I just finished all 4 faction endings. I unlocked every achievement, saw every marked and ummarked location, completed every marked and unmarked quest, lawnmowered the DLC, and all unlocked every achievement. Well, except the stupid boring ones, like “pick 50 pockets” and “fail 50 speech challenges” and the sounds-fun-but-really-tedious GRA ones.
220 hours total. No, really. I have no idea how it took that long.
Narrative
On one hand, there’s no story that really grabs you like Fallout 3’s father figure. On the other hand, the faction system is very well fleshed out, full of surprises, and has tons of neat interactions. If you know what you’re doing you can pull off some hilarious double crosses. My favorite is a close run between Vault 11’s social experiment, killing Benny and wearing his terrible outfit, and My Kind of Town if you install Primm Slim.
I Don’t Hurt Anymore was definitely something new in mainstream gaming, but the treatment seemed rather cartoony given the subject matter. Yeah, I totally resolved your lingering trauma over getting raped by rapidly clicking through 90 seconds of dialog trees. Ugh. Boone’s serious-face quest was treated far more respectfully.
I wish they’d done more with Victor. His cornpone sense of menace makes for my favorite character in the entire game.
Oh, and Fantastic. He’s the video game incarnation of Bong Boy. Hey, Man, when in Rome.
DLC
Dead Money was an abomination; a half-hearted ripoff of Bioshock with incredibly aggrevating mechanics. Whoever’s responsible for that mess should be ashamed.
Honest hearts was ok, I guess, but it felt kind of phoned in.
Lonesome Road was alright; the terrain modification trick with the warheads with something new in the series, but they really missed an opportunity with Ulysses. I think they were going for wise statesman of ages gone by, holder of ancient secrets, but instead we ended up with a deranged street person. I half-expected the final reveal to be the Trilateral Commission.
I can’t gush enough about Old World Blues; it’s hands-down one of my favorite things in gaming, ever. Wacky mechanics, fun, coherent stories that line up with the world, strong personalities; what more could I want? They even fixed the aggrevating common occurence of areas being way too big or similar; all of the locations are thematically distinct and just big enough to be neat without getting old.
Overall the DLC was far superior to Fallout 3’s sad offerings.
Companions
The FNV followers are just incomparable to Fallout 3’s crap. Every one of them has a distinct, plausible, interesting backstory. Except for the pets (EDE and Rex), not once did I feel like I was hauling around an ammunition container.
Challenges
I really could have lived without this mess. A few were completely hilarious, but mostly it just meant a never-ending spam in the upper left corner. “Used a lot of doctor’s bags! Crippled some limbs!” Yeah, thanks a lot, god knows that was rewarding having it clog up the notification list, rather than seeing useful things like “your arm got blown off.” Try again.
Leveling Design
They’ve come a long way on perks; there’s some really awesome stuff in there. They’re either funny as hell or have interesting tradeoffs. You can build a melee and explosives specialist that’s comical fun to play - everything you touch dies, but you’re still vulnerable to agile opponents with ranged weapons.
The skill system, by contrast, has had all the fun taken out of it. There’s four kinds of skills:
-
Useful. Melee, Unarmed, Guns, Explosives, Medicine - you need at least 1. You can’t get them all, but you don’t need to.
-
OCD bullshit. Survival, Repair, 50% of science - what the hell are they doing at Bethesda that they think playing garbage pack rat is fun? I could sort of see it if the entire game world wasn’t littered in small containers of mostly worthless equipment, or if the crafting equipment was free, but neither is true. There’s nothing spontaneous or joyous about the process; it’s a tedious min-maxing grind for a tiny payoff of making a few neat items.
-
Decorative. I honestly have no idea what the point of Barter, Lockpick, Science, and Speech is; they might as well be a checkbox for “occasionally give me a small amount of decent equipment in exchange for a aggrevating minigame.” You miss virtually nothing in the game of interest if you invest 0 points in them. This is in sharp contrast to Fallout 1 and 2, where these skills actually rewarded you with unique stories and equipment, and the game actually feels significantly different.
-
Broken. Sneak doesn’t work for shit and has just bullshit mechanics, same as the last game.
Inventory
The item system has a lot more unique weapons and armors, but they still have the completely aggrevating mechanic where you end up hauling around a complete set of enhancement equipment for every secondary stat if you want the “best” character. Why on earth can’t I wear Benny’s suit under power armor? Why do I have to hot-swap the damn things if I want the best prices? Same deal for lockpicking, etc.; it’s just lazy.
Summary
One of the best games I’ve ever played. At least, it was after I bought all the DLC, waited for all the patches, and then modded the living hell out of it. It’s kind of sad to realize how many broken game mechanics are still there in their open world systems, though.