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Obsidian on Fallout: New Vegas 2 Prospects

Obsidian CEO Feargus Urquhart comments to Rock, Paper, Shotgun on the possibilities of revisiting the Fallout series after the studio created the well-received Fallout New Vegas. He expresses enthusiasm for returning to the property the former Black Isle developers helped originate, though also notes that the current "disruption of the industry" caused by the life-support phase of the console cycle is an obstacle to making deals with publishers, in spite of their friendly relationship with Fallout owner Bethesda Softworks. Caution aside, he discusses how it would make sense for them to create another west coast version of the Fallout setting, since they are a west coast studio. RPS caps this by paraphrasing a response from Bethesda's Todd Howard, who expresses cautious enthusiasm for another spin of the New Vegas wheel. They promise to publish their complete interview with Urquhart "very, very soon." Thanks nin.

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59. Re: Obsidian on Fallout: New Vegas 2 Prospects Feb 14, 2013, 13:44 descender
There are some mods I would recommend if I remembered what they were... that increase the difficulty in better ways than what "very hard" does which (iirc) is a flat 1/6th damage going out and 6x damage coming in. Survival mods that make wandering out in the wastelands without the proper supplies an actual dangerous thing to do.

Something I never understood is why NPCs don't have immunities to certain weapon/ammo types. Give me a reason to carry an energy weapon, or an explosive weapon, or something that lights guys on fire...

I guess "reason" is something I find lacking in these games after the first few hours. There is hardly loot to find, forget about useful loot... a lot of the same item dropping over and over again... the difference in armor types is basically just a DT number...

Random encounters would be great, something resembling a boss or larger scale fight along the way would do wonders for the progression in these games. The wild wasteland things to find were a nice touch, something like that seems to have been completely lost in Skyrim though.

They maybe just need a bit more structure and limitation in the character design... something that could actually force you into certain play-styles. Sure, everyone starts out their character in these games with things like that in mind... a melee build or a sneak build, trying to be passive and not kill every living creature... whatever your heart desires... there are lots of "choices", just not lots of effective choices. Things quickly devolve to the point where if you are not ready to deal with slowing down enemies and/or shooting them from a distance, you are just going to get surrounded and beat down.

What I had suggested earlier, that they need to unlock different AI packages as the game progresses (or you play on harder difficulties)... would do a lot to change up the tactics of combat and give the game a better feel of a change in power or progression... without it the games are just extremely repetitive.
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