Sunday, 2 September 2012

Entry 18: Game Review: Fallout: New Vegas


One thing is for sure, Fallout New Vegas is not going to win any beauty contests. It’s aging game engine is  the game coding equivalent of Susan Boyle smeared in Bisto. But this game is perfect for showcasing what video games are really about. While the current trend in the games biz is to make everything look as brown and life-like as humanly possible (Yes, Gears of War, we look to you) New Vegas is a master class in atmosphere, storytelling, level design, and humour. Also, Fisto, the sexbot. More on him later.


Fallout: New Vegas is a melting pot of American counter-culture.  A role-playing, open world game, blending together bat-shit sci-fi, with swing dance; Jack Kerouac’s On The Road, the Beat generation, and drug fiends right out of Naked Lunch melded irrevocably with pew-pew laser guns and robots with names like Mister Gutsy. You are ‘The Courier’, a nobody who becomes a somebody when a routine delivery job goes a bit off-rails, after a  smooth talking gangster in a white check suit named Benny (voiced by Matthew Perry) shoots you in the head and puts you in a shallow grave. I hate it when that happens! Luckily, a robot named Victor, who resembles a toaster with the sentimentalities of something out The Guns Of Navarro, sees the whole thing and delivers you to Doc Mitchell. Soon enough you are right as rain (somehow), and after entering some inevitable character orientation menus, you emerge into the fledgling backwater of Goodsprings. But as you soon learn, this is just a speck of the huge, richly populated world of New Vegas.  

The latest in Obsidian’s Fallout series, the same developer behind the legendary Elder Scrolls games, New Vegas is a series highlight. Fallout 3’s setting of Washington DC eventually left you feeling rather exasperated, with the miles and miles of endless grey.  A silly comment to make, considering the game is set in the aftermath of a huge atomic war, with your character emerging into the wastes of the capital to find your dad (then again, when your dad is Liam Neeson, who wouldn’t face an atomic wasteland to find pops?). And while that first step out of your underground home, Vault 101, into the blowing wind and bright, soapy light of the DC wastes, is probably one of the most arresting spectacles in gaming history, it has to be said, the endless shades of grey got a bit trying by the end.  No such problem here. Though the chronology of the two games is a little muddled, New Vegas takes place sometime after Fallout 3, and New Vegas trades the Capital for the sun scorched dystopia that is the Mojave Wasteland.  But this Wasteland is downright beautiful; the desert landscape stretching before you is awash with dark red canyons, snowy mountain peaks and even patches of green where plants and flowers grow, as the earth recovers from the war that ended the Old World. This greenery can be picked and collected, a la Red Dead Redemption, and makes up a large part of the huge new crafting options on offer. You can set up a campfire and cook different foodstuffs to make up those spent health points, some of which are much sought after, like the Wasteland Omelette.  But this new feature is just the teeniest tiniest peak of the iceberg.

The Mojave is massive, and what New Vegas does best is let you wander it as you please; go exploring for loot, chat with the locals, anything you like. Just be ready for a fight or two. You are never alone long in New Vegas. The baddies range from gangsters and ranchers, to raiders and drug fiends. But beyond them the world is teeming with beasties trying to take a chunk out of you. These start off with the likes of stray dogs and bloatflys. But this cushy start doesn’t last long, and the creatures in New Vegas are utterly ferocious. Many a time you will find yourself backed in a corner, desperately pumping your shotgun at a huge Radscorpion as it scuttles towards you, its massive stinger ready to punch a hole in your face (Those beady eyes, oh god, those beady eyes). There are newcomers too. Cazadores, red-winged insects the size of wheelie bins, regularly descend in packs from their mountain nests to mess up your day. Also making a new start are the Nightstalkers, coyotes with the face and tail of a rattlesnake that are just as terrifying as they sound.

Luckily you are well equipped to defend yourself. The sheer level of armaments in New Vegas is staggering. It really serves to highlight the weird marriage of The Wild West, B-Movie science fiction and Clockwork Orange. Winchester’s and repeaters pop up amongst laser guns and plasma grenades, along with a slew of melee weapons, as well as some insanely powerful options, like the grenade machinegun. While the combat in F3 was fidgety, and guns had all the accuracy of a sling-shot made of toffee, the gunplay in New Vegas is much more intuitive. A welcome inclusion is the ability to aim along iron sights, making accuracy a possibility. Furthermore, new bullet variants spice things up a little; some working better on armour, other others on soft targets, and some just set the poor buggers on fire. The hot key system is still a pain on console, without a keyboard to work with, but this is a minor issue.  And the ability to pause time and highlight particular areas of your targets, in the beautifully over the top gore of V.A.T.S, is still as glorious as ever. There is nothing like watching a low-level scamp brandishing a Dress Cane jog laboriously up to you, only to nonchalantly target a buckshot at their face and blast their cranium off to mercury.

You will spend most of your time in the Mojave doing quests, many of which are ancillary to the story. This is where the game really shines. While you start off with simple fetch-quests and introductory skirmishes, things soon get a lot more interesting. One early example of just how expertly crafted the quests in New Vegas are, is Come Fly With Me. Things start off simple enough. Some townsfolk moan to you that they suspect some Ghouls have holed up at an old rocket launch site up the road. You agree to go have a shufty. Ghouls, making a reappearance from Fallout 3, are those unlucky souls who let the gamma radiation get the better of them during the aftermath of the nuclear holocaust; essentially zombies. Sure enough you find them around and about; skeletal Gollum-like creatures who try and eat you the second they see you. You blast your way through them and get into the building. You reach the top floor, and are greeted by more ghouls, except these ones are still civilised, and have hatched some plot to launch the remaining rockets at the site into space, in keeping with some far-out religion they’ve cooked up. They tell you they need you to clear out some bothersome mutants in the basement.

These turn out to be Nightkin; hulking buggers with big hammers and cloaking devices who lurk in the tight hallways and mash you to a pulp at first sight. You get to their leader, who, after talking to a cow skull for an extended period, reveals that they are there to get more Stealth Boys, the devices they use to remain hidden. Another Ghoul is in the other room, preventing anyone from getting to the goods. So you walk in and you soon discover this Ghoul, civil like the ones upstairs, is actually looking for his girlfriend, who the Nightkin have imprisoned. What was once a simple task has become a quest, within a quest, within a quest; multi quest-ception. And you can choose to help or hinder any of these three as you please. But say you get the Nightkin to leave, after discovering there are in fact no Stealth Boys, developers at Obsidian leave in one detail that is just utterly devious. As you go to the viewing platform to see the religious Ghouls blast into space, you can choose, after all that goodwill, to press a button on a nearby console altering the flight plan, causing the rockets and their happy cultist cargo to sputter and crash into the desert.  This is just one of the many memorable adventures you embark on during your time in New Vegas, and it is the freedom and sadistic wit imbedded in these tasks that make them so utterly addictive.

Beyond these side quests, the main storyline sees you follow your would-be killer, Benny, to the New Vegas Strip, where the pre-war Las Vegas has been rebuilt. Here we meet the enigmatic Mr House, the shady de facto ruler of New Vegas, who has big plans for the Mojave. He commands an army of Securiton robots (obviously) who keep order on the strip.  Or do they? Certainly, everything is not as it seems. The main plot thread trails through the first half of the story, but as we pass the halfway mark, things get very interesting, very quickly, and the plot builds up real traction as the plot unfurls before you. Again, this is a marked improvement over F3, where the main story meandered along until the very end, where you could either be killed (The good ending, believe it or not), or let some poor sucker die for you. And that was more or less it. There are various factions vying for control of Hoover Dam, the only intact source of power in the region, and the key to controlling the Mojave. Do you help the well-meaning, but overly bureaucratic New California Republic, a contingent of conscript and volunteer soldiers, attempting to rebuild the region to Old World specifications? Or do you help The Legion, a tribal army of slavers, based on the Old Roman Empire, with, who else, Caesar, at the helm (a theme perhaps stemming from Caesar’s Palace casino). Then, there is Mr House, your effective employer, with his robot army. And then, on top of that, there is Yes Man, one of Mr House’s robots, who can help you take the whole lot for yourself.

You can trek the Mojave alone, but half of the fun is having some companions to back you up. The AI in New Vegas is pretty terrible, but the characterisation is excellent.  There are somewhere around 8 different companions you meet who are willing to help you. There are stoic solider types, cowgirls, doctors, to name a few, though one standout is ED-E, a plucky little Eyebot, who bobs at your side,  blasting recorded trumpet fanfare whenever you get yourself in a scrape. Then there is Rex, a part robotic German Sheppard, with a glowing brain jar between his ears.  Rex isn’t without his quirks; he hates hats, and rats, for no discernible reason, which led to several reloaded saves after Rex went bananas and mauled some poor sod guilty only of wearing a moth-eaten trilby. The wide range of counterparts available makes traversing the Mojave that bit more unpredictable; thankfully, in a good way. There are of course endless bugs and glitches, some of them funny,  some of them anything but; on more than one occasion my game simply crashed and I had to reload. Other times quests didn’t work properly, or, upon entering a building, the AIs just glitch in a ball in the centre of the foyer, looking like the QWOP man trying to fetch a digestive from the bottom of the biscuit jar. The aging game engine must surely have enjoyed its final outing with this one, and often you see it labouring to catch up, with pop-in backgrounds, and rather punishing loading screens that occur much too often. But it is hard to let these issues get in the way of what is a solid game.

Obsidian’s 2010 effort is one of their very best. The world of New Vegas teams with life, diversity, opportunity, and sheer inventive zest.  There are shortcomings, and areas for improvement; most centrally, some form of getting about, like maybe a little sci-fi motorbike or something. But New Vegas is the best Fallout yet. It is so jam-packed of memorable moments. Take the afore mentioned Fisto, a squat little robot, who on calibration into a sexbot, makes you his first customer (to which you can reply ‘I can’t feel my legs!’. Totally necessary). Or when a clan made up of 50s housewives right out of People magazine and names like ‘Irate Ida’ and ‘Rancorous Ruth’ besiege you with rolling pins.  This is one of those rare games where it is not the ending that really matters, but the long, illustrious journey that gets you there. I made the mistake of getting hooked on this during exam season. This games design teases out the obsessive-compulsive side of you, leading you to dig deeper and deeper into this rich world. And yet often you will hardly skim the surface.

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