This page is about the game itself. For an overview of Fallout: New Vegas-related articles, see Portal:Fallout: New Vegas. |
Fallout: New Vegas
developer
publisher
Bethesda Softworks (US, UK, ROI, JP)
1C/Cenega (PL, RU, CZ)
1C/Cenega (PL, RU, CZ)
![New New](/uploads/1/2/3/7/123718627/947592624.jpg)
distributor
release date
October 19, 2010 (US)
October 21, 2010 (OC)
October 22, 2010 (EU)
November 4, 2010 (Asia)
October 21, 2010 (OC)
October 22, 2010 (EU)
November 4, 2010 (Asia)
genre
engine
modes
rating
platforms
Microsoft Windows XP/Vista/7/8,
Xbox 360, PlayStation 3
Xbox 360, PlayStation 3
media
system requirements
Minimum requirements:
OS: Windows 7/Vista/XP
CPU: dual core 2.0 GHz
Memory: 2GB RAM
10GB free harddisk space
Video card: NVidia GeForce 6 series, ATI 1300XT series
OS: Windows 7/Vista/XP
CPU: dual core 2.0 GHz
Memory: 2GB RAM
10GB free harddisk space
Video card: NVidia GeForce 6 series, ATI 1300XT series
Availability
PC
Steam
Steam (Ultimate Edition)
Direct2Drive
Direct2Drive (Ultimate Edition)
GOG (Ultimate Edition)
Steam (Ultimate Edition)
Direct2Drive
Direct2Drive (Ultimate Edition)
GOG (Ultimate Edition)
Xbox
PlayStation
Fallout: New Vegas is a post apocalyptic role-playing video game developed by Obsidian Entertainment and published by Bethesda Softworks. While New Vegas is not a direct sequel, it uses the same engine and style as Fallout 3. It is the fourth major installment in the Fallout series (sixth overall). It was developed by a few of the employees who worked on previous Fallout games at Black Isle Studios, along with a larger number of new employees. It is set primarily in a post-apocalyptic Nevada, although some areas of California, Arizona and Utah are also visited.
The game was released on October 19, 2010 in North America, October 22, 2010 in Europe, and November 4, 2010 in Asia. It is available on the PC, Xbox 360, and PlayStation 3.It was released on Backwards Compatibility for Xbox One on June 23, 2016.
Development historyEdit
Discussions for New Vegas began between Obsidian and Bethesda in 2008/'09. They knew the game wouldn't be a 'Fallout 4,' and it was referred to as 'Fallout 3.5' within Obsidian. It was specifically designed to be more of an expansion rather than a sequel; Obsidian, however, saw the project as akin to the Grand Theft Auto titles Vice City and San Andreas—not numbered entries, but full games in their own right. As Bethesda 'had dibs' on the U.S. East Coast, Obsidian set the game in the American West. Obsidian submitted a three-page pitch to Bethesda for the project, which they named 'Fallout: Sin City.' The game was later renamed to 'New Vegas.'
The game was originally slated to have three playable races—human, ghoul, and super mutant. This idea was abandoned due to issues with the engine, specifically with how the weapons and armor would work.[1]
The game was announced on April 20, 2009, at Bethesda's London showcase.[2] The first official information was released in the February 2010 issue of PC Gamer. A cinematic teaser trailer and a gameplay trailer were released. The game spent a total of 18 months in development.[3]
Story and settingEdit
SettingEdit
Main article: Fallout world
The game is set in and around a post-apocalyptic retro-futuristicLas Vegas, following the Great War between the U.S. and China, as a conventional and nuclear war that occurred on October 23, 2077. It lasted less than two hours, while causing immense damage and destruction. Before the Great War, the Resource Wars took place, during which the United Nations disbanded, a plague rendered the United States paranoid, and Canada was annexed. Thanks to Robert House, the city of Las Vegas itself wasn't hit as hard as most of the other districts, with most buildings left intact. The Hoover Dam supplies free electricity and water to those who control it.
StoryEdit
The story has taken some parts from the Fallout and Fallout 2 stories, and is for the most part unrelated to its predecessor, Fallout 3.
Fallout: New Vegas takes place in 2281, four years after the events of Fallout 3, thirty-nine years after Fallout 2, one-hundred and twenty years after Fallout and six years before the events of Fallout 4 . The New California Republic plays a major part in the game's story, being in a three-way struggle among the Caesar's Legion slavers, the New California Republic and the mysterious Mr. House.
The Courier, the player's character, was meant to deliver a package from Primm to New Vegas; however, they are intercepted by the Great Khans led by a mysterious man, who shoots them and takes the package, leaving the Courier for dead in a shallow grave. The Courier is later found by a robot named Victor, and is taken to the settlement of Goodsprings, where Doc Mitchell saves their life. After the Courier is given some medical tests, the player is pushed back into the open world, and the quest Ain't That a Kick in the Head begins. Fallout: New Vegas has a definitive ending, unlike Fallout 3.[4]
The endings for Fallout: New Vegas are dependent on what actions the player took during the game's quests, with separate endings being shown for each major location, political faction, and recruitable companion.
GameplayEdit
The gameplay system is similar to Fallout 3 gameplay, although some changes have been made, one being changes to the combat system to give the feel of a first-person shooter, including the ability to use weapon iron sights. The game also made a change from the true bullet flight paths in Fallout 3 to simulated bullet flight paths, which means the bullets, when fired, originate from the center of the screen's crosshairs, rather than the tip of the gun's barrel.
Hardcore modeEdit
Hardcore mode is an optional setting which makes the game more realistic, with gameplay elements such as dehydration, and non-instantaneous healing. It can be turned on and off mid-game. Either a trophy or achievement is awarded for completing Fallout: New Vegas on Hardcore mode; however, in order to earn it, the entire game must be played in Hardcore, from the point first prompted until the endgame sequence, without ever turning the setting off. The Casual/Hardcore mode distinction is independent of difficulty settings.
Normal | Hardcore |
---|---|
Stimpaks heal instantly. | Stimpaks heal over time. |
Radaway heals radiation poisoning instantly. | Radaway heals radiation poisoning over time. |
Doctor's bags heal all limbs fully. | Doctor's bags heal limbs partially. |
Crippled limbs can be healed with stimpaks, or by sleeping in any bed or mattress. | Only a doctor, a doctor's bag, sleeping in certain beds, healing poultice, weapon binding ritual, Auto-Doc, or hydra can heal a crippled limb. |
Ammunition is weightless. | Ammunition has weight. |
Companionscannot die, instead getting knocked unconscious for a short time. | Companionscan die. However, they still heal without needing or using any stimpaks after battle. |
No Dehydration, Starvation, or Sleep deprivation. | The Courier must drink, eat, and have proper sleep cycles or will suffer increasingly negative effects, up to immediate death. |
Character systemEdit
Main article: Fallout: New Vegas SPECIAL
The SPECIAL system returns, and directly influences speech options and quests. Unlike Fallout 3, traits are available for taking, and perks are gained every two levels instead of every one, a move made by the developers to avoid creating overpowered Couriers.
CombatEdit
Main article: Fallout: New Vegas combat
The Vault-Tec Assisted Targeting System, or V.A.T.S., is an active pause combat system implemented in the game, just like in Fallout 3. While using V.A.T.S., the otherwise real-time combat is paused. V.A.T.S. also allows the gory deaths in the game to be shown in slow motion and great detail. Attacks in V.A.T.S. cost Action Points, and the player can target specific body areas for attacks to inflict specific injuries.
During real-time combat, you can now look down the iron sights of weapons, rather than the zoom in Fallout 3. Unlike Fallout 3, melee weapons now have special moves in V.A.T.S., such as 'Fore!' for golf clubs, along with special Unarmed moves such as 'Ranger Takedown.'
New Vegas also brings back the Damage Threshold (DT) mechanic absent from Fallout 3. If an enemy has a high DT, some weapons may be ineffective. This is indicated by a red shield near the enemy's health bar when attacking it, both in and out of V.A.T.S. The damage threshold will be due to high armor or a built-in mechanic to that character, and will require the Courier to either retreat or attack with a more powerful weapon. Players also take much more damage in V.A.T.S. than in Fallout 3 (75%, up from 10%), which makes dying during V.A.T.S. a real possibility. Another new feature is the presence of a dynamic 'Kill Cam,' which shows the killing bullet in slow motion, permitting players who prefer to play in real-time to experience the same cinematic feel of V.A.T.S. This camera can also be enabled/disabled at will, and is only shown on killing the last enemy of a group.
Karma and ReputationEdit
Karma is back, incorporated alongside a reputation system similar to Fallout 2.[4] Reputation is a form of tracking relationships within the many factions and towns of Fallout: New Vegas, such as the NCR or Goodsprings. A high reputation with a faction or town may give certain benefits, such as gifts from the people of that town, while a low reputation may lead to hits being taken out against you. Karma in New Vegas has little effect compared to Fallout 3; reputation is the primary factor affecting how people react to you.
Weapon ModdingEdit
A modding feature allows you to modify your gun by adding scopes, extended magazines, silencers, and more. Weapons can have a maximum of three attached mods, and they cannot be removed once placed. Obsidian implemented this feature as a direct response to the popularity of the Weapon Mod Kits mod for Fallout 3.[5]
Unique weaponsEdit
There are unique versions of weapons in Fallout: New Vegas, a feature introduced in Fallout 3. Unique weapons have different textures and adornments. They were not originally intended to be modified and most cannot be; however, some are still able to take on modification (such as the weathered 10mm pistol). Even so, their built-in abilities and higher damage output often make up for their lack of flexibility. Counting all the add-ons, there are a total of 81 unique weapons to be found inside the game, but some require the completion of a quest to find (e.g., Pew Pew). Some can be found on the bodies of enemies (e.g., Oh, Baby!,) or can be found in specific locations such as the Ratslayer.
Companion wheelEdit
A new companion wheel has been added to quickly and easily give companions commands such as 'Talk,' 'Use Ranged Weapons' and 'Wait Here.' It also makes it easier to restore their health (using stimpaks) and swap equipment. The companions also have their likes and dislikes; giving a sniper companion a shotgun, for example, will result in a nasty remark and decreased effectiveness.
GamblingEdit
The city of New Vegas, as well as other smaller settlements in the game, have a variety of colorful casinos or other forms of gambling to explore. In Fallout: New Vegas, several gambling mini-games have been added, including blackjack, roulette, and slots. Outside the casinos, many people across the Mojave play Caravan, a card game designed by Obsidian specifically for New Vegas. Luck is a considerable factor when it comes to gambling. You get money for winning, and floor managers will congratulate you with food or drink and maybe a VIP stay at the hotel. Winning too much money after that, however, will make the managers come down, give you the customary 'tap on the shoulder,' and tell you to leave the casino on suspicions of cheating. You will not be able to gamble in that casino anymore but are still able to enter and buy items or food from the casino. This will not remove your current chips.
DevelopersEdit
Fallout: New Vegas was developed by Obsidian Entertainment, a company founded by Feargus Urquhart and Chris Avellone, two of the makers of Fallout 2 (originally at Black Isle Studios). The project is led by J.E. Sawyer, one of the lead designers of Van Buren, the canceled Fallout 3 project by Black Isle Studios. John R. Gonzalez is the lead creative designer, while Obsidian founder Chris Avellone, who worked on Fallout 2 and Van Buren as a senior designer. Joe Sanabria is the lead artist.
ProductsEdit
Collector's EditionEdit
The Collector's Edition of Fallout: New Vegas includes Fallout: New Vegas; 'Lucky 7' poker chips, replicas from the ones found in the game; a deck of Fallout: New Vegas themed playing cards; a replica of the 'Lucky 38' poker chip (The platinum chip) from the game; All Roads, a graphic novel about the history of Fallout: New Vegas written by Chris Avellone; and a 'The Making of Fallout: New Vegas' DVD. The entire package comes in a collectible Fallout: New Vegas box. The Collector's Edition was also available for pre-order.
Add-onsEdit
A total of four add-ons, Dead Money, Honest Hearts, Old World Blues, and Lonesome Road have been released. The pre-order bonuses are now released as another add-on, Courier's Stash, as well as another add-on called Gun Runners' Arsenal which was released on September 27, 2011.
Fallout: New Vegas had four different pre-order bonuses: the Classic Pack, Caravan Pack, Tribal Pack, and Mercenary Pack. Each one had a unique suit of armor and a unique weapon not found in-game, along with a few other items that are available within the game.
Ultimate EditionEdit
The Fallout: New Vegas Ultimate Edition was released on February 7th, 2012 in North America and February 10th in Europe. The package contents are the base game along with all add-ons, including Gun Runner's Arsenal and Courier's Stash.
Controversies and censorshipEdit
- In the German version, there is no gore. German players who want the full Fallout experience can—as with Fallout 3—buy the Austrian version, which basically features the uncut PEGI version with German speech and text. However, the German Ultimate Edition is completely uncensored.
- Just like in Fallout 3, the Fat Man weapon was once again renamed to the 'Nuka Launcher' in the Japanese version of Fallout: New Vegas. The Little Boy mod, however, was not.
- Fallout: New Vegas was officially banned in the United Arab Emirates, but the ban was repealed later as it did not contain enough violence to meet the ban's criteria after a test run. The ban lasted for about a day after the game's release and the game was soon stocked in stores fully uncensored (with gore) alongside the collector's edition. The ultimate edition was released without any issues, as the original game was already in stock and the ultimate edition was simply the same game with all DLC included.
GalleryEdit
Box art for the PC version
Box art for the PS3 version
Box art for the Xbox 360 version
Back Cover Art
Collector's Edition
The development team for Fallout: New Vegas
Concept art
New Vegas concept art
Hoover Dam concept art
Wasteland concept art
Ultimate Edition box art
VideosEdit
See alsoEdit
External linksEdit
ReferencesEdit
- ↑[ http://www.eurogamer.net/articles/2017-09-12-fallout-new-vegas-was-once-fallout-sin-city-and-had-three-playable-races Eurogamer - Fallout: New Vegas was once Fallout: Sin City and had three playable races]
- ↑VG247 - Fallout: New Vegas announced in London
- ↑Josh Sawyer's Formspring
- ↑ 4.04.1PC Gamer Edwards, Tim (February, 2010), March issue of PC Gamer: pp. 40-41.
- ↑Gamespots Interview with Chris Avellone at E3 2010
|
This page is about the game itself. For an overview of our Fallout 2-related articles, see Portal:Fallout 2. |
A Post Nuclear Role Playing Game | ||||||||||||||||||
Original box art. | ||||||||||||||||||
| ||||||||||||||||||
The Vault has media related to this article. The Vault has documentation related to this article. |
Fallout 2: A Post Nuclear Role Playing Game is the sequel to the original Fallout game. Released on September 30, 1998, it was officially developed by Black Isle Studios, which by that point had become a full-fledged design outfit.
- 1Gameplay
- 1.2Skills
- 2Plot
Gameplay[edit | edit source]
Fallout 2's gameplay is similar to the original Fallout. It's a role-playing game with turn-based combat, where the player plays the game in the pseudo-isometric view.
Character attributes[edit | edit source]
Main article: Fallout 2 primary statistics
Fallout 2 uses a character creation system called SPECIAL. S.P.E.C.I.A.L is an acronym and initialism of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are the seven basic attributes of every character in the game. They are used to determine the skills and perks of the given character.
Skills[edit | edit source]
There are 18 different skills in the game. They are ranked from 0% to 300%. The starting values for those skills at Level 1 are determined by the player's 7 basic attributes, but most of those skills would fall between 0% and 50%. Every time the player gains a level, he will be awarded skill points to be used to improve his skills, equal to 5 points + twice his Intelligence. The player may choose to 'Tag' 3 of the 18 skills (though later a fourth skill may be tagged). A tagged skill will improve at twice the normal rate.
Some non-player characters can also improve Skills via training.
There are:
- 6 combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing Weapons.
- 8 active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.
- 4 passive skills: Speech, Barter, Gambling, Outdoorsman.
Combat skills improve accuracy and (generally) damage with weapons which correspond to that combat skill. For example, the effectiveness of a rocket launcher would be governed by the Big Guns skill, while the effectiveness of a 10mm pistol would be governed by the Small Guns skill.
Active skills may be selected and used on the player, non-player characters, and the environment to accomplish tasks. For example, a player may use First Aid to heal themselves or allies, or use Repair to fix a generator. Active skills can also contribute to in-game dialogue. For example, someone with a high science skill could talk to a scientist and get a better response out of them than if they had a low science skill.
Passive skills also contribute to in-game dialogue, along with various other things throughout the game. However, they can't ever be selected and used like active skills can.
Books[edit | edit source]
Main article: Fallout 2 books
Books found throughout the gameworld can improve Small Guns, First Aid, Science, Repair, and Outdoorsman skills, up to a maximum of 91% skill value; using a skillbook after that will do nothing to raise the skill any further. Books are scarce early in the game, and the max cap can make books less useful later on. Vault City and San Francisco are good sources of books.
Tools and Lockpicks[edit | edit source]
Lockpicks can make it easier to open locks; note however that not all doors have the code script required for all lockpick types, and the bonus may vary. Normally +20-40%, it can range from +10-50%. Some skills can also be improved while having certain items equipped. (E.g. equipping a lock pick would improve lock picking skills.) Stimulants can also temporarily boost player's skills; however, they often have adverse effects such as addiction and withdrawal. As Skills grow higher in rating, they begin to cost more Skill Points to increase.
Traits and Perks[edit | edit source]
Main articles: Fallout 2 traits, Fallout 2 perks
At character creation, the player may choose 2 optional traits. Traits are special character attributes, such as 'Skilled' (which drastically increases the player's skills, but adds an extra level before the player may choose each perk), or 'Jinxed' (enemies have a greater chance of critical attack failures, but so does the player). A Trait normally contains one beneficial effect and one detrimental effect, and are listed below the Perks section in the character sheet. Once a Trait is chosen, it is impossible to change, except by using the 'Mutate' Perk which allows the player to change one Trait, but only once.
'Perks' are special elements of the leveling system. Every 3 levels (or every 4 if the player chose the 'Skilled' Trait), the player is granted a perk of his choosing. Perks grant special effects, most of which are not obtainable via normal play in the game, such as letting the player take more actions per round. Unlike traits, most perks are purely beneficial - they are usually offset only by the infrequency of acquiring them.
Changes from Fallout[edit | edit source]
Fallout 2 features a much wider array of items, weapons, and armor than Fallout. Most of the items from Fallout returned, but had alternate and upgraded forms: the minigun, for example, is now joined by the Avenger and Vindicator miniguns. Item prices were also increased at stores, making scavenging for items more important. In addition to old, upgraded weapons, several new weapons were introduced for all branches of combat, thus making no combat skill the best, and allowing the player to be powerful with any weapon. The range of enemies was also increased to a wider diversity. The end result is a much more complex combat environment.
Skills start off at a lower rate than the first game, and the various skills are also more important. Previously, skills like Unarmed, Doctor, and Traps were used sparingly, but now, all skills are useful to a degree. The maximum level of a skill was increased from 200 to 300. Another notable change is that a skill, after reaching 100%, requires more than 1 skill point to increase, up to 6 skill points per 1% (2% if the skill is tagged) increase after 200%. The Unarmed skill in particular was made much more sophisticated by adding different types of Punches and Kicks depending on the player's Attributes and skill level. Several new Perks were added while most others were retained, allowing a greater degree of customization. The Friendly Foe perk in Fallout is now a default feature in Fallout 2.
Karma is accompanied by Reputation, and while Karma affects the player as a whole, Reputation affects how the player is received in a single town. While Karma is achieved by doing good things and killing monsters, Reputation grows based on how the player helps the city, usually by completing sub quests. By nature, Reputation and Karma tend to grow parallel to each other. As in Fallout, good/evil characters react differently to players with different Karma. Also, the player can acquire certain titles (Gigolo, Made Man, Slaver) based on their actions that also affect the game and how others react to them.
Recruitable non-player characters were very simplistic in the first game, and the only control the player had over them was to designate a specific weapon for the non-player character to use and how far away they should stand. In Fallout 2, team non-player character control became much more sophisticated, with non-player characters being able to gain levels, equip armor and be issued orders before and during combat, ranging from when to run away to when to heal themselves, as well as ordering them to holster their weapons. The non-player characters also possess distinct personalities and characteristics, similar to previous games. The recruiting process has also been made more complex, with some non-player characters refusing to join the player if he has negative Karma or before a certain quest has been completed. Finally, there is a limit to the number of non-player characters a player can recruit (depending on the character's Charisma), as well as a larger number to recruit (over a dozen).
In the original Fallout, subquests in the towns and cities were usually solved within that city, with only a few subquests requiring the player to travel. The cities, fairly isolated except for caravans, were concerned with their own problems. In Fallout 2, however, the cities have a great deal of contact with each other, and with the sole exception of Klamath, actions in one city will affect the state of another, and subquests will often require the player to go back and forth from location to location to kill enemies and deliver messages and items.
The game's overall subject matter was generally more mature, with drugs and prostitution becoming major elements of the setting. The use of strong language remains uncensored, with an optional dialogue filter. During the course of the game, players can join the Mafia, become a porn star, get married and subsequently divorced, and prostitution is a strong recurring theme. Slavery also becomes an important subplot, and players can either side with the Slavers or join their opponents (such as New California Rangers) who try to stamp slavery out. Non-player characters can be bought and sold as slaves during the course of the game.
Speedrunning is much more difficult than in Fallout. In Fallout, players could go straight to the Military Base, destroy it, then travel to the Cathedral and do the same. In Fallout 2, the final areas cannot be accessed until a computer part from Vault 13 is found, and Vault 13 in turn cannot be found until one of two quests have been completed, thus requiring a great deal of fighting that requires a higher-level character to survive. (Note: It is possible to bypass Vault 13 and the computer part quest with a 'Stupid' character by using psycho to lower your Intelligence temporarily). Also, while the player can recruit allies for the final encounter, there is no way to completely avoid the final boss battle in Fallout 2 -- again, encouraging combat and making a speedrun difficult. In spite of these factors, the game was completed in 17:51 on a video posted on the Speed Demos Archive website.
Plot[edit | edit source]
Setting[edit | edit source]
At the end of the original Fallout, the hero, the Vault Dweller, was exiled by the VaultOverseer for prolonged exposure to the outside world. Unable to return home, the Vault Dweller, with a group of willing companions, traveled far north. Eventually they started their own tribal village called Arroyo in what we know as Oregon. Decades have passed since the original Fallout, and the Vault Dweller disappeared from Arroyo after writing his memoirs.
In the time since the Vault Dweller's exile, a new government known as the New California Republic (abbreviated NCR) has begun to unify the southern towns and is spreading to the north. A mysterious new organization known as the Enclave has emerged with the most sophisticated technology in the wastes, even surpassing the Brotherhood of Steel. A new drug, jet, has become a cancer on many towns, its addictive properties forcing many to rely on the town of New Reno to keep them supplied.
Story[edit | edit source]
During 2241, Arroyo suffered the worst drought in living memory. Faced with the difficulty, the village elders asked the direct descendant of the Vault Dweller, referred to as the Chosen One, to perform the quest of retrieving a Garden of Eden Creation Kit (GECK) for Arroyo. The GECK is a device that can create thriving communities out of the post-apocalyptic wasteland.
The player, assuming the role of the Chosen One, is given nothing more than the Vault Dweller's jumpsuit, a RobCo PIPBoy 2000 handheld device, a Vault 13 water flask, and some cash to start the mission.
The player eventually finds Vault 13 (the first place possible to obtain a GECK) devoid of the majority of its former human inhabitants. The Chosen One returns to find his village captured by 'The Enclave', which is later revealed to be remnants of the United States government. The player, through a variety of means, activates an ancient oil tanker and its autopilot, thus allowing him to reach the Enclave's main base on an offshore oil rig.
It is revealed that the dwellers of Vault 13 were captured as well, to be used as test subjects for FEV (Forced Evolutionary Virus), together with the Arroyo tribesmen. Vault 13 was supposed to be closed for 200 years as part of a Vault-Tec Vault experiment; this makes them perfect test subjects. The Enclave modified the Forced Evolutionary Virus into an airborne disease, designed to attack any living creatures with mutated DNA. With all genetic impurities removed, the Enclave (who remain protected from radiation) could take over.
The player frees both his village (Arroyo) and the Vault 13 dwellers from Enclave control, and destroys the Enclave's oil rig. In the ending, the inhabitants of Vault 13 and Arroyo villagers create a new prosperous community with the help of the GECK.
Characteristics[edit | edit source]
The fact that in Fallout, Fallout 2 and Fallout 3 the player characters are raised in an isolated community works with the plot structure, allowing the character to be as ignorant about the game world as the player would be and explaining why the map the character starts with is almost completely unexplored.
Music[edit | edit source]
Main article: Fallout 2 soundtrack
The game soundtrack for Fallout 2 was composed by Mark Morgan, who also created the soundtrack of the first Fallout.
Reception[edit | edit source]
Fallout fans are generally divided in their opinions of Fallout 2. The most common complaints involve the voluminous amount of pop-culture references throughout the game, many of which are thought of as extraneous and forced; the exaggerated 'adult' content such as the porn studio in New Reno, or even New Reno as a whole; the perceived lack of a true Fallout atmosphere when compared to the original game; and especially the overall lack of advancement over the original in terms of graphics and gameplay. There have also been some complaints about the game's relatively arbitrary end boss, Frank Horrigan.
Other fans argue that Fallout 2 goes above and beyond the ideas and promises of the original. With a level of content many times that of the first Fallout, and no 'ticking clock' main quest hanging over the head of the player, some feel that Fallout 2 fleshes out the concept of a truly open-ended roleplaying experience to an extreme that the original was unable to achieve.
Fallout 2 is considered one of Black Isle Studios' best RPGs by most critics, and is generally well respected in the RPG community.
Current availability[edit | edit source]
New boxed editions of the game are published from time to time, usually included on one DVD together with Fallout and Fallout Tactics, such as the Fallout Trilogy release. Do watch out, older versions of the game might not work with newer computers.
Steam is also offering direct downloads for Fallout and Fallout 2, as well as selling them in a bundle which includes Fallout: Tactics.
And finally, GOG.com offers Fallout, Fallout 2, and Fallout Tactics, as well as Fallout 3 and Fallout: New Vegas not just DRM-free, but optimized to work out-of-the-box on modern hardware and operating systems.
Gallery[edit | edit source]
- The back of the US box art.
- Polish cover art.
- Russian cover art by 1C.
- Early version of the Fallout 2 logo used in promotional materials.
- Fallout 2 game, box included: CD (one), Vault-Tec Lab journal (164 pages) and spam brochures.
- The in-game help screen.
- Steam banner
- Early concept art for a Fallout 2 encounter (lineart)
- Ditto (colored)
Video[edit | edit source]
- Fallout 2 trailer
See also[edit | edit source]
|
The contents of this page were entirely or partially copied from Wikipedia, the Free Encyclopedia, and are therefore licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. The original version, its history and authors can be found at the Wikipedia page 'Fallout 2'. |
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Fallout_2&oldid=2139835'
Goodreads helps you keep track of books you want to read.
Start by marking “Fallout: New Vegas - All Roads” as Want to Read:
Rate this book
See a Problem?
We’d love your help. Let us know what’s wrong with this preview of Fallout by Chris Avellone.
Not the book you’re looking for?Preview — Fallout by Chris Avellone
All Roads introduces the world of New Vegas, a town of dreamers and desperadoes being torn apart by warring factions vying for complete control of this desert oasis, and tells an intriguing tale of loyalty and violence that leads right up to the beginning of the game.
The story takes place a week before the events of Fallout: New Vegas. Benny, the leader of the Chairmen, is..more
The story takes place a week before the events of Fallout: New Vegas. Benny, the leader of the Chairmen, is..more
Published September 2010 by Dark Horse Books
To see what your friends thought of this book,please sign up.
To ask other readers questions aboutFallout,please sign up.
This book is not yet featured on Listopia.Add this book to your favorite list »
Rating details
|
Sep 28, 2016Jess rated it really liked it Shelves: 2016-reading-challenge, dystopia, finished-in-a-day
I automatically love anything even faintly related to Fallout (as you can probably tell by my reviews of anything set in or around Boston) and I love New Vegas so much. I didn't know this comic existed until today, but it was pretty cool. I still don't really feel anything for Benny, though, even though it was fun to get his backstory a bit.
To be honest I hadn't even considered that the Mojave meant going back to basics away from established settlements, properly. The tribal lifestyle then bein..more
Nov 09, 2017Jason Bloom rated it liked itTo be honest I hadn't even considered that the Mojave meant going back to basics away from established settlements, properly. The tribal lifestyle then bein..more
Shelves: civilization, death, gamers, games, graphic-novel, mutants, nuclear-war, post-apocalyptic, relationships, series
COMICS. Comics never change. This short comic, based off of the hyper-popular Fallout games series, is definitely for serious Fallout fans only. It’s short and makes for a quick read, and covers a lot of familiar ground from the world of Fallout: New Vegas. Revisiting some of the tribes of the desert wasteland, like the Great Khans and the Chairmen, we get to peek a bit at their origin stories and for a few notable characters, their personal backstories as well. I won’t spoil anything, but there..more
Nice little read for Fallout fans.
All takes place before the beginning segment of New Vegas, where Benny and a group of Khans are on the trail of the courier (your character in the game).
Artwork is nice but it is just too short to be any better than 3 stars.
All takes place before the beginning segment of New Vegas, where Benny and a group of Khans are on the trail of the courier (your character in the game).
Artwork is nice but it is just too short to be any better than 3 stars.
Jun 28, 2018Reeter rated it really liked it
So good! And now I want a comic series that's just all about New Vegas and what happens both before and after the game.
Bethesda, make it happen.
Bethesda, make it happen.
LOOOOOOVE Fallout!!!
Dec 06, 2018Hebe rated it really liked it · review of another edition
I automatically love anything to do with Fallout: New Vegas so yeah this rating wasn't biased or anything..
Anything that will put you back into the world of New Vegas is worth checking out in my books.
?
Quite short but a pretty good prelude to what happens before Fallout New Vegas with Benny & the gang that helped him.
Nov 19, 2017John rated it liked it
Good script - would be four stars if it weren't so short.
Jan 25, 2014C rated it it was ok · review of another edition
A very, very short comic — which is its main flaw. As a huge fan of Fallout: New Vegas, I would easily fork over money for anything involving fallout lore. However, for the little amount of content provided with this book, I have yet to find copy on sale for a reasonable price.
As for a review, it was an enjoyable read. The illustrations were not to my particular taste but the writing was enjoyable, not only setting up the courier’s plot line well, but also installing the themes that will be late..more
As for a review, it was an enjoyable read. The illustrations were not to my particular taste but the writing was enjoyable, not only setting up the courier’s plot line well, but also installing the themes that will be late..more
Maybe it's just that it's been a long time since I played New Vegas, but this didn't connect with me at all. The fragments of story set up here don't really gel - I guess the characters were there but they didn't make much of an impression, and the book moves through a lot in its limited space; meaning it doesn't develop much of anything at all. Art is decent but not memorable. Overall, this isn't really anything to write home about. Not bad, but not worth going out of your way to read.
Sep 01, 2014Daken Howlett rated it really liked it
Prequel di Fallout:new Vegas,si incentra sulla figura di Chance,un membro dei Khan che non è mai riuscito a superare la tragedia di bitter spring,che viene coinvolto nella spedizione per la cattura del corriere(l'inizio del videogame)la Graphic Novel è splendidamente realizzata dal punto di vista grafico e presenta dialoghi molti interessanti basati sul tema principale del videogame(DLC compresi),cioè l'incapacità di dimenticare il passato e continuare a vivere.
Oct 08, 2015Brandon rated it it was amazing · review of another edition
I am in love with the Bethesda games!I am most excited for Fallout 4 coming out in November.I think I will like this book,because I love Fallout lore,or Elder Scrolls lore.I don't like comic books to much but if its about my favorite topic,then I will read it all the time (Until I finish it).I hope I get to actually read it!
This is a short prequel to the game Fallout: New Vegas. You don't have to have read it to play the game, but it gives a bit of backstory and explains a couple Easter eggs you'll find while playing. Fallout: New Vegas is one of my all-time favorite games, and I'm a Chris Avellone groupie, so AUTOMATIC FIVE STARS.
Nov 21, 2015Michael Walton rated it it was amazing · review of another edition
Nice introduction Into Fallout New Vegas
Great into into the Fallout New Vegas Videogame. Was a little short unfortunately, but otherwise interesting. If your a Fallout Fan definitely pick this one up.
Jan 03, 2016Sivaram Velauthapillai rated it it was ok · review of another editionGreat into into the Fallout New Vegas Videogame. Was a little short unfortunately, but otherwise interesting. If your a Fallout Fan definitely pick this one up.
Shelves: art-film-philosophy
Not a bad graphic novel that accompanied the Fallout New Vegas Collector's edition (now also available separately). The artwok and the story are pretty good. However, the book is very short and didn't really provide anything revealing about the Fallout universe.
May 31, 2014Nollen Hager rated it it was amazing · review of another edition
Good fan service!
Good fan service!
some great back story to a great game. if you're a fallout fan this is worth reading. art was well done and layout was really nice
Good fan service!
some great back story to a great game. if you're a fallout fan this is worth reading. art was well done and layout was really nice
May 01, 2014Steven Matuska rated it really liked it · review of another edition
Good but short
Good but short
the book is only about 50 pages or so, it's short but it gives some cool back story as to how Benny finds the courier. it's a good read if you already know the story of new Vegas
Good but short
the book is only about 50 pages or so, it's short but it gives some cool back story as to how Benny finds the courier. it's a good read if you already know the story of new Vegas
Sep 29, 2015Benjamin Holbrook rated it really liked it
Really interesting prologue to the game Fallout: New Vegas. Its fun to see a lot of the back story on Benny, the courier, and the chip not covered in the game its self.
Plus, anything written by Chris Avellone is worth reading.
Plus, anything written by Chris Avellone is worth reading.
Atmospheric, mostly unrelatable, and short. The charisma of this book lies in it's lore. This book makes the world of Mojave wasteland feel more alive, and with more character. Not that remarkable as a standalone book. But is a superb side dish for it's source material.
It's aight.
It's aight.
Oct 22, 2010Ryan Clarke rated it really liked it
Good introduction to the story of the game, I haven't read much graphic novels to compare it too but it certainly held my interest throughout the story.
Oct 19, 2010Madeleine Morrison rated it liked it
Good for what it is: An introduction to the setting and a prequel/setup to the game's plot.
Its a great book it follows up good on the Fallout new vegas backstory. Its good but I wish you didn't have to get the collectors edition to read it.
Dec 26, 2013Dylin rated it really liked it · review of another edition
Good
ok I wish it was longer but for the most part pretty good if you like fallout new vegas
it's a must have
ok I wish it was longer but for the most part pretty good if you like fallout new vegas
it's a must have
May 09, 2015Marla Haasz rated it liked it
3.5/5
Dec 11, 2015Solidus Guevara rated it really liked it
Hmm well this is a good book but it has 50 pages so .....
Jul 27, 2015Matt Whitecross rated it really liked it
I thought it'd be longer, or more eventful. It's a nice extra, but doesn't add much of anything to the story of 'New Vegas' that isn't already revealed in the game.
Dec 15, 2013Benjamin Murua rated it it was amazing · review of another edition
Quick Read
pretty good for a graphic novel, sets up the actual game well and has very nice artwork. Good way to spend 15 minutes.
pretty good for a graphic novel, sets up the actual game well and has very nice artwork. Good way to spend 15 minutes.
Fallout New Vegas Cover Art Project
Mar 16, 2013Jim rated it did not like it
Prequel comic that came with the special edition of Fallout: New Vegas. Doesn't do much to introduce the reader to the world or illuminate any aspect of the games plot. Not really worth your time.
There are no discussion topics on this book yet.Be the first to start one »
Recommend It | Stats | Recent Status Updates
See similar books…
See top shelves…
30followers
This page is about the game itself. For an overview of our Fallout: New Vegas-related articles, see Portal:Fallout: New Vegas. |
| ||||||||||||||||||
The Vault has media related to this article. The Vault has documentation related to this article. |
Fallout: New Vegas is an action role-playing video game developed by Obsidian Entertainment and published by Bethesda Softworks. The game was released on October 19, 2010 in North America, October 21, 2010 in Australia, October 22, 2010 in Europe, and November 4, 2010 in Asia. It is available on the Windows, Xbox 360, and PlayStation 3.
Even though it directly succeeds it in order of Fallout game releases and also shares its engine, Fallout: New Vegas is not a direct sequel to Fallout 3,[1] even though the game offers a similar action role-playing experience to Fallout 3. The game also marks the return of many elements found in previous Fallout titles; due to many employees of Obsidian Entertainment having previously worked for the now-defunct Black Isle Studios on Fallout, Fallout 2 and Van Buren (the cancelled Fallout 3 project by Black Isle Studios).
- 2Story and setting
- 3Gameplay
- 3.3Combat
- 5Products
- 7Behind the scenes
- 9Videos
Development history[edit | edit source]
Fallout: New Vegas was announced on April 20, 2009 at Bethesda's London showcase.[2] The first official information was released in the February 2010 issue of PC Gamer. A cinematic teaser trailer and a gameplay trailer have been released, which can be seen below.
The entire project, from start to release, took just 18 months to complete.[3]
Story and setting[edit | edit source]
Setting[edit | edit source]
The game is set in and around a post-apocalyptic retro-futuristic Las Vegas, following the Great War between the U.S. and China as a conventional and nuclear war that occurred on October 23, 2077, and lasted less than two hours, despite causing immense damage and destruction. Before the Great War was the Resource Wars, during which the United Nations disbanded, a plague rendered the United States paranoid, and Canada was annexed. The city of Las Vegas itself wasn't hit as hard as most of the other districts, with most buildings being left intact as a result. The Hoover Dam supplies free electricity and water to those who control it.
Story[edit | edit source]
Main article: Fallout: New Vegas plot
The story has taken some parts from the Fallout and Fallout 2 stories, and is for the most part unrelated to its predecessor, Fallout 3.
Fallout: New Vegas takes place in 2281, four years after the events of Fallout 3, and forty years after Fallout 2. The New California Republic plays a major part in the game's story, being in a three-way struggle amongst the Caesar's Legion slavers, and the mysterious Mr. House that oversees the New Vegas Strip.
The Courier, the player's character, was meant to deliver a package from Primm to New Vegas. However, the Courier is intercepted by the Great Khans and Benny, who shoots him and takes the package, leaving the Courier for dead in a shallow grave. The Courier is later found by a robot named Victor, and is sent to the settlement of Goodsprings, where Doctor Mitchell saves his life. After the Courier is given some medical tests, the player is pushed back into the open world, and the quest, Ain't That a Kick in the Head, begins. Fallout: New Vegas has a definitive ending, unlike Fallout 3.[4]
Endings for Fallout: New Vegas are dependent on what actions the player took via quests during the game, with separate endings being shown for each major location, political faction, and recruitable companion.
Gameplay[edit | edit source]
The gameplay system is similar to Fallout 3 gameplay, although some changes have been made, one being changes to the combat system to make it feel more like a first-person shooter, including the ability to use weapon iron sights.
Hardcore mode[edit | edit source]
Main article: Hardcore mode
Hardcore mode is an optional setting which makes the game more realistic, with gameplay elements such as dehydration, hunger and sleep deprivation as well as non-instantaneous healing. If you choose against playing the gamemode, it can be turned back on mid-game. Either a trophy or achievement is awarded for completing Fallout: New Vegas on Hardcore mode, however, in order to earn it, the entire game must be played in Hardcore, from the point first prompted until the endgame sequence, without ever turning the setting off. The Casual/Hardcore mode distinction is independent of difficulty settings.
Casual | Hardcore |
---|---|
Stimpaks heal instantly. | Stimpaks heal over time. |
Ammunition is weightless. | Ammunition has weight. |
No dehydration. No starvation. No sleep deprivation. | The player character must drink, eat and sleep, which make traveling through the Mojave Desert harder with dehydration as a main problem for fast traveling. |
Crippled limbs can be healed with stimpaks. | Only a doctor, a doctor's bag, hydra or sleeping in a bed that grants a well rested bonus can heal a crippled limb. |
RadAway heals radiation poisoning instantly. | RadAway heals radiation poisoning over time. |
Companions cannot die. | Companions can die. |
Doctor's bags heal limbs fully. | Doctor's bags heal limbs partially. |
Character system[edit | edit source]
The SPECIAL system returns, and directly influences speech options and quests. Unlike Fallout 3, traits are available for taking, and perks are gained every two levels instead of every one, a move made by the developers to avoid creating overpowered Couriers.
Combat[edit | edit source]
The Vault-Tec Assisted Targeting System, or V.A.T.S., is an active pause combat system implemented in the game, just like in Fallout 3. While using V.A.T.S., the otherwise real-time combat is paused. V.A.T.S. also allows the gory deaths in the game to be shown in slow motion and great detail. Attacks in V.A.T.S. cost Action Points, and the player can target specific body areas for attacks to inflict specific injuries. During real time combat, you can now look down the iron sights of weapons, rather than the zoom in Fallout 3. Unlike Fallout 3, melee weapons now have special moves in V.A.T.S., often costing more AP, but dealing more damage.
New Vegas also brings back the Damage Threshold (DT) mechanic absent from Fallout 3. If an enemy has a high DT, some weapons may be ineffective. This is indicated by a red shield near the enemy's health bar when attacking it, both in and out of V.A.T.S. The damage threshold will be due to high armor or a built-in mechanic to that character, and will require the Courier to either retreat or attack with a more powerful weapon. Players also take much more damage in V.A.T.S. than in Fallout 3 (75%, up from 10%), which makes dying during V.A.T.S. a real possibility. Another new feature is the presence of a dynamic 'Kill Cam' which shows the killing bullet in slow motion, permitting players who prefer to play in real-time to experience the same cinematic feel of V.A.T.S. This camera can also be enabled/disabled at will, and is only shown on killing the last enemy of a group.
Weapon Modification[edit | edit source]
A modding feature allows you to modify your weapons by adding beneficial accessories such as scopes, extended magazines, silencers, and more. Weapons can have a maximum of three attached mods, and they cannot be removed once placed. Obsidian implemented this feature as a direct response to the popularity of the Weapon Mod Kits mod for Fallout 3.[5]
Fallout New Vegas Artifacts
Unique weapons[edit | edit source]
There are unique versions of weapons, a feature introduced in Fallout 3, but there are significantly less of them than in Fallout 3. Unique weapons tend to have increased damage, speed and other factors, have different textures, and some may even have unique models. Unique weapons cannot be modified, but they often have a modification already implemented. Their built-in abilities and higher damage output often make up for it though.
Karma and Reputation[edit | edit source]
Karma returns in Fallout: New Vegas and is incorporated alongside a reputation system similar to Fallout 2.[4] Reputation is a form of tracking the players relationship with the many factions and towns of Fallout: New Vegas, such as the NCR or Goodsprings. A high reputation with a faction or town may give certain benefits, such as gifts from the people of that town, while a low reputation may lead to hits being taken out against you. Karma in has little effect in New Vegas when compared to Fallout 3; reputation is the primary factor as to how people will react to you.
Companion wheel[edit | edit source]
A new companion wheel has been added to quickly and easily give companions commands such as 'Talk', 'Use Ranged Weapons' and 'Wait Here'. It also makes it easier to swap health and equipment. The companions also have their likes and dislikes; telling a melee-oriented companion to switch to a ranged weapon will result in a nasty remark and decreased effectiveness.
Gambling[edit | edit source]
The city of New Vegas, as well as other smaller settlements in the game, have a variety of colorful casinos or other forms of gambling to explore. In Fallout: New Vegas, several gambling mini-games have been added, including blackjack, roulette, and slots. Outside the casinos, many people across the Mojave play Caravan, a card game designed by Obsidian specifically for New Vegas. Luck is a considerable factor when it comes to gambling. You get money for winning, and floor managers will congratulate you with food or drink and maybe a VIP stay at the hotel. Winning too much money after that, however, will make the managers come down, give you the customary 'tap on the shoulder', and tell you to leave the casino on suspicions of cheating. This however will not remove your current chips, even though they would likely confiscate them as being 'unfairly won' in a real casino.
Developers[edit | edit source]
The development team for Fallout: New Vegas.
Main article: Fallout: New Vegas developers
Fallout: New Vegas was developed by Obsidian Entertainment, a company founded by Feargus Urquhart and Chris Avellone, two of the makers of Fallout 2 (originally at Black Isle Studios). The project is led by J.E. Sawyer, one of the lead designers of Van Buren, the canceled Fallout 3 project by Black Isle Studios. John R. Gonzalez is the lead creative designer, while Obsidian founder Chris Avellone, who worked on Fallout 2 and Van Buren is a senior designer. Joe Sanabria is the lead artist.
Products[edit | edit source]
Collector's Edition[edit | edit source]
The Collector's Edition of Fallout: New Vegas includes Fallout: New Vegas; 'Lucky 7' poker chips, replicas from the ones found in the game; a deck of Fallout: New Vegas themed playing cards; a replica of the 'Lucky 38' poker chip (The Platinum Chip) from the game; 'All Roads', a graphic novel about the history of Fallout: New Vegas written by Chris Avellone; and a 'The Making of Fallout: New Vegas' DVD. The entire package comes in a collectible Fallout: New Vegas box. The Collector's Edition was also available for pre-order.
Ultimate Edition[edit | edit source]
The Ultimate Edition includes the base game along with the four story add-ons, along with the two item packs. The Ultimate Edition was released on February 7, 2012 in North America and on February 10, 2012 in Europe.
Add-ons[edit | edit source]
Four story based add-ons - Dead Money, Honest Hearts, Old World Blues, and Lonesome Road - have been released. The pre-order bonuses were released as another add-on, Courier's Stash, as well as another add-on called Gun Runners' Arsenal.
Fallout: New Vegas had four different pre-order bonuses, the Classic Pack, Caravan Pack, Tribal Pack, and Mercenary Pack. Each one had a unique suit of armor and a unique weapon not found in-game, along with a few other items that are available within the game.
Controversies and censorship[edit | edit source]
- In the German version, there is no gore. German players that want the full Fallout experience can - as with Fallout 3 - buy the Austrian version which basically features the uncut PEGI version with German speech and text.
- Just like in Fallout 3, the Fat Man weapon is once again renamed to the 'Nuka Launcher' in the Japanese version of Fallout: New Vegas. The Little Boy mod however, has not.
- The game was banned in the United Arab Emirates for content against Muslim rules.
Behind the scenes[edit | edit source]
Themes[edit | edit source]
“One of the Obsidian owners came up with the idea that you start the game by being shot in the head and dropped into a desert grave. It was my idea to end the game by resolving a conflict between NCR/Caesar's Legion at Hoover Dam. Everything else was developed by John Gonzalez.
”Fallout New Vegas Wiki
— J.E. Sawyer“One of the themes we identified early on for F:NV was 'recreating the new world in the image of the old'.
”— J.E. Sawyer[6]“the reason why F:NV's extensive use of western trappings overlaps fine with the imagery of vegas is because the golden age of TV & film westerns was in the 50s and 60s, which was also the golden age of las vegas. we're already conditioned to accept these things overlapping. ~*
”— JE Sawyer on TwitterCutting post-ending gameplay[edit | edit source]
“It was made relatively late in the project and I made it because the area designers were falling behind on area milestones and would not be able to complete both the core required content and post-game content in the remaining time. We did design post-game reactivity. We just didn’t have time to implement it.
”— J.E. Sawyer, Frog Helms Fan ClubBethesda Game Studios involvement[edit | edit source]
“Bethesda handled the budget, high-level scheduling, most of the QA, marketing, PR, music licensing, and all other publishing duties. All of the development was done internally, though some of the Bethesda F3 devs gave feedback on our design docs.
”— J.E. Sawyer, Frog Helms Fan ClubGallery[edit | edit source]
- Box art
- Box art for the PC version
- Box art for the PS3 version
- Box art for the Xbox 360 version
- Back Cover Art
- Collector's Edition
- Steam banner
- Ultimate Edition box art for the PC version
- Ultimate Edition box art for the PS3 version
- Ultimate Edition box art for the Xbox 360 version
- Pre-release screen shots
- Key art
- Concept art
- Concept art
- New Vegas concept art
- Hoover Dam concept art
- Wasteland concept art
- Camp McCarran concept art
Videos[edit | edit source]
- Fallout: New Vegas - teaser trailer
- Fallout: New Vegas - E3 2010 trailer
- Fallout: New Vegas - TV spot trailer
- Fallout: New Vegas Ultimate Edition trailer
- Fallout: New Vegas game intro sequence
Developer diary[edit | edit source]
- Fallout New Vegas developer diary #1 - The Story
- Fallout New Vegas developer diary #2 - Tech/Sound
- Fallout New Vegas developer diary #3 - Art Direction
- Fallout New Vegas developer diary #4 - Factions
- Fallout New Vegas developer diary #5 - The Strip
- Fallout New Vegas developer diary #6 - The Characters
See also[edit | edit source]
References
- ↑Fallout: New Vegas Interview: Josh Sawyer @ GameSpot
- ↑VG247 - Fallout: New Vegas announced in London
- ↑Formspring
- ↑ 4.04.1PC Gamer Edwards, Tim (February, 2010), March issue of PC Gamer: pp. 40-41.
- ↑Gamespots Interview with Chris Avellone at E3 2010
- ↑Joshua Sawyer on Something Awful
|
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Fallout:_New_Vegas&oldid=2133697'