Fallout New Vegas IGN Interview

Post » Sat Jan 22, 2011 10:39 am

http://ps3.ign.com/articles/111/1119159p1.html

Check it out! Lots of cool info.
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ruCkii
 
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Post » Sat Jan 22, 2011 5:14 pm

AU, explains the timing. :) Thanks.
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Emily abigail Villarreal
 
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Post » Sat Jan 22, 2011 7:36 pm

http://www.youtube.com/watch?v=xOrgLj9lOwk RETURNS!!!! YES!!!! Now all we need are some killer rabbits :evil:
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Mario Alcantar
 
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Post » Sun Jan 23, 2011 1:37 am

Sounds all very good, especially the bit about the perks.
But the fact that he didn't completely rule out a 19 minute speed run bears ill omen. Even if it is a spped run, the Main Quest branches off and it is only a small part of the overall game it still shouldn't be able to be defeated in a mere 19 minutes. :(
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gandalf
 
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Post » Sat Jan 22, 2011 6:02 pm

The more I hear about what they've changed as far as content and game mechanics the more I like it.
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Lewis Morel
 
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Post » Sat Jan 22, 2011 9:22 pm

could be a mistake and they ment trait not perk.

am i reading this right that you will receive special perks as you raise a skill?
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Trevi
 
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Post » Sat Jan 22, 2011 6:25 pm

could be a mistake and they ment trait not perk.

am i reading this right that you will receive special perks as you raise a skill?


thats exactly what it sounded like to me, makes sense to reward specialisation kind of a nice bonus in your choosen skills
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Stacy Hope
 
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Post » Sat Jan 22, 2011 5:01 pm

"Josh Sawyer: Well, actually it's not so hard because, well – I'm gonna use a square word – it's so big. It's so big! Physically it's about the same size as Fallout 3 – but in terms of coming across content, it's even bigger. "
I hope they don't mean new stuff every 20 meters instead of fallout 3's every 50 meters...
But if they mean stuff every 100 meters but the stuff there will have a lot more than just random dungeon then it's fine.
Example: Arefu, one quest, then done. Primm, maybe a couple of quests and a lot more to come back for. (gambling, traders, unique NPC's/vendors.)
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Tiffany Castillo
 
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Post » Sat Jan 22, 2011 4:36 pm

The more I hear about what they've changed as far as content and game mechanics the more I like it.


Yeah me too.
Im feeling overly positive at the moment.

Love that theyve removed all the rubbish perks.
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casey macmillan
 
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Post » Sun Jan 23, 2011 1:00 am

I hope to find orangutans, breakfast cereals, and fruit bats............. fake beards in the wasteland.
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Samantha Jane Adams
 
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Post » Sun Jan 23, 2011 1:02 am

... and perhaps one black knight who laughs off the loss of his limbs.

Maybe in the Caesar's Legion camp one of the crucified guys will sing "Always Look on the Bright Side of Life". :whistling:
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Lawrence Armijo
 
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Post » Sun Jan 23, 2011 12:32 am

Yeah me too.
Im feeling overly positive at the moment.

Love that theyve removed all the rubbish perks.


Agreed. Well... I'm not overly positive, but positive anyway.

I wonder if perks and leveling up have remained mandatory, or are they optional now.
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Ridhwan Hemsome
 
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Post » Sat Jan 22, 2011 10:56 pm

Josh Sawyer seems really excited in this interview, and I don't blame him. I like what is being said about the content, too.
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Poetic Vice
 
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Post » Sat Jan 22, 2011 11:24 am

... and perhaps one black knight who laughs off the loss of his limbs.

Maybe in the Caesar's Legion camp one of the crucified guys will sing "Always Look on the Bright Side of Life". :whistling:

Or see an example of horrible Latin grammar on one of the CL walls. :)
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Allison C
 
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Post » Sat Jan 22, 2011 10:46 pm

It's good to know that with every encounter with the Wild Wasteland Trait there will have an equivalent without it just not a pop-culture one. So after many play throughs and I am confident I have seen them all I can make characters without the trait.

I think it was already confirmed but theres little to no level scaling. There will be areas we can get are butts kicked if we don't have the skills.

Game just keeps getting better and better :fallout:
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neen
 
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Post » Sat Jan 22, 2011 2:50 pm

Awesome interview, thanks for posting it.
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Aliish Sheldonn
 
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Post » Sat Jan 22, 2011 8:24 pm

Interesting that you unlock perks for advancing skills like you did in Oblivion.
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Suzie Dalziel
 
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Post » Sat Jan 22, 2011 1:57 pm

Yeah, I'm glad they're doing away with the simple skill-increase perks. I'd rather have 15 perks with interesting in-game effects rather than 30 meaningless ones. I like the idea of unlocking availability of new perks by advancing your skills--opens the door to even more character customization based on your build choices.

Hopefully they have enough unique skill-oriented perks that every character can end up with a really different set of perks. In Fallout3 all my characters ended up with a pretty similar build by level 30.
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Spaceman
 
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Post » Sat Jan 22, 2011 11:40 am

Interesting that you unlock perks for advancing skills like you did in Oblivion.

Here is how I interpreted what he said: Advanced your skill - unlock new perks. I don't think advancing your skill automatically GIVES you the perks, I think it just gives you the option of CHOOSING them the next time you level up. Skill requirements are nothing new to Fallout, it just sounds like there is a renewed focus on it.
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sophie
 
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Post » Sat Jan 22, 2011 9:18 pm

Interesting that you unlock perks for advancing skills like you did in Oblivion.

Yea seems they went the oblivion route here rather than fallout 3.
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Damned_Queen
 
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Post » Sun Jan 23, 2011 1:42 am

Nice :tops: Why do they have to hold this game in front of our faces like this!?!?! There's still 40 days to go!!!
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Killah Bee
 
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Post » Sat Jan 22, 2011 4:00 pm

Yeah, I'm glad they're doing away with the simple skill-increase perks. I'd rather have 15 perks with interesting in-game effects rather than 30 meaningless ones. I like the idea of unlocking availability of new perks by advancing your skills--opens the door to even more character customization based on your build choices.

Hopefully they have enough unique skill-oriented perks that every character can end up with a really different set of perks. In Fallout3 all my characters ended up with a pretty similar build by level 30.


i thinks thats why they've been kind of quite about perks sina they removed quite a few since many of fallout 3's skills were +5 to whatever the unlockable skilks were done a few times in fallout 3 but i'm assuming they'll require a fairly high skill level. it's nice to see abother way to differentiate your characters.
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Ysabelle
 
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Post » Sun Jan 23, 2011 1:02 am

Sounds all very good, especially the bit about the perks.
But the fact that he didn't completely rule out a 19 minute speed run bears ill omen. Even if it is a spped run, the Main Quest branches off and it is only a small part of the overall game it still shouldn't be able to be defeated in a mere 19 minutes. :(


Wasn't Fallout 2 technically possible in like 17 minutes, if you knew what to do beforehand? Speedruns aren't indicative of a game's content.
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lucile davignon
 
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Post » Sun Jan 23, 2011 3:17 am

Here is how I interpreted what he said: Advanced your skill - unlock new perks. I don't think advancing your skill automatically GIVES you the perks, I think it just gives you the option of CHOOSING them the next time you level up. Skill requirements are nothing new to Fallout, it just sounds like there is a renewed focus on it.

Correct.

One other correction: in the interview transcript, I end the list of Cowboy weapons by saying "low-level guns". I probably actually said, "lever-action guns", since that is correct.
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joseluis perez
 
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Post » Sat Jan 22, 2011 10:13 pm

Correct.

One other correction: in the interview transcript, I end the list of Cowboy weapons by saying "low-level guns". I probably actually said, "lever-action guns", since that is correct.


Basically old guns like revolvers and other cowboy weapons, it doesn't mean that it only applies to weak guns.. Right?
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priscillaaa
 
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