Featuring an entirely new worldspace, main quest, voice acting, and more. Think of it as one of the possibilities for The Couriers multiple choice past.
Its 2260, and Vault 18 is an okay place to live. Tucked away in the heart of the San Bernardino Mountains, its secrets have been protected by solid rock walls and the tireless efforts of the legendary Wasteland Scouts. Coach Bragg drills his Vault Ball team with military efficiency, believing that discipline and character will help bring order back to the war-shattered world. Dr. Rossman might be a little strange, but his hearts in the right place. After all, you dont get to be a Wasteland Scout without a good head on your shoulders.
The Hydroponics Lab provides plenty of cloned food, and the security system keeps any unwanted individuals out. The main struggle that Vault society faces is one of manpower.
That is where you, the Star Player, come in. Orphan. Loner. Mutant. And now, youre thrust headlong into the war outside. Whether you like it or not.
After the events of the big Vault Ball game, and being eased into the adventure in relative safety, a deadly internal conflict forces you out of Vault 18 and into the deserts of The Pass.
Theres a four-way conflict going on, with participants familiar to the franchise and others that are completely new.
- The NCR, up to their usual attempts to annex territory, fight off raiders, and bring the law back to the land.
- The Enclave, strapped for manpower, attempting to recruit anyone of pure blood into their war efforts on the East Coast.
- The Survivalist Raiders, a military dictatorship and conglomerate of numerous smaller raider tribes, united under Boss Elsdragon in their opposition against NCR rule.
- And a Super Mutant Army, swearing allegiance to their mysterious Father.
You can help tip the scales of this conflict to either side, in typical series fashion. Or you can kill them all, and let God sort them out.
Fallout: New California contains the following tropes:
- Action Survivor: The player character, starting out as a relatively normal Vault Dweller before they Took a Level in Badass.
- Badass Grandpa: Dr. Rossman, retired Wasteland Scout. The more you hear about his past exploits, it becomes more and more obvious he was right up there with the other player characters in terms of insanity.
- Bittersweet Ending: In one NRC ending, you succeed in destroying the Enclave (even going as far as sending the nukes to all their bases across America). However, the NCR has discovered who and what you really are (i.e a mutant-human hybrid clone of The Vault Dweller) and want you dead, locked away or experimented on. In order to keep your freedom, General Silverman smuggles you out of New California and into the Mojave Wasteland to start a new life as a courier. You also have to say goodbye to your companions from Vault 18 for good, if any have survived until this point.
- Almost all the endings (save the Super Mutant one) counts as this, since inevitably the Star Athlete has to leave their faction for some reason and begin a new life as The Courier.
- Brought Down to Badass: Downplayed, while the player character survived the nuclear destruction in Hopeville, his healing factor slowly diminishes to the point where it becomes very weak, luckily still survived the gunshot to the head from Benny.
- Canon Character All Along: The endings (with the exception of the Mutant ending) all lead to the protagonist going through the events that lead them to wiping out Hopeville and becoming The Courier.
- Doomed Hometown: Vault 18. Also Hopeville, which gets obliterated by its hidden nuclear cache thanks to the Fort Daggerton key the player character carries.
- Driven to Suicide: Vault 18's Overseer, after losing his family to the Enclave takeover and discovering the true intentions of Vault-Tec.
- Fling a Light into the Future: Dr. Rossmans reason for creating a hologram copy of himself.
- Good Thing You Can Heal: The player character has superhuman healing abilities, as a result of the Father's experiments on them. As a result, they can shrug off bullets, fatal falls and a nuclear strike. It also explains why they survived being shot point-blank by Benny in the intro to New Vegas.
- Multiple Endings: Considering this is a prequel to Fallout: New Vegas, the endings are largely the same, with variations depending on which faction you supported. The one ending this doesn't apply to is the unequivocally bad ending, where the Star Athlete agrees to help the Father, which leads to the rise of a nigh-invincible super mutant army and the total extinction of humanity.
- Nice Job Breaking It, Hero!: In almost all epilogues, the Fort Daggerton key they Star Athlete carries sets off the nuclear arsenal hidden in Hopeville. This obliterates the settlement, kills every other Vault 18 survivor except for the protagonist, and creates The Divide. Oh, and launches Ulysses' obsession with the Courier...
- One-Man Army: In typical series fashion, and it's emphasized by the numerous quests that involve an Multi-Mook Melee. Also, it gets justified by the late-game reveal that you're a clone of the Vault Dweller with superhuman healing abilities.
- The Reveal: The player character learns that they are in fact a mutant-human hybrid clone of The Vault Dweller from the first Fallout game, with regenerative powers. The epilogues go a step further by revealing that the player character is the Courier.