The dusty and light-flickering slot machine has finally landed on the three symbols to win the grand prize: 1,000,000 U.S. Dollars. As the reality sets in the harsh and cruel landscape of the Great Southwest, no one is there to claim the prize for the broken slot machine that spins itself. This casino is dilapidated in the post-war Las Vegas, now named New Vegas. Obsidian Entertainment has placed incredible effort into creating Fallout: New Vegas, a Post Nuclear Role-Playing iteration follow-up to the 2008 videogame Fallout 3 that is unbelievably mind-engulfing fun which throws players into the crosshairs of dangerous adventures in a land where everybody is out to decimate the next guy for their materialistic dreams. Fallout 3 had foibles with repetitive A.I. models, a monotonous landscape tone of grey colors, and largely mediocre NPC voice acting that underpowered the environment atmosphere of emptiness excluding our Enclave Radio attendant. Fallout: New Vegas completely redefines Fallout through the incredible voice dialogue work. The various medley cast within Fallout: New Vegas makes the mood believable and the environment lively. Bravely supplementing the immense vastness and concentrated lands leading up to the strip, the phenomenal storyline has more semblance than a child just looking for his rebellious father while streamlined and enhanced user interactivity systems put the focus on the adventure that is constantly undying and utterly surprising as sides are chosen by the desperately beggared dreamers of New Vegas. Fallout: New Vegas represents a terrific atmosphere and finally a more engaging mood and storyline motif where the choices are real this time and moreover morbidly shocking as you feel the weight of your consequences and the roll of the dice in quite possibly the best card game any Fallout title has seen to date: a gruesomely engaging title where you get a hand you might not like in the Mojave Wasteland, but can choose to rip the cards up and kill the dealer for the entire deck. This stay within the dexterous Great Southwest is the most enjoyable stay of all. You just have to make sure you stop to gamble with your life first.
Nuclear fallout can hardly stop the unforgiving neon signs of Sin City from sleeping. People are ready to cut each other for quick gain and dig graves before they even step into the dangerous city that sparkles magically effervescent. Choices are extensive and the journey is much longer for a city that might not be as big as Washington D.C., but a city nevertheless that is completely insane with the sleepless and post-apocalyptic dread of the night. The small lights that encompass various territories of the Mojave Wasteland, to the invigorating lights of the New Vegas strip remain open to the brave souls of those who wish to explore them. The storyline is a major part of the Fallout: New Vegas experience and takes place in the year 2281, three years after the events of Fallout 3 and more than thirty-nine years from that of Fallout two. Before the war that sees factions vying for control, people split into many tribal cities. There is still life in other cities, and New Vegas is one of the territories that is being used for profit by the newest authoritarian oligarchy, the New California Republic, which plays a part of trying to protect the states in its domain. The Hoover Dam, one of the only places left in the Great Southwest which produces electricity, is a symbol which represents ownership and power of holding any territory that relies on its pure water and resources. One of the most noticeable belligerent factions, Caesar’s Legion consists of slavers, killers, murderers, and iniquitous men ready to kill any survivalists and overtake the Hoover Dam for their own personal glory of establishing a militarist government. As a highly influential courier that guarantees package deliveries as part of the Mojave Express delivery company, the player is shot and buried in a grave — left to die. One grave digging later, the protagonist and the players are ready for a journey starting at Goodsprings, minus the splitting and aching headache from a kick to the head that is not always welcoming.
The grim and parapsychological journey is never an easy one, and the dangers that lurk in the Mojave Wastleland within the Great Southwest inflict challenges both unseen and unheard. Sprinkled throughout the storyline, various plot-twists and even greater choices of opportunities are widely apparent, making the action more realistic than ever. Unlike the first title where each quest has a simple A to B to C mission storyline structure, Fallout: New Vegas actually has unexpected factors than NPC’s suddenly storming in at randomly scripted times in the universe or the like. There is a believable flow to the mission, and some missions are shocking with secrets that are revealed further along within other missions, flowing out a coherent mission structure throughout the entire title. Various sorts of choices players will be puzzled with ranges from the typical and atypical, war-feuding factions, and various other vivacious characters that are typical of the type of desperation a place like New Vegas amasses. Wherever the journey takes the player and whatever building the protagonist ends up in, the journey unfolds creatively and uniquely through the presentation and variation of each mission structure. If all else fails during exploration or things get heavy-handed, there is always a wide array of perks and an arsenal of newer guns to make a regular game of Texas Hold ‘Em more exciting by silhouetting the table with blood splatter, should anyone decide to bluff.
Numerous enhanced systems within Fallout: New Vegas have returned along with newer interfaces that are better customizable while revealing greater statistics and finally allowing for a better display in terms of map layout and quest organization. The first of these most noticeable newer systems is the companion wheel. Anytime you come across someone in a mission, the greater mission structure allows for the Companion Wheel to be used for extending the sheer amount of tactical approach with each mission on and off direct sight of combat. Players can command anyone in a multiple variety of ways to suit their needs during missions, and during the combat. Largely, the Companion Wheel is used for missions and has been made very important throughout the game in communicating with a conspicuous set of character all the more entertaining. The perks system makes an incredible return, but this time there is a tremendous amount of increased perks including those that directly have a title-deemed visual effect such as ‘The Mysterious Stranger’ and an extravagant variety of more substantial statistic related perks that are exciting to use on the populace of the Mojave Wasteland. The combat system itself is more focused on providing a first-person viewpoint, resulting in a more heavily contested and tense post nuclear shooting stance and increased effectiveness for the demand of players that wanted this flexibility and feel as if they are truly in the luck of the New Vegas draw eyes-first.
The Karma system also makes a significant return, but transforms into the paramount reputation system which creates a diverse and realistic mission structure. Reputation within Fallout: New Vegas features the nostalgic system similar to Fallout 1 and 2, where this system tracks relations with every faction, and town. A good reputation allows for gifts from the town, whereas a negative noted reputation provides a fierce rally against the protagonist’s presence. Reputation directly controls the core of the gameplay’s mission structure and assignments with different factions. Your karma affects which factions will talk with you to begin with. Consequently, depending on which factions the players choose to help, there is a reputation system points requirement for more notable factions alongside with more difficult missions. Fallout 3 had a constant problem with Karma, revealing a disparity in whether terrible intentions or horrible effects of actions truly count towards or against one’s Karma. In Fallout: New Vegas, Karma serves as a moral compass of the player, which is something not creative or brand new from Fallout 3 but the Reputation supports it terrifically. While this decision by Obsidian Entertainment is an interesting one, issues present within Fallout 3 still remain. Such a complex morale mechanic is undermined, considering people just start shooting the character as soon as they kill anyone in the town, regardless of how good their reputation is or Karma. If the player kills someone within a town far away from a witness, they are shot by everyone in the town. This is completely an embarrassing display for the realism of the game, but one that is excusable. These two systems work in tandem and also allow for a greater approach with each and every town in the post nuclear setting, an aspect where news spreads fast – which is exciting and more than makes up for the issue of Karma that is less important in comparison. In Fallout: New Vegas, players better learn to play nice otherwise they might need to take out their guns and get ready for a real spin of their chances of survival.
Combat is everywhere, whether it is combat of the words and effectiveness in the threats, or just purely guns for a no limit fight on the ante up. The Vault-Tec Assisted Targeting System, or V.A.T.S. for short, makes a stupendous return as the premiere limb-targeting system that provides the realism of the kill or the reflection of a perfect shot to the leg, leading it flying off into the distance as someone aches of pain. One of the most noticeable things admirable with Fallout 3 was the V.A.T.S. system, and bringing it back with a more enhanced interface of options than simple percentages makes it incredibly illustrious. Percentages are just used as a measure of the accuracy of the hit to the limb, but now the system actually works while the Non-Player Characters are moving around, without constantly missing easy shots. Action points are utilized as every attack costs a specific number of action points, and the system remains the same for gaining these points through successful kills and regeneration. One of the best features Obsidian Entertainment has incorporated with Fallout: New Vegas is in regards to a substantial modification system that emphasizes individual components both physically and realistically than a simple grocery list of items needed to construct a big weapon such as a nuke shooter. Containing double the amount of weapons found in Fallout 3, players will deal with the wasteland and its populace in more interesting ways. Vault-Tec engineers have crafted this modification system that allows revisions to adding scopes and expanded magazines, to even newer unique weapons that were originally created during Fallout 3. Each unique weapon this time features unique textures and unique models or a mix-and-match style of both for a spectacular and domineering variety of arsenal types that can be used if someone decides to play dirty at the poker tables.
Fallout: New Vegas would be nothing without poker, the gambling, the crime, the excitement, and most of all the satisfaction of winning and then just causing a lot of damage to the Casino property. Fallout: New Vegas comes with one of the best and star-studded features of the title with multiple mini-games that add to the exceptional realism of the city and the atmosphere of the people. Blackjack, Texas Hold ‘Em, Roulette, and many more are included with their own surprises for winning multiple games and furthermore doing a lot of immoral stuff that cannot be mentioned here without ruining some of the best and fun aspects of New Vegas’ party scene. That and it may be bad luck to reveal the precise details when you are trying to win against some opponent that thinks just because he survived in the wastelands with minimal radiation, he is entitled to something.
Fallout: New Vegas brings a completely lively, comical, and finally more engaging set of voice vocals that is filled with incredible actors that are equally talented for video game voice over vocal productions. The luminous cast includes gleaming vocal work from Ron Perlman voicing the narrator, to Matthew Perry, Wayne Newton as Mr. New Vegas, an inspiring radio DJ of New Vegas, and Rene Auberjonois as the inscrutable and ascetic Mr. House. Recurring characters from Fallout 2 also make a special appearance, which provides connectivity to the franchise at its roots, something which Fallout 3 lacked in storyline. Fallout: New Vegas makes use of Blindlight to acquire interesting celebrities that bring depth to every character in New Vegas.
Fallout: New Vegas comes with one of the most memorable sounds scores among 2010. The original compositions that comprises the album is completely different from Fallout 3’s main compositions. The main theme track is luminous and powerful, including fear-enticing orchestral brass interjections and finally a title that reels with a level of inherent danger that New Vegas poses to have. There is no casino-inspired riff in the beginning, and this makes for a much more interesting selection. Arrangements have focus on multiple crescendo’s of heavy bass geared with the cello, clarinets and more while other compositions make quick and subtle use of flutes combined with a violin wrap with drum strikes for a more dark tune in a grip post-apocalyptic nuclear world.
Fallout: New Vegas presents players an incredible symphony of a title that brilliantly combines better gameplay, including newer systems and incredible voice assets, greater variety of characters in New Vegas than in Fallout 3’s Washington D.C., and most of all an increased sense of longing to get away from the harsh realities of survival in the other states of the wasteland only to be introduced to something much more morbid and believable in the microcosm of the universe. Fallout: New Vegas has finally reignited the nostalgia and relevance that Fallout fans have been missing exceptionally. It has managed to allow us to become either selfish post nuclear adventurers, or the enigmatic and lighthearted adventuring benevolent who is one to give aide wherever they can and remain in the positive Karma scale. One thing that Fallout: New Vegas has successfully imparted in its amazing finale: whatever happens in New Vegas, remains in New Vegas – unless your reputation precedes you.