These problems were nonetheless endured because New Vegas was redeemed by the world it offered: one with amazing storytelling, a wealth of choice, freedom of exploration, regular progression, strong characters, a variety of tasks, surprises around every turn, and a wicked sense of humor.
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Most damningly, save games could also get irredeemably corrupted–I lost a full 50-hour run to this after stupidly deleting my back-up saves. If you installed it to your Xbox 360, chances are you’d have to reinstall it once or twice due to game file corruption. More critically, many missions crashed the game. Sure, bark scorpions would get stuck and glitch in and out of existence NPCs’ heads rotated textures didn’t load you’d get missions or conversations out of dismembered bodies. While the years since its release have been rightfully kind to what I think is the best Fallout game of all time, its launch was far from smooth. On top of that, New Vegas was really broken.
Initially, for me, New Vegas felt more like a big DLC drop than a sequel, and failed to deliver against my high expectations. But some fans felt let down upon release. Back in 2010, New Vegas was an incredibly exciting proposition, especially as it came out just two years after the runaway success of Fallout 3.
The similarities between the two games run much deeper.
'New Vegas' fans are already familiar with desert landscapes with a shining city in the distance.
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If you’ve played both Cyberpunk 2077 and Obsidian’s pseudo-sequel to Bethesda’s Fallout 3, you can draw parallels between the two in a heartbeat: after being hired to transport something ridiculously valuable to a willing buyer, you get shot in the head and left for dead, only to survive and explore a post-nuke patch of a futuristic, dystopian, largely lawless western U.S., encountering ostentatious rival factions and finishing your quest in an iconic city. For all its glitches, lulls, and occasional bouts of box-ticking boredom, it’s a beautiful, well-written, and arresting experience with dozens of unforgettable moments. It attempts way too many mechanics without really mastering one, particularly its often-excruciating BD detective sequences.Īnd yet, once the storyline finally gathers pace and purpose, the sum of its less broken parts transforms the game into something so compelling. You’re deluged by phone calls from people you don’t know or care about, like Delamain. Its short first act is boring and poorly paced. The map and quest selection process is a mess. All the weapons were amazing, and they were fun to use, especially to bring back to the Mojave, but the people in the DLC were about 1 people, Ghost People, and that was all, boring right? The reason this gets a 10 is for its interesting well designed take on this story, and it's perks and weapons, rather, not game play.Cyberpunk’s cursor-dependent UI is terrible. It makes it hard to go anywhere, so it was annoying, but at the same time it was very unique. The collar on your neck (The entire DLC) is linked to radios that if you get near them cause your collar to beep, you have to back away or "blow the radio up" (if you can) before you do. The story is interesting and draws one in, but the game play to go through the story is semi painful at times. I played this mostly to explore, and even more than that for the story.
The radios linked to your collar that can blow you up. But I give this game a 10 simply because it had many unique aspects. On the fun scale out of ten, I give it more of a 6. But just because it's very unique doesn't necessarily mean it's "that" fun. The story is very unique, the take on the story, the game play.