New Vegas cut material info

WorstUsernameEver

But best title ever!
We've just received a tip from a source with a reliable track record regarding some cut material from Fallout: New Vegas. Given we have very good reasons to believe this is all true, we figured we might as well share it, especially given it includes a few juicy bits.
<blockquote>
* We already know that Freeside and the Strip were meant to be single worldspaces rather than broken up in little pieces, and that they were changed to make the game run on consoles and lower end PCs, but apparently a few other areas were affected: originally the Crimson Caravan Company area, North Vegas, Westside, the Aerotech Park and the Fiend territory were all part of the main worldspace rather than separated by a loading screen. After trying to get the game to run on consoles like that and not getting good results, they made each of those areas its separate worldspace.

* When Ulysses was still a companion in the game, he was indeed meant to be recruitable at the location that became Wolfhorn Ranch, as some people have guessed from the fact that the location was called "Ulysess' camp" in some localized versions of the game. This version of Ulysses would actually not be open about his allegiance with the Legion, but rather try to gently steer the character to more pro-Legion views while offering commentary of the various locations and events of the game. Ulysses would only openly admit his pro-Legion beliefs when dealing with a Legion-affiliated PC.

* You might remember that the Fallout wikis used to note that NPCs will cheer at the death of the NCR Drill Sergeant. That doesn't actually happen in the game, and has been removed from Nukapedia's page since then (there's no older version on the Vault, likely because this change predates the split). We can confirm that the idea floated around the dev team at one point, and was possibly even implemented just to be scrapped later on.

* The Black Mountain location was meant to play a larger role in the NCR/Legion conflict at one point, with factions interested in controlling it due to its satellite system (the NCR to expand their broadcast range and the Legion to use as a jamming system). Digging through the files of the game one can still find some references to a quest that involved blowing up the satellite dishes that was tied to that older design of the area.

* The Securitron Marylin, a flirtier counterpart to Jane at the service of Mr. House, was cut due to unconditionalized/missing dialogue that couldn't be re-recorded at that point in development. Some NPCs had similar problems which is why you see so many "..." goodbye lines in the final title.

* There are references to an "Underpass" area in the game. This cut area was never really meant to be particularly relevant and was based around Brahmin farmers. You could find it on the north end of the map, north of New Vegas Clinic.

* A lot of work had to be scrapped after the post-Hoover Dam gameplay was cut, including the option to help the Omertas take over the Strip as a consequence of a successful execution of Operation Racket.

* At one point during development you'd be able to actually work with the Fiends, which explains the cut dialogue for the Three-Card Bounty quest. You could allow the Fiends to break into Camp McCarren (referenced in some of the ending slides) and you'd be able to witness the consequences of that action in post-Hoover Dam gameplay.

* The dead Powder Ganger in Quarry Junction, Hawkins, was actually meant to be up one of the rock processing machines rather than the location he is in in the final game, alive. He had an attached quest to save him from the deathclaw infested location (the reward being simply some money) and in terms of dialogue he'd feign ignorance about the activities of the Powder Ganger. Speaking with Chomps Lewis would let you unlock a dialogue option to call him out on that. This cut was likely done because as development went on the area became more obviously geared for high-level players, so such a minor quest would have been pretty much inconsequential.

* In the original design Freeside was meant to lose power between 11pm till dawn or so, making the choice to route power to the location more relevant, as it'd mean that the Followers would be able to continue operating during the night too.

* At one point the game included a trader named Felicia who would give you items such as stealth boys, mini nukes and energy cells for Sunset Sarsaparilla bottle star caps.</blockquote>
 
Just the tip of the iceberg.

I never really understood why they decided to end the game after Hoover Dam.
 
donperkan said:
I never really understood why they decided to end the game after Hoover Dam.

Did you just miss the explanations or you don't understand how difficult it is to script, design and write with meaningful reactivity in mind? I mean, New Vegas was already pretty buggy at release, the team would have to stretch itself pretty thin to support the kind of impact the ending slides hint at, and to be honest, I wouldn't have really wanted them to cut on the ending slides and reduce the kind of impact your choices could have.

IMO they made the right call. Sure, it's cool to imagine how much better and more reactive the game could have been with more development time, but we knew from the very first announcement that it'd be on a short cycle and they mostly prioritized the right things imo (aside from the fact that scope went a bit out of control and a mix with inexperience with open worlds and different design values meant that there was less "dungeoneering" content, which kinda alienated a part of the fanbase that came on board with Fallout 3).
 
* In the original design Freeside was meant to lose power between 11pm till dawn or so, making the choice to route power to the location more relevant, as it'd mean that the Followers would be able to continue operating during the night too.

* At one point the game included a trader named Felicia who would give you items such as stealth boys, mini nukes and energy cells for Sunset Sarsaparilla bottle star caps.

These two are quit attractive to me.
and for Ulyss, I would be better to use him as a companion and use other charactor to play big role....though I satisfied with Ulyss' big role in DLC.
 
Akratus said:
1.5 years of development, you guys.

1.5 years.

Obsidian is great.
I know....
If only they got 2 year of develop time and make expension instead of DLC... :cry:

If 1.5 develop time for beth...hell.. :lol: :lol: :lol:
 
Ah come on, they had plenty of time to work something out. It didn't have to be anything complicated. A few dialog options, a few scripted events, and maybe a quest or two just to show you how right your choice was.

Quit protecting them, they don't deserve it.
 
donperkan said:
Ah come on, they had plenty of time to work something out. It didn't have to be anything complicated. A few dialog options, a few scripted events, and maybe a quest or two just to show you how right your choice was.

Yes, it had to be complicated. And because it had to be complicated, JES made the decision to cut it entirely. I applaud the approach "If you can't do it right, don't do it at all."

And really, 1.5 years is very little time in game development terms, especially on a game massive in scope.
 
Bethesda should have given the game another 6 month of work... To flash out the games core content a little more. Other than that, cutting the end game stuff was totally the best decision. It would have turned out bad in any case.
 
For play after ending, I don't think that worth.
All the quests are solve somehow after ending since that ending changes too much unlike fo3.
 
donperkan said:
Ah come on, they had plenty of time to work something out. It didn't have to be anything complicated. A few dialog options, a few scripted events, and maybe a quest or two just to show you how right your choice was.

Quit protecting them, they don't deserve it.

What Tagz said. Between the choice of having a buggier game with disappointing post-ending gameplay and a game that actually wraps up neatly with dozens of possible endings, I chose the latter.

I mean, I love Fallout 2, but the post-ending gameplay is a mess, and I think the way it was handled in the original (simply don't present the option and just give the game a good conclusion) was better.
 
As always, what could've been with a little bit of time.

I have the Freeside Open Mod, that thing eats up resources like crazy, but my PC can handle it. Not that you could say the same for consoles, so I guess it was a good call.

Also why would you want a half assed post ending game? betetr to not hve it at all than to do it badly, if you just want to explore the wasteland, reload the previous save and do so. People always say that they didn't need to create new assest but they actually did, all those weapons, creatures, desert, casinos, and unique worldspace required a lot of work, not to mention they re did the damage calculation system, redid the crafting and included varying ammo types just to name a few things, and they had half the dev time FO3 had.
 
WorstUsernameEver said:
* We already know that Freeside and the Strip were meant to be single worldspaces rather than broken up in little pieces, and that they were changed to make the game run on consoles and lower end PCs, but apparently a few other areas were affected: originally the Crimson Caravan Company area, North Vegas, Westside, the Aerotech Park and the Fiend territory were all part of the main worldspace rather than separated by a loading screen. After trying to get the game to run on consoles like that and not getting good results, they made each of those areas its separate worldspace.
Yup. You can see a part of this (Strip in one piece) in this E3 demo http://www.youtube.com/watch?v=28EFHmQedPo
 
Walpknut said:
Also why would you want a half assed post ending game? betetr to not hve it at all than to do it badly, if you just want to explore the wasteland, reload the previous save and do so. People always say that they didn't need to create new assest but they actually did, all those weapons, creatures, desert, casinos, and unique worldspace required a lot of work, not to mention they re did the damage calculation system, redid the crafting and included varying ammo types just to name a few things, and they had half the dev time FO3 had.

Don't forget the voiceovers. That'd practically be a second game's worth of VA just for post-endgame play.
 
i'd love to see some attempt at filling in the missing/cut data. in the same way they restored KOTOR2. New Vegas is hands out one of my favorite games of all time and just the idea of being able to play a real pro-legion game, with a legion NPC would be fantastic
 
Also that "..." goodbye response thing is funny, I actually jut tought Jully Farkas was autistic or just passive agressive or something because she never said goodbye, now I know it was because her goodbye dialogue was lost and Laura Bailey is kind of expensive to re-hire. :lol:
 
Nothing from this cut stuff really impresses me, except maybe for the power outtage in Freeside. Some stuff is even downright retarded like that girl trading nukes etc. for star caps, so I'm glad it wasn't included.
 
I always pictured Julie Farkas just turning on her heels and looking the other way whenever I saw that "..." response when I said goodbye.
 
Back
Top