screenshots and a look at the bonus perks they give you. Be warned, it contains spoilers.

Here's a snippet about Arcade Gannon:



* Full Name: Arcade Israel Gannon
* Sex: Male
* Race: Human
* Ethnicity: Caucasian
* Age: 35
* Profession: Doctor, Followers of the Apocalypse New Vegas Chapter
* Perk: Better Healing – While Arcade is a companion, the player regains more health from all sources.
* Description: Arcade is highly ethical and moral, but he understands the post apocalyptic world is one in which sometimes, people just have to be shot in the head. Most of Arcade’s concerns about the world around him have to do with large-scale issues rather than the needs of individuals. While he appreciates what individual people go through, he firmly believes that it’s more important to affect large-scale societal change than fix problems little by little.


Also, on related news, Bethesda inform us through their Bethblog that they are seeking questions for the Bethesda Podcast, New Vegas-related questions included, and has opened a thread on their forums for you to post them. Want to know if cars will still explode in New Vegas? Look no further!

News for Tuesday, September 14, 2010

Posted by Brother None - at 23:49

David Hodgson is back doing the prima game guide for Fallout: New Vegas, and talks about it on Bethesda's Blog.

The Training section is familiar to those who have utilized the Fallout 3 official guides. While much of the way you create your character remains the same, a lot has changed, and flagging each instance with an icon for easy reference was important. After an overview of Attributes and Derived Statistics, there’s a section on Skills, including the all-new Survival Skill, and tweaked Guns Skill, which folds much of the Big and Small Guns Skills into one, and provides a Strength rating for each weapon (which, naturally, are given for everything you shoot). Traits are covered, along with advice on picking the ones best-suited to your play style. Then comes the text tsunami known as “Perks”, which lists every single one of them. Although I can’t spoil your anticipation of Perks just yet, there are some memorable, amusing, and astonishing accoutrements you can add to your Wasteland warrior.

How’s your social game? Interacting with Factions, whether it’s helping them out, or massacring their forces, affects your adventure in many different ways, especially if you’re dressed in specific attire.

The rest of the Training deals with creating a character that isn’t going to collapse after a Fiend sneezes on you. How all of the Attributes, Skills, and Perks interact with the clothing you wear and the Followers you find are all extremely important (and overwhelming), so a special Character Archetypes section was created. No matter what your play-style – from the social outcast Sniper to a mountain man bred specially for Hardcore Mode – there’s a character for everyone. We even included the best weapons, outfits, Perks, Skills, Implants, and Followers to compliment each Archetype. One Bethesda employee was said to remark “that’s pretty freakin’ sweet.” Speaking of Hardcore Mode; the training continues with advice on thriving in this most inhospitable of climates. Then there’s updated information on Karma, mapping, and other activities before we delve right in to Reputation, and explain exactly how everyone reacts to everyone else, and how you fit in. What is initially confusing political and societal idiosyncrasies is broken down into something understandable; and more importantly, something you can act on during your entire adventure.

News for Monday, September 13, 2010

Posted by WorstUsernameEver - at 15:17

A couple of other previews from the Fallout : New Vegas demo playable at PAX have surfaced, courtesy of Play.tm and The Gamer's Hub. They are not exactly high quality material but they are still worth a read.

Play.tm

This reputation system is one of the big new features in Fallout New Vegas, feeding into the game's overarching struggle between the uptight authority figures of the New Californian Republic and the slaver army of Ceaser's Legion. You'll have to be careful who you side with, as each choice can have far reaching implications. Aligning yourself with one group will automatically create tensions with their rivals, the strength of feeling ramping up as your ties grow. Choose to follow one path exclusively and eventually the opposing faction will shoot on sight and you'll be locked out of their missions.

Despite what their names may suggest, aligning yourself with each faction isn't just a straight choice between good and evil. In Fallout: New Vegas the boundaries are far more blurred than that. Along the way you'll encounter all kinds of murky moral decisions. You can even choose to play one faction off against the other. It promises to be far more complex than Fallout 3's binary karma system.


The Gamer's Hub

Well you can simply imagine I dealt with them no problem, and went on to continue my journey that later led me to the Primm Casino. Which is an actual casino located outside of Vegas pretty close to the Stateline. A Brotherhood of Steel soldier later came up to me and implored that I stay away from the casino turned prison. A riot has just taken place and the prisoners have just taken control of the facility. I told him that this would no longer be a problem and would take care of it right away.

So I took a stealthy approach to taking back the prison and eliminated every enemy in my path one by one, until I reached the top of the broken down roller coaster. Once I got here I brought back out my grenade machinegun and rained down explosives onto the facility. The poor cons didn’t stand a chance against the hellfire that was being brought down upon them. Once I took care of all the inmates I returned to the Brother of Steel and let him know that the facility was officially under control.


Also Eurogamer wrote an article titled 'What the FAQ?' where, amongst the other things, they interviewed a couple of FAQ authors. Among them appears our friend Ausir, highlighted for his work on The Vault.

Here's an interesting snippet :

Eurogamer: Was the Duck and Cover project a wiki, as well?

Pawel Dembowski: It was a wiki from the beginning, although it goes back to the Fallout Bible, which was a guide to the Fallout lore by Chris Avellone, one of the Fallout 2, and now Fallout: New Vegas, designers.

The Fallout Bible was never finished because Avellone left Interplay. So the wiki's purpose was, to an extent, to continue the work. [And] also to document all Fallout lore in the hope that it would be helpful to Bethesda when creating Fallout 3.
'What the FAQ?' Screenshot 2

Dembowski and his Vault co-administrator (known as Porter on the site) have seen the Fallout wiki grow to more than 9000 articles.

Eurogamer: Do you think it was?

Pawel Dembowski: I know it was.

Eurogamer: They've told you as much?

Pawel Dembowski: Yes, and it's actually evident from some in-game content. One funny example is one of the terminals in the Citadel in Fallout 3, detailing the history of the Maxson family, the leaders of the Brotherhood of Steel. There are entries for Roger Maxson, the founder of BOS, his son Maxson II and his grandson John Maxson.

The thing is, Maxson II was what I called the guy in The Vault because there was no canonical first name given for him anywhere in the games. Instead of giving him an actual name, the devs simply copied the name of the article - "Maxson II" - assuming that it's canon.

News for Saturday, September 11, 2010

Posted by Sam Ecorners - at 3:39

Gamingunion.net posted an interview with J.E. Sawyer. It's an interesting read, Sawyer talks about his views on ownership of the franchise, development of Fallout: New Vegas and franchise fans:

GU: It strikes me that this is a series with a lot of history to it. So when you make this game you have to think about the people that loved the original games, as well as those who love Bethesda's approach to Fallout 3. How do you juggle those expectations?

JS: One, ignore some people. I mean flat out, there are people that are reasonable and people who are unreasonable. And then there are people that are completely reasonable, but in a small minority.

So for us, really the way that I approached it was - there are two camps of people. There are the big fans of the original games, the characters of the original games and the factions of the original games. And then there are people that are more into the experience they had with Fallout 3.

So with our story we try to have a lot of characters and organisations from the first two games. You are not required to play those games to appreciate them, but I think that the fans really appreciate things life the California Republic is back, characters like Marcus from Fallout 2, even minor organisations like the Gun Runners of the Apocalypse. People appreciate all that stuff.

But people coming to it from Fallout 3, there are no barriers to them getting into it because it's so fundamentally similar to it.

And then in terms of difficulty, we've done things like add a new hardcore mode, which is separate from normal difficulty, and it really does ramp up the challenge for people that want a more hardcore experience.

So hopefully those two major contingents will find that Fallout New Vegas has something for them.

News for Friday, September 10, 2010

Posted by Dude101 - at 21:37

Fallout: Between Good and Evil one of the many Fallout 2 Mods in development we are watching, has released an update:


The time of summer frolicking is over and many of our team members had to get up and go back to their schools, universities or new jobs. By now we have (hopefully) passed the period of depression caused by this change and so we offer you this small update.

In order to show the true nature of Fallout: BGE instead of just showing you the new graphics, we have prepared a game sample to demonstrate the game play. However since our resources aren’t currently focused on translation, we can’t offer you this sample in English at this time. Hopefully we’ll change that some time in the near future. Until then you can at least enjoy a new artwork and a screenshot.

Some team member changes took place since the last update. I’m happy to introduce our new not yet programming programmer SETUN as well as the new sound engineer PAAX. I would also like to point out the old new help from NMA - X'IL, PIXOTE, PANAJOTISZ. As always, the final state of our team can be found on the team page over here. Based on our recent experiences I unfortunately have to say that we are now only interested in Czech speaking programmers. As much as we need help in this field, given the structure of our coding body the communication is too much of an issue. However we will gladly welcome any non-Czech artists with experience in modeling, drafting characters and scenery as well as animations. If interested check out this page.

P.S. It seems like my last update sounded way too pessimistic – sorry about that! Either way the situation has stabilized by now, particularly in June and July when what I’ll call the core team (LIZARD, KUBRAT, MALACHI, TYFUZ, ZAHARTOF, ZOB, LORD TEMPLAYER, GAF, etc.) did a fair share of work. That reassures me that I still have some sort of control over the pace of our work.

Good Night and Good Luck!





In other news, Fallhope is progressing nicely and they have released some new images, plus a video showcasing the new Prisoner critter based on the Van Buren resources NMA made available long ago.








Link





Fallout of Nevada is also making progress and has released some new screen shots and renders:






The FOnline SDK has been released, which will allow YOU to create your own multi-player adventure. This SDK is not ready for single player game creation yet, but that is something we can look forward to.

Lastly: The Fallout Modding Wiki now hosts FRM files. We are about take apart every mod released to date, and construct a repository of custom art. If you want to help, go here.

EDIT from Brother None: I just love the new animations thread


Add in 4, 5, 6, 7.

Posted by Sam Ecorners - at 2:25

IGN posted rules to Caravan - the card game that Obsidian developed for Fallout: New Vegas.

Caravan plays a bit like a head-to-head version of Blackjack, with the objective being to build sets of cards -- or Caravans -- with combined values between 21 and 26. You'll need at least two decks of cards to play, as each player sets up their own deck with any 30 cards. It's fine to have the same cards as your opponent, but you yourself can't have more than one of any specific card. In other words, your deck of 30 can't have two ace of spades.

News for Thursday, September 9, 2010

Posted by WorstUsernameEver - at 17:30

IGN AU and Hooked Gamers have a couple of new interviews with the Obsidian developers working on Fallout: New Vegas.

IGN AU interviews Project Director Josh Sawyer:

IGN AU: Yeah – Wild Wasteland. What's the deal with that perk?

Josh Sawyer: Okay, so basically – the Fallout franchise has, in its past, had a lot of goofy humour in it – and people seem really polarized by it. Some people were like, 'Ah – I love it! Put more Monty Python reverences in it!' and some people were like 'I can't stand it—it really irritates me in every way, shape and form.' I generally do not like the pop-culture references.

IGN AU: No kidding. Why not?

Josh Sawyer: I dunno – it just kind of pulls me out of the world. And a lot of times it just seems kind of cheesy and goofy. I mean, I kind of appreciate it in a 'ha ha ha –fine' kind of way, but once it starts to go overboard and the world is full of it, it just starts to irritate me I guess.

In any case, a lot of our designers wanted to put that stuff in there and I'd be saying 'no, no, no, don't do it.' Eventually we thought, you know, there's probably an easy way to do this, which is a perk that basically says 'I wanna see all the goofy shit.' So we have Wild Wasteland. You opt into it at the beginning and then you get to see all the goofy crap.
Hooked Gamers has a less informative chat with Larry Liberty, the lead producer:
Hooked Gamers: The games in this series have always had an evil entity lurking in the background trying to bring about the end of something deeply important to the player. In Fallout 3 it was the supercomputer posing as the real president of the United States. Will this game have a new Big Threat for the player to fight? Will the player be able to choose sides, factions or simply go it alone?

Larry Liberty: There isn't necessarily a single Big Threat. For the player that chooses the "good" path, there is at first glance a terrifying presence in the form of Caesar's Legion. But, things aren't quite as black and white as they were in Fallout 3. One man's hero really could be another's villain, and you have all of those options - choosing sides or factions, or just going at it alone.


Spotted on the Obsidian Entertainment boards.

UPDATE:

Apparently the transcript of Josh's description of the Cowboy perk was incorrect as he himself states on the Bethesda boards.

Posted by Brother None - at 12:26

We saw it in the Qore preview (and the closing bit in the original trailer) but here's a better version. It opens with the traditional song-and-panning-camera, before moving into the opening narrative.



Save it for it will get pulled.

EDIT: note "one month later" and following has been edited in.

Posted by Sam Ecorners - at 2:29

Planet Fallout posted an interview with Pete Hines:

How can the player interact within the environment between the Vegas world and the customization and progression of your character?

The character customization really comes more from the S.P.E.C.I.A.L.S. that you pick, or whether or not you pick any traits in the beginning. Traits is something that we brought back in Fallout: New Vegas where you can now pick up to two traits when you first create your character. Most of which have a positive and a negative effect so you can do your skills that are more pacifist go up by a certain amount but your combat skills go down by a certain amount, kind of a trade off. The perks that you pick along the way obviously have a big effect. But then beyond that it is really the player's actions that determine how your character is customized. So you are not going to go down to the Vegas strip and start gambling or do quests to find new entertainers for a hotel that wants entertainers for their shows, those aren't going to dramatically change your character customization.
It's your actions and how you do stuff that is ultimately going to change. These guys like me better or I've gambled a lot and I've won a lot so I am getting comped now. They are bringing me drinks, they are giving me a room for the night, that sort of is the benefit in oppose to my character does something different now that he couldn't do before. The Vegas stuff is more additive and flavor in terms of how you want to play the game or what kind of things you want to be doing.

You mentioned earlier how interacting with factions will change the story, could you be more specific?

Not without giving too much away, but in general you've got two main factions in the game fighting for control over the Mojave wasteland, NCR and Caesar's Legion. We've tried to have everything in Fallout: New Vegas not to be so black and white. These are the good guys these are the bad guys, if you join with these guys you are bad, if you join with these guys you are good. It's not quite that cut and dry. When you talk to folks, things you are doing may feel a bit more evil or feel more good guy, but you can join either side and help their cause in terms of helping them buy more control of the wasteland. There are a lot of smaller factions in the wasteland that maybe neutral in terms of which way they are leaning. And working through some of those factions and how they act, or the quests that you do for them, or how you resolve things related to those smaller factions as well as those larger faction, you're kind of helping chart the course of what is going to happen in the Mojave and who is going to win.
To put it more simply, if you join Caesar's Legion and spend a lot of time wiping out the NCR then you are helping Caesar's Legion win out over the NCR. While if you join NCR and start wiping out Caesar's Legion then you are helping them take control. So that is a more obvious example of getting involved with factions and helping determine outcome and who is going to the whole.

Posted by Sam Ecorners - at 1:08

Some random news. To start, we have this short preview from Destructoid

One thing I really like about New Vegas is the subtle aesthetic changes. While Fallout 3 went with a grey/green style, New Vegas is very brown and orange. I know that "brown" games are looked down upon this generation, but it's beautiful in a bleak way with New Vegas, and the orange hues make it look a lot more like the original Fallout games than Fallout 3 did.
Following this up is Spotify with free and legal collection of music from Fallout 3: The songs of wasteland: music as heard in Fallout 3

Also, apparently some people got hold of the F:NV deck of cards:


And for dessert: VA demos of Mark Graue, who's providing Supermutant voice for F:NV.

News for Wednesday, September 8, 2010

Posted by Brother None - at 12:20

Xbox Home.

Another improvement that the creators are proud to reveal is the modification system for weapons. In the last game you could make a few special weapons, but beyond that you needed a higher skill or simply maintain the weapon to make it work to its full potential. Now it sounds like there is now ways to make weapons better through technology. Given the setting this seems like a natural step that should have happened a long time ago.

Currently, the story for Fallout New Vegas is under wraps. However, the developers do promise that it will not only expand on the lore of the universe presented in the first two games, but Vegas hides many secrets still undiscovered.
Planet Fallout.
New Vegas has kept the Fallout feel we all know and love, a mixture of seriousness and fun that is to be expected. With a vast open world filled with diverse creatures and characters offering hours of interaction and combat. New Vegas is not a glorified expansion, it is a full fledged game that lives up to or could even rival Fallout 3. If you are looking for a drastic change in envelope pushing graphics and revolutionary gameplay mechanics, you aren't going to find it here. What you will find is much more of what made Fallout 3 so enjoyable with some greatly needed and welcomed improvements.
And Qore Magazine has a video preview.

News for Tuesday, September 7, 2010

Posted by WorstUsernameEver - at 11:29

Just half a minute of it. Catch it before it goes!
EDIT: as expected, the videos are gone by request of ZeniMax.

News for Monday, September 6, 2010

Posted by OakTable - at 6:27

Leave it up to avid fans to deliver not one, but three days worth of reports and notes from the New Vegas display at PAX. Intact Garden Gnome brings us word from day 1, day 2 and day 3.

I also caught a near complete screen shot of the tutorial of the different ammo types:
Armor Piercing: Ignores a large portion of the enemy's Damage Threshold, does slightly more damage.
Hollow Point: Does much more damage but is easily blocked by armor.
Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly.
Slug: Used by shotguns, slugs replace buckshot with a single, powerful bullet that is more accurate.
See lots of camera phone shots here.

News for Sunday, September 5, 2010

Posted by Brother None - at 20:55

We haven't rounded up previews in a while but there hasn't been much interesting material out there. Here's a bunch of previews from recent cons, including PAX. GameXplain.

While the game does not take place in D.C., the landscape of the wasteland isn’t too different than that of Fallout 3’s. You’ll still encounter plenty of run-down buildings, rocky terrain, hills, and beat-up and abandoned machinery. One noticeable difference regarding the surroundings are the colors of the environments. Whereas Washington D.C. featured more grey tones, Obsidian Entertainment has seemed to opt for a more western-themed brown color palette. The atmosphere seems to have a more desert Wild West feel to it; however, that is not to say that you should expect to see John Wayne strolling through on a horse anytime soon. Fallout: New Vegas is still chalk full of all the bandits and mutated monsters you love to kill so much. Because East Coast wildlife and West Coast wildlife differ, you’ll find different creatures in New Vegas. During our hands-on with the game, we encountered new bug and lizard-like mutants not previously seen in Bethesda’s previous game.
Xbox360Achievements.
While the game looks a lot smoother than its predecessor, those looking for a total overhaul are going to be in for a bit of shock. The game still has vast swathes of open areas made of little more than rocks and shrubs, but thankfully, the real difference comes from the gaudy lights of Vegas itself which looks superb; not to mention a wide variety of friends and foes that you can tussle with. The character models seem like a vast improvement this time around, although you can still have some issues with questionable AI path finding.
Something Awful (a joke article about hardcore).
You must eat and drink every three minutes to stay alive. Food must be manually prepared by the player following actual recipes and cooking methods. If it is overcooked or poorly seasoned, it will disappear without being eaten. If it is the slightest bit undercooked, the main character will die.

Players whined about the effects of radiation in Fallout 3, so this time around you will begin the game with a near-lethal dose of radiation that renders you blind.

No fast travel. No running. Walk speed has been reduced to a stationary lean forward.

Digital Spy.
Speaking to DS, project director Josh Sawyer explained the rationale behind the Vegas setting. "We moved the action to Vegas because we wanted a setting that was close to the West Coast, as that is a setting we have become familiar with in the previous games in the series. We also wanted something that was starkly different from Washington DC," he explained. "In the United States, a lot of people think of Washington as the cornerstone of our country, a city of American virtue. Whereas, Las Vegas is a city of American vice, that continually reinvents itself, destroys itself, rebuilds itself. Because it's a city of vice, we thought that contrast was good, and also the visuals are much different to set it apart."

During our hands-on session at gamescom, it was apparent that the development team has strived to create the yin to Fallout 3's yang. While its forbear began with the protagonist's birth, New Vegas opens with our main character being shot in the head and dumped in an unmarked grave. After being pulled from the ground by a robot named Victor, we were nursed back to health by the local physician Doc Mitchell. The good doctor then hit us with series of questions, which serves as the character customisation process.

News for Saturday, September 4, 2010

Posted by Brother None - at 18:59

IGN has added some new shouldercam gameplay clips of Fallout: New Vegas to its gallery. Check out Victor Robot Battle and GrenadeMachinegun.

News for Thursday, September 2, 2010

Posted by Sander - at 18:37

Now that the preview of the graphic novel has been made available, we have it here for you too.




Thanks, Incognito

Posted by Sander - at 17:57

We have some scans of an article in @GAMER for you, today. Not much new information, but a lot of new screenshots, so take a look.




Thanks, Incognito

Posted by Brother None - at 12:34

QuickJump and Big Download both point out that a preview of the Fallout: New Vegas All Roads graphic novel coming with the collector's edition is available on iTunes. The page also offers some shots, and QuickJump has a coloured version of the two-page opening spread we've seen earlier. Apparently the graphic novel provides "clues to in-game missions for the sharp-eyed reader".