2026/06/11

Fallout: New Vegas

"There's a certain Slant of light,
Winter Afternoons –
That oppresses, like the Heft
Of Cathedral Tunes –
"
 
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Y'know, they had a saying back in the old days:
- but I don't remember it because we don't really remember all that much from back then. Who wants a history of plenty and gleaming safety when you're dodging shivs and stingers around every corner and hoping you haven't inhaled enough radioactive dust to make your skin slough off? But they also say Vegas was a big deal before the war. Still is. Money-pit back then. Still is. Crooked and run by crime families? Well, yeah. And maybe that's what everyone likes about the place. For all the monsters looking to chew our limbs off, for all the poisoned landscape and contaminated water, the xenophobic cults and sadistic tyrants looking to enslave us, for all the world's changes and our own mutations, everyone, and I mean everyone, can look to that idiotic cap-trap burning pointless electricity through every night and feel reassured, yes, reassured in this universal kinship, that we're all still the same dumbfucks that blew up the world in a pissing contest.
 
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After bashing my head against Bannerlord's Artificial Stupidity a couple of posts ago, I decided to switch to some other looting, roving, first-person RPG, and methought instead of Cyberpunkin', it's been a while since I've fallen out. Or in. Next stop: 2010's New Vegas, farmed out to Obsidian as soon as Fallout 3 demonstrated the 3D adaptation could turn a profit, presumably so Bethesda could focus on the then upcoming Skyrim instead. Could it be anything more than a cheesy cash-grab sequel easily tossed aside after a few hundred rat kills?
I initially started an early level play-by-play as I'd kept for #3, but soon realized their shared technology and interaction would force me to repeat myself on too many minor details. Then I kept expecting to suss out some through-line of incompetence in mechanics, atmosphere or writing which I could mock from beginning to end. To my dismay, then delight, I discovered I couldn't. The more I dove in, the more it drew me in. Though hampered a bit by bugs, clunky motion, industry-standard grindy resource stockpiling and a few terrible decisions (e.g. damage threshold, STR as must-have stat, Bethesda-standard terrible inventory timesink interface) overall New Vegas proves an impressively well-executed game.
 
Avoiding abusing the paid cheat items from the DLCs I heft my varmint rifle and stumble my way through the first few levels in my own ass-backward way, hitting Sloan's easier quests and then Primm (leaving the robot in charge, though, truth be tol', I got no time for any man (or bot) named Slim, 'less 'is last name be Pickens) and even the border outpost (where I have the dubious honor of being sent to kill ten rats or six ants, whichever comes first) before returning to newbietown's newbiequest. Then I spin out for some exploration and random violence: geckos, ghouls, goats, scorpions, coyote dens, a cave here, an irradiated valley there, a ridiculous ghoul rocketeer cult jetted off to anywhere-but-here.
 
By the time I sight the solar farm I find myself pausing every once in a while to admire the windblown dust. Something about this game is beginning to feel very... right. After the random nonsense of #s 2 and 3, the atmosphere seems to have found its footing again. The entire wasteland's not immediately crawling with super mutants. Characters stay in character, which doesn't exclude the occasional bit of in-character humor.
Desperate for desperados
Sure, sure, the theft/morality mechanics still make no sense even within the... let's say lax, limits of video game logic. While Powdering that gang at the hoosegow, how the hell is it still stealing to take any of the convicts' junk? I'm their sworn enemy, I've betrayed their trust and doomed them all, declared open war on them and I outright gain karma by hacking them to ribbons with my machete while they wail in agony, but taking a bottle of beer still costs me karma? Then you've got poor Boxcars who will never again kick a tumbleweed. My condolences. And also my morphine. Apparently feeding dope to a murderous bandit counts as a karmic gold mine. Hurray morals. Even the big supposedly two-sided conflict between Republic and Legion is played much too shallowly, but I'll have to revisit Caesar's Legion when I discuss villains.
 
A few little absurd moments had me rolling my eyes right from the opening cinematic. Headshots do not work that way, the couple of times my dialogue read "I'm not a delivery boy" had me wondering how else you define "courier" and I'm hoping the bottlecap quest won't wax Pythonish in its silliness. I've also been skipping any card/gambling minigames in the interest of time. Then you've got the more severe stumbling.
 
The overly-narrow inventory margin forces me into abusing teleportation just as in Fallout 3 despite having piled on three more strength points - sure, I could avoid picking up trash loot but look, I just assume I'll need thirty pounds of dog meat, four hundred empty bottles and fifteen toasters at some point in this campaign; this is an RPG after all. And, if anything, even my thirty years' worth of metagaming experience underestimated old Obsidian's dedication to making you pick up every piece of litter you run across. I've spent half my time checking the wiki for fear a junk item might have some obscure use, which it usually does. With a better interface, this could've been very entertaining. With Bethesda's gigantic linear list-scrolling timesink and zero tooltips, I'm leaning more toward annoyed. On a related note, as in Fallout 3 interior spaces often feel too "realistically" large and repetitive, but I'll spin that off into a separate topic.
 
It also has its share of more technical issues. The mottled dustbowl aesthetic's a mixed blessing. It allowed them to camouflage a large number of tripwires, land mines and other nasty surprises managing to reintegrate trap-disarming as an RPG staple after moving to FPS. On the flip-side it also turns many quests into pixel-hunting nightmares.
I don't care if you're Hawkeye himself, I simply will not believe you hunted those pixels without cheating and looking up the location on a wiki.
 
Also, entirely too many quests or rewards become unavailable if you clear a location before getting the corresponding marching order from some mook you never knew existed. Quest markers glitch out and mislead you, save files refuse to overwrite and the game still crashes and locks up on zone transitions. So I couldn't explain why none of those very real flaws put a dent in my drive to advance through Fallout: New Vegas' world and encounters until I finally set my mind to enter the city proper. I climbed a rise overlooking the Colorado River. Up ahead was a friendly camp. Might meet a giant mutant fly or two on the way. Farther in the distance was the dam. Nice detour on my way north, and a chance to skirt the bandit-infested ruins. My pack was still fairly light, so I might make it all the way to the city and advance the main quest. By a step, just a step. Plenty of mysteries to uncover on the way. Some dangerous, to be avoided. Others tantalizing. Progress to be made, but not an infinite power trip. Wealth to be gained, but not constantly. Colorful characters, but with interesting motivations.
 
Only then did I consciously articulate NewVegas' charm: it's honest work. Not the more cynically pandering, low-brow, condescending fluff like Fallout 3, Wasteland 2 or BG3, not focus-grouped to death; neither is it the self-indulgent posturing of fresh college graduates imagining themselves "disruptors" upending an entire industry by some sophomoric big idea. It neither strains to keep you mindlessly busy with constant action nor denies the necessity for same in moderation. It neither drags you everywhere by your nose-ring like a domesticated beast executing fixed orders, as Skyrim did, nor purposely punishes you with "rocks fall, everybody dies" GM omnipotence abuse. Nor did it outright settle for mediocrity.
It built on its premise.
 
Where in, say, Wrath of the Righteous or BG3 most NPC companions outright infuriated me by their infantilism, in this game from a decade prior I couldn't find even one I outright disliked. (Though their idiot combat AI had me gnashing my rotten fangs.) I'm enjoying the added immersion of the survival elements, chugging Nuka-Cola and irradiated water, stocking up on doctor's bags, planning on visiting the Doc for an anti-rad treatment, taking time for a good night's sleep. Persistent but not insistent implementation. Vegetation and resource spawns follow different biomes with smoother gradations than Skyrim. Even more importantly, NV downplays the MMO grind mechanics which plagued TES 4&5 and Fallout 3. It throws out level scaling (aside from a noticeable mid-game bump in mob types) in favor of reasonably tiered challenges, renewing that impression of monomythic escalation and distinct transition between the mundane and mystical which the original Fallout so perfectly captured, and which 2&3 threw out. It even dares to weaken the loot&scoot core loop. In contrast to Fallout 3 or Skyrim, you might spend highly variable durations away from Goodboing (or wherever you keep your stash) and some of the most interesting locations, like Vault 22, might not offer much in the way of loot at all.
 
But most important, it prizes its immersion and does not sell it out for cheap gags. NPCs learn your name and reward your past efforts. The wilds feel spot-on bleak and vaults perversely claustrophobic. Mobs cluster around dens and hideouts and other likely spots, not just interspersed statically over the landscape, and occasionally mount half-hearted attacks on civilization - and civilization responds in kind!
I made a lucrative scavenger trade early on when discovering I could follow caravans around and loot their targets as they defend themselves during travel. (Makes me wonder who's running around after my comitatus in Vagrus.) There's even a coherent sense of marching history to the collapse of tribal/raider culture in the face of larger, organized factions like the NCR and Legion, of civilization very gradually rebuilding after a now long-past nuclear war.
 
But I can't help noting all of NV's best features were Obsidian's departures from Bethesda's strict formula. Slight ones. Working within the series' limits. Eventually you feel that formula dragging you down again. I'd post a screenshot of my character's progress, but by level 31 you probably know how that goes. Most skills already at 80 points, a mountain of loot, a brewery's worth of bottle caps even after maxing out my implant quota. Grandmaster of every guild, as usual. Every quest pushing you toward a golden ending. Simplistic good vs. evil conflicts with obvious correct choices. Not much role to play.
 
Yet still. It's a world you don't want to leave. Boots scraping the sun-baked clay, an objective on the horizon, a glance between the foothills for interposed threats, a chug of sarsaparilla, a nod to your companion. Onward. NV falls into that second tier of classic games. It lacks the real oomph of a trendsetting Fallout 1, Morrowind, Starcraft or Half-Life, the artistic flair of a Bloodlines, Tyranny or Torment to fuel roleplaying memories. But, like Dragon Age: Origins or the first Pillars of Eternity, it stands out as a rare, self-respecting, dedicated project all around.
 
I grudgingly admitted Fallout 3 was less of a shit-show than it could've been. I'm wholeheartedly enjoying New Vegas.
 
 
 
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P.S.: Kicking tumbleweeds around is weirdly fun...

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