Last time on "5 Niggling Things" I looked at Skyrim, now it's time to look at Bethesda's other major RPG franchise. I've been playing Fallout: New Vegas a great deal recently with mods enabled and have a few issues that I didn't mention in my review. Let's get started... (and fingers crossed for Fallout 4 this year!)
1. A lack of clarity in gun customisation
Given how the titular city and its surrounding wasteland was
mostly untouched by the nuclear bombs, New Vegas brought in a much deeper weapon
system, complete with customisable parts for a majority of weapons. It was a
solid system that added much more variation to that seen in Fallout 3. The
customisable arsenal was not without its drawbacks though; when purchasing
weapon mods, there was no indication of which specific weapon model the part
could be fitted to. This was exacerbated by both the Gun Runner’s Arsenal pack
and the rare toys you could find off the beaten path; neither of these could be
customised in the slightest. This led to a fair bit of repetition and some
wasted caps as you bought, sold and rebought items just to find the right one
for your chosen armament. Better vendor menus that clearly displayed the
corresponding weapon for each mod would be much appreciated next time.
2. A heavily unbalanced play-through when choosing Caesar’s
Legion
Reputation in Fallout New Vegas made a very welcome comeback to the series; with several different factions to assist or hinder, players had
to be especially careful about some of their choices throughout the game.
However in future instalments, this system could use a fair bit of tuning to ensure
each faction is balanced. In Fallout New Vegas, Caesar’s Legion definitely drew
the short straw; not only do you get fewer side quests than you would when
working for the NCR, but you also get plenty of bad karma for your trouble,
putting you at a heavy disadvantage when attempting to interact with many other
major NPCs in the Mojave Wasteland. If there had been more factions that would
support an evil courier (plus a surplus of side quests to match the NCR), being
a villain of the wastes in FNV would have been far more desirable.
3. Static locations and items
As mentioned previously, Fallout New Vegas’s reputation
system added much more depth to the game, granting a great deal of dynamic
replayability to players who assisted or hindered different factions on each
playthrough. The same consistency does not apply to the locations the courier
travels to however. What I mean by this is that once you clear an area of
enemies, the area could read “cleared” of all enemies and the environment should
change along with it. Items which would once give bad karma for stealing could
change to normal and bed which could not be used because they were owned could
also change to affect the “cleared” status. This would make the world feel more
dynamic and would subtly convey the player’s impact on the wasteland, improving
immersion in the process.
4. Restricting lock-picking and hacking based on level
The levelling system in the Fallout system is incredibly deep
and addictive, with the perks in particular offering benefits that often go far
beyond simple skill buffs. But one area which I feel has always been archaic
are the lock picking and hacking skills. Rather than allowing any character of
any level to open any lock, players are instead greeted with a “You must be
level … to hack/pick” message, making some rare items completely inaccessible.
As seen in Bethesda’s other major franchise The Elder Scrolls, lock picking is
completely free of boundaries, with a low lock pick level making the task itself
more difficult to pull off. If the same mechanic was applied to Fallout, it
would definitely alleviate the frustrations of players who wish to pump points
into other skills whilst also snapping up all the loot they can.
5. Vague quests and other lacking pointers
Fallout New Vegas contains far more quests than Fallout 3, drastically
increasing the replay value and just giving players more things to do along their
adventure. But despite bugs being mostly stamped out in the Ultimate Edition,
some quests still suffer from continuity issues. The most notable instance of
this happened on Boone’s quest (I forget to remember to forget); to access the
main stage of the quest in which you take Boone to Bitter Springs you have to
acquire 5 history points, which are earned by completing certain NCR quests
with Boone at your side. Unfortunately if you complete these quests without
Boone then the history points will be lost and you will be unable to complete
his quest. Luckily on PC you can use the console to automatically complete the quest
but for players who don’t know what they’re doing, this is an exercise in
frustration. The same applies to random unmarked quests, such as when the
Brotherhood of Steel vendor asks the player to find a missing plasma pistol
outside the hidden valley bunker. Because the quest isn’t marked, most players
will completely forget to do it and move on to other things instead of reaping
the rewards. The next Fallout should take a cue from Skyrim and include any
details and minor quests under a miscellaneous tab so that players don’t lose
track of them over the course of the game.
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