The best DLC will extend the original game in fundamental ways while not destroying your bank account in the process. The nominees for Best DLC at the Inside Gaming Awards 2011 are: Battlefield Bad Company 2 Vietnam, Call of Duty: Black Ops - Rezurrection, Portal 2 - Peer Review, Fallout New Vegas - Old World Blues, and Super Street Fighter IV - Arcade Edition.
You explored different themes with each DLC. What themes would you say were the most important in these add-ons, and do you feel that Fallout's story traditions suit focusing on such themes?And now for Part 2:
Lonesome Road was purposely built around the final image at the end of Fallout 1 - the Vault Dweller walking off into a lonely future. The idea of a protagonist whose home is lost to him, walking off into the wilderness after helping to nurture and protect a place that ultimately exiles him (or where he simply no longer belongs) is one of the hallmarks of Fallout. The sense of abandonment and the lone wanderer connection was important in Lonesome Road, except you're not walking into a lonely future, you're walking into your character's past and seeing what it's done in the present. Ulysses hints that it's possible the player left the West and left NCR because he didn't belong, and that's why he walked the road to the Mojave - but that's Ulysses' perspective, and the motivations for your character are your own.
I think Old World Blues and Lonesome Road had two themes that strongly hooked into Fallout, and have always been there. The theme of Old World Blues was always "the optimistic atomic future of what might have been," and the idea that all of these technological marvels could have saved the world if they had simply had a better guiding hand - it's not the technology to blame, it's the thought behind it.
Dead Money was more of a survivalist horror experience, and the theme of greed and human nature was an experiment that I felt fit with the adventure arc, so I went with it. I did feel that Fallout could use some more struggle-for-survival elements, and that was part of it as well - in short, I wanted miracle items like Stimpaks to feel amazing again rather than cause players to shrug.
Lonesome Road hits the player with major consequences to choices that the player never actually participated in prior to the DLC's beginning. Do you think this would have worked better if the player had actually partaken in the events that he or she is being held accountable for, even if only in a tutorial?Spotted at NMA.
There were a lot of ways we could have structured the DLC, granted. We certainly did have the resources to represent the NCR and the West (DLC4 was limited to 3 voice actors), and while I wouldn't have done a tutorial that physically put the player in the past, there might have been other hooks we could have done with more resources. Still, I'm satisfied with what we did construct, and it hit the goals we set out to do.
You've mentioned Zelazny's Damnation Alley as a source of inspiration for Lonesome Road. That story took place decades after the apocalypse, and indeed Lonesome Road is the most recently apocalyptic area ever seen in a Fallout game. Was this intentional after the post-post-apocalyptic atmosphere of New Vegas? Is this a direction you've been wanting to take for some time?
My only intention was I wanted the player to feel like they were traveling the road to The End. The proper "The End" feel for any Fallout game lies in seeing the wreckage of the world before, all its architecture twisted and cracked and flooded with invisible fires, radiation, and seeing the grave of the world that was. Your road started here, it leads back there, and at the end, you get to see what your journey meant to someone else - and hopefully, decide what it means to you. There are countless ripples that stem from the Divide. Without it, you never would have found the Sierra Madre, encountered Christine, Elijah, and Ulysses, seen Big MT, and more. From one simple act, countless others were born.
Lastly, I wanted to nuke the Fallout world to reset things. NCR's getting a bit big, and it's making things too civilized. Lonesome Road was a way of resetting the culture clock.
Tune in to Wasteland Radio and tune out to the horrors of the wastes! In Broadcast 11, Charlie C. and the rest of Amarillo learn a hard lesson about addiction. Use every ounce of humanity to catch this transmission of Broadcast 11!
The headline of this piece might be a bit misleading. I don’t mean to say that Fallout: New Vegas is as important to video games as Lawrence of Arabia is to film. That would be a blasphemous and indefensible claim. Lawrence of Arabia is a landmark that influences movies to this day while New Vegas' lasting impact remains to be seen. The true comparison arises from the similar plots, settings, and themes of the game and film.
I re-watched Lawrence of Arabia a few days back because it had been a long time since I’d seen it, long enough that I couldn’t properly appreciate it on my last go-through. Nowadays, I consider it to be one of best films I’ve ever seen, and this got me wondering if any games evoke the same sense of scope and adventure.
The game I kept returning to was Fallout: New Vegas. Both titles share a desert setting. In terms of harsh and unforgiving backdrops, the two titles are arguably unmatched. A deadliness lies beneath the natural beauty of the locales. The exotic and fatal hold hands while skipping down the street. Water and guns are essential for survival. And you're just as likely to be shot as greeted with open arms.
We’re pleased to announce that the full versions of All Roads, the 48-page graphic novel originally released in the Fallout: New Vegas Collector’s Edition, is now available for download viaDark Horse Digital or through the Dark Horse Comics iTunes App for $2.99
All Roads was written by Chris Avellone, the game’s creative director, and created in conjunction with Dark Horse Comics. With cover art created by legendary illustrator and comic book artist Geof Darrow with colors by Peter Doherty, the graphic novel also features art by Jean Diaz (Incorruptible) and Wellinton Alves (Marvel’s Shadowland: Blood on the Streets, Nova).
In this is version only the Caesar, Yes Man and Mr House endings have been tested. The NCR ending has not been tested but should work fine because its a relatively simple edit involved here and the clean up quest is shared by all endings so if it works for one, it will work for all the others too. Still, I would appreciate feedback from people who try those untested ending.
The End of Plot Mod stops the game from ending when you finish any of the 4 possible endings to the Fallout New Vegas Main Quest and tries to clean up the end of plot game a little. It also cleans up the Hoover Dam.
I’m shocked that I had never thought of this, especially given how significant this is to the entire struggle for women’s rights, and I’m glad that such an enjoyable game could actually give my friend even a tiny virtual taste of sexism, not just in discrimination but in how it feels to be denied the opportunity to prove your worth on merit. Instead of just reading about it, just hearing about it, he actually got to experience it – not in the same way, of course, not equally to those who genuinely suffer at its hands, but he at least experienced a simulation of it, and lost potential enjoyment because of it. That’s a pretty risky move for such a profit-based medium.
I have to say, bravo, New Vegas. For once, I get the feeling that this was deliberate, rather than something I’ve drawn my own meaning from, and it’s refreshing to see sexism tackled in a game in an atypical way. New Vegas goes beyond objectifying a female character as a strong, perfect, independent shell with no personality, and instead presents us with one of the actual problems women can face in the world.
We’re pleased to announce the Fallout: New Vegas® Ultimate Edition will be available in retail stores across North America on February 7th 2012 and throughout Europe on February 10th. The Ultimate Edition comes complete with all of the game add-on content for Fallout: New Vegas - Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Courier’s Stash and Gun Runners’ Arsenal.
For players who are seasoned explorers of New Vegas or just getting into the game for the first time, the Ultimate Edition expands beyond the Wasteland like never before with the Sierra Madre Casino, Zion National Park, Big MT research crater and the treacherous Divide now open for exploring. Along with new areas to explore, each of the four main add-on packs increases the maximum level cap by five levels, ultimately raising the cap to level 50.
The End of Plot Mod stops the game from ending when you finish any of the 4 possible endings to the Fallout New Vegas Main Quest and tries to clean up the end of plot game a little. It also cleans up the Hover dam.
In the end stage of each of those quests result box is the command "StartQuest VEnding" which ends the game. This mod disables that command and replaces it with "startquest EOPStartQuest" which starts this mods own clean up quest that allows you to keep playing. You will still recieve the rewards for finishing the quest, but you will not see the end movie, the game will simply continue as normal after teleporting you back to the Hover Dam.
Three years ago today, Fallout 3 was released. What's your favorite memory from the Capital Wasteland?Go on and give a good reply, Happy Birthday Fallout 3!
Fallout 3 at IGN
Fallout 3 Cheats at IGN
Fallout 3 Guide at IGN
Fallout 3 at GameSpy
Fallout 3 - Brurpo - B... at FilePlanet
Fallout 3 at GameStats
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