Tumgik
#game: fallout new vegas
lavampira 2 years
Text
Tumblr media
marisol reyes 馃拰 courier six
*loads shotgun* i just wanna talk to you. [x]
102 notes View notes
punkitt-is-here 6 months
Text
swear to god ever since bethesda started writing fallout games ive been like this
Tumblr media
8K notes View notes
angrycheesegirl 14 days
Text
Genuinely, what is the point of setting the Fallout show on the west coast if it was just going to invalidate everything that happened in the West Coast Trilogy. Shady Sands has fallen, the NCR is a memory, New Vegas is a crater in the ground. The New California Republic, Caesar's Legion, The Enclave, Mr. House, all brushed to the side for a wasteland with no semblance of human society beyond shanty-towns; with no semblance of the legitimate cities of Fallouts 2 and New Vegas. All to what end? To allow the Brotherhood of Steel to make an undeserved comeback?
If anything, I think the series should be the final nail in the coffin that Bethesda fundamentally misunderstands Fallout. In a franchise whose very nature is defined by the Atom Bomb and how it was used as a means to an end by a corrupt Capitalist system; how humanity rose from the ashes of a broken world with the dream of building something better; how our only hope for the future is to learn from our past mistakes and create a world where they can never be made again; Bethesda seems determined to keep us stuck in the past. That we should never advance past the ideals of the nation that led us to this nuclear landscape in the first place, that we should never try to make something new atop the ashes of what came before. That we should just forever stay rats scurrying in the wastes, amongst the shattered visage of Ozymandias and the fruits of his labor, looking up to what he left behind as an example of the kind of existence we should strive to create. Very telling indeed.
2K notes View notes
exactly4ghouls 7 months
Text
I鈥檓 re playing new Vegas and decided to follow Vulpes out of Nipton just to see where he goes. He walked over the hills out to the road, stepped on a land mine, and died instantly. It caused me to immediately fail several quests that I hadn鈥檛 even started.
4K notes View notes
spacegay-archetype 14 days
Text
Coming from a fallout new vegas supremacist, the fallout show was really good some of you are just annoying
1K notes View notes
justdiptych 6 months
Text
There's a scene in Fallout: New Vegas that I find really interesting in how it uses skill checks in dialogue. A merchant company, the Crimson Caravan, want to buy out one of their rivals, Cassidy Caravans, and they hire the player character to negotiate the deal. The player has likely already met the rival company's owner, Rose of Sharon Cassidy, by this point - in fact, it's entirely possible that she suggested they ask the Crimson Caravan for work in the first place.
Cass is propping up the bar at a truck stop on the border near the game's opening area. She's heard that her caravan has been destroyed in her absence - her employees killed and their wagons burned in an attack on the road - but she can't investigate because of a bureaucratic hold-up. The man in charge of the border post, Ranger Jackson, has halted all commercial traffic across the border because of dangers on the roads - wild animals, bandits, and enemy soldiers - that the authorities are struggling to get under control.
When the player brings the Crimson Caravan's offer to Cass, she refuses on principle. Her business may have effectively been destroyed, but she's too proud and too stubborn to sell her surname for any number of messes of pottage. Convincing her requires that the player employs one of either their Speech or Barter skills - there are two options for each, requiring either moderate or high investments of skill points. Skill and Barter are the game's two Charisma-based skills, and it's not uncommon for them to appear side-by-side like this, but here, they diverge in application.
The easier Speech option is simple - the player just reminds Cass that, if she sells the business, she won't be commercial traffic anymore, so she'll be able to get across the border. She's itching to get on the road again, so this convinces her. (She will ask the player to help Jackson clear the roads for the benefit of her fellow merchants, but this is a very simple quest that they likely already completed hours ago.)
The more challenging Speech check is to tell Cass that there's no way her business can survive, so it's her duty to do the merciful thing - shoot it in the head, bury it, and move on with her life. This, naturally, brings her close to socking the player in the jaw, but she sees the truth in it. She's been holding onto the forlorn hope that there might be something left to save, but she really has lost everything. This bypasses Jackson's quest - she just wants to walk out and not look back.
The Barter options approach things differently - from the Speech options, and from each other. The more challenging one involves making some sport of the offer, challenging Cass to a drinking contest. The player has to supply the booze, and they run the risk of getting embarrassingly drunk if their Endurance stat is too low, but, either way, this will impress Cass enough that she'll sign the contract.
The easier Barter option, though, is, I think, the most interesting. It requires the player to sweeten the deal with their own money - a not insubstantial amount of it, in fact. Cass is still hesitant, though, which allows the player to make a very interesting point. With the money from the Crimson Caravan plus the player's contribution, she'd have enough to restart her business - buy new animals and equipment, hire a new crew, start trading again.
Further, the player can point out that the Crimson Caravan are unlikely to continue using the 'Cassidy Caravans' name after buying it. They're only buying her out to try to monopolise local trade, after all. If they don't use the name, they'll forfeit their rights to it - meaning that Cass can, as she puts it, take their money, give them nothing, and go back to running her business as if the attack never happened.
Cass, naturally, accepts this offer, though she's staggered that the player is so willing to sell out their employers to help her like this. (The player needn't feel any moral misgivings about doing so. A little investigation reveals that the attack on Cass's business was actually engineered by the Crimson Caravan themselves, in collusion with a crime family, in a conspiracy to wipe out their competition.)
I think this entire interaction represents how well New Vegas uses skill checks. Barter, in RPGs, is often a very barebones skill. Its use is letting the player earn more and spend less - as part of an equation determining shop prices, or in dialogue options that boil down to asking for money. It's not uncommon for Speech to be the skill of the peaceful, benevolent diplomat, while Barter is for common mercenaries.
Here, though, the Barter options actually cost more than their Speech equivalents. The player ends up out of pocket for a sizable chunk of change or at least a lot of booze. Instead, the Barter skill represents the character's understanding of common business practices and relevant laws. It allows them to convince Cass to accept a deal by finding a loophole that benefits her more than if she refused.
The equivalent Speech options, meanwhile, are effectively free, but do involve making Cass feel that little bit worse. They emphasise what she's lost, how trapped she is by her circumstances, and convince her to give up and let the Crimson Caravan win. In the long run, this doesn't make a real difference - once she leaves the outpost, she and the player can discover the conspiracy and get their revenge either way - but I think the choice does let the player say something about their character.
Part of the brilliance of this game is how little details, like Cass being stuck at the outpost, tie into other details all across the story. Caravan traffic is halted, in part, because deathclaws have nested near the roads to the north. They've nested there because the local quarry has ceased operations - the noise caused by the digging and blasting had previously scared them off.
The quarry closed down because escaped convicts raided it and stole the workers' stash of mining explosives. The convicts escaped because the government was using them for forced labour on the railroads, and foolishly entrusted them with enough dynamite to stage an uprising, seize control of the prison, and turn it into a fortress and a base of operations for banditry.
Similarly, the threads of Cass's story spread outwards, ultimately affecting the entire future of New California. When she learns that the Crimson Caravan and their allies killed her friends, Cass is furious. She wants to march over there and beat the snot out of the people responsible. The player can convince her to instead settle things legally - get proof of their crimes, pass them on to Ranger Jackson, and hope the justice system gets revenge for her.
If Cass does things her way, the criminals pay with their lives, but their bosses end up better off for it. With their regional execs murdered, the trading companies can claim that the government isn't doing enough to protect them - so, they don't have to support the government's interests, either. They withdraw trade, demand special treatment, and end up making their shortfall everyone's problem.
If the legal option is pursued, though, the evidence becomes blackmail material. The government has the trading companies over a barrel, and that lets them pass stricter trade laws. Given the choice of accepting regulation or facing criminal investigation, the crooked execs choose to stay out of jail. Those responsible for the murders technically avoid justice, but their hopes of a monopoly are dashed - and their superiors are unlikely to be pleased with them having hurt long-term profits so badly.
Cass's story is political and economical all the way through. It's about the influence of wealth on government, and the fundamental injustices of the carceral system. It's about revenge, and reform, and how to hit people where it hurts - their bottom line. And it's about how, sometimes, skills in an RPG aren't about making numbers go up - they're about how a character understands the world around them, and how they can apply that understanding to help someone out of a jam, or help reshape the trade lines of a whole nation.
2K notes View notes
griffsin 7 months
Text
i love you fallout i love you retrofuturism i love you scrappy miscreants just trying to survive i love you goofy factions i love you old time radio i love you irradiated wasteland i love you human resilience i love you i love you i love you
2K notes View notes
jesawyer 11 months
Note
How do you feel about Fallout: New Vegas's reputation for "cracking eggs"?
I don't think the game itself does it (or at least I haven't seen a compelling argument for why this RPG, specifically, would do it), but there are clearly a lot of trans people within the F:NV community who had pivotal experiences re: their gender identity around the time they played the game or started interacting with the community. I think it's more likely that trans people within the F:NV community created a welcoming space for other people who felt more comfortable being themselves.
I don't think I can take any credit for it, but I'm glad for it.
3K notes View notes
bardspeak 7 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
VERY late entry for Ulysses Week's prompt "the divide". Lyrics are from Autopsy Garland by the Mountain Goats. I have a project for fnv planned involving the whole song, but I couldn't get this concept for an alternate Ulysses thing for these lyrics out of my head. I love Ulysses and the divide very much. >24 hours of drawing on this one.
2K notes View notes
modeus-the-unbound 5 months
Text
Tumblr media
Took one glance at the Amazon trailer and got exactly what I was worried about. This ghoul is barely seasoned! Even the fallout 4 ghouls had more visible wear and tear.
Tumblr media Tumblr media
These two are from New Vegas and Fallout 3 respectively. And they are a showcase of what ghoulification in the lore is, extreme radiation poisoning. They look diseased and damaged on purpose.
1K notes View notes
radroachmeat 28 days
Text
Tumblr media
1K notes View notes
vidyagames 1 year
Text
fallout new vegas is like a wild horse you have to tame by installing bug fixes, no online guide will work 100% you just have to build up a bond with your game before it will work like the game is skittish and spooks easily so you have to be gentle but you also have to be firm and show it youre in charge because if it smells fear it will never obey you.
4K notes View notes
Text
another interesting thing about the courier is that they're like. really the only actual wastelander in this, the postapocalypse wasteland game. 1, 3, 4, and 76 all have vault dweller protagonists, and in 2 the chosen one lives in the highly isolated village of Arroyo. and so because of this, the Courier is kind of the only character you can readily give a past to in the wasteland. also the only one you can easily have being a ghoul/super mutant/other non-human entity. idk i just think they're neat.
610 notes View notes
thedman0310 3 months
Text
Thanks @jesawyer very cool
Tumblr media
996 notes View notes
reidrunner 2 years
Text
I鈥檓 definitely capable of atrocities but picking the mean dialogue option in a video game is just too far.
19K notes View notes
inksplit 7 months
Text
Tumblr media
984 notes View notes