Fallout: New Vegas Gamer's Guide to Life Q&A

WorstUsernameEver

But best title ever!
Late Q&A seem to be the norm for New Vegas, with another one coming from Gamer's Guide to Life. Some of the questions asked are quite frankly so old and inane that I'm surprised they even published them, but there are still some moderately interesting questions:<blockquote>Will there be new stealth systems?
No, but Sneak (like most skills) can be temporarily boosted by skill magazines, a new item that gives you a small temporary bump (as opposed to Books, which give you a permanent bonus).

[..]

Will it be possible to max out all skills in one playthrough? Will there be many different endings (not just variations on a few opposite ones as in Fallout 3)?
If it's possible to max out all your skills in one go, no one's done it yet! There is more variation to our endings, as they depend on your reputation with various factions, actions you've taken, and companions you've recruited.</blockquote>Our friend Ausir also rounded up some tidbits of news on the Vault. We've already reported about some of them, but you may be interested in knowing that G4TV will have an exclusive preview about the White Glove Society quest, which they claim is 'one of Fallout's darkest quest ever', at 8 AM Eastern, in addition to the X-Play episode dedicated to it, at 6:30 PM Eastern.
 
I remember already hearing about that quest. It's about someone trying to get a place to serve cannibals their choice food.
 
Why cant i once finish the game and still explore?
Don't they know that not being able to play after you finished the game was a bad idea?
I dont want to buy another useless add-on that should have already been with the game.
 
So, why don't you just reload short before the ending scene and do whatever you like to do else?
 
lemonold said:
Why cant i once finish the game and still explore?
Don't they know that not being able to play after you finished the game was a bad idea?
I dont want to buy another useless add-on that should have already been with the game.


It's for the purpose of having a coherent ending reflecting the consequences of player actions, even world-changing ones, instead of one that makes the player's actions ultimately matter very little.
 
No, but Sneak (like most skills) can be temporarily boosted by skill magazines, a new item that gives you a small temporary bump (as opposed to Books, which give you a permanent bonus).

This is the second time I've heard this mentioned. It seems unintuitive that you can boost skills temporarily by reading. So, magazines are like a drug? Can you also go into withdrawal or become addicted? Yes, it's funny to think of it as an analogy but in practice it just seems kind of dumb.

I'm just being nitpicky here, of course. It's just a game and this is pretty minor. But it bugs me for some reason.

Of course, it's not nearly stupid as Dead Rising 2's magazines, where you get the bonus as long as it's occupying a slot in your inventory. Very dumb.
 
tekhedd said:
Of course, it's not nearly stupid as Dead Rising 2's magazines, where you get the bonus as long as it's occupying a slot in your inventory. Very dumb.

Well, it'd be broken if you could just read it and keep the effect.

Imagine, someone knows where all the magazines are and just reads them first thing first, they get triple the duration on every weapon type, heal twice as much from food, etc.

I understand the want to give the players something to boost their skills, after all it's a nice reward to players who explore the game world, but you do have to make sure that you don't break the game in the process.

Same thing with New Vegas, a temporary skill boost is basically like you reading an interesting article in a magazine (say, a quick and easy way to pick a tumbler lock) and then eventually forgetting it since , hey, it's a magazine and who memorizes everything they read? (except for me, but that's because I have brain issues)
 
Ausir said:
It's for the purpose of having a coherent ending reflecting the consequences of player actions, even world-changing ones, instead of one that makes the player's actions ultimately matter very little.

I never really saw the appeal of completing sidequests and stuff after actually beating the main quest of the game. Unless the sidequest is a long adventure in its own right, like The Pitt DLC. That way the end of the mini-adventure can act like an epilogue to the game.

Going around mopping up missed side quests, and shooting random creatures and people just for the sake of shooting them... I don't see the fun in that. If I wanted to experience more shooting or I wanted to do some missed side quest, I'd just reload an earlier save, or restart the entire game. Doing it after the actual main objective is complete and I've brought peace/disaster to the world seems an anticlimactic way to conclude a game.

Fallout 3 needed the option to play after the end because the Main Quest felt like it had time pressure, and also once you have visted the vault with the supermutants you are funelled towards the end- first you are captured by Enclave, then you supposedly in a race against time to defend the Brotherhood from the Enclave and to use Project Purity. There's a massive segregation between story and gameplay if you choose to just go off and do side-quests instead. So Fallout 3 needed Broken Steel, the option to play after the end. But if New Vegas has it where the ending is going to a final location, and the baddies aren't supposedly in danger of destroying everything within the next few days, then that's the time to go on crazy adventures.

(Or, do the finale, the reload earlier save, do all the extra stuff, and then do the finale again, and choose a different ending.)
 
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