I beat New Vegas this past weekend. After over 61 hours of running and gunning through the Wastelands I finished it. Admittedly the vast majority of this time was spent in side-quests and exploration: which are the main reason I think I like sandbox style play. Just like Fallout 3 there is so much to explore that every time I jump on I stumble across a new location. I almost feel like I’ve barely scraped the surface of this place too, which already has me scheming and plotting for my next play-through.
For those who don’t know anything about the game – you are the Courier, and after being hired to carry an unassuming platinum chip you get beat up and buried alive by that twat, Matthew Perry (voicing the just as douchey character, Benny). You are rescued by a cowboy-faced robot and put back together by a kindly old doctor in the nearby town of Goodspring. From there you get the tutorial and are eventually set free to reap mayhem and reward at your leisure. The main plotline, however, leads you on the trail of that douche-a-palooza all over the wasteland in a very wild-west lone gunslinger kind of adventure.
You can approach this from a lot of ways, and even the side quests seem more open then Fallout 3 even. A friend of mine started playing at about the time I did and used a similar starting build that I did. As the game progressed it seems like our experiences slowly divided with each new choice. Once I finally got to the ending I was gifted with a series of cut scenes that provided the epilogue of all the major factions and how I affected them: along with many of the secondary factions which you have strong effect on. Some prosper, some flounder, some get a cool robot side-kick and run off to become the topic of a series of popular children’s books (apparently).
Mechanically it feels almost identical to Fallout 3 but for some re-arranging of skills and the addition/subtraction of a few. For one: firearms all seem to be filed under ‘Guns’, ‘Energy Weapons’, or ‘Explosives’ for the rare machine gun grenade launcher or missile launcher. They have taken ‘Big Guns’ out of there entirely. There is also the addition of loading benches and campfires which add a new function to the repair skill and the brand-new ‘Survival’ skill.
Loading benches allow you to break down and assemble different types of ammo and even special ammo like hollow-points or armor piercing rounds. As someone who grew up around guns and have been able to at least witness the experience of custom-loading cartridges, it is a really cool thing to see in a video game. It is, however, less and less useful as the game progresses though. At maybe the 70% mark of the game you are pretty fiscally sound (or at least I was for the dumpster full of arms and armor I kept selling), and can afford to just fast-travel to the Gun-runners and some faction dealers and buy up all the .50 ammo you need for the badassness of the Anti-Material Rifle. This might change in hardcore mode, though, which I don’t know since I haven’t played it there yet.
Campfires allow you to mix up booze, food, and drugs with the ‘Survival’ skill. Like the Loading Benches, it is a really awesome thing to see that seems a little less useful as events progress. There are some specialty items that you can only seem to get through the campfires though, which offsets things. You can make Party-time Mentats for interest, which give you a bigger boost to Charisma and Intelligence than normal Mentats. In a game where you are pretty much a survivalist wandering the wastelands, it adds a nice bit of utility and fluff to the game. Everything you stumble across seems to be useful in the construction of some such concoction…even if it’s just a steak or a tanned hide.
There is also the Work Benches that were out there in Fallout 3. It seems like they are much more useful though, as you can re-charge spent energy ammo and make Weapon Repair Kits. The downside? Not as many fun toys L if there are Nuka-Grenades or Railroad Spike Gun formulas, I haven’t seen them yet. The Weapon Repair Kits are probably the most useful thing that any of these can make, since each one will increase the condition of your equipped weapon by 25% (to a max of 100%), this is incredibly useful in a game where repair shops are way fewer and far between…plus they are expensive as hell. Why pay 3000 to fix my custom mini-gun “The Hand of Scaavys” when I can just break in some guys home, steal all his wrenches, glue, and duct tape and put it back together again myself? Other than that, see the last two paragraphs for my feelings on these not-ubiquitous-enough stations.
Gear-wise there isn’t too much to talk about. There are still tons of weapons, tons of armor: all are slightly different from the rest, more even than in Fallout 3 I think. For instance, instead of the shotgun, sawed-off, and combat shotgun: in New Vegas there is the single-shot shotgun, the caravan shotgun, the sawed-off shotgun, the combat shotgun, the hunting shotgun, and the list goes on. Power Armor is far less prevalent than in Fallout 3, and the Hunting Rifle doesn’t come in till mid-game (But is WAY the fuck more powerful! Hunting Rifles and ‘This Machine’ FTW!!) There are some cool new additions though, in the gun category you can get a Light Machine Gun, which is in my opinion one of the best options in the game with the combination of rate of fire and stopping power. You won’t bleed through your clip in two seconds like the mini gun, and the LMG seems to have better power-per-hit than a lot of its peers. There is a plasma-gun that fires a shotgun-spread of charges which is pretty brutal when used against ghouls. You can also get a Machine gun grenade launcher (don’t know if this is the actual name or not) that I’m sure would be awesome and amazingly effective if I had a high-enough Explosives skill.
With all the choices and different things you can do with different guns: I ended the game carrying around the final arsenal:
- ‘This Machine’ – A unique and more badass version of the Hunting Rifle.
- Assault Carbine – Bit of a tougher variant of the Service Rifle, which is basically an M4
- Anti-Material Rifle – A sniper’s weapon that sends people flying through the air. It’ll one-shot Deathclaws.
- Light Machine Gun – I’ve already sung this beast’s praises
- ‘Maria’ – the named 9mm pistol you can get off Benny.
- Riot Shotgun – Basically a combat shotgun
- Marksman Carbine – I only had this for half the time, I eventually gave it to my companion, Cass and a fistful of bullets and she brought the law better than I ever could with one of these.
Speaking of Cass (Short for Rose of Sharon Cassidy)…companions are a bigger deal in New Vegas. They have a command wheel for them which makes it easier to check their settings are and do on-the-fly gear swapping. You can have one human companion (from which there are a fuck ton to choose from) and one non-human companion (EVEE or Rex).
EVEE is an eyebot that isn’t all that impressive in combat, but has decent carrying capacity and a plays high-noon gunslinger music whenever you get detected and drawn into combat. Companions also give you a perk, in EVEE’s case you could detect enemies at longer range and target invisible enemies in VATS. Rex is a cyber-dog that will run off and attack shit like an annoying fleabag.
Of the human companions, Boone, Cass, Raul, and Veronica seem the most useful. Boone is a badass sniper who can bring the pain and causes enemies to flash, which is great when you are running in the dark or fighting yet another mutely-colored enemy on mutely-colored scenery. He seemed ungodly awesome at first, but as I kept going noted he had a propensity to either use weapons you wouldn’t want him to (like grenades while stealthing) or pull a machete out of thin air and hack away at some fools. This is why I switched him with Cass. Cass lets you drink and make booze. Can you think of a more awesome super power? I thought not…she is also great at range and doesn’t go Rambo on anyone when you don’t want her too. Veronica (voiced by Felicia Day of nerdy fame) is a punchy (literally) Brotherhood of Steel scribe who acts as a walking Work Bench (go back to reading about recharging energy ammo and stuff). Raul (voiced by Machete star and all-around Badass Danny Trejo) isn’t much in a fight, but will repair your shit for you.
There are a lot of celebrity voices actually – careful listeners can find that all the companions seem to be voiced by someone famous, as well as all primary and most secondary characters. Renee A-something (I can’t begin to pronounce or spell it) who played Odo on Star Trek: Deep Space Nine is the voice of the ominous Mr. House. I’ve already discussed the douchey talents of Matthew Perry. Michael Dorn, who played Worf is sort of a ‘town spokesman’ for a mountainous community of super mutants. Sol from Battlestar Galactica did the voice of Doc Mitchell, who fixes you up after digging you out of the ground at the beginning of the game. I was told Wil Wheaton is in there somewhere, but I haven’t heard him…
The drawbacks of this game? If you are playing it on a 360 or PS3 prepare for it to crash every twenty seconds, losing toiling hours with no immediate promise of a game patch to fix it. If you play it on a PC, there are still a lot of bugs, but I haven’t personally experienced all that many crashes. There have been some pretty big bugs, like when a glitch caused and essential person to my quest disappear or a companion froze and started giving the same line over and over and over and over again. Most have been fixable with Console commands if you want to take the effort of looking them up, but the repeating dialogue one forced me to go to an earlier saved game and lost an hour and a half of game play. So there is that. Developers seem to have been pretty responsive with fixing things in the PC version, though.
So that’s what I think in a nutshell: All in all it is a fantastic game with some errors that I’m sure will be smoothed out in time. Until then I intend to keep playing through with different styles and choices to see how they affect the story.