After hours trekking across the wasteland, swatting away bloatflies and squashing hordes of ghouls, the end is in sight. Or at least Hoover Dam is. It's the intimidating final stage of Fallout New Vegas, and no matter your path until this point, you'll have to pick a side and fight an explosive battle to irrevocably change the fate of the Mojave. A fate that is reported, rather than told, through a series of end slides - before you're taken to a save from before the battle.
It's a slightly frustrating ending, particularly when post-game content is so often used in RPGs to display the impact of a player's decisions.
Even in Red Dead Redemption 2 not an RPG , you can still find special encounters in the epilogue depending on whether you helped certain people in the past.
It's possible to leave a tangible mark on the world, and it shows your decisions went beyond the moment to have long-term repercussions. This is perhaps why the lack of post-game content Fallout New Vegas - which to me boasts some of the best narrative design in any game - feels like such a missed opportunity. Yet this abrupt ending wasn't Obsidian's intention. Post-game content was part of Obsidian's original plan for Fallout New Vegas, and had to be cut mid-development due to time constraints.
As a result, plenty of files for the post-game were left floating around for others to find - and fans have long been reading them like tea leaves to guess at what could have been. Some have created mods to allow players to explore the world even after the final battle of Hoover Dam.
Most recently, a modder named Kazopert went above and beyond by creating the "Functional Post Game Ending" mod , which introduces additional NPCs, decorations, adds in the cut lines and removes others so the dialogue is compatible with each ending. Back in the Beta stage of Fallout New Vegas's development cycle, the project was, in Avellone's words, "showing a lot of bugs and optimisation problems". Adding further complexity wasn't going to help matters, and despite plans being in place for post-game additions, not much work had actually gone into making the content.
In some areas, in fact, no work had been done at all. It was at this point the decision was made to cut the post-game in its entirety. And while some designers had planned for it - for example, our lead writer had lines for Mr. House in place for post-game reactivity and Strip Securitrons - not all areas had post-game design work. Surprisingly, the additions planned for the post-game were actually fairly minor, with "minimal reactivity to the events of Hoover Dam".
Some characters were to get special lines, and a few NPCs would spawn with specific post-game dialogue - but Avellone said the main intention was to allow "players [to] keep wandering the wasteland, explore the 'dungeons' and fight random encounters".
We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. To learn more or opt-out, read our Cookie Policy. Having finished Fallout: New Vegas twice, I can attest to the bereft feeling that comes after completing its excellent main story arc. Hell, for me it actually came well before that point, whether it was killing Mr.
House or wiping out the Brotherhood of Steel on his orders. New Vegas, revered by the Fallout cognoscenti, now has a proper end-game mod, in which the world goes on after the all-out fight at Hoover Dam.
Will it be based on side-stories and different protagonists? Or will it be another Fallout 3-style retcon? But what do you think? Would a lack of post-ending exploration be a jolt for you, or could you not care less about narrative flow?
And how do you think this means the DLC will turn out? Let me know in the comments, or via our throbbing social portals on Facebook and Twitter. Source: 1up. Get the best gaming deals, reviews, product advice, competitions, unmissable gaming news and more!
David Houghton. Gaming deals, prizes and latest news. Yes, you can play after the last mission ends.
User Info: EmblemWarrior. If you think Hell has too many demons, then you kill them till the population reaches an acceptable number.
User Info: Cryptochid After all the complaints in FO3 about this I still have no idea why they did it again. Hopefully one of the dlc's fixes this like Broken Steel did for FO3. User Info: dejavu Gt: Death By Karma. User Info: MachineZed. Cryptochid posted Have you seen the 4 different factions you can claim Vegas for?
Obsidian wanted to make sure your decisions had weight, completely changing the landscape for all of Vegas. FO3 was easy, you either turned on the purifier or you put the FEV into the purifier and turned it on.
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