Fallout: New Vegas fan interview part 2!

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King of Creation
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Fallout: New Vegas fan interview part 2!

Post by King of Creation »

<strong>[ Game -> Interview ]</strong> - More info on <a href="http://fallout.wikia.com/wiki/Obsidian Entertainment">Company: Obsidian Entertainment</a> | More info on <a href="http://fallout.wikia.com/wiki/Fallout: New Vegas">Game: Fallout: New Vegas</a>

<p>Here are the answers to <a href="http://forums.bethsoft.com/index.php?/t ... iew/">part two</a> of the <em><strong>Fallout: New Vegas</strong></em> fan interview. <a href="../../forums/viewtopic.php?t=24254">Part One can be found here</a>.</p>
<blockquote>
<p><em><span style="color: #ff0000;"><strong>How many new perks are there planned to be included in Fallout: New Vegas?</strong></span>
<em>From Oerjeke via Bethesda Blog</em>

<strong>Project Director Josh Sawyer: </strong>A lot. We've removed some old perks, modified some existing perks, and added a bunch of new ones. We believe that New Vegas' selection of perks will make the selection process difficult but rewarding for the player.

<span style="color: #ff0000;"><strong> Will the Fallout: New Vegas Version of the GECK ship with the game, or be downloadable on release?</strong></span>
<em>From @The3rdType via Twitter</em>

<strong>JS: </strong>Yes. In addition to the normal GECK functionality F3 modders have come to expect, the F:NV GECK will allow modification of ammo lists, ammo subtypes, the hardcore "basic needs" rates, and a lot of the other new bits of data we have added. It will also contain the F:NV dialogue editor, which can be used with or without the standard F3 dialogue editor.

<span style="color: #ff0000;"><strong> Will Area 51 be in the game?<img style="float: right;" src="http://images2.wikia.nocookie.net/__cb2 ... ase%29.jpg" alt="" /></strong></span>
<em>From Daniel via Facebook</em>

<strong>JS: </strong> Area 51 is a bit too far outside of our Mojave Wasteland to include.

<span style="color: #ff0000;"><strong> What type of graphics options will there be? DX 9/10/11?</strong></span>
<em>From @Z999z3mystorys via Twitter</em>

<strong>JS: </strong>F:NV's renderer still uses DX9.

<span style="color: #ff0000;"><strong> Will there be character "traits" as in the classic Fallout games?</strong></span>
<em>From @TheBearPaw via Twitter</em>

<strong>JS: </strong>Yes. During character creation, you will have the option to select one or two traits. Traits include some of the classics, like Small Frame (in F:NV it gives a bonus to AG but you break limbs more easily), and new ones, like Four Eyes (bonus to PE while wearing glasses, penalty while not).

<span style="color: #ff0000;"><strong> What kinds of Companions will we see this time round. </strong></span>
<em>From @Neo_Wolf via Twitter</em>

<strong>JS: </strong>We have a varied cast of companions ranging from Raul the ghoul mechanic to Boone the ex-NCR sniper to some more unusual fellows. Each of the companions has their own personal conflict the player can help resolve. These conflicts can be relatively simple to address or they can involve major quests that span the Mojave Wasteland.

<span style="color: #ff0000;"><strong> Will there be anything like Fallout 3's bobbleheads in New Vegas to collect? </strong></span><em>
From @Neon0x via Twitter</em>

<strong>JS: </strong>Yes, there will be something similar to bobbleheads in the game, and you'll receive an in-game reward for finding them. That said, they do not give you SPECIAL or skill bonuses when found.

<span style="color: #ff0000;"><strong> In Fallout 3, it was easy to max out most, if not all, of your skills. Is anything being done to prevent this?</strong></span>
<em>From Ryan via Facebook</em>

<strong>JS: </strong>We have done several things to adjust the skill point economy. First and foremost, the formula for calculating skill points per level has changed. We are still experimenting with what formula to use, but a 10 IN will likely not boost a character's skills as much as it did in F3.

Most of the skill boosting perks have been removed, which means that method of advancing skills no longer exists. Skill books now give +3 skill points, +4 with Comprehension, but there are far fewer skill books in the world. This both reduces how much of a boost skill books will give overall and reduces the impact of Comprehension on that value (don't worry, Comprehension also gives a bonus to skill magazines, so it has more broad applicability). Our "Bobblehead equivalent" does not give SPECIAL or skill bonuses, so those are also removed from the skill point economy.

<span style="color: #ff0000;"><strong> Are Bottlecaps the source of currency or will it be poker chips?</strong></span>
<em>From Rob via Facebook</em>

<strong>JS: </strong> Bottlecaps are the main currency in the Mojave Wasteland. Bottlecaps are a water-backed currency controlled and regulated by NCR merchant caravans. The caravan houses conspired to re-introduce the currency when traders lost faith in NCR money. This loss of faith was the result of the NCR moving from a gold-backed currency to fiat currency due to repeated attacks on NCR gold reserves by the Brotherhood of Steel. Though the transition helped stabilize NCR's economy, NCR dollars are devalued compared to bottlecaps and even more devauled when compared with the third form of currency: Legion coins. Caesar's Legion mints silver and gold coins from captured pre-war material. Despite the NCR's running conflict with the Legion, merchants and citizens throughout the Mojave Wasteland accept all three forms of currency.

Poker chips are used by all functional casinos. Each casino has its own chips that must be used for gambling. Players can exchange any form of currency for chips and can receive their payout in any form of currency. Mr. House doesn't let the ongoing war get in the way of potential profits.

<span style="color: #ff0000;"><strong> Will you be able to marry or even bettter marry a super mutant?</strong></span>
<em>From Josh via Facebook</em>

<strong>JS:</strong> Only in your dreams.

<span style="color: #ff0000;"><strong> Will we be able to keep playing once we beat the game with this one?</strong></span>
<em>From Sean via Facebook</em>

<strong>JS: </strong>This is something we really wanted to do, but ultimately we realized that supporting post-endgame content would jeopardize the quality of the ending, which we wanted to tell the definitive stories for all of our major factions, locations and characters. Instead, after the credits roll the game will prompt you to reload a save created just before the endgame sequence, allowing players to go back and complete any quests they may have missed. Additionally, we make it very clear when you're about to reach the end of the main plot, so it shouldn't come across as a surprise.

<span style="color: #ff0000;"><strong> Demo anytime soon?</strong></span>
<em>From Gavin via Facebook</em>

<strong>JS: </strong>We have no plans for a demo.

<span style="color: #ff0000;"><strong> Will I be able to play, and complete, F:NV without killing anyone or anything, except perhaps in self-defense?</strong></span>
<em>From Billy Ocean via Bethesda Blog</em>

<strong>JS: </strong>Yes. There are ways to win the main plot by killing no one and by killing everyone. It was one of our initial design tenets. You will find it difficult to get by as a pacifist, and you will miss a great deal of content by killing everyone you meet, but it can be done.</em></p>
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Post by edhead »

:dance:
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Post by Retlaw83 »

I bet the hardcore Fallout 3 purists will be up in arms that bobbleheads don't boost their stats.
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Post by Manoil »

FO3 purists'll get over it. Besides, they said they wouldn't be bobbleheads necessarily and wouldn't improve stats, but would provide some type of benefit. Maybe some kind of miniperk?

Here's hoping for one that increases your gambling win chances, easy money
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Post by Yonmanc »

I'm glad traits are back.
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Post by TwinkieGorilla »

a lot about this that "sounds" great on paper. but there was also a whole lot that "sounded" great about AP too. we shall see.

i am, however, happy to see that things like traits, no magic bobblebullshits, less easy to max out skills, etc.
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Post by xposeddreamer »

Hmm... sounds promising and all but we'll just have to see how it all is executed. I'd rather be happily surprised than terribly disappointed.
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Post by ekkaman »

Sounds goodish dont it just.
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Post by Macky »

Well, Well, Well.... if it isn't the first generally positive reception for design-related Fallout news since Van Buren.


You all should be ashamed of yourselves for not supporting Fallout 3 and Bethesda's wonderful take on giant robots and cave orcs. For shame.


After reading this interview @ NMA, I decided to come over here (to avoid Nazi persecution w/ the NMA moderators) and see what the reaction was - because I was frankly stunned with what I had read.

The 'designed to kill everyone/no one' sounds so simple, yet it was not just the first original point of beauty, immersion, and player independence in Fallout 1, it was the most reprehensible failure of Fallout 3 (not accounting for "steel be with you".... or the generally awful overarching narrative).

It was because of this capacity for duality, the playing freedom in Black Isle's original vision, that made Fallout and Fallout 2 the most existential games on any platform in their day - and this is something Fallout 3 killed me with....

A perfect example of this massive failure in Fallout 3 was when my estranged father said something to me (during his 'it was okay for me to bail on you' monologue) that simply exposed him as a sociopathic, grandiose, narcissist.

Of course Bethesda didn't see it that way but that's because they are terrible writers and they, in essence, thought the father was a martyr when he was actually being depicted within the script writing as a fucking bastard w/ disgusting rationalizations for abandoning his son. Anyway, point being that I couldn't shoot him in the leg and leave him to bleed out his HP in the desert. Abandoned and alone. I was robbed of poetic justice!

At the very least, even w/ bad writing we might all interpret how words effected us - as immersed alter egos - and react according to our own inner compass. Not the case in Fallout 3. Of course I could go on about why Fallout 3 was not Fallout but you all do a much better job at that - especially considering that I didn't despise Fallout 3, I just never played Oblivion and thus got my rocks off to a Fallout w/ an experientially new (for me), novelty game engine.

Again, some of what the interview is exposing to the audience is that the classical Fallout themes and ability to self-interpret and personally react during complex dialogues/interactions is coming back.


Anyway, I have been appalled w/ almost all New Vegas news and media until this interview, recent E3 info, and new screens where the cartoon flavor seems to be coming back, and coming back purposefully. Dare I say, I actually have hope for Fallout's next incarnation.

Quite frankly, what I've read makes me believe that I can play Fallout: New Vegas much like how Michael Corleone played his cards in The Godfather II: "I don't feel like I have to kill everyone. Just my enemies."
And I decide who my enemies are. You know there's something really Fallout 1 and 2 about that.


Subscribe to my blog @ www.spazmopalin2012.com
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Post by gobbleykins »

Macky wrote:Subscribe to my blog @ www.spazmopalin2012.com
cool story bro
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Post by thisavera »

How does Facebook, My Space, Twitter change the way we relate to each other in friendships, business relationships and families? Do these sites constitute groups?
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Post by Yonmanc »

A new friend on DAc everyone! A nice warm welcome to a fellow in arms!
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Post by Manoil »

:paper:
looking through the classifieds for phones, rastic took too long for the pitch
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