Wednesday, 3 November 2010

First Impressions: 'Fallout New Vegas'

More duck and cover than must-have adventure?

Considering the fact that 2008’s Fallout 3 met with such critical and commercial success (including countless game-of-the-year gongs), it’s hardly surprising that the inevitable sequel would always have a hard job following up; expectations were so ludicrously high, after all, that these shoes were unlikely to be filled to everyone’s satisfaction. In an irnoic twist of fate however, Vegas may actually come close to fulfilling that goal - this is particularly impressive when you think that developing duties lay primarily with new-boy Obsidian.

Gang Warfare

While it may be true that this feels, looks and plays in almost exactly the same way as it’s predecessor, it’s to Obsidian’s credit that when differences do start to crop up it’s hard to believe that they were never implemented in the first place. Just look at the much-needed inclusion of iron sights (such a simple but vital addition that completely re-invigorates a combat system previously feeling more than a little distant) or the newly introduced ‘faction mechanic’ if you want an example.

Breaking out as many exclusive gangs as an angsty, pre-teen school-yard, this new wasteland is completely full to bursting with warring groups and organisations who are desperate for your aid in one way or another, so, understandably, your actions with or against them will directly affect another’s feelings toward you (help out tyrannical Cesar’s Legion and expect to feel the wrath of the democratic New California Republic, for instance, or struggle to escape deadly hit squads if you decide to take on the thuggish Powder Ganger’s rule of fear). As you can probably guess this adds some real consequence to your actions that can boast a whole lot more depth to the experience than the usual, black-and-white RPG affair we‘ve become used to, and it’s particularly interesting to see how the world reacts to your choices as you struggle to balance allegiances and promises throughout your adventure. Especially if you decide to see what your bosses’ mates would do if you happen to stuff a stick of dynamite down his trousers.

A World Without Boundaries… Almost

And that’s the greatest thing about New Vegas; just like Fallout 3, the sheer freedom to do whatever you want, whenever you want is enough to turn any head. Don’t fancy spending time on the main quest? Then explore instead and chart your own little story as you wade your way through mountains of side-quests or whimsical random events. Become a thief and earn your living picking pockets or become the hero of an oppressed people (before blowing them up for their cash, naturally).
Never has the idea of a ‘second life’ been more apt.

If you enable the much anticipated Hardcore mode, though, lifestyle choices come in a very definite second place to the simple matter of surviving; here your character needs to drink, eat and sleep regularly if they want to keep off the flat line, and because the likes of health-giving Stimpacks only improve your HP over time and crippling wounds must be specifically healed by a doctor, the Fallout universe suddenly becomes a much more dangerous place altogether. Although it can be turned on or disabled whenever the player wishes, it is still a bold move that will give core gamers the sort of nail-biting adventure they will rarely have experienced before. Here, every fight could be deadly, every journey might prove fatal and if you don’t have your wits about you along with an ability to learn fast, the twists and turns of Vegas’ desert will almost certainly snuff you out like a candle.

Left for Dead

Just how safe they’d decide to play it elsewhere, on the other hand, is a little unsettling. If you were expecting a fully fledged sequel then I’m afraid that you may end up being disappointed, as at times New Vegas would seem to be little more than glorified DLC. Set in the Mojave Desert around Las Vegas you play a courier robbed, shot and left for dead while carrying a particularly important package, but for all the talk of a ‘vastly different’ location things feel disturbingly familiar. The map is a similar size, sure, but what does that matter if we’re privy to the same building blocks and we don’t even have as much to see or do in it? While this may be more the fault of the creaky, aged Fallout 3 engine with its awful animations and uncomfortably dodgy visuals it’s still a blow all the same, certainly not helped any by a number of embarrassing glitches you will almost certainly stumble across in your time with post-apocalypse.

Worst of all though, would be the lack of soul in New Vegas. Although the writing is admittedly far punchier and more entertaining in its humour and nastiness throughout, it still isn’t as engaging or epic as Fallout 3 until you get quite some way in. To make matters worse, there’s also this strange sense of awkwardness that hangs over the whole affair like a fizzling party when all the interesting people have packed up and left - you want to enjoy it, but it’s just not the same.

Most of all, however, it’s starting to feel as stale as the wasteland it’s set within. ‘More of the same’ can often be a recipe for success, but when it hews this closely it’s just off-putting. Check back in a couple of weeks for the full, written review.

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