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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nvbnewvegasmod.png]]
2 [[caption-width-right:350:"I only have one question - are you willing to kill people for money? Yes or no?"]]
3
4->''We came in here waving the banner and expecting to mold the Mojave into our own image. As you probably noticed, that ain't the case. This war has turned the Mojave into a wound, and it's attracting every manner of vermin out there. The old guard is dead, thanks to you and Randall. But now there's a new breed, with no sense of restraint, no sense of humanity. But they ain't afraid of anything or anyone. They only answer to force... and that... is were you come in. Somebody's got to put that fear into them - the kind that twists your spine and makes you hesitate, if only for a moment. Most of them already know your name. They'll be coming for you. But you aren't like the others, are you? Something is driving you. It doesn't matter if it's greed, hate or a sense of justice - you hold onto it. Soon... you're going to need it.''
5-->'''Captain Larry Scull'''
6
7[[VideoGame/FalloutNewVegas The Mojave Desert]] being what it is, crime has risen substantially throughout the desert. Sensing a good market, several bounty hunting firms have risen up, paying brave travelers to take out their targets.
8
9And then you come in. Seeing an easy way to up your profits, you decide to get in on the bounty hunting business. In Goodsprings, you pick up a recruitment module for a private firm named Randall and Associates pop up near the California Sunset Drive-In, and you decide to pay him a visit.
10
11Thus begins someguy2000's ''[[http://www.nexusmods.com/newvegas/mods/37310/ New Vegas Bounties]]''. One of the New Vegas community's most famous mods, NVB brings great action, a simple story that nonetheless [[SequelHook brings more for the future]] and voice-acting at a professional level. Decisions you make in the base game affect how certain bounties happen, making a varied experience depending on your playthrough. It was good enough to become an official part of the famous New Vegas Enhanced Content mod.
12
13Has a sequel in ''[[http://www.nexusmods.com/newvegas/mods/41184/ New Vegas Bounties II]]''. After the end of NVB I, NCR decides to take advantage of the collapse of bounty hunting firms by bringing the business under their reins, giving hunters the option of hunting in the traditional way (killing targets) or bringing them in. NVB II is [[SequelDifficultySpike MUCH harder]] than its predecessor, with you storming entire bases on your own to either kill criminals or apprehend them using the new slave collar, which nets you more caps at the cost of requiring some skill checks or decisions. Another new addition is the removed linearity: Most of the bounties are not received as part of the main quest, but from taking certain wanted posters spread throughout the desert. The story is also much deeper, with your main bounty of going after Red Bear happening over the course of many other bounties and [[SequelHook indicating a much deeper conspiracy at the end]]. All in all, a more ambitious version of the original.
14
15After a [[DevelopmentHell long, troubled development,]] ''[[http://www.nexusmods.com/newvegas/mods/55744/ New Vegas Bounties III]]'' was finally released, concluding the series. Structure-wise, it's something of a return to the original mod's formula, with a single, linear series of bounties (with a tiny handful of side bounties), though it keeps the sequel's difficulty and depth of story.
16
17As a side note, ''VideoGame/{{Russell}}'', another mod by someguy2000, is compatible with these three mods. Russell will comment on various bounties if you bring him along for the ride. NVB II also has additional content which requires The ''Inheritance'' (notably, a quest in which you work for a NCR intelligence agency).
18
19''New Vegas Bounties'' has a non-canon SpinOff mod named ''[[https://www.nexusmods.com/newvegas/mods/56408/ New Vegas Killer]]'' (still created by the same modder), which consists in a questline given to you if you choose the evil path in the end of NVB I.
20
21New Vegas Bounties started ''VideoGame/TheSomeguySeries'', and plays a big part in its plot.
22
23!!Tropes specific to the ''New Vegas Bounties'' series:
24* AceCustom: Nearly every single weapon you gain from looting your bounties is a powerful version of a weapon in the base game. It includes an assault carbine, knifes, rifles, several revolvers, and ''a unique rolling pin''.
25* AvengingTheVillain: Several non-bounty encounters can happen where characters track you down and try to kill you if you killed someone they cared about. These include Motor-Runner’s brother being part of Eileen’s gang if you killed Motor-Runner before hunting down Eileen, Joe Cobb’s brother Jacob trying to kill you if you killed Joe, and a friend of Vulpes Inculta leading an assassination party to kill you if you killed Vulpes (even if you are in good standing with the Legion).
26* TheBabyOfTheBunch: Ford, who is anywhere from fifteen to twenty-five according to WordOfGod. (Depending on how old you imagine the Courier as, though, this could be them instead.)
27* {{Bandito}}: Pancho Cortina from ''II'' is a typical one, wearing clothes identical to Raul's Vaquero outfit. There's also Tuco (yes, a reference to [[Film/TheGoodTheBadAndTheUgly this]] Tuco) in ''II''.
28* BattleTrophy:
29** Randall asks you to bring him back a finger taken from your targets to proof that you actually killed your target. CreepySouvenir is averted, as he states that collecting target's fingers is just for practical reasons, not to make a necklace of severed fingers.
30** Several bounty targets will also have unique weapons or gear on them that the player can co-opt.
31* BilingualBonus:
32** Several quests in NVB II have non-English names:
33*** "Blod er tykkere enn vann": Norwegian for "blood is thicker than water". The bounty is about catching a traitor named Albert [[TheQuisling Quisling]].
34*** "Ayin tachat ayin" (Hebrew for "eye for an eye"), has you hunting a family of outlaws who murdered an NCR Ranger.
35*** "L'estasi dell'orro" (Italian for "Ecstasy of gold" and a reference to the [[https://www.youtube.com/watch?v=-PvyBKSmQ_g song]] of the same name), revolves around the search for a stolen cache of Legion gold.
36** Some of the AceCustom weapons that can be looted from bounty targets, such as a light machine gun named "Fearg" (Irish for "rage")
37** A notorious Mexican {{Bandito}} will lead you into an ambush, triggered by reading a note that says, "Pínche mercenario, chínga tu madre!"[[note]] Fucking mercenary, fuck your mother![[/note]]
38** Killing Vulpes Inculta can lead to a Legion centurion tracking you down to avenge him. If you have 8 Intelligence or higher, you can tell him, "Stipendium peccati mors est."[[note]]"The wages of sin is death."[[/note]]
39** ''NVB I'' has Judge Richter's hammer-wielding slave bodyguard [[TheBerserker Vahşi]], whose name means "savage" in Turkish.
40* BittersweetEnding: NVB III ends with [[spoiler:the Courier killing Marko in a duel. While Randall and the settlers are all dead and the Courier has their hands crippled, Marko has at least been stopped once and for all.]] A couple of variables (such as [[TakeAThirdOption being able to kill Glanton without him blowing up his child hostages]] or [[spoiler:getting revenge on Ford for betraying Randall)]] can brighten the ending somewhat.
41* BlamedForBeingRailroaded: The entire first act of NVB III, as presented by Virgil: the people you've killed? The ones that were beyond reasoning with, or in [[spoiler:Halfcocked's]] case, were actively out to kill you? They had families, and now these families died or worse, which is your fault.
42* BountyHunter: You, duh.
43* ButThouMust: When confronted by [[ImAHumanitarian Alex]], the only dialogue options the player has are to express disgust at him being a cannibal or to mock him and his cronies for bringing canes to a gun fight. Ignoring that the player themselves could very well be a cannibal sporting only melee weapons.
44* TheCameo: LetsPlay/AlChestBreach voices a character that can only be encountered with the Wild Wasteland trait.
45* CastOfExpies: Most if not all bounties and assassination targets are expies of characters from other properties or recognizable real-life people.
46* CastOfSnowflakes: The Burns gang is made of several ''dozens'' of mooks, which all have a special name and a customized appearance.
47* CloakAndDagger: Completing NVB II's main quest while playing with ''The Inheritance'' installed gives you a the sidequest "Enemy of my Enemy", where you work for a NCR intelligence agency (merely named "the Agency"). You're tasked with gathering intelligence against the Legion, and ends with the Courier doing a raid in Legion territory.
48* DisproportionateRetribution: One of ''NVB I'''s bounties is a former Omerta goon, who is wanted dead by his former boss because he killed someone in his workplace in front of witnesses ''because of some cryptic line about shoes''.
49* DoesNotLikeMen: One of the bounties is a female Fiend wanted for torturing, castrating, and murdering NCR male soldiers. Her unique combat knife is called "The Emasculator".
50* ElaborateUndergroundBase: Several of them appear in NVB II.
51** Jacob Powers' headquarters is set in a several-levels network of caves under the Nevada Nuclear Test Site. It includes barracks and training camps.
52** [[spoiler: The Shadow Company base]] visited during your hunt of Red Bear is a classical example of military underground bunker.
53** Also during the hunt for Red Bear, there is the base of Aaron Flagg and his cult, which is located in a bunker and in caves dug beneath said bunker.
54* EscortMission: In ''II'', if the player so chooses. If you manage to put the collar on your bounty, he'll become an escortee who will start running directly to Boulder City Jail. Unfortunately, he doesn't become a temporary party member (who would follow you and could be ordered to stop) but ''will just sprint in a straight line'' to the jail. Even if this path goes through hostile creatures or raiders. Fortunately, stupid deaths can be avoided if you wait or fast travel.
55* EvilCounterpart: Judge Richter to Randall. Both run a bounty hunting firm, but the former is a merciless killer where the latter is well-intentioned. They are respectively the BigBad and the BigGood of NVB I.
56* ForgotToFeedTheMonster: In "The Last Laugh" in ''II'', one of the riddles you must solve to escape consists in choosing the right way between three corridors. You have a clue saying the left corridor contains cazadors, the middle corridor contains feral ghouls, and the right corridor contains deathclaws which haven't been fed in six months. [[spoiler: The correct answer is, obviously, "right". While the other corridors indeed contain live cazadors and feral ghouls, the right corridor only contains two dead deathclaws. Not eating at all during six months doesn't make an animal more ferocious, it makes it dead of starvation.]]
57* {{Foreshadowing}}:
58** In one of the written briefings given by Randall (that you can read in the "Misc" section of the Pip-Boy), Randall wrote that after finishing the current bounty, you'd better go back quickly to see him because he found some important information about the Judge. [[spoiler: When you enter the shack, Randall is missing and (presumably) been murdered by the Judge's men]].
59** In a quest in ''I'', it is possible to have Randall talk to you about the ghoul gunslinger Doc Friday. Doc Friday can be met in ''II'' when you're chasing Red Bear; if you have been nice with him, he can be hired as a follower.
60** In one of ''III'''s optional bounties given by the NCR official Brookshire, [[spoiler:you're sent after a "traitor" who turns out to be a former NCR operative turned whistleblower. When confronting him, the ensuing conversation basically has the target state he [[YouHaveOutlivedYourUsefulness outlived his usefulness]] with the NCR, and that the Courier will eventually suffer the same fate. In ''III''s last act, Brookshire backstabs the Courier and Randall, who got rid of various outlaws in the region and then outlived their own usefulness]].
61** Related to the above, the last of ''III'''s bounties before a certain plot twist consists of hunting Glanton (the BigBad of ''Russell''), probably slaughtering most of his gang in the process. [[spoiler:Glanton and his men are all wearing bounty hunter dusters, the same outfit worn by Randall's bounty hunters. In the next quest, you're betrayed by those very bounty hunters, who you have to slaughter in order to progress the quest to find Marko.]]
62* GameBreakingBug: In NVB II, the quest "A Weed that Grows on Every Soil" may suffer from a bugged flag event which makes it impossible to complete normally. You just start with a clue about looking around Wolfhorn Ranch, and going there results in a dialog with a NPC named Nestor, which results in unlocking the trapdoor located under the nearby bridge and giving a map marker, allowing to access Adam Rzeznik's lair and continue the quest. Sometimes, the initial quest objective of locating Rzenik is flagged "completed" too early without having met Nestor, which results in no next objective of dealing with Rzeznik, no spawning of Nestor, and no legit way to enter Rzeznik's hideout. The broken flag event can be fixed with console commands, though.
63* GameplayAndStorySegregation: Due to design decisions, New Vegas Bounties III can be played right away, unlike Bounties II which requires the completion of Bounties I. On top of that, the story assumes that the Courier is a good-aligned LivingLegend.
64* GroinAttack:
65** The murdering-castrating Fiend, Eileen. She is armed with a unique combat knife named "the Emasculator".
66** Charlie Halfcocked (one of Red Bear's goons) gained this nickname because of a wound which cut a part of his penis. His weapon of choice is a AceCustom Anti-Material Rifle named "[[CompensatingForSomething The Penetrator]]".
67* IAmAHumanitarian: One of the bounties is a cannibal who lured people in his bunker. He dies quoting Hannibal Lecter.
68--> 'I can smell... The fava beans...'
69* HypocriticalHumor: A computer in the Shadow Company complex contains a note about a rival mercenary company, "Martin's Marines", and mocks them for sticking to "anachronistic" pre-war principles (they're basically reenacting the US Marines). Which is hypocritical because Shadow Company itself is inspired by Sparta, an even more anachronistic model.
70* ImpaledPalm: Done with bullets in each hand [[spoiler:by Marko to the Courier]].
71* InfinityMinusOneSword: Sweet Revenge is a robust and powerful revolver chambered in .44 Magnum, a relatively common ammo; if your character build lies on one-handed guns, there's little reason to use anything else once your acquire it. You acquire [[spoiler:during a story event near the end of ''NVB I'', before the difficulty of the series increases.]]
72* InterfaceSpoiler: The fact that Virgil is marked as as an essential character should clue in eagle-eyed players that his prominence is ''much'' more than he initially seems (coupled with a special dialogue option if you brought Sweet Revenge along for ''III''). This comes long before TheReveal that [[spoiler:Virgil is Marko, who's been leading you on the whole time]].
73* KarmaHoudini: [[spoiler:NCR official Brookshire]] makes a hasty retreat to the NCR Embassy after the events of ''III'', essentially sweeping the operation under the rug and classifying the Courier as likely missing in action. When you locate him, you can either choose to shoot him down in the Embassy (causing NCR infamy in the process) or let him go with the promise never to appear in the Wasteland ever again.
74* TheLancer: If you decide to bring him along, Russell will act like this, pointing out advice for the getting your bounties while justifiably [[ThisIsGonnaSuck wondering why you go the the most dangerous places for no reason whatsoever.]]
75* MadeOfIron: Most of your bounties are just normal humans, but their toughness turns some of them into minibosses.
76* MonsterClown: Uncle Chuckles, a man with a creepy clown mask who kidnaps children (and also you) and forces them through a labyrinth filled with death traps.
77* NinjaPirateZombieRobot: Marxist ghoul revolutionary Jacob Powers and his troops, from ''II''. He is the ghoul leader of a communist ghoul guerilla. There's even a Karl Marx portrait in his office.
78-->'''Captain Larry Scull:''' Anything that can be called a commie and a zombie in the same sentence ''deserves'' to die.
79* NoCanonForTheWicked: The description of ''New Vegas Killer'' implies strongly that [[spoiler: killing the Judge and its mooks]] at the end of ''NVB I'' is the canon choice:
80--> ''New Vegas Killer'' features a zany, compact questline that is geared towards players with bad karma. Specifically, it offers a questline based on the premise that the player [[spoiler: has joined Judge Richter]] at the conclusion of ''New Vegas Bounties''. It is not an official addition to my quest mod series, but is merely the equivalent of a What If? spinoff.
81* NoGearLevel: Vincent Mago's bounty from ''NVB I'' and "The Last Laugh" bounty from ''II'' both have the Courier knocked out, locked up and stripped of their gear by the bounty target. In the former, you're just locked in a cell inside a small hideout and can quickly leave and retrieve your gear. In the later, you have to travel through a large cave and solve riddles to progress and eventually find the target and your gear.
82* OldSaveBonus: As referenced on the main page for ''VideoGame/TheSomeguySeries'', a master file keeps track of decisions made throughout the independent mods, leading to bonus dialogue (and even an entire mission) if certain conditional checks are met:
83** The bonus mission chain for ''NVB II'', "Enemy of My Enemy," is only unlocked if the main plot of ''II'' has been completed with the player refusing Red Bear's deal, the main plot of ''The Inheritance'' completed and a side mission from the associated mod completed with a specific choice taken (namely, [[spoiler:letting Esther go free in exchange for the location of the slave children]].
84** ''NVB III'' has several instances of bonus dialogue with Virgil [[spoiler:and Randall (and in the final fight, Marko himself]]) if the player carried Sweet Revenge (Randall's personal weapon found in the ending to ''NVB I'') to the Frosthill region. It also acknowledges whether the main plot of ''Russell'' was completed (though Russell himself does not have additional dialogue reflecting on it due to Someguy stepping away from modding) when you encounter [[spoiler:Glanton in the same region]].
85* OneSteveLimit: Averted in "Enemy of My Enemy". One of the [=NPCs=] is a Legion frumentarius using the alias "Blake", which is also the name of a (Vanilla) merchant.
86* OutlawTown[=/=]TruceZone: Sergio's goal is to build a neutral zone south of the Mojave, which would be totally free from NCR and Legion influence, to serve as a haven for trade, without any rule. You can point him that it mostly looks as a haven for raiders and slavers.
87* PetTheDog:
88** Arthur Ribben (cf RetiredMonster below) is an elderly man living under an alias with his deaf young granddaughter, and his greatest fear is that something happens to him, because his granddaughter is still too young to survive by herself.
89** The Courier has a couple of opportunities to pet the dog during the same quest. One of the options when dealing with Ribben is basically "I let you free, just for her" (which fails the quest but grants good karma). Also, when taking him alive to Scull, you learn that the girl will be sent to a NCR orphanage, and have the choice to requesting something done about her in memory of her deceased father (a NCR ranger); if you succeed the speech check, Scull answers that he will try to use his connections to make her being adopted by another ranger.
90* RapeAsDrama: Several of the bounties are guilty of sex-related crimes. [[spoiler: The last members of the Burns clan plan to do this to the Courier before killing him/her as revenge after doing their related bounty.]]
91* RenegadeSplinterFaction: NVB II has the Mongols, a renegade gang emerged from the Great Khans.
92* RetiredMonster: Arthur Ribben, ones of the bounties of NVB 2, is a former Enclave officer wanted for "genocide and crimes against humanity" committed about forty years earlier (his files state that he is born in 2210). Among his stuff, you find some papers (which serve as proof to confound him) mentioning his action served a great role in the elaboration of FEV.
93* TheReveal: A good one in the end of ''III'', when you discover what really is happening while confronting Marko! [[spoiler: That charismatic fella that brought you to Utah? Virgil was his name? He is Marko! And he is in cohoots with Brookshire, the representative of NCR, who is going to make Marko official NCR administrator of Frosthill... in exchange for its silver deposits and the elimination of all bounties in the area...]]
94* RevolversAreJustBetter: Especially in ''II'', which is even more of a SpaghettiWestern than ''I'', where all the major antagonists (and one companion) wield [[NamedWeapons named]] AceCustom revolvers.
95* RoaringRampageOfRevenge: The player can choose to do this in ''III'', after [[spoiler:the residents of Frosthill are massacred and the player is BuriedAlive before their rescue -- this includes shooting down the mercs gathered in the Frosthill Saloon (including Ford, their former companion)]].
96* RollingPinOfDoom: The unique rolling pin "Deliverance" is the weapon of choice of the matriarch and leader of the Burns Gang.
97* ScrewThisImOuttaHere: In ''III'', after [[spoiler:Marko slaughters Frosthill and cripples the Courier, finishing the main quest only requires the player to flee Utah with Thorne, regardless of whether you kill Marko or not]].
98** This also holds true for Cocker and Cutty, who are stated in the epilogue to ''III'' to have left Frosthill after they got fed up with each other's ramblings -- which unintentionally spared them from [[spoiler:the Frosthill Massacre]].
99* SelfDeprecation: A meta example. In ''III'', [[spoiler:Randall]] states that placing a WantedPoster for bounty hunters to find was a ridiculous idea, since they were nearly impossible to find unless you already knew where they were. He then goes on to state that whoever thought up such a design should get his ass thoroughly kicked.
100* ShaggyDogStory: The NCR put a bounty on Arthur Ribben with the intent of capturing him alive to set up a big trial. [[spoiler: If you capture him alive, he dies of a heart attack not long after reaching the NCR bounty hunter's base]].
101* ShowdownAtHighNoon:
102** In ''II'', Doug Rude is a guy wanted for killing a lot of people in duels. If you come to arrest him, he'll challenge you to a duel (of course, you can refuse and shoot him on the spot). If you accept and manage to cripple his arm without killing him, he'll surrender and will accept the bounty collar.
103** Another bounty employs these same theatrics in NVB III.
104* ShoutOut: The mods feature a massive cross-section of references to various popular works.
105** ''NVB I'''s bounties include [[Film/{{Scarface1983}} a drug dealer named Tony Idaho, whose weapon of choice is an unique Assault Carbine named "My Little Friend"]], [[Franchise/ANightmareOnElmStreet a child-abducting ghoul named Fred, dressed like Freddy Krueger]], and armed with WolverineClaws, [[Film/AClockworkOrange a gang of thugs wearing formal clothes who beat random poor people in the streets (and who are named Alex, Georgie, Dim, and Pete)]], [[Film/GoodFellas a trigger-happy mobster wanted dead because he killed another (high-ranking) one after the latter said something either about "shoes" or "shinebox"]], etc.
106** [[Film/QuigleyDownUnder Tom Quigley]], the first bounty of ''NVB I'' (a former NCR Ranger whose brain has been rotted by syphilis, turning him psychotic) keeps a message on him, which consists on some incoherent crazy ramblings concluded by a "[[Franchise/CthulhuMythos Alhazred]] speaks!".
107** In a late part of NVB II, there is another Cthulhu Mythos reference, as you meet a cult with which you can hear a preach concluding by "That is not dead which can eternal lie, and with strange aeons even death may die". A bit later, you have to accomplish a task for the cult leader, one of them requiring to read a scroll on which is written "[[Literature/TheCallOfCthulhu Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn]]". [[spoiler: It does nothing except making appear two unique Deathclaws.]]
108** The head of said Cthulhu worshipping cult is named [[Literature/TheStand Flagg]]. Apparently unconnected to the other character named Randall, though.
109** If you killed Vulpes Inculta in the main game, there is a scripted encounter in NVB I (when you leave the hideout of one of your bounties) with [[Series/{{Rome}} a Legion centurion named Lucius Pullo]], who is intended to avenge his friend.
110** At the end of NVB I, when you discover in Randall's office [[spoiler: a note that states that he has been killed by the Judge's men]], you immediately encounter [[Literature/NoCountryForOldMen a guy named Javier Sugar, who is wielding a shotgun]]. The conversation which follows contains lines taken straight from ''No Country For Old Men'', except one line you can say at the end of the conversation is [[Film/TheOutlawJoseyWales "Dyin' ain't much of a living, boy.'']] Later, finding [[spoiler: the Judge's hideout]] requires to kill a Fiend named [[Creator/CormacMcCarthy Cormac]].
111*** The Judge and Glanton are both very obvious send-ups to the similarly-named characters in Creator/CormacMcCarthy's epic western ''Literature/BloodMeridian''. The Judge even has a unique hatchet titled "The Evening Redness in the West," a reference to the full title of the book.
112** A Super-Mutant named [[Literature/{{Frankenstein}} Prometheus]] keeps two Deathclaws pets named [[Creator/MaryShelley Mary and Shelley]].
113** Three Western-styled guys are fighting with guns for a treasure. One of them is the bounty, the two others are [[Film/TheGoodTheBadAndTheUgly a cowboy with a longcoat named Clint, and a bandito named Tuco]].
114** One of ''NVB II's'' antagonists is a man named [[Creator/SergioLeone Sergio]] Booth, nicknamed "[[Film/OnceUponATimeInTheWest The Harmonica]]".
115** One of ''NVB II's'' quests is named "[[Literature/TheGrapesOfWrath The Wrath of Grapes]]."
116** [[spoiler:The remnants of the Burns gang]] in NVB II carry a note claiming that the courier "[[Film/{{Deliverance}} has a pretty mouth]]"
117** One of the bounties in NVB II involves you pursuing a [[Series/TheWire drug trafficker in Westside named Marlo Barksdale]]. The bounty quest is also fittingly named after the pilot episode of the series, "The Target" and two of Marlo's bodyguard's are named [[Creator/DavidSimon David & Simon]].
118** One of the bounties in NVB III is a gunslinger with a black hat named [[Film/TheGoodTheBadAndTheUgly Angel]] [[Creator/LeeVanCleef Lee]], who can be faced in a duel. Also, [[spoiler: if you choose to pursue Marko after the massacre in Frosthill,]] the two of you fight in a cemetery that looks eerily similar to the Sad Hill Cemetery[[note]]the character based on Angel Eyes is encountered elsewhere, earlier in the story[[/note]].
119** Some real-life references as well:
120*** Eileen, the sociopathic misandrist Fiend who castrates her male victims, is clearly derived from serial killer Eileen Wuornos, portrayed by Creator/CharlizeTheron in ''Film/{{Monster}}''.
121*** Charlie Halfcocked’s name references Gunnery Sergeant Carlos Hathcock, a legendary USMC sniper.
122** While persuing one of the bounties in ''II'', you may run into a Fiend's chem lab with two chem producers: a man in a lab coat named [[Series/BreakingBad Walter]] and another man in a radiation suit named [[Series/BreakingBad Pinkman]].
123** Near the end of ''II'''s main quest, the Courier will find the body of [[spoiler:John Ramsey]] on display outside of a saloon, with a sign reading [[Film/{{Unforgiven}} "This is what happens to Rangers around here."]]
124** In ''II'', one of the buildings inside Jacob Powers' base is a barrack similar to the one in the opening scene of ''Film/FullMetalJacket'', including two rows of recruits and a drill instructor. No DrillSergeantNasty monologue, though.
125* SiblingsInCrime: The Burns gang is a large family who are ''all'' involved in illegal dealings. Given the number of them and their apparent difference of age, it doesn't only include siblings, but also uncles/nephews. Their leader is the matriarch of the clan; the actual bounty is only on a specific member of the family, but Scull personally gives you extra money if you kill her. [[spoiler: The last few members, including the patriarch, ambush you a few days later.]]
126* {{Superboss}}: Vahşi, Judge Richter's slave bodyguard and the toughest enemy in ''Bounties I,'' who will only appear if [[spoiler:the Courier deliberately taunts the Judge before the final battle.]]
127* TalkingTheMonsterToDeath: Using the new slave collar option, you can either kill some bounties or collar them for double the caps. Some bounties, however, will instead need you to decrease their health to near death and have them surrender (some others can surrender by themselves through a skill / SPECIAL check in their dialogue).
128* TakeThat: Private C. Luster, a Protectron the Courier finds at the Arctic Warfare Training Center in ''III'', exists soley as a tongue-in-cheek jab at the various branches of the US armed forces, Someguy's own Marines [[SelfDeprecation included]].
129* TeleportingKeycardSquad: Several of the bounties in ''II'' direct you to the hideout of your target... in which you don't find your target, but a note which serves as some clue that your bounty isn't there. Picking the note triggers the spawning of a hostile squad (including the bounty target as a boss) somewhere on the way between your location and the area's exit.
130* TurnsRed: On the flipside of TalkingTheMonsterToDeath, you can use your talking skills to taunt some enemies, making it harder to kill them either through backup or through stat buffs.
131* UnintentionallyUnwinnable: Steven Randall and Larry Scull aren't set as essential. That's normally not an issue[[note]]unless the player is unlucky enough to enter their respective offices while being followed by hostiles, since Randall and Scull ''never'' leave their places[[/note]], but that means the player can attack and kill them. Of course, killing the MissionControl [=NPCs=] makes the mod's questline impossible to complete. It seems that someguy2000 didn't imagine a player would intentionally do this, since the quest remains active instead of being marked failed.
132* WantedPoster: In ''II'', unlocking bounties' quests requires the player to find posters throughout the Wasteland and interact with them. This is lampshaded by [[spoiler:Randall himself]] in ''III'', as he notes that expecting a bounty hunter to run all over the Wasteland looking for posters when all the relevant info could have been delivered by a single person is horribly inefficient.
133* TheWestern[=/=]SpaghettiWestern: The series might as well be an elaborate cowboy flick: {{Bounty Hunter}}s, cowboys in dusters or caravan outfits wielding shotguns, repeaters or revolvers, an old-style WantedPoster for every bounty, showdowns in ghost towns and of course the NewOldWest of the Mojave Desert... The series really loves its Western roots.
134* WhamLine: One of ''II'''s most notable encounters begins with a note left in the middle of an open clearing in front of the Sunset Sarsparilla complex, preceding [[spoiler:a sniper duel with the permacloaked Charlie Halfcocked]]:
135--> ''I have you in my sights.'' '''RUN.'''

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