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** The quest "I Put a Spell on You" is almost legendary for its unintuitive nature, aside from a plethora of bugs. Long story short, there's a spy somewhere in Camp [= McCarran =], and you've been tasked to single him out. After finding out there have been late-night sightings at the comm tower, you have two mission arrows: one to the comm tower, and another to the man you're working with, Captain Curtis. [[spoiler: Since Curtis is the spy, talking to Curtis and telling him your lead makes the mission practically unwinnable, since he will attack you in the tower instead of radioing his contact, thus you won't know if he will bomb the monorail. There is no hint that doing this was wrong, and there is no way other than using the console to set the winning value back to 0.]] Ergo, by '''following the directions''' you have failed the quest. You could still [[spoiler: side with the Legion, in which case you do the same quest, but instead are helping Curtis out in his plot to bomb the monorail. This is arguably the better path, as not only is it relatively easy, if done right it gets you an exploit for infinite caps. But if you start along that path, you're committed to bombing the monorail as soon as you collect the bomb.]] Want to play the Legion version of the quest? You can't be too hated by the NCR, because [[spoiler: Curtis]] is coded as a Ranger, and will see through your NCR disguise and attack you just like any other NCR Ranger, even though he's a Legion spy. This makes it impossible to talk to him.

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** The quest "I Put a Spell on You" is almost legendary for its unintuitive nature, aside from a plethora of bugs. Long story short, there's a spy somewhere in Camp [= McCarran =], [=McCarran=], and you've been tasked to single him out. After finding out there have been late-night sightings at the comm tower, you have two mission arrows: one to the comm tower, and another to the man you're working with, Captain Curtis. [[spoiler: Since [[spoiler:Since Curtis is the spy, talking to Curtis and telling him your lead makes the mission practically unwinnable, since he will attack you in the tower instead of radioing his contact, thus you won't know if he will bomb the monorail. There is no hint that doing this was wrong, and there is no way other than using the console to set the winning value back to 0.]] Ergo, by '''following the directions''' you have failed the quest. You could still [[spoiler: side with the Legion, in which case you do the same quest, but instead are helping Curtis out in his plot to bomb the monorail. This is arguably the better path, as not only is it relatively easy, if done right it gets you an exploit for infinite caps. But if you start along that path, you're committed to bombing the monorail as soon as you collect the bomb.]] Want to play the Legion version of the quest? You can't be too hated by the NCR, because [[spoiler: Curtis]] is coded as a Ranger, and will see through your NCR disguise and attack you just like any other NCR Ranger, even though he's a Legion spy. This makes it impossible to talk to him.

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* FactionCalculus: As much of the main story revolves around a military conflict, different factions can be classified by this:
** Both NCR and Caesar's Legion are Balanced, with a slight differences in their strengths. NCR has superior technology but the majority of their forces have only received basic military training. Legion eschews advanced technology, but even their average footsoldier has trained heavily.
** Brotherhood and House are Powerhouses. The Brotherhood has extensive training and advanced technology, but they are very low in numbers, exacerbated by recent heavy losses against NCR. House has a small army of heavily armed and armored Securitron robots, with the caveat that they are mostly, if not solely holdovers from pre-war construction. To what extent House is able to produce new Securitrons is not addressed.


* EarlyBirdCameo: Doctor O in ''Old World Blues'' early on will mention a giant robo-scorpion [[TemptingFate before casting aside the idea]]. Do a bit of exploring, and you can find it later... [[SubvertedTrope half of it being buried under rubble near the Waste Disposal Plant]]. [[spoiler: Then you fight ''[[DoubleSubverted the real thing]]'' during the questline's climax.]]

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* EarlyBirdCameo: EarlyBirdCameo:
**
Doctor O in ''Old World Blues'' early on will mention a giant robo-scorpion [[TemptingFate before casting aside the idea]]. Do a bit of exploring, and you can find it later... [[SubvertedTrope half of it being buried under rubble near the Waste Disposal Plant]]. [[spoiler: Then you fight ''[[DoubleSubverted the real thing]]'' during the questline's climax.]]]]
** Pre-war posters advertising the singer Dean Domino show up in loading screens and as occasional background clutter in the main game, long before you actually meet him in ''Dead Money''.


##Lily's quest is fairly simple. It's not even a quest, really. You just have to stick with her long enough to get to the bottom of her psychosis (it only takes about an in-game day if you get into a fight where she goes berserk), then decide how much medicine she should take.

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##Lily's quest is fairly simple. It's not even a quest, really. You just have to stick with her long enough to get to the bottom of her psychosis (it only takes about an in-game day if you get into a fight where she goes berserk), then decide how much medicine she should take. The only problem you may have is the "going berserk" part, as that requires Lily's health being reduced below half, which depending on your playstyle may never happen.


** One of their guiding principles is that [[EvilLuddite reliance on technology makes people weak]]. In the Legion, any medicine more advanced than tribal healing powder is forbidden, and thousands of people die due to lack of proper medical care; this fine in the Legion as it's argued if you can't survive on your own merit, you don't deserve to live anyway. However, [[spoiler:Caesar is terminally ill and has a broken Auto-Doc in his tent, and commands the Courier to fix it so he can cure himself of his brain tumour.]] Also, what differentiates their {{Elite Mook}}s from the rank-and-file fodder is their access to more advanced guns and melee weapons; Centurions often wield things like Chainsaws and Anti-Material Rifles.

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** One of their guiding principles is that [[EvilLuddite reliance on technology makes people weak]]. In the Legion, any medicine more advanced than tribal healing powder is forbidden, and thousands of people die due to lack of proper medical care; this fine in the Legion as it's argued if you can't survive on your own merit, you don't deserve to live anyway. However, [[spoiler:Caesar is terminally ill and has a broken Auto-Doc in his tent, and commands the Courier to fix it so he can cure himself of his brain tumour.]] Also, what differentiates their {{Elite Mook}}s from the rank-and-file fodder is their access to more advanced guns and melee weapons; Centurions often wield things like Chainsaws and Anti-Material Anti-Materiel Rifles.


* HundredPercentHeroismRating: The karma meter is the same from 3 but is nearly useless. What really matters is your reputation with each faction. Since you can't lose popularity or infamy, people could end up singing your praises for all the {{Fetch Quest}}ing while grudging you over blowing up their outpost last week.
** One notable exception is Cass. If you attempt to talk to her while evil, she will only tolerate you long enough to give you a chance to shape up and fly right. Press your luck, however, and she will chew you out, leave your service, and refuse to speak to you again.
* HurricaneOfPuns: Benny's PreMortemOneLiner at the start of the game is chock-full of gambling puns.
** The statement from the King that Mr. New Vegas reads is one long string of Elvis puns.

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* HundredPercentHeroismRating: The karma meter is the same from 3 but is nearly useless. What really matters is your reputation with each faction. Since you can't lose popularity or infamy, people could end up singing your praises for all the {{Fetch Quest}}ing while grudging you over blowing up their outpost last week.
HurricaneOfPuns:
** One notable exception is Cass. If you attempt to talk to her while evil, she will only tolerate you long enough to give you a chance to shape up and fly right. Press your luck, however, and she will chew you out, leave your service, and refuse to speak to you again.
* HurricaneOfPuns:
Benny's PreMortemOneLiner at the start of the game is chock-full of gambling puns.
puns. "An 18-karat run of bad luck" indeed.
** The Most of the King and Pacer's dialogue is made up of [[Music/ElvisPresley Elvis]] puns of varying fame and obscurity. Even if you've yet to meet him in person, there's the statement from the King that Mr. New Vegas reads is one long string on the air:
--->'''Mr. New Vegas:''' The leader
of Elvis puns.the Kings, who would only identify himself as "The King", voiced his displeasure, calling NCR citizens, quote, "the DevilInDisguise." He added he didn't want to see the NCR [[Music/FromElvisInMemphis in the ghetto]], and called for a mass, quote, "return to sender."

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** The Heave Ho! perk has a hidden effect that makes it much more useful than it initially sounds - it doesn't just boost the velocity and range of thrown weapons by 50%, it gives the same boost to ''all'' weapons that fire in an arc. This is not even remotely implied by the description, name, or icon for the perk and means that it's a huge boon to ''any'' explosives-heavy build, not just ones that depend on actually throwing grenades (or spears).

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* AHandfulForAnEye: The special unarmed move, Khan Trick, allows the Courier to scoop up dust and fling it into their enemy's eyes. This, however, doesn't work unless the player is on dirt or sand.

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** There are mods which add breast physics to female characters. Including the above ghoul.

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* GratuitousLatin: Caesar's Legion uses ''a lot'' of Latin. Latin names, ranks, currency, uniforms, punishments, etc. You can even use it for a small side-quest against [[spoiler:a captured Legion Centurion POW that the NCR captured, provided your Intelligence is high enough.]] They're also [[ShowingTheirWork pronounced correctly]] (for example, Caesar is pronounced "kai-sar" instead of "see-zur").


* EarnYourHappyEnding: Regardless of who ultimately gains control of the Mojave Wasteland, typically the ending has some communities prospering, while others suffer (with much more suffering and less prospering if you sided with the Legion). However, it actually is possible to get a positive outcome for almost every community and character on the NCR and (to a marginally lesser extent) Independent routes. Doing so is ''difficult'', however, as the conditions to bring about a community or character's positive outcome are not always obvious (and in some cases are even counter-intuitive), and often involve difficult speech checks or extensive exploration.

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* EarnYourHappyEnding: Regardless of who ultimately gains control of the Mojave Wasteland, typically the ending has some communities prospering, while others suffer (with much more suffering and less prospering if you sided with the Legion). However, it actually is possible to get a positive outcome for almost every community and character on the NCR and (to a marginally lesser extent) House and Independent routes. Doing so is ''difficult'', however, as the conditions to bring about a community or character's positive outcome are not always obvious (and in some cases are even counter-intuitive), and often involve difficult speech checks or extensive exploration.


** [[invoked]] In "Lonesome Road," Ulysses presents the Tunnelers as powerful enemies capable of taking down [[DemonicSpiders Deathclaws]] in packs, an unstoppable threat that will overrun the Mojave within a few years no matter which faction ultimately takes control of it. In gameplay, they go down to a couple headshots as easily as anything else, and even in packs are nowhere near as threatening as a single Deathclaw. Fighting a surprise invasion of them wouldn't be, y'know, ''fun'', but with sufficient warning and prep time, House's Securitrons or the NCR could make short work of them, although the Legion might have more difficulty due to their inferior equipment (less ranged weaponry to go around). Heck, [[ColdSniper Boone]] in a suitable vantage point (say, the top of the Lucky 38) with an Anti-Materiel Rifle and enough ammo could probably protect the entire Strip by himself.

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** [[invoked]] In "Lonesome Road," Ulysses presents the Tunnelers as powerful enemies capable of taking down [[DemonicSpiders Deathclaws]] in packs, an unstoppable threat that will overrun the Mojave within a few years no matter which faction ultimately takes control of it. In gameplay, they go down to a couple headshots as easily as anything else, and even in packs are nowhere near as threatening as a single Deathclaw. Fighting a surprise invasion of them wouldn't be, y'know, ''fun'', but with sufficient warning and prep time, House's Securitrons or the NCR could make short work of them, although the Legion might have more difficulty due to their inferior equipment (less ranged weaponry to go around). Heck, [[ColdSniper Boone]] in a suitable vantage point (say, the top of the Lucky 38) with an Anti-Materiel Rifle and enough ammo could probably protect the entire Strip by himself. It's implied he was exaggerating their threat somewhat, since Ulysses essentially states that he ''can'' hold off the Tunnelers and Marked Men alone with his anti-materiel rifle and vantage point if you talk him down at the end of the DLC.


* HideYourChildren: Averted in the main game, where some (albeit unkillable) children do appear. Invoked in all four [=DLC=]s, though this is addressed in the only add-on where their absence is noteworthy. (The Dead Horse and Sorrows tribes of ''Honest Hearts'' have already begun to evacuate, sending the children and elderly first. The other three [=DLCs=] take place in dangerous hellholes that don't have an actual community of humans living in them, thus the lack of children makes sense).

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* HideYourChildren: Averted Downplayed in the main game, where some (albeit unkillable) children do appear. Invoked in all four [=DLC=]s, though this is addressed in the only add-on where their absence is noteworthy. (The Dead Horse and Sorrows tribes of ''Honest Hearts'' have already begun to evacuate, sending the children and elderly first. The other three [=DLCs=] take place in dangerous hellholes that don't have an actual community of humans living in them, thus the lack of children makes sense).



* HistoricalInJoke: The real-life Nipton was primarily important as a place where state lotteries were held during the early 20th century. The Fallout Nipton [[LotteryOfDoom has an important lottery too]]...

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* HistoricalInJoke: The real-life Nipton was primarily important as a place where state lotteries were held during the early 20th century. The Fallout ''Fallout'' Nipton [[LotteryOfDoom has an important lottery too]]...too...]]

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* GameplayGuidedAmnesia: WordOfGod has explicitly stated that the bullet to the Courier's brain did ''not'' cause amnesia, and being able to ask about things the Courier should already be fully aware of is purely there for the player's benefit.

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* EpicLaunchSequence: The quest "Come Fly With Me" has [[PlayerCharacter the Courier]] helping a cult of ghouls bring some pre-war rockets to working order so they can reach their promised land in "the Far Beyond". Once the rockets are up and ready and the ghouls are aboard, they give you the honour of launching them. The original engineers of the facility were clearly going for this trope, as "Ride of the Valkyries" starts playing the moment you flip the switch.

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