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New Vegas counterbalances this with some genuinely funny moments, not to mention the glitz glamour and sleaze of post-apocalyptic casinos.
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As impressive as Fallout 3 was, it was often a dismal affair, full of bleak backdrops and deadly serious characters. Everything from the dialogue to the atmosphere is light-hearted enough to make it look like Armageddon has a bright side. We've already mentioned its visual contrast, but the changes don't stop there. Perhaps the most striking quality that New Vegas brings to the table is the radical shift in tone. On the whole, computer-controlled characters are no more intelligent than before, so a host of irritatingly suicidal behaviours still crop up, but the added sense of control the wheel brings provides damage limitation at least. At the push of a button, you can command them to access their inventory, follow behind you or wait in a designated position. Handing out orders to a comrade is now more straightforward. The new companion wheel streamlines interaction with friendly AI and provides a much-needed alternative to the dialogue box system of old.
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A modification system allows players to customise their arsenal, applying scopes and larger ammunition chambers to their firearms, while a plant-harvesting system similar to the Elder Scrolls series lets you mix a variety of your own concoctions throughout the game. Increased accuracy and precision eliminates the need to freeze the action each time a foe is encountered, making for a faster-paced experience with a greater emphasis on FPS ethos. Whereas before there was a tendency to rely on the Vault-Tec Assisted Targeting System (VATS) - which pauses time during combat to help you take out a specific part of your enemy - improved scope aiming encourages players to use it tactically and sparingly. The majority of these are not game-changers, but tweaks to the combat system are a welcome addition. Scope and non-linearity are two things the game has in common with its predecessor, but its new features are of greater importance. Like its forebear, New Vegas allows us to shape our own destiny through a karma system and freedom of choice where allegiances are concerned. Things really heat up when the game's warring factions emerge, embroiling the player in the ongoing conflict between the New California Republic and Caesar's Legion. Rescued by a robot named Victor, our delivery boy protagonist is patched up by local healer Doc Mitchell and embarks on a quest for answers. The player takes on the role of a courier, who ends up in a shallow grave with a bullet in his head after being intercepted during a routine delivery. Set in the year 2281, New Vegas kicks off several years after the events of Fallout 3, yet features no recurring characters or locations. In this regard, it shares many of the same strengths and weaknesses as its predecessor. However, the game has been constructed using the same engine as before and features identical gameplay. With its ravaged cityscapes and polluted skies, the Capital Wasteland is essentially a dark mirror for the new Mojave Wasteland, which did not sustain a direct nuclear strike. Nevertheless, from a strictly visual standpoint, there's a jarring contrast between the two titles. Obsidian Entertainment may have taken the development reigns, but New Vegas has been built using the 'if it's not broken, don't fix it' school of thought. Dark irradiated landscapes give way to blue skies and bright lights in this new venture, but is there much on offer besides a change of aesthetic?Īnyone expecting a radically different offering to Fallout 3 might be disappointed. If it wasn't enough for you the first time around, the formula has now been rehashed and adorned with a few bells and whistles in Fallout: New Vegas. Combining RPG elements with first-person shooter mechanics, the game broke new ground in both genres with its non-linear structure and innovative gameplay features. As one of 2008's standout titles, Fallout 3's appeal extends far beyond its mesmerising backdrop. Two years ago, Bethesda Softworks introduced us to a post-nuclear playground immersive enough to make the apocalypse seem like an eagerly-awaited event.