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The Escapist previews New Vegas and interviews Feargus

Ausir April 30, 2010 User blog:Ausir
FNV scoped rifle

Seems like another huge wave of Fallout: New Vegas previews has started. Following IGN, we now have another preview at The Escapist (thanks to Jason for the tip!). It's pretty comprehensive and features, among other things, a list of all new weapons shown in the demo:

There are reportedly twice as many weapons in the game as in Fallout 3.

Here's a snippet:

FNV gambling

But Fallout isn't only about weapons. It's about the story, the quests, the adventure and most of all: the wasteland. By way of introduction to the vast Vegas wasteland of New Vegas, Obsidian showed off a few new areas in their demo, like the towns of Good Springs, Primm, Novak (the home of Dinky the Dinosaur), the super mutant encampment at Black Mountain, the military/scientific installation Helios 1, Camp McCarran, site of the real-world Las Vegas airport and the city itself, New Vegas. We didn't get a very good look at Camp McCarran or the New Vegas strip, since, according to Sawyer, those areas are still "under construction - both literally and figuratively," but as Obsidian CEO Feargus Urquhart told us in our exclusive interview, the world of New Vegas is so flat and wide open, you can actually see the New Vegas strip from almost anywhere in the world. It's a potent reminder that the wasteland is a vast, barren landscape, and that the New Vegas strip is a monster of a setting, rising up above the surrounding countryside like a monolith.

"We tried modeling it after the Mojave desert," says Sawyer. "When you go out there, there's not a lot of rolling hills, it's mostly big valleys that separate the mountains. When you're outside of Vegas, there is a lot of open views. Vegas itself is kind of walled off. People that are wandering outside are more desperate and getting into the Strip is kind of a challenge in itself. You can't just walk in."

Aside from the preview, The Escapist has also posted posted an interview with Obsidian's Feargus Urquhart. Here's a short snippet:

TE: So if you run into a recurring character, it's an exceptional case.

FU: Yes. A lot of it is to sell the feeling of what is the West coast vs. the East coast. It was actually kind of interesting when we first started working on it, because we really looked at how they made the Washington D.C. area and they used a lot of walls, technically, to block how far you can see, so you don't have to draw anything on the other side of that hill.

So we just used satellite data for the Vegas base and we put it in and ... we're on one side of the map, and we can see all the way to the other side! So some of that stuff we really had to figure out.

We had to change some of the feeling from Fallout 3 to what we're doing. We had to accentuate all of the little bumps and hills. There's a slightly different feeling. New Vegas is more spread out, where Fallout 3 was more centered. There was a lot of stuff, but there was a lot of concentration on the city, and here we have more stuff all over the place, with really key areas.

That's one thing I thought the internal team did a really great job on - the landmarks. Wherever you were, you knew where DC was because there was the Washington Monument and Jefferson [Memorial] and there's Tenpenny Tower over there. You could orient yourself without looking at your map. So we tried to do that with our own sense - like the dino (The Obsidian Entertainment team has imbued Fallout: New Vegas with the essence of some of the West Coast's iconic, kitschy monuments, like, for example, Dinky the Dino, the giant Tyrannosaur gift shop. - Ed.) - like "Oh, Dinky's over there, so I know where I am."

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