I have more info, once again it's from The Vault, so yeah, thank em' and all the people that gathered the details.
US OXM info:
* Character creation is virtually identical to Fallout 3, with cosmetic changes like the Gene Projector being replaced by ReflectionTM, "You're SPECIAL!" by Vit-o-Matic machine and GOAT by a psychological test
* The local super mutants are pretty tough and will keep you from wandering aimlessly in the early portions of the game - they tend to be tougher even than deathclaws
* Sunny Smiles' dog is named Cheyenne. They'll assist you with the Powder Gangers in the Ghost Town Firefight quest if you help her kill some geckos.
* The Varmint Rifle is a low-power .22 that does significant damage to limbs and has a high critical bonus
* If your Barter skill is high enough, Chet the shopkeeper give you the 9-Iron golf club and some weapon mods
* Every skill will have use in conversations at various points
* Each firearm has a maximum of three modification slots. Once you affix a mod to a gun, it's permanent. Hunting Rifle modification examples given are scope, custom action and extended clip.
* Temporary followers, like the Goodsprings folks that can help you defeat the Powder Gangers, will also be controlled through the companion wheel
* Concept art of Hoover Dam and screenshots of the Black Mountain radio tower and the character standing inside the mouth of Dinky the Dinosaur shown
* With high local reputation at Goodsprings, you'll get a free bed to sleep in and a discount at the store
* Neil, a super mutant who hates Tabitha, can help you storm the mountain
* Tabitha is actually a male super mutant gone completely insane
* "Skill magazines" you find in New Vegas will only temporarily boost your skills
* There's a rollercoaster in Primm
* The combat gameplay was tweaked to be more first-person-shootery
And additionally, here's info from Finland's Pelit magazine:
* Weapons have unique/individual qualities. Some cause critical hits to head, others will damage your limbs severely for example circular saw will eat your fingers.
* Death animations vary depending which weapon you are using.
* Different gangs and villages might evolve during your gameplay while you are not watching. For example random Raider gang might find a hidden weapons cache and rise to power.
* Each firearm has a maximum of three modification slots. Once you affix a mod to a gun, it's permanent. Hunting Rifle modification examples given are scope, custom action and extended clip.
booo, nice to see mods are in, but it svcks to see they are perm, that stupid. if you can attach it, you can remove it.
* "Skill magazines" you find in New Vegas will only temporarily boost your skills
lets hope they don't magically dissolve after reading, and why is it temporary? you gonna forget what you read?
the current mod set up for reading 4 of a book and getting a perk is much better IMO, and hopefully should carry over to NV quickly.
* The combat gameplay was tweaked to be more first-person-shootery
and that likely means less focus on S.P.E.C.I.A.L.
heres hoping there is a FWE patch over for NV soon after its on the shelfs.