Modern Bethesda’s solution to players “making paper airplanes” is to superglue the pages into the book. New Vegas and BG3 meanwhile had the pages made to be as aerodynamic as possible
@@jubbalubby It's certainly one of the few 'true' roleplaying games because of that. I've played dozens of games with the RPG label and never felt as 'immersed' in the setting as in FNV.
@@ahealthkit2745 Yeah I feel like people have lost the concept of what an RPG is. But there seems to be a big enough demand for it, especially after more modern gamers got a taste of it with BG3. I think a lot of them did not know what they were missing until that. Hopefully this will result in the genre coming back!
@@oneill6291 It's a damn good genre, and it needs to be shown more respect than most companies that make "RPGs" show it. I.E. Bethesda, with their constant illusion of choice, or at best (somehow) half-baked alternate options. (Example, the good guy option in Nuka-World)
You can actually side with goodsprings AND be friends with the powdergangers. As long as you dont actually fight during the gunfight the gangers stay cool with you. You can distract them. Block their shots with your body, as long as you dont hit them. Also, no companions. Some people may die but they can defemd the town themselves successfully. I assume they think they hit more resistance than expected. You can even take the ncrcf by stealth killing everyone but the boss. Wait till the quest to retake the prison and stealth kill the boss. Again they assume the ncr did it. Was this intentional? I dunno. It just works
No I dont think so. While it is a possibility and requires a lot of game knowledge, I believe that's not one of the options that the dev intended to have in the game. It's more like an engine limitation and/or time constraints that that option couldnt be explored further.
You can still kill them. You will get Shunned not Vilified, meaning they wont like you, but you can still talk to them. You’ll have to pay with them to get into the prison, no speech option available. I think it either depends on how many you kill or how many you kill outside of the quest. I literally saved Goodsprings and am now helping them in the prison in the gameplay I’m in right now.
When I make a paper airplane out of New Vegas’ script I feel like I’ve just created an A10 Warthog. I cannot say the same for a Bethesda made script. Unbelievably though Bethesda games seem to sell like crazy so I guess any of us who expect more from a script must be wrong. Edit: Morrowind was like an A-10 too. Credit where it is due and all that.
I’d say during the development Oblivion is the when BGS started to lack it’s ambition. While I enjoy all of their modern RPGs, they never can seem to meet the same level of writing they had back in Morrowind… except for Far Harbor.
@@ADMONIUS No, Far Harbor's writing was trash, let's not kid ourselves here. You are right about Bethesda though, all these modern problems can be traced back to Oblivion.
@@xx_amongus_xx6987 Considering they didn't have any input outside of Todd himself, I would say the show was good *despite* Bethesda, not because of them. Also, 'master class'? lmao I like the show a lot but it's not Breaking Bad or anything, get real.
Excellent intro, I often times have a hard time watching these videos with my 1,500+ hours, they can feel like a friend talking about a movie you’ve seen to many times. But you had an interesting nice new take on things, good job
Yeah that's my problem with a lot of videos about New Vegas too. Even with my 200h I can't focus on the normal plot summary with light analysis video. The 3 weeks making the video were mostly spent on how to approach it in a new and fresh way
RPG narratives are a lot like the old choose-your-own adventure books. They are branching narratives with decision points that can be mapped out on a flow chart. This is hard to pull off, as it can become very complicated, very quickly if the writers attempt to load it up with enough choices to create a genuine illusion of freedom, choices, and consequences. Comparing Fallout: New Vegas with Skyrim reveals two radically different approaches. Fallout: New Vegas embraces the complexity and pulls it off surprisingly well. It is a shame that they didn't have more time. Imagine being able to continue in the game world after the ending to see how the world was affected by the player's choices. Skyrim is much simpler. I'm sure the New Vegas flow chart would look like a chaotic, tangled rat's nest in comparison. What I find most disappointing about Skyrim's narrative is how the few choices that look like they should be consequential (Dawnguard vs. vampires, Empire vs. Stormcloaks) hardly affect the world outside of key NPCs in those quest lines. It makes me ask why the game offered those choices in the first place; it would have been better off with a single linear narrative in each case since the writers clearly weren't interested in having those choices affect the world. I wonder why the civil war quest line is even in the game if it wasn't going to be fleshed out. It seems superfluous. Skyrim's stories are mostly series of utterly conventional fantasy clichés anyway, so it is hard to get engaged in the narrative whether it is linear or branching. Skyrim's great strength is a world that is enjoyable to explore; it is not a game that one plays for the story.
Yeah right on about Skyrim. You just made me realize that’s a big reason why I prefer oblivion: each of the 5 main quest lines have linear stories, which makes continuity with the game world you play in.
New Vegas pulls this off by doing something ingenious. Each quest is isolated and treated as its own individual flow chart of choices. You typically won't see the consequences of your actions in the game world outside of isolation. For example, no matter how you handle Primm, the consequences of that never extend beyond Primm. However at the end of the game you'll get a slide telling you what happens after the credits roll. This is what I call the illusion of impact. New Vegas is a game that is a series of short stories throughout the world. The resolution of those stories typically don't impact anything outside of said story. Except they do indirectly. The faction reputation system is a bridge between these isolated stories. New Vegas only works BECAUSE of the reputation system. It's the reputation system that allows the game to open or close doors for you in the isolated stories based on how you've completed other isolated stories. The quests rarely directly impact one another. But they all feed into the reputation system which functions as a switchboard that turns options on or off based on how far you've moved the slider on a particular faction, sometimes shutting down the quest entirely. In a vacuum, none of the individual stories really make a difference in the game world outside of its host area. But the reputation system gives it the illusion of impact. If you made a mod which disabled the faction reputation system entirely, and forced all values to be a constant neutral zero, the game would lose most of its appeal. Fallout 4 has an almost identical narrative design for the factions. But instead of individual quests changing a reputation slider, there's a point of no return in the main quest that shuts down the other paths. This is why the quest design of fallout 4 feels so lifeless. Quests typically don't have branching routes, and those that do are in isolation and don't tie into a higher level system that affects global variables and switches. It makes no difference if you save or kill lorenzo cabot to the game world or any of the factions. Bethesda did clearly learn from New Vegas when developing 4. But they didn't fully understand why it worked so well.
This was a really good video. You deserve a lot more subscribers. Please keep going in your career on TH-cam, I can see you easily having 20k by the end of next year!
If I ever get 3 wishes from a genie, one of them will be to live in the timeline where Obsidian had another year or so to work on New Vegas. Even with the rushed production it's still the best Fallout game, somehow.
I love fallout, and like new Vegas quite a bit; but maybe because I'm older, or just because I pay attention, I remember the launch of New Vegas. If you think people online bash fallout 4, New Vegas was panned by many critics and most players during launch. Some of the problems that caused that (most, really) are still there. Playing vanilla or modded? Crash every 20 minutes to 2 hours, but the crash will come, and at the worst possible moment, every time.
@@strixfiremind Yeah it was rushed for sure. The jank has never been a real problem for me though, rare crashes and very rare situations where I need console commands to fix something.
@@strixfiremind not if you know how to mod the game properly. I have 70+ hours of gameplay in my current campaign and exactly zero crushes, zero game breaking bugs and zero FPS loses. For example, you can never optimize Fallout 3 to be so exceptionally stable, but it doesn't take much effort with New Vegas.
@foxanard you do realize, especially with PC, that different hardware has different effects with games, yes? For instance, I can play Fallout 3 vanilla with no problems; but I can't run New Vegas without mods. Also, I'd like to point out that I said new vegas can't run without mods, and here you come telling me how well it runs *with* mods...lol. hilarious.
One way to look at being able to slaughter so many in faction and still join them later. If there is no survivor, there is no one to tell that faction who killed all of the members, therefore they have no way of knowing what you did, especially since there is no modern technology to find DNA evidence or cameras to capture what happened.
No other games made me felt like this game ever made. Knowing the consequences of my actions from previous quests, I had to decide the fate of Freeside. I became paralysed, literally had to lay down and search every single path that leads to goodness but none of them are optimistic. If there is a time limit, I would have chosen every single worst choice and worsen the Mojave.
My favorite game of all time and I love how you ended it saying we were the art piece all along. New Vegas is the ultimate rpg in my eyes, again my favorite game ever.
you know you can side with goodsprings against the powder gangers and not lockout the quest at the prison you just gotta make sure you don't actually kill any of them and only chip their health down for the others to kill them not to ruin your point but there is a middle option with all the reward or you can do the prisons missions and go back to goodsprings
If you hide during the Ghost Town Gunfight and don't do anything else to offend the powder gangers you can still do their quests. I don't know if you always can my save is a bit weird but so far on my no kill run the powder gangers have shunned me but I can still do their quests.
Not to diminish the point about choice, because it still stands, but it's entirely possible to side with Goodsrings and only receive only a "shunned" relationship with the Powder Gangers. It requires some effort on the players part. For one thing you need to pass all the conversation checks for the people of Goodsprings to get them on board with helping Ringo; specifically getting the meds from Doc Mitchell (which has no check actually, he's a good guy and gives them), Chet's leather armor, and Trudy; to get as many other people from the town in as you can. You need the people of Goodsprings to join the fight and to have some DT and health recovery because they will have to do all the kill'n. During the fight avoid killing Powder Gangers, especially Joe Cobb (so be carful with dynamite). Use VATS to disarm and cripple them, but try not to actually kill any yourself. Ringo also needs to survive if you want the cap and rep reward, he will usually finish off Cobb, but you might need to help him. You will almost always get "Shunned" by the Power Gangers. But 'shunned' doesn't make them hostile. You can still go to Eddie at the NCRCF (after paying Dawes at the door) to do the quests for the Powder Gangers; eventually improving rep with them... Unless you betray Eddie to the NCR.
what would happen if you do the powder ganger quests and get a good rep among them but do the goodsprings defense when you're at the top of karma for the gang? do you get reduced to like normal from the massacre?
3:25 That's not 100% true. You can equip their armour and quickly pass by powders guard and find their leader and do their quest line. Also if you don't kill any powder during goodsprings defending their town, you'll still lose rep with powders but way less allowing you to do their quest line
New Vegas only works because of the faction reputation system. Without that, the individual stories would feel as hollow and isolated as they do in Fallout 4. But because all these isolated quests feed into a bigger system that flips switches and changes variables for other quests, it allows isolated quests and stories to have impact on the whole game world. This is where the illusion of impact comes from with it's narrative design. It's not the quests themselves that have any actual impact. Most quests don't do anything beyond their specific locations. But they do typically change faction reputation values. Other quests throughout the game then change what choices are available to you based on your faction reputation values. This gives the various isolated parts of the world the illusion of impact on the whole world. If you were to completely disable the reputation system entirely, the quests would instantly stop feeling impactful.
Yes! That's what I've been trying to say about New Vegas. It's NOT realistic in any way but the logic within the world of the game is consistent and somewhat grounded!
Half of the New Vegas team back then was former Interplay devs so it makes sense that they could recapture the spirit of Fallout so accurately. I'm a Yes Man enjoyer so thats what I pick every time
@@jubbalubby Yeap, the right people in the right place can make all the difference. My 1st walkthrough was with the Yes man too...now I'd like to explore the darker side of things. P.S. Great video, the narrative, the pacing...all good
I would disagree. I think people really like the real RPG experience, even the hardcore ones. It's just that a lot of RPGs lack cutscenes, so it's hard for the mainstream audience to get into and follow the story
Unless you go around shooting every Powder Ganger you see, you can save Goodsprings and help the Powder Gangers at the correctional facility. Your reputation with them will be, Shunned, not Vilified. In the gameplay you’re showing you’re going around murdering all of them, even the ones outside of the Goodsprings quest. That will get you Vilified lol
FNV creates a theme park for you to explore at your own pace. Games written by Emil Pagliarulo are made for linear games with unskipable cutscenes, and written poorly.
There is a general philosophical difference between how bethesda and obsidian write everything in their games. One is, on paper, the more attractive option. Bethesda gives you the philosophy that a game should allow the player to "go anywhere they want". They focus heavily on creating bigger and bigger worlds. Every single todd howard speech is almost exactly the same. A heavy focus on size and freedom. This approach is instantly attractive to most (inexperienced) players. After all, so many games limit your experience to predetermined questlines and linear or semi-linear world design. The type of open world fps/slasher that bethesda tends to make, therefore hits a specific spot many people crave. There is a major downside to this though. Obsidian's philosophy, for new vegas at least, implies that freedom ISN'T doing any possible action at any given time, going anywhere you want whenever you want. Or if that IS freedom, it at least isn't the good kind. Their philosophy revolves around choice leading to consequences that are meaningful within the world, for the gameplay, as a reward, or to progress the story or develop the characters. This is the fundamental difference, and I believe, what drives so many people to new vegas' design rather than Bethesda's copy-pasted worlds. A world that is filled with choices and consequences, all being meaningfully connected, remembered by characters, commented on by npc's, is a far more interesting, thought-provoking experience, then simply being dropped in an empty sandbox and told we can go "anywhere". Think of it like this: Every day I can make an infinite amount of choices in my life. I can decide to do any random number of oddly specific things, all specifically chosen by me. Some of them more relevant or practical than others. However, only every once in a while do I need to make a choice that is actually meaningful to me, my life, the people around me... We do not generally tend to think of freedom as the infinite amount of possibilities within a given time-frame. If this were the case, a slave working the fields should consider itself free whenever they choose to do the same generic things day in day-out. Every choice they make, is a choice, no matter how you look at it. We are fundamentally FREE, in the subjective sense. However, absolutely nobody would actually believe the slave to be free in a MEANINGFUL SENSE. Only if the slave is freed from their bonds and allowed interaction with the world on THEIR terms, can such a thing be possible. Bethesda gives the player a million tiny freedoms, that add up to basically nothing. You are free to go in any direction. But why should I? You are free to kill any opponent anywhere in the world at a beginner's level, but is this rewarding to me? You are free to be "good" or "evil", but why should that choice matter to me? Bethesda gives you the OPTION of doing something, without giving the player proper REASONS for it. Or if they do, it happens far too rarely. Fallout 4 felt incredibly empty, boring, lifeless, despite being the "biggest" fallout they had made so far. Every enterable building was huge and filled to the brim with STUFF. With CONTENT. But not with anything meaningful. New vegas, on the other hand, has smaller buildings, a more tightly-designed open world map, more limitations to how people can move around and explore, which makes CONQUERING those limitations through resourcefulness, skill, or plain experience a MEANINGFUL thing. In the end, Obsidian's philosophy of freedom through consequence, is a far more meaningful, memorable and enjoyable experience than the TOTAL freedom that is Bethesda's philosophy. There is something attractive about the latter as well, but it quickly becomes stale. If bethesda WANTS to improve (they don't. skyrim brought in the big bucks, and the only thing they do nowadays is just copy-paste mainstream successes, removing player enjoyability in exchange for microtransactions and actually scam people repeatedly. Their creativity is dead.) they need to suck up their pride and admit new vegas' design was superior in pretty much every single possible manner, excluding the bugs and crashes. And players too need to recognize this. This is the reason I won't get tired of new vegas essays. Ever. This stuff needs to be said a hundred times over until other developers learn. (Also new vegas' combat and stats design is far superior to any roleplaying combat mechanic I've ever come across. Damage treshold and ammunition types are a gamechanger, and nobody freaking talks about it.)
Long ass dissertation. Jokes aside, you summed up a lot of my thoughts perfectly. The illusion of freedom that Bethesda offers is very synthetic since there's no stake the player can't be allowed to fail or deviate from the intended path. I think this stems from the studio's misjudgment of their audience. The success of Skyrim sorta sealed the deal on enforcing the idea that the more diluted the RPG elements are, the easier it is to market the game to a broad mainstream audience. And we saw how well it went with Starfield, while BG3 dunked them to the next decade with a damn turn based top down gameplay.
New Vegas is still my favorite to this day for so many reasons. This is one of the very few games I have seen that lets you play any style you want and can still complete it, even in ways the devs never intended sometimes. The other fallout titles from Bethesda only support one play style - kill everything they expect you to, just get to choose melee or guns basically. New Vegas you can do pacifist and talk your way out etc. Skyrim was fun for different reasons, but definitely not the story or choices. All other modern Bethesda games have just been... meh
It’s a great game I wish they would remaster or even a sequel. Maybe now that Microsoft owns both Bethesda and obsidian they will give obsidian another shot at fallout.
@@jubbalubbyMe too but I also just absolutely hate how the overhaul looks and its so jarring to me that there's so many modding guides that recommend it
@@jubbalubby Not at once, you can have 2 (one human and either Rex or ED-E) in your party. You had both Veronica and Boone together and that's not possible in base-game so that's why I asked
@@sabilsadat you can use a glitch with veronica that allows you to gather all companions in the base game, its a bit ellaborate but its doable, but yes, he had a mod, i urge you to look for it in nexus mods because sometimes poeple dont like sharing their mod setups for new vegas, i dont know why but some peeps do it anyways stop wasting your own time and google it up cheers take care
@@sabilsadat You can glitch Veronica's dialogue to open up extra companion slots. You can have all six humanoid companions at once. As for mods, the best is probably Followers Formula. Unlimited Companions does what it says, but it's a little buggy.
if you talk to Mr. House right after arriving at the Strip, he will tell you about the Chairmen. Then go to the Tops and talk to Swank at the register. My speech wasnt high enough so I only got him to give me back my weapons.
It's not that there's a paradox, it is that you're not comparing like for like. You're comparing variety of choice with the freedom to choose. The faction systems in FO:NV are a poor example of this because it manages the consequences of choices rather than being choices in themselves. These consequences limit the variety of choices not denying you the freedom to choose. Most narrative RPGs create the illusion of choice but we all know there is finite outcomes. But by giving a large assortment of these fixed outcomes we get to choose between them thereby hiding the fact that we are being actually denied freewill. Dialogue options are fixed. Objectives are fixed. Methods are predfined. True freedom of choice only exists within rules-based systems where structured progression and narrative is largely absent. Tabletop RPGs or CRPGs like NetHack offer true freedom of choice because they are rules based, You're dropped into an environment and you decide for yourself what to do. It's almost a misclassification to call these RPGs due to their open ended gameplay rather than you being cast into a predefined "role" but the term Sandbox didn't exist to describe these games until after the term RPG was well established. The FO series has never offered true freedom being that it is trying to tell a specific story and you are just given a variety of ways through that fixed sequence of events.
well, yeah. My first point was that the choices lead to certain outcomes that are unique to one another, thus enhancing the illusion of freedom. At no point did I say it offers absolute freedom to the player. The last sentence of the first part is a conclusion of what's said before, maybe I wasnt clear in my explanation, but I was alluding that the feeling of being free to choose is validated by the unique outcomes, not absolute freedom.
The Courier is so legendary that word spreads really quick whenever they do something. would be funny if the faction members knew each other so well too that unless you're wearing their outfit, you're so recognizable that they just know immediately.
I recommend Gopher's playlist on New Vegas mods. It was really easy to follow and he has a list in the description in case you know how to install a mod already
Benny: "Do what you gotta do, baby." Courier: _Pulls out grenade rifle_ Benny: _Surprised Pikachu Face_ I'll say it whenever possible, Bethesda lost its way after Morrowind. Todd Howard is a creatively bankrupt, visionless hack. If you need evidence for that claim, there are three examples that sum him up perfectly: 1. Skyrim - The protagonist is called The Dragonborn, and he is a destined hero. 13 years later, what do we get in Starfield? _The fucking Starborn._ They're a destined hero, too. 2. Fallout 76 - The Scorch Beasts are literally just reskinned dragons from Skyrim. 3. Fallout 4 - Just like Fallout 3, you're a vault dweller who is searching the wasteland for an immediate family member. You know how many Fallout games had you start as a vault dweller before 3? One. The first one. That was it. Just Fallout. You know what else the series had no need for after 1? Bottle caps. They were a makeshift currency in the area and were supplanted by NCR money once that government was founded and got on its feet. There's even a quest where you're helping a ghoul find his treasure. It turns out to be 1000 bottle caps, and its utterly worthless.
i agree on all your point except that last one, im sorry but thers like two novels and old world blues dlc in new vegas wich explains why bottle caps are the main currency, so i dont get wher youre going with that, but i agree that todd howard has been the worst thing to happen to videogames ever
Nice and all but it's still just a game. Takes forever to really get started because you can't make it anywhere with weak guns and constantly being hit by bugs and creatures
You can just get into it by playing for some more time than the first 4 hours so its not "taking forever". yall really having small attention spans if you dont wanna play that long.
@@Chillwave6 I'm not talking about play time. I'm talking about unrealistic, or not as fun gun physics. I shouldn't have to hit something 20 times or more for it to be gone
@@bansheesioux5569 oh yeah true, the game's only really fun with some dialogue and even if you get past the boring early game, it doesn't really turn better gameplay wise.
i feel like when people say choices and consequences, they almost always mean the biowarian way. You have one choice that the developers clearly put more effort in (i.e. siding with the residents of good springs) and a contrarian option for other playthroughs, with little to no more content (siding with the powder gangers). Choices and consequences is a cancer theory for RPGs in general
I get what you mean, but your example is flawed here. If I had sided with the Powder Gangers, I'd get far more content than siding with Good Springs since it opens up a new quest chain. And also what you refer to is more Bethesda like. Bioware choice consequence is more fleshed out but sometime trivial, like if you dont do a companions quest, they will die later in the story and so.
the powder gangers did feel pretty underdeveloped, but i blame that on the time constraints on new vegas' development. there's like maybe 3 or 4 quests related to the powder gangers (the NCR correctional facility, boxcars, vault 19).
@@manboy4720 powder gangers give you up to 4 more quests, goodsprings gives you none as a metter of fact, the only thing the powder gangers hace as "underdeveloped" is their identity, theyre convicts and have dynamite but in no way are they explosive megalomaniacs or addicted to arson or anything, theyre just dudes getting by
Tbh I'm starting to get resentful and tired of multiple choices games and especially endings. I feel it's overrated at this point and we've seen a lot recently that it takes away more than it adds to these games. I want all of my efforts and choices in the story to actually amount to something final and definite and I wanna hear about it in the next game. I don't want the characters to just not mention something as huge as some of these endings or the people involved. Word would spread pretty fast about events like these around the wasteland and beyond to other wastelands. I think the games should have choices through out the story and side quests but the endings need to start being more set in stone. You can still have the slide show at the end about you choices mid game and the factions outcomes. That's not as important as the conclusion. As a result of every RPG having like 4 endings to choose from each of the endings feels weaker than they could've been. I'm also well aware that what I'm saying could potentially lead to crappy results if not done or written properly but I'd still like to see it happen.
@@jubbalubby hey pal, but like, have you seen the damage from the perks? theres a stat counter mod i forgot its proper name, confirmed bachelor net me like 40k more damage on a playhtrough against not having confirmed bachelor on a diff character, i wish it where like that irl fr fr
@@jubbalubby it does happen, it's just hard to tell since our world has such low HP that it rarely matters. either a punch toes too little to be multiplied or a bullet will do it no matter what.
I laughed at you saying the story of New Vegas is excellent and brilliantly written. I've just finished my first playthrough and I've been scratching my head as to why people love it. The story keeps coming up as a reason but the player character has literally no motivation from act 2. The hunt for Benny makes sense. You get to mete out justice if that's what you're into, you find out why you were attacked. Fine. But then what follows assumes you have a vested interest in the fate of the Mojave, which frankly I did not. You go on to say the way the story unfolds is in the players hands... kinda... but it's really just doing different fetch quests to queue up a different slide show at the end. Are there any in-game changes to your actions other than getting attacked by factions that don't like you? I went with the independent ending because I really didn't care about any of the factions (apart from maybe the Boomers) by the end of the game and so my motivation was killing out of boredom and so I could see the credits roll. You go on to talk about how skipped content has a failsafe state like it's not common in these kinds of games but also, guess what? New Vegas absolutely sucks at this too. I have a list a mile long of instances where the game doesn't account for these sorts of things. Eg if you talk to Veronica about the Vegas Strip she says she's never been there, even if you've been there with her multiple times. A member of the Legion told me I'm close to making an enemy of Caesar, after I'd blown Caesar's head off and was reviled by the Legion. I learned about the history of the Boomers and how they planned to raise a plane from a lake. In doing so I passed a skill check to suggest raising it with ballasts. When I later had to talk to the guy about raising the plane, the only way to progress the dialogue was to say I didn't know about it, nor how to raise it. I spoke to Diane at the Khan's camp, then her partner. After he mentioned Diane, the only option I had to talk about her was "who is Diane?". Factions also don't seem to react to you joining, which seems odd. This isn't nit-picking either: stuff like this happened so often that it became distracting. So good on them for figuring that people might run straight to New Vegas, but they missed out a lot of other things. You mention Vault 22 and maybe I just misunderstood, but when I picked up There Stands the Grass having already visited, I still had dialogue suggesting I'd not been there and when I handed over the data immediately the guy thanked me for going and my options were things like "you didn't warn me about the danger"... so again it seems they've figured these things out for some areas and not others. And maybe I just had an unlucky playthrough finding instances contrary to what you're suggesting. TL;DR the writing really isn't as good as you're making out imo.
I can see your point. Not to invalidate your experience, but ofc a game made in 18 months from 10+ years ago can't account for every single minute decision you could make. I base my point around how the game gives you the option to complete the quests out of order, to me that's already good writing. Whether or not my choices are explicitly acknowledged in the dialogue is cool but not too important to me personally.
Modern Bethesda’s solution to players “making paper airplanes” is to superglue the pages into the book. New Vegas and BG3 meanwhile had the pages made to be as aerodynamic as possible
To dumb it down
New Vegas is good because it puts the RP in RPG.
Yeah kinda, tho I'd say it as "in New Vegas the role playing actually matters"
@@jubbalubby It's certainly one of the few 'true' roleplaying games because of that. I've played dozens of games with the RPG label and never felt as 'immersed' in the setting as in FNV.
So few games understand that today
@@ahealthkit2745 Yeah I feel like people have lost the concept of what an RPG is. But there seems to be a big enough demand for it, especially after more modern gamers got a taste of it with BG3. I think a lot of them did not know what they were missing until that. Hopefully this will result in the genre coming back!
@@oneill6291 It's a damn good genre, and it needs to be shown more respect than most companies that make "RPGs" show it. I.E. Bethesda, with their constant illusion of choice, or at best (somehow) half-baked alternate options. (Example, the good guy option in Nuka-World)
I still get PTSD every time I hear "you, you're finally awake"
At least the wagon isn't flopping around like a fish out of water this time around
I shouldve added the wagon flipping footage cuz todd blessed it happened during recording lmao
It’s not a common bug. Ive played day 1 release plenty of times and have barely encountered any bugs besides the Nord Space Program
skyrim is so well optimized
@@AlqhemyA was*
@@HunterAnsorge-ok9jk it was a joke
You can actually side with goodsprings AND be friends with the powdergangers.
As long as you dont actually fight during the gunfight the gangers stay cool with you. You can distract them. Block their shots with your body, as long as you dont hit them. Also, no companions. Some people may die but they can defemd the town themselves successfully.
I assume they think they hit more resistance than expected. You can even take the ncrcf by stealth killing everyone but the boss. Wait till the quest to retake the prison and stealth kill the boss. Again they assume the ncr did it.
Was this intentional? I dunno. It just works
that has to be the most esoteric paragraph about new vegas that Ive read yet.
@@jubbalubbydoes it not put a hole in your video?
No I dont think so. While it is a possibility and requires a lot of game knowledge, I believe that's not one of the options that the dev intended to have in the game. It's more like an engine limitation and/or time constraints that that option couldnt be explored further.
@@jubbalubby yeah seems more like an exploit created by playing the game in a particular way that was never tested or intended to me
You can still kill them. You will get Shunned not Vilified, meaning they wont like you, but you can still talk to them. You’ll have to pay with them to get into the prison, no speech option available. I think it either depends on how many you kill or how many you kill outside of the quest. I literally saved Goodsprings and am now helping them in the prison in the gameplay I’m in right now.
love when TH-cam recommends good channels not getting recognized dope vid
Ey you watching the vid and enjoying it was enough recognition for me
When I make a paper airplane out of New Vegas’ script I feel like I’ve just created an A10 Warthog. I cannot say the same for a Bethesda made script. Unbelievably though Bethesda games seem to sell like crazy so I guess any of us who expect more from a script must be wrong.
Edit: Morrowind was like an A-10 too. Credit where it is due and all that.
Godd Howard is pleased with this sentiment. You will get to buy copy of Fallout 76 at a 50% discount!
I’d say during the development Oblivion is the when BGS started to lack it’s ambition. While I enjoy all of their modern RPGs, they never can seem to meet the same level of writing they had back in Morrowind… except for Far Harbor.
@@ADMONIUS No, Far Harbor's writing was trash, let's not kid ourselves here. You are right about Bethesda though, all these modern problems can be traced back to Oblivion.
"Unbelievably though Bethesda games seem to sell like crazy", I guess they also know how to make master-class level TV shows now too, huh
@@xx_amongus_xx6987 Considering they didn't have any input outside of Todd himself, I would say the show was good *despite* Bethesda, not because of them. Also, 'master class'? lmao I like the show a lot but it's not Breaking Bad or anything, get real.
i started replaying it a few days ago and was shocked how deep the game is, the only other game that gave me the same feeling was Baldurs Gate 3
@@LeateqOfficial try dying light ( number one specifically...2 went a different direction with mechanic's and story)
"Video essayist or A YAPPER". Subscribed instantly.
Excellent intro, I often times have a hard time watching these videos with my 1,500+ hours, they can feel like a friend talking about a movie you’ve seen to many times. But you had an interesting nice new take on things, good job
Yeah that's my problem with a lot of videos about New Vegas too. Even with my 200h I can't focus on the normal plot summary with light analysis video. The 3 weeks making the video were mostly spent on how to approach it in a new and fresh way
A few minutes into this video i can already tell its going to be great, your very underrated for the effort you put into the video. Great content!
you deserve more subs, this video was really well made!!
RPG narratives are a lot like the old choose-your-own adventure books. They are branching narratives with decision points that can be mapped out on a flow chart. This is hard to pull off, as it can become very complicated, very quickly if the writers attempt to load it up with enough choices to create a genuine illusion of freedom, choices, and consequences. Comparing Fallout: New Vegas with Skyrim reveals two radically different approaches. Fallout: New Vegas embraces the complexity and pulls it off surprisingly well. It is a shame that they didn't have more time. Imagine being able to continue in the game world after the ending to see how the world was affected by the player's choices. Skyrim is much simpler. I'm sure the New Vegas flow chart would look like a chaotic, tangled rat's nest in comparison. What I find most disappointing about Skyrim's narrative is how the few choices that look like they should be consequential (Dawnguard vs. vampires, Empire vs. Stormcloaks) hardly affect the world outside of key NPCs in those quest lines. It makes me ask why the game offered those choices in the first place; it would have been better off with a single linear narrative in each case since the writers clearly weren't interested in having those choices affect the world. I wonder why the civil war quest line is even in the game if it wasn't going to be fleshed out. It seems superfluous. Skyrim's stories are mostly series of utterly conventional fantasy clichés anyway, so it is hard to get engaged in the narrative whether it is linear or branching. Skyrim's great strength is a world that is enjoyable to explore; it is not a game that one plays for the story.
All of that is trivial compared to Alduin and the Fallen Dragonborn so it kinda makes sense
Yeah right on about Skyrim. You just made me realize that’s a big reason why I prefer oblivion: each of the 5 main quest lines have linear stories, which makes continuity with the game world you play in.
New Vegas pulls this off by doing something ingenious.
Each quest is isolated and treated as its own individual flow chart of choices. You typically won't see the consequences of your actions in the game world outside of isolation. For example, no matter how you handle Primm, the consequences of that never extend beyond Primm. However at the end of the game you'll get a slide telling you what happens after the credits roll. This is what I call the illusion of impact.
New Vegas is a game that is a series of short stories throughout the world. The resolution of those stories typically don't impact anything outside of said story.
Except they do indirectly. The faction reputation system is a bridge between these isolated stories. New Vegas only works BECAUSE of the reputation system. It's the reputation system that allows the game to open or close doors for you in the isolated stories based on how you've completed other isolated stories.
The quests rarely directly impact one another. But they all feed into the reputation system which functions as a switchboard that turns options on or off based on how far you've moved the slider on a particular faction, sometimes shutting down the quest entirely.
In a vacuum, none of the individual stories really make a difference in the game world outside of its host area. But the reputation system gives it the illusion of impact.
If you made a mod which disabled the faction reputation system entirely, and forced all values to be a constant neutral zero, the game would lose most of its appeal.
Fallout 4 has an almost identical narrative design for the factions. But instead of individual quests changing a reputation slider, there's a point of no return in the main quest that shuts down the other paths. This is why the quest design of fallout 4 feels so lifeless. Quests typically don't have branching routes, and those that do are in isolation and don't tie into a higher level system that affects global variables and switches. It makes no difference if you save or kill lorenzo cabot to the game world or any of the factions.
Bethesda did clearly learn from New Vegas when developing 4. But they didn't fully understand why it worked so well.
Sadly Emil Pagliarulo talking about Fallout, it annoys me that he treats storytelling as garbage. People actually do care about lore and consistency.
This was a really good video. You deserve a lot more subscribers. Please keep going in your career on TH-cam, I can see you easily having 20k by the end of next year!
ey thanks for the kind words man im cooking as always
Probably the 15th video if watched on New Vegas from a small channel. I've 100% re-caught the NV bug
Im just doing what was destined for me man, no aspired yapper shall avoid fallout new vegas
If I ever get 3 wishes from a genie, one of them will be to live in the timeline where Obsidian had another year or so to work on New Vegas. Even with the rushed production it's still the best Fallout game, somehow.
2nd wish: a sequel to new Vegas
3rd wish: a remaster to new Vegas and the sequel
I love fallout, and like new Vegas quite a bit; but maybe because I'm older, or just because I pay attention, I remember the launch of New Vegas.
If you think people online bash fallout 4, New Vegas was panned by many critics and most players during launch.
Some of the problems that caused that (most, really) are still there. Playing vanilla or modded? Crash every 20 minutes to 2 hours, but the crash will come, and at the worst possible moment, every time.
@@strixfiremind Yeah it was rushed for sure.
The jank has never been a real problem for me though, rare crashes and very rare situations where I need console commands to fix something.
@@strixfiremind not if you know how to mod the game properly. I have 70+ hours of gameplay in my current campaign and exactly zero crushes, zero game breaking bugs and zero FPS loses. For example, you can never optimize Fallout 3 to be so exceptionally stable, but it doesn't take much effort with New Vegas.
@foxanard you do realize, especially with PC, that different hardware has different effects with games, yes?
For instance, I can play Fallout 3 vanilla with no problems; but I can't run New Vegas without mods.
Also, I'd like to point out that I said new vegas can't run without mods, and here you come telling me how well it runs *with* mods...lol. hilarious.
It's been a minute since I've seen you pop up, but I love your stuff, dude!
Its been hectic lately but Im back to my normal upload schedule now
One way to look at being able to slaughter so many in faction and still join them later. If there is no survivor, there is no one to tell that faction who killed all of the members, therefore they have no way of knowing what you did, especially since there is no modern technology to find DNA evidence or cameras to capture what happened.
No other games made me felt like this game ever made. Knowing the consequences of my actions from previous quests, I had to decide the fate of Freeside. I became paralysed, literally had to lay down and search every single path that leads to goodness but none of them are optimistic. If there is a time limit, I would have chosen every single worst choice and worsen the Mojave.
Oh yeah definitely, I HATE it when a game gives me an important choice and then put a timer to freak me out even more
My favorite game of all time and I love how you ended it saying we were the art piece all along. New Vegas is the ultimate rpg in my eyes, again my favorite game ever.
you know you can side with goodsprings against the powder gangers and not lockout the quest at the prison you just gotta make sure you don't actually kill any of them and only chip their health down for the others to kill them
not to ruin your point but there is a middle option with all the reward or you can do the prisons missions and go back to goodsprings
If you hide during the Ghost Town Gunfight and don't do anything else to offend the powder gangers you can still do their quests. I don't know if you always can my save is a bit weird but so far on my no kill run the powder gangers have shunned me but I can still do their quests.
hey man! first video i’ve seen from you and i’m happy to be you 421st follow, you have so much potential!
glad you're here, stick around for more fun stuff cuz ya boi is cooking
Not to diminish the point about choice, because it still stands, but it's entirely possible to side with Goodsrings and only receive only a "shunned" relationship with the Powder Gangers.
It requires some effort on the players part. For one thing you need to pass all the conversation checks for the people of Goodsprings to get them on board with helping Ringo; specifically getting the meds from Doc Mitchell (which has no check actually, he's a good guy and gives them), Chet's leather armor, and Trudy; to get as many other people from the town in as you can.
You need the people of Goodsprings to join the fight and to have some DT and health recovery because they will have to do all the kill'n.
During the fight avoid killing Powder Gangers, especially Joe Cobb (so be carful with dynamite). Use VATS to disarm and cripple them, but try not to actually kill any yourself. Ringo also needs to survive if you want the cap and rep reward, he will usually finish off Cobb, but you might need to help him.
You will almost always get "Shunned" by the Power Gangers. But 'shunned' doesn't make them hostile. You can still go to Eddie at the NCRCF (after paying Dawes at the door) to do the quests for the Powder Gangers; eventually improving rep with them... Unless you betray Eddie to the NCR.
you can delay the Goodsprings defense until you do the Powder Gangers' quests
what would happen if you do the powder ganger quests and get a good rep among them but do the goodsprings defense when you're at the top of karma for the gang? do you get reduced to like normal from the massacre?
@@Chillwave6 you get reduced to villified or something
@@formbi oh damn, from the top all the way down?... is there any benefit to being a good rep with the powder gangers rather than goodsprings?
@@Chillwave6 you can do their vault 19 quest and convince its inhabitants to turn themselves in to NCRites
@@formbi oh interesting, I'll use that for the ncr playthrough since I'm only finishing my first, independent one now
One of the things I think a lot of people overlook is how top tier the voice acting was. I don't think any game has rivaled it in that respect.
I think Witcher 3 has some of the best voice acting I have ever heard. New Vegas is high on that list for me as well however,
This! And an AMR sneak crit makes my smooth brain go brrr.
Putting a clip of Emil make me laugh as if he can write
3:25 That's not 100% true. You can equip their armour and quickly pass by powders guard and find their leader and do their quest line.
Also if you don't kill any powder during goodsprings defending their town, you'll still lose rep with powders but way less allowing you to do their quest line
"No likey, no lighty!"
New Vegas only works because of the faction reputation system. Without that, the individual stories would feel as hollow and isolated as they do in Fallout 4. But because all these isolated quests feed into a bigger system that flips switches and changes variables for other quests, it allows isolated quests and stories to have impact on the whole game world. This is where the illusion of impact comes from with it's narrative design. It's not the quests themselves that have any actual impact. Most quests don't do anything beyond their specific locations. But they do typically change faction reputation values. Other quests throughout the game then change what choices are available to you based on your faction reputation values. This gives the various isolated parts of the world the illusion of impact on the whole world. If you were to completely disable the reputation system entirely, the quests would instantly stop feeling impactful.
When i have 10x as many hours as the game reviewer:🗿
Play other games man you got a rig (I assume)
@@jubbalubby I do play other games, I just really like fallout.
Yes! That's what I've been trying to say about New Vegas. It's NOT realistic in any way but the logic within the world of the game is consistent and somewhat grounded!
As a Fallout 1 and 2 enjoyer I was super sceptical about playing New Vegas...I'm on my 2nd playthrough now...ave Caesar (in this walkthrough))
Half of the New Vegas team back then was former Interplay devs so it makes sense that they could recapture the spirit of Fallout so accurately. I'm a Yes Man enjoyer so thats what I pick every time
@@jubbalubby Yeap, the right people in the right place can make all the difference. My 1st walkthrough was with the Yes man too...now I'd like to explore the darker side of things.
P.S. Great video, the narrative, the pacing...all good
Ordinary people don't want RPGs, they want RPG flavoring. Then again, BG3 sold amazingly, so maybe there's a turn coming.
I would disagree. I think people really like the real RPG experience, even the hardcore ones. It's just that a lot of RPGs lack cutscenes, so it's hard for the mainstream audience to get into and follow the story
How do you have ONLY 800 subs! This is crazy
7:00 reason why many HATE bethesda
Oh you sweet summer child... 200 hours isn't nearly enough time to really get to know the 100 megaton bombshell that is new Vegas 😅
Always makes me happy to see a filthy frank refrence
I'm a proud Pink Guy enjoyer
Unless you go around shooting every Powder Ganger you see, you can save Goodsprings and help the Powder Gangers at the correctional facility. Your reputation with them will be, Shunned, not Vilified. In the gameplay you’re showing you’re going around murdering all of them, even the ones outside of the Goodsprings quest. That will get you Vilified lol
Oh no I killed both Joe Cobb and the Powder Gangers group so i got vilified there. I got villified later because I was wearing their outfit
Examining? Exa Mining? I understand that english is your second language but i still can't beleive it
you better believe it then, ill keep butchering these words till my last breath
FNV creates a theme park for you to explore at your own pace.
Games written by Emil Pagliarulo are made for linear games with unskipable cutscenes, and written poorly.
There is a general philosophical difference between how bethesda and obsidian write everything in their games.
One is, on paper, the more attractive option. Bethesda gives you the philosophy that a game should allow the player to "go anywhere they want". They focus heavily on creating bigger and bigger worlds. Every single todd howard speech is almost exactly the same. A heavy focus on size and freedom.
This approach is instantly attractive to most (inexperienced) players. After all, so many games limit your experience to predetermined questlines and linear or semi-linear world design. The type of open world fps/slasher that bethesda tends to make, therefore hits a specific spot many people crave.
There is a major downside to this though.
Obsidian's philosophy, for new vegas at least, implies that freedom ISN'T doing any possible action at any given time, going anywhere you want whenever you want. Or if that IS freedom, it at least isn't the good kind.
Their philosophy revolves around choice leading to consequences that are meaningful within the world, for the gameplay, as a reward, or to progress the story or develop the characters.
This is the fundamental difference, and I believe, what drives so many people to new vegas' design rather than Bethesda's copy-pasted worlds. A world that is filled with choices and consequences, all being meaningfully connected, remembered by characters, commented on by npc's, is a far more interesting, thought-provoking experience, then simply being dropped in an empty sandbox and told we can go "anywhere".
Think of it like this:
Every day I can make an infinite amount of choices in my life. I can decide to do any random number of oddly specific things, all specifically chosen by me. Some of them more relevant or practical than others.
However, only every once in a while do I need to make a choice that is actually meaningful to me, my life, the people around me...
We do not generally tend to think of freedom as the infinite amount of possibilities within a given time-frame. If this were the case, a slave working the fields should consider itself free whenever they choose to do the same generic things day in day-out. Every choice they make, is a choice, no matter how you look at it. We are fundamentally FREE, in the subjective sense.
However, absolutely nobody would actually believe the slave to be free in a MEANINGFUL SENSE. Only if the slave is freed from their bonds and allowed interaction with the world on THEIR terms, can such a thing be possible.
Bethesda gives the player a million tiny freedoms, that add up to basically nothing. You are free to go in any direction. But why should I? You are free to kill any opponent anywhere in the world at a beginner's level, but is this rewarding to me? You are free to be "good" or "evil", but why should that choice matter to me?
Bethesda gives you the OPTION of doing something, without giving the player proper REASONS for it. Or if they do, it happens far too rarely.
Fallout 4 felt incredibly empty, boring, lifeless, despite being the "biggest" fallout they had made so far. Every enterable building was huge and filled to the brim with STUFF. With CONTENT. But not with anything meaningful.
New vegas, on the other hand, has smaller buildings, a more tightly-designed open world map, more limitations to how people can move around and explore, which makes CONQUERING those limitations through resourcefulness, skill, or plain experience a MEANINGFUL thing.
In the end, Obsidian's philosophy of freedom through consequence, is a far more meaningful, memorable and enjoyable experience than the TOTAL freedom that is Bethesda's philosophy. There is something attractive about the latter as well, but it quickly becomes stale.
If bethesda WANTS to improve (they don't. skyrim brought in the big bucks, and the only thing they do nowadays is just copy-paste mainstream successes, removing player enjoyability in exchange for microtransactions and actually scam people repeatedly. Their creativity is dead.) they need to suck up their pride and admit new vegas' design was superior in pretty much every single possible manner, excluding the bugs and crashes. And players too need to recognize this.
This is the reason I won't get tired of new vegas essays. Ever. This stuff needs to be said a hundred times over until other developers learn. (Also new vegas' combat and stats design is far superior to any roleplaying combat mechanic I've ever come across. Damage treshold and ammunition types are a gamechanger, and nobody freaking talks about it.)
Long ass dissertation. Jokes aside, you summed up a lot of my thoughts perfectly. The illusion of freedom that Bethesda offers is very synthetic since there's no stake the player can't be allowed to fail or deviate from the intended path. I think this stems from the studio's misjudgment of their audience. The success of Skyrim sorta sealed the deal on enforcing the idea that the more diluted the RPG elements are, the easier it is to market the game to a broad mainstream audience. And we saw how well it went with Starfield, while BG3 dunked them to the next decade with a damn turn based top down gameplay.
The one thing I don like about new Vegas is that killing powder gangers gets you good karma, but taking their stuff makes you lose karma
yeah its one of the funnier aspects of the game, killing super villain is ok but stealing? Absolutely detestable!
Amazing video man
New Vegas is still my favorite to this day for so many reasons. This is one of the very few games I have seen that lets you play any style you want and can still complete it, even in ways the devs never intended sometimes. The other fallout titles from Bethesda only support one play style - kill everything they expect you to, just get to choose melee or guns basically. New Vegas you can do pacifist and talk your way out etc. Skyrim was fun for different reasons, but definitely not the story or choices. All other modern Bethesda games have just been... meh
Fantastic video my friend
nice work
Keep up the great work man❤
I'll never stop yapping!
It’s a great game I wish they would remaster or even a sequel. Maybe now that Microsoft owns both Bethesda and obsidian they will give obsidian another shot at fallout.
that's the easiest slam dunk in history but i doubt theyd do it
@@jubbalubby Well, there's also the fact that most of the devs that made NV are gone from the company.
You have know idea how much I respect you for modding FNV but not using the Character Overhaul
I prefer the old rustic charm of the original character models.
@@jubbalubbyMe too but I also just absolutely hate how the overhaul looks and its so jarring to me that there's so many modding guides that recommend it
Noticed you have more than one companion with you in the footage. Mind sharing the mod you are using?
you can have up to 5 or 6 companions in the base game yknow
@@jubbalubby Not at once, you can have 2 (one human and either Rex or ED-E) in your party. You had both Veronica and Boone together and that's not possible in base-game so that's why I asked
@@sabilsadat you can use a glitch with veronica that allows you to gather all companions in the base game, its a bit ellaborate but its doable, but yes, he had a mod, i urge you to look for it in nexus mods because sometimes poeple dont like sharing their mod setups for new vegas, i dont know why but some peeps do it anyways stop wasting your own time and google it up cheers take care
@@sabilsadat
You can glitch Veronica's dialogue to open up extra companion slots. You can have all six humanoid companions at once.
As for mods, the best is probably Followers Formula. Unlimited Companions does what it says, but it's a little buggy.
@@jubbalubby
We can see the Companion Complete Control mod companion avatars on your screen.
Excellent video, but Jesus Christ, what amalgamation of mods were you using for your cross hair?
At this point I've given up on figuring out why my crosshair look like that
@@jubbalubby
What mods were you using?
But how did you sneak in a grenade launcher into the casino XD XD
if you talk to Mr. House right after arriving at the Strip, he will tell you about the Chairmen. Then go to the Tops and talk to Swank at the register. My speech wasnt high enough so I only got him to give me back my weapons.
I am the most important? Yay!
Yes you are my dear viewer.
It's not that there's a paradox, it is that you're not comparing like for like. You're comparing variety of choice with the freedom to choose. The faction systems in FO:NV are a poor example of this because it manages the consequences of choices rather than being choices in themselves. These consequences limit the variety of choices not denying you the freedom to choose.
Most narrative RPGs create the illusion of choice but we all know there is finite outcomes. But by giving a large assortment of these fixed outcomes we get to choose between them thereby hiding the fact that we are being actually denied freewill. Dialogue options are fixed. Objectives are fixed. Methods are predfined. True freedom of choice only exists within rules-based systems where structured progression and narrative is largely absent.
Tabletop RPGs or CRPGs like NetHack offer true freedom of choice because they are rules based, You're dropped into an environment and you decide for yourself what to do. It's almost a misclassification to call these RPGs due to their open ended gameplay rather than you being cast into a predefined "role" but the term Sandbox didn't exist to describe these games until after the term RPG was well established. The FO series has never offered true freedom being that it is trying to tell a specific story and you are just given a variety of ways through that fixed sequence of events.
well, yeah. My first point was that the choices lead to certain outcomes that are unique to one another, thus enhancing the illusion of freedom. At no point did I say it offers absolute freedom to the player. The last sentence of the first part is a conclusion of what's said before, maybe I wasnt clear in my explanation, but I was alluding that the feeling of being free to choose is validated by the unique outcomes, not absolute freedom.
But how does every member of a faction know who you are and what you have done?
Telepathy, they all are a part of a hivemind
@@jubbalubby Id like to see a game where reputation system makes sense
Spies everywhere and radios exist.
The Courier is so legendary that word spreads really quick whenever they do something. would be funny if the faction members knew each other so well too that unless you're wearing their outfit, you're so recognizable that they just know immediately.
@@Chillwave6 serious explanations only, thanks
Omg Pagliarulo is such a weiner. I can´t believe they keep letting him write anything.
Good shit
I need the mods you're using
I recommend Gopher's playlist on New Vegas mods. It was really easy to follow and he has a list in the description in case you know how to install a mod already
are you not playing with the iron sight centering mod?
I dont know man i just use whatever i installed in 2019
why are you playing with project nevada 💀
Benny: "Do what you gotta do, baby."
Courier: _Pulls out grenade rifle_
Benny: _Surprised Pikachu Face_
I'll say it whenever possible, Bethesda lost its way after Morrowind. Todd Howard is a creatively bankrupt, visionless hack. If you need evidence for that claim, there are three examples that sum him up perfectly:
1. Skyrim - The protagonist is called The Dragonborn, and he is a destined hero. 13 years later, what do we get in Starfield? _The fucking Starborn._ They're a destined hero, too.
2. Fallout 76 - The Scorch Beasts are literally just reskinned dragons from Skyrim.
3. Fallout 4 - Just like Fallout 3, you're a vault dweller who is searching the wasteland for an immediate family member.
You know how many Fallout games had you start as a vault dweller before 3? One. The first one. That was it. Just Fallout. You know what else the series had no need for after 1? Bottle caps. They were a makeshift currency in the area and were supplanted by NCR money once that government was founded and got on its feet. There's even a quest where you're helping a ghoul find his treasure. It turns out to be 1000 bottle caps, and its utterly worthless.
i agree on all your point except that last one, im sorry but thers like two novels and old world blues dlc in new vegas wich explains why bottle caps are the main currency, so i dont get wher youre going with that, but i agree that todd howard has been the worst thing to happen to videogames ever
Nice and all but it's still just a game. Takes forever to really get started because you can't make it anywhere with weak guns and constantly being hit by bugs and creatures
Skill issue
@@jubbalubby it's a game. It's not building a house lol.
You can just get into it by playing for some more time than the first 4 hours so its not "taking forever". yall really having small attention spans if you dont wanna play that long.
@@Chillwave6 I'm not talking about play time. I'm talking about unrealistic, or not as fun gun physics. I shouldn't have to hit something 20 times or more for it to be gone
@@bansheesioux5569 oh yeah true, the game's only really fun with some dialogue and even if you get past the boring early game, it doesn't really turn better gameplay wise.
Exah mining is crazy , am out dawg.
great ass video!!!
i feel like when people say choices and consequences, they almost always mean the biowarian way. You have one choice that the developers clearly put more effort in (i.e. siding with the residents of good springs) and a contrarian option for other playthroughs, with little to no more content (siding with the powder gangers). Choices and consequences is a cancer theory for RPGs in general
Uh.. no?
I get what you mean, but your example is flawed here. If I had sided with the Powder Gangers, I'd get far more content than siding with Good Springs since it opens up a new quest chain. And also what you refer to is more Bethesda like. Bioware choice consequence is more fleshed out but sometime trivial, like if you dont do a companions quest, they will die later in the story and so.
the powder gangers did feel pretty underdeveloped, but i blame that on the time constraints on new vegas' development. there's like maybe 3 or 4 quests related to the powder gangers (the NCR correctional facility, boxcars, vault 19).
@@manboy4720 powder gangers give you up to 4 more quests, goodsprings gives you none as a metter of fact, the only thing the powder gangers hace as "underdeveloped" is their identity, theyre convicts and have dynamite but in no way are they explosive megalomaniacs or addicted to arson or anything, theyre just dudes getting by
pog video
Tbh I'm starting to get resentful and tired of multiple choices games and especially endings. I feel it's overrated at this point and we've seen a lot recently that it takes away more than it adds to these games. I want all of my efforts and choices in the story to actually amount to something final and definite and I wanna hear about it in the next game. I don't want the characters to just not mention something as huge as some of these endings or the people involved. Word would spread pretty fast about events like these around the wasteland and beyond to other wastelands. I think the games should have choices through out the story and side quests but the endings need to start being more set in stone. You can still have the slide show at the end about you choices mid game and the factions outcomes. That's not as important as the conclusion. As a result of every RPG having like 4 endings to choose from each of the endings feels weaker than they could've been. I'm also well aware that what I'm saying could potentially lead to crappy results if not done or written properly but I'd still like to see it happen.
Thats valid, Im sick and tired of multiple half assed endings too
You basically described fallout 1&2
Algorithm support comment
It's also great because it made me a woman.
well there you go, the New Vegas to trans pipeline is real
@@jubbalubby hey pal, but like, have you seen the damage from the perks? theres a stat counter mod i forgot its proper name, confirmed bachelor net me like 40k more damage on a playhtrough against not having confirmed bachelor on a diff character, i wish it where like that irl fr fr
I'm glad there's no way for us to weaponise bisexuality like that irl
@@jubbalubby it does happen, it's just hard to tell since our world has such low HP that it rarely matters. either a punch toes too little to be multiplied or a bullet will do it no matter what.
I laughed at you saying the story of New Vegas is excellent and brilliantly written. I've just finished my first playthrough and I've been scratching my head as to why people love it. The story keeps coming up as a reason but the player character has literally no motivation from act 2. The hunt for Benny makes sense. You get to mete out justice if that's what you're into, you find out why you were attacked. Fine. But then what follows assumes you have a vested interest in the fate of the Mojave, which frankly I did not. You go on to say the way the story unfolds is in the players hands... kinda... but it's really just doing different fetch quests to queue up a different slide show at the end. Are there any in-game changes to your actions other than getting attacked by factions that don't like you?
I went with the independent ending because I really didn't care about any of the factions (apart from maybe the Boomers) by the end of the game and so my motivation was killing out of boredom and so I could see the credits roll.
You go on to talk about how skipped content has a failsafe state like it's not common in these kinds of games but also, guess what? New Vegas absolutely sucks at this too. I have a list a mile long of instances where the game doesn't account for these sorts of things. Eg if you talk to Veronica about the Vegas Strip she says she's never been there, even if you've been there with her multiple times. A member of the Legion told me I'm close to making an enemy of Caesar, after I'd blown Caesar's head off and was reviled by the Legion. I learned about the history of the Boomers and how they planned to raise a plane from a lake. In doing so I passed a skill check to suggest raising it with ballasts. When I later had to talk to the guy about raising the plane, the only way to progress the dialogue was to say I didn't know about it, nor how to raise it. I spoke to Diane at the Khan's camp, then her partner. After he mentioned Diane, the only option I had to talk about her was "who is Diane?". Factions also don't seem to react to you joining, which seems odd. This isn't nit-picking either: stuff like this happened so often that it became distracting. So good on them for figuring that people might run straight to New Vegas, but they missed out a lot of other things.
You mention Vault 22 and maybe I just misunderstood, but when I picked up There Stands the Grass having already visited, I still had dialogue suggesting I'd not been there and when I handed over the data immediately the guy thanked me for going and my options were things like "you didn't warn me about the danger"... so again it seems they've figured these things out for some areas and not others. And maybe I just had an unlucky playthrough finding instances contrary to what you're suggesting.
TL;DR the writing really isn't as good as you're making out imo.
I can see your point. Not to invalidate your experience, but ofc a game made in 18 months from 10+ years ago can't account for every single minute decision you could make. I base my point around how the game gives you the option to complete the quests out of order, to me that's already good writing. Whether or not my choices are explicitly acknowledged in the dialogue is cool but not too important to me personally.