Yes Man: Cheery doormat who's just a tool to let anyone with the will take over New Vegas, or a sadistic Starscream who's been setting the player up from the start (though the latter interpretation has since been Jossed)?
Mr. House: A well-intentioned benevolent dictator and the best hope for restoring the world to pre-war glory and stability, or a Corrupt Corporate Executive who's totally out of touch with the realities of the wasteland and only using the people as justification for appointing himself as an autocrat?
NCR: A nation dedicated to the ideals of democracy, freedom, and individual rights, or a power on a slippery slope that's destined to repeat the mistakes of the old United States? Or both?
Opposite Graham, Daniel: A fool who doesn't understand the need for violence even to defend one's self, or a naïve but hopeful pacifist trying to shield the tribals from the harshness of the "civilized" world.
Ulysses: A Well-Intentioned Extremist hoping to exact sweeping changes in people by destroying the flawed nations and symbols they follow? A vengeful Omnicidal Maniac who only wants revenge on all those responsible for destroying the symbols he followed in life? Or is he a Stealth Mentor for the Courier, seeking to test his/her character and challenge the symbols that he/she in turn follows? Or perhaps even a Woobie, Destroyer of Worlds who went off the deep end after the destruction of his adopted home? Or is he a complete loon making a ton of unsubstantiated claims that follow no internal logic? The fact that you can talk him down at the end of the DLC doesn't help.
Most Legionaries: brainwashed fanatics who worship Caesar as a god and look back on the destruction of their former tribes as a positive step which uplifted them, or just putting on a "legionary persona" when talking to anyone but their closest friends (if that), out of fear that if they let it slip that they're not completely in accord with the Legion outlook, word will get back to Vulpes and they'll end up on a cross?
Caesar's Legion in general (and by extension Caesar himself): They torture, they murder, they enslave, and they conquer, but traveling merchants will tell you the lands under Caesar's control enjoy greater stability and security than anywhere outside his influence. So, are they brutal conquerors whose ideals are nothing but an excuse to indulge in sadistic cruelty, or Well-Intentioned Extremists whose harsh methods will unite humanity and create a relatively safer, more ordered world in the long run? Then there's Caesar's brain tumor. Something like that doesn't come about overnight. Who knows how long Caesar's mental processes have been affected by it... and in turn, who's to say he isn't some measure of insane for it, and if he is, how far back does it go? Could Caesar's rise to power be a result of a brain tumor affecting his neurological processes and he isn't in full control of his faculties?
Per the creators: The additional Legion locations would have had more traveling non-Legion residents of Legion territories. The Fort and Cottonwood Cove made sense as heavy military outposts where the vast majority of the population consisted of soldiers and slaves. The other locations would have had more "civilians". It's not accurate to think of them as citizens of the Legion (the Legion is purely military), but as non-tribal people who live in areas under Legion control.
The Brotherhood of Steel: A bunch of fundamentalist hypocrites with Skewed Priorities that'll inevitably result in their downfall, and whose destruction is better for the Mojave in general than their continued existence (made worse by the fact that, without an NCR ending in which a truce is formed between them, they'll harass travelers if they're left alive), or a group of Well-Intentioned Extremists whose ideology is perfectly rational, considering that the last time humanity had such widespread access to technology, it ended in atomic war?
The Great Khans: A clan of woobies who have well-justified grievances against the NCR and, as such, are morally in the right, or just a group of bandits hiding behind flimsy justification to excuse their raider tendencies?
Played straight and spoofed with the Stealth Suit Mk II. The suit's AI will remind you, quite often, that your Pip-Boy light is on if you use it while sneaking. Spoofed when it warns you of incoming hostiles, then retracts it as a joke. It'll also inject you with Med-X at every sight of a moderately threatening enemy. Not only will this waste Med-X you were saving for serious encounters, but it can also get you addicted to it. This is offset slightly by the fact that people find the suit absolutely adorable.
The Mysterious Stranger and Miss Fortune perks often fall into this - their thing is that they randomly show up, take a few deadly shots at the opponent, and then vanish. Trouble is, they're pretty buggy, and the game takes control from you and focuses the camera on them while they're doing their thing. This can lead to, say, the Stranger appearing behind a forcefield or on the other side of a wall, or targeting an enemy that's already dead, at which he then stares gormlessly at you for about ten seconds in slow motion while the enemies he didn't kill rip your arms and legs off.
If you have the Confirmed Bachelor perk, you can chat up an NCR Major at Mojave Outpost, who'll say that he'd want to be your "friend", but the mood around the outpost is too conservative for him to wanna deal with everyone he works with knowing. This comes across as a snipe at Don't Ask, Don't Tell, which becomes Hilarious in Hindsight following the repeal of DADT.
Throughout the game, the moral of "let go of the past before obsession gets you killed" is very obvious. It's even heavier in the DLCs, where the idea is hammered in almost every conversation you have with NPCs.
The Fiend leaders are at least several times more powerful and durable than the generic mooks, but still fall under this.
Benny, if you opt to fight him in the arena, will tell you beforehand of his knife-fighting prowess from his tribal days. Depending on your level and skill, he turns out to be a pushover.
General Oliver is almost a Zero-Effort Boss if you have the Securitrons, since your own side's weapons are a greater danger to you than he is. Even if you're fighting against him for the Legion, his Elite Mooks are far more of a threat than he is.
Father Elijah from the Dead Money add on is actually pretty easy to kill. His turrets are pretty strong, but it's possible if you have 50 unarmed to just smash the generator, making those turrets useless, which will cause him to charge you himself, and that's hardly the only way to stop the turrets. He may be packing a Gaussrifle, but Elijah himself is only wearing a Brotherhood robe and is therefore a huge Glass Cannon, so killing him isn't very hard. The Final Boss was likely this way to make up for the rest of Dead Money. Made even easier if you reprogram the turrets and turn them against Elijah instead, then just sit back and let them do all the work.
Salt-Upon-Wounds, the White Legs warchief and 'Final Boss' of Honest Hearts, especially if you sided with Joshua Graham and used his idea of simply crushing the White Legs. Joshua will hold him at gunpoint, then Salt-Upon-Wounds will drop to his knees and start begging for mercy. If you don't intervene, Joshua just kills him right there. To actually fight him, you tell Joshua that he should be allowed to die on his feet, with honor, whereupon he attacks you. While his stats are objectively pretty good (he has high combat skills, a unique power fist, a few mooks backing him, and can have anywhere from 600 to 700 hitpoints), this hardly matters since JoshuaGraham is on your side. In fact, the only way to not make this an anti-climax boss is to consider speech checks a boss fight, since you need very high speech to convince Graham to spare the warchief for the good ending.
The Think Tank in Old World Blues, if you opt not to befriend them and talk them down, are pretty big pushovers. There are only five of them, and their health and weaponry are equal or inferior to all the things you've been facing as semi-regular enemies the whole DLC, if one does the DLC at the recommended level or higher. Klein is the only one of the Think Tanknote The current Think Tank, that is. Mobius also scales with level. that scales with level, which all semi-regular and regular enemies also do. They keep pace no matter the level (indeed, they can even get worse), while 4/5 of the Think Tank becomes less and less of a threat the higher the Courier's level. This seems to be invoked, as the ending you get after killing them says they were on the receiving end of a Curb-Stomp Battle.
As in (almost) all previous installments, all 'final bosses' (save for Father Elijah mentioned above, though he can be tricked) can be persuaded to abandon their cause.
The Vault 34 Overseer has a lot of health for a Feral Ghoul, but doesn't actually attack unless the player gets close, instead letting two turrets do the fighting. A sufficiently powerful ranged weapon can take the Overseer out without him fighting back.
Any boss in the game when you have the YCS/186, which can be obtained for no charge a few hours into the game. To wit, on top of having a scope and near-perfect accuracy with a high Energy Weapons skill, it deals 140 base damage, which can be raised to 160 with Bloody Mess and Lord Death, which nearly every Courier has. With overcharged Microfusion Cells, this is raised 50% to 240 base damage. Landing a sneak attack critical (easily obtained since its effective range is so long) doubles the damage and adds 70 on top (105 with Better Criticals), bringing damage to 550 - 585. Finally, a head shot doubles the final damage, bringing the damage of a single shot from this thing to 1,100-1,200 without several other available damage-boosting methods like Psycho. For context, the toughest bosses in the game (Ulysses, Legendary Deathclaw, Lanius, Rawr) have 900-1,000 hit points and 15-20 DT. The only entities in the entire game and all of its DLC that can survive that are the X-42 Giant Roboscorpion (with 1,500-3,500 hit points and 15-30 DT depending on the player's level) and the Legendary Bloatfly (with 2,000 hit points and 20 DT) from Old World Blues. And while a sneak attack critical only works once, the YCS/186 reloads fast enough that its effective rate of fire is actually higher than a bolt action rifle's, and every subsequent headshot will still hit for 480 damage, more than enough to kill any non boss enemy in the game short of some types of Deathclaws.
Author's Saving Throw: The revelation in Dead Money that Matter Replicators were "a common pre-War convenience" created all kinds of strange continuity issues, seeing as how the Great War was fought over resource scarcity, broken replicators have never been scavenged from ruins, no replicators are found in the possession of the Brotherhood or the Enclave, etc. So when Old World Blues came out, it was "revealed" that the replicators were an experimental technology developed at Big MT and the character, Dean Domino, who told you how common they was either wrong or lying. Considering what we know of him, it's not an unreasonable assumption to think he's lying or simply forgot after so long that they aren't common outside of the Sierra Madre.
Mr. House. If you were orphaned as a kid and left with nothing by your swindler half-brother, then went on to found one of the most successful companies of the pre-War era at age 22 and ended up being a billionaire several times over by age 30... well, you're well in your right to be an arrogant jerkass. And that's not getting into what he did about the war itself or what he does during the game.
Caesar as well: regardless of your actual opinion of him, the man managed to rise from being a lowly missionary of the most pacifistic and put-upon faction in the game, to taking over a tribe, to taking over a series of tribes, forcibly erasing their history and uniting them and any others underneath a single banner, carving out a feared empire that holds complete dominion over a sizable chunk of the country, and setting himself up as some kind of deified god-king. By the time you meet him, Caesar's clearly let this power go to his head, but the respect isn't altogether unwarranted.
Ulysses. Some people like him, due to him being a Foil to the Courier and manipulating not only the events of the DLCs but also the main game as well. However some don't care for him, finding his speechifying pretentious and heavy-handed, and his parallels to the Courier and involvement in so many storylines is contrived. This division is not helped by Ulysses decrying NCR as a Type 2 Eagleland, when many fans view them as a Type 1.
Some love Lanius for being an in-universe Shrouded in MythMemetic Badass with an awesome design and great build-up of his reputation and ferocity, creating the most feared warrior in the Legion and a symbol of their power that the player must slay to break the Legion. Others dislike the fact his limited role in the story, and the implication there are or have been multiple Laniuses, means that the Final Boss is just a stronger-than-normal Legion member who you have never met before and hasn't been given time to build up any relationship with you to make the confrontation seem meaningful.
Who is to blame for the game's unfinished content and numerous glitches? Defenders of Obsidian point out that Bethesda's engine from Fallout 3 had a lot of bugs, and Obsidian had less than two years to make New Vegas while Bethesda spent four making Fallout 3, so Obsidian was doing the best they could with the tight time limit and buggy engine Bethesda gave them. Defenders of Bethesda point out that Obsidian has a history of over-designing their games and then being forced to scale back plans, they signed the contract and knew the restrictions they'd be working within, and they had the benefit of being able to reuse many of Fallout 3's assets, so it isn't Bethesda's fault that Obsidian was too ambitious in their plans and couldn't finish in the agreed-upon time limit. Then of course there's fans who think Both Sides Have a Point.
The DLCs. Some like them for the new environments and shifts in gameplay and aesthetic they bring that make each of them feel unique, appreciate the the moral choices they challenge the player with, and enjoy the Myth Arc they set up where each of the four builds up to a showdown with Ulysses at the end of Lonesome Road. Others dislike them for the same gameplay changes being unappealing, the Anvilicious writing that hammers in the morals and themes, and the cases of Writer on Board where NPCs start ascribing motives and backstory to the Player Character that the player may not agree with. As for the Myth Arc, Ulysses is a Base-Breaking Character, so how much you like him will directly impact how much you like the storyline that builds him up.
Dead Money in particular is divisive for being much harder than most other parts of the game thanks to shifting to Survival Horror. You're given scarce supplies, environmental hazards constitute much of the difficulty, the enemies are tough, and the environment is difficult to navigate due to a confusing layout and the Cloud making everything red-brown and hard to see. On the other hand, some players likes the extra challenge.
Even beyond the Survival Horror nature of the game, others balk at how much of the gameplay revolves entirely around dialogue trees, and choices. While some may see this as a nice Call-Back to the original games, others believe that it was merely a necessary evil at the time, and now clashes with the more immersive world the 3D games offer.
While most love the game, there's a faction that dislikes the massive amount of assets recycled from Fallout 3, to the point New Vegas has been called an expansion of 3, or even a glorified fan mod.
The Boomers. They really like guns, and bombs, and cannons... or anything else that uses gunpowder at all.
Can't forget that one of the customers note Yes, one of the customers. Not the owner of the Atomic Wrangler himself. He's very quick to point that out. in Atomic Wrangler is asking to have sex with FISTO, a robot.
Oddly, the Stealth Suit and the Light Switches in Old World Blues appear to have crushes on the Courier. Hell, the switches even act like catfighting girlfriends. In some humorous cases, some players absolutely adore the Stealth Suit back.
No-Bark Noonan. Despite his delusions, hallucinations, and general paranoia, he's the most informed and insightful person in Novac. His observations aren't just hilariously zany, they're more or less spot on. Especially, but regardless of whether one takes his statements figuratively. Either way, he's a lot easier to understand than those nightkin holed up in Black Rock Cave.
Lily, a schizophrenic Nightkin grandma wielding a weaponized vertibird propeller as a sword, and, apparently, Tabitha and Rhonda, if their post-game narration is any clue.
The Think Tank. Each one of them is a Mad ScientistBrain in a Jar with serious mental issues. However, their inventions are nothing short of spectacular.
The Courier with the Wild Wasteland trait. You have to seriously wonder if your companions are even seeing the same things that you are, wondering why their boss just referred to a street gang as a bunch of "violent old ladies", some mercenaries as "aliens", or picked a fight with a dog they believed was a "Mini-Deathclaw?" And even without Wild Wasteland, there's nothing stopping the player from roaming around in a pretty floral bonnet and a set of spiked football pads while beating the crap out of people with a golf club.
Creator's Pet: Ulysses. All four DLCs build up the confrontation with him, with characters shilling him as your Evil Counterpart, a courier who has traveled the same journey as you and is just as badass for it, he has the best stats and equipment of any human character in the game to back it up, and Chris Avellone has acknowledged he's his Author Avatar that represents his views on the Fallout universe. Fan opinion however is more split, with many finding Ulysses too incoherent and pretentious in terms of backstory, motivation, and especially his speech patterns, and he was an unfulfilling payoff to four DLCs of build-up to your showdown with him. His concrete actions also aren't worthy of the hype that others give him, as he he mostly performs incidental acts that would have occurred he had been there or not.
Critical Dissonance: The game scored an eight out of ten from most game journalists: basically a slightly above-average ranking, significantly lower than Fallout 3's scores. However, mostfans consider New Vegas and 3 roughly equal, and favor one or the other mostly due to personal preferences (with fans of the older Fallout games generally leaning in favor of New Vegas). Downplayed example, though, because this game's scores weren't particularly low just unanimously less than the previous entry in the series, due to the nearly identical game engine, graphics, and relatively minimal improvement on gameplay.
Ironically, to fans who remember both of the originals - the differences between Fallout 3 and New Vegas, aren't all that different than the differences between the first and second games. Seeing Fallout 3 as a reintroduction of the franchise to newer players (released a decade after Fallout 2) by sharing many similarities with the first game, while New Vegas is seen as a spiritual sequel to Fallout 2.
In the final game, Cook-Cook was the worst of the worst. Cut content included dialog option with him, turning him into a fast-talking Large Ham verging into Black Comedy Rape territory. Now he's funny.
The entire quest surrounding FISTO. The idea of a sexbot is pretty squicky, and then it's just crossing the line again and again. From Mick & Ralph (who are used to dealing with all sorts of strange things) being freaked out by the idea, to FISTO requesting you to "assume the position," and James Garret's reaction of finally getting his... eh, customer's sexbot. The quest takes even deeperRefuge in Audacity when you consider that FISTO is a Protectron that makes drilling noises should you choose to "test" its functions. The player is left to their own thoughts to realize just how a robot named FISTO could be used as a sexbot.
Darkness-Induced Audience Apathy: The NCR is a corrupt and inefficient bureaucracy with leaders more interested in personal glory and wealth than caring for their people, Caesar's Legion follows a Rape, Pillage, and Burn lifestyle and are left by a sociopath with a God complex, and Mr. House is a cold totalitarian autocrat who sees New Vegas as a business to run instead of a nation of people. And if you feel like backing none of them and taking the Wild Card path, all major powers in the Mojave are destroyed or sent home, leaving no one to keep order from outlaws and no one to support towns and groups that have trouble getting by on their own. Unlike most Fallout games, there is no Golden Ending in New Vegas — just a choice of which oppressive, unwanted government ends up controlling the region, or the choice of anarchistic freedom.
Cazadores. They're as tough as nails, have a very potent poison, and travel in packs as large as eight at some times. They also move too quickly to get a decent shot off outside of VATS, and it's almost impossible to headshot them in VATS mode due to a minor glitch which makes their head impossible to click at times. The icing on the cake, however, has to be their poison. Pre-patch, it killed companions basically on contact thanks to a bug that made it never wear off. They fixed that, but in doing so actually made Cazador poison even more potent than it already was. It wears off, but it takes such a long time that you have to dope your companions with nearly a dozen stimpaks if they've taken more than one sting. If that weren't enough, Honest Hearts gives us Giant Cazadores, and those bastards come right out of nowhere if your eyes aren't glued to the compass. Thankfully, Old World Blues adds a perk that makes you immune to poison, negating at least some of the damage they do. They still hit like trains and are insanely difficult to hit without VATS, though.
Deathclaws actually got worse since the previous game. They're just as fast, but now they're stronger, tougher, and crippling them is that much harder without the Dart Gun. Then there's the variants in Quarry Junction, which are even more deadly, featuring twice the health and a stronger attack. Worse still are the boss variants, the Alphas and Mothers, who are about twice as strong as the regular ones. Topped off by the Legendary Deathclaw, which will almost certainly one-shot you on any level and have as much health as Lanius.
You think Mojave Deathclaws are bad? Divide Deathclaws are worse, being a pretty-much One-Hit Kill if they get into close range. The fact that you usually encounter them in tighter spaces than Quarry Junction and the abandoned railyard makes them worse. Then you get into Irradiated Divide Deathclaws in the Courier's Mile, and hell has a new entrance ticket with your name on it.
Nightkin, blue-skinned Super Mutants with Stealth Boys that make them near-invisible. Sure, they may shimmer like water, but just try and spot that when they're moving at any speed faster than a walk. These guys hide behind rocks until you're mere meters away, and they don't decloak until they're literally two feet away in mid-swing. On top of that, they're deceptively fast, recloak almost instantly, and can send you flying (no joke here). Even if you have ED-E, who negates a fair portion of their advantages, they can still catch a non-VATS user by surprise.
With the reintroduction of damage threshold (DT), the Super Mutants are much harder to kill when they use heavier weapons against you.
Legion Assassins and NCR Ranger hit squads if you have no followers with you, otherwise they're closer to Goddamned Bats. They spawn in dozens of locations near fast travel points on the main road, appear in groups of four, chase you relentlessly until they catch you, then declare you are a criminal and kill you where you stand before you have a chance to react. Unless you get the opening shot, only a high-level, well-armored player will live through their assault. Plus, they target NPCs from hostile factions as well, which means that a pack of Legion Assassins can and will cut down quest-essential NCR characters and merchants if you lead them into the wrong areas.
Even at lower levels, the common Jackals and Vipers can still spawn with grenade rifles, which can kill you way before you're inside any of your weapons' effective ranges. Even worse in Hardcore mode, as you'll typically have to limp all the way back to Goodsprings to get 4 of your crippled limbs healed.
Speakers and radios in Dead Money. Imagine there are these small devices hidden all around the environment. Imagine that if you stay in their field of range for more than about ten seconds, you die instantly. Imagine most of the speakers are indestructible, and the ones that aren't are hard to find due to (usually) being hidden just out of sight and in the dark. Imagine the radios being ham radios, which you'll likely instinctively ignore, or brown Sierra Madre radios, which blend with the background. Now add on to the fact that in addition to making sure your head doesn't explode, you have to worry about the poisonous gas that's usually paired with this obstacle. Hope you studied the locations of the radios and speakers in advance, or you'll spend most of the DLC searching for them.
The Yao Guai are back in Honest Hearts. In Fallout 3, they were tough, but not Deathclaw tough. Honest Hearts will teach you to fear them.
Some of the White Legs in Honest Hearts can pack some pretty strong guns, including 12.7mm SMGs, Brush Guns, and Anti-Materiel Rifles.
Robo scorpions from Old World Blues. They shoot lasers from their tails, are ridiculously tough for their size, are somewhat resistant to EMP weapons, and when you finally destroy them, they blow up in your face.
Tunnelers from the Lonesome Road DLC. They have incredible strength, attack in packs, can crawl on the walls and ceilings, can pop out of the ground beneath you, and take a lot of punishment. If you get surrounded, you're screwed. Even by using their weakness of the flaregun, they only panic for a short while and run away from you, forcing you to chase them so you can use the small window of opportunity to kill them. Oh, and they're found in small cramped tunnels with minimal running room.
The Brotherhood of Steel are considered a good-aligned faction, to the point where killing them provides Bad Karma. However, they've previously gone to war with NCR, may slap a bomb collar on the player's neck to force obedience until they prove themselves trustworthy, and in many of their endings they end up patrolling the Mojave harassing travelers and confiscating advanced technology they have by force. There's also the rogue group of Paladin's in Veronica's quest who massacre of several Followers of the Apocalypse out of paranoia Veronica might have told them some "Brotherhood secrets".
The official karma level of some characters also can definitely come off as this trope in action. For example, characters like the glory-seekingjackass who not only constantly steals credit from other people but also knowingly sends you into the dangerous Vault 22 without any warning, has good karma. It becomes insultingly stupid when you learn that other, far more moral characters like Colonel Hsu, Hildern's assistant Angela Williams, and the King only have neutral karma. Perhaps most ridiculous of all, LEGATE LANIUS has neutral karma!
Designated Villain: The Garret Twins. In game, they're referred to as psychopaths, and even bunched in with the Van Graffs. However, aside from ordering the death of a backstabbing bounty hunter, none of their actions come across as remotely evil. They're certainly pragmatic, and are only convinced to work with the Followers because it means upgrading their distilleries, but they treat their employees well, even the prostitutes, are forthright in their dealings, attempt to call in their debts in a non-lethal fashion, and are second only to the Tops in terms of all around decency as a casino.
Caear's Legion. They endorse rape, slavery, torture, decimation, and cultural assimilation, they pillage and raid innocent settlements for supplies and slaves, and their ending mentions that most towns in the Mojave either flee the region or are exterminated when they seize Hoover Dam. Yet there are many fans who defend them and explain their actions through various ways.
A major aspect of this is Caesar himself. While he is well-spoken and highly intelligent, he's also a brutal and violent warlord, is blatantly self-serving and hypocritical in his teachings, and the Legion is a hollow, inaccurate recreation of the Roman Empire that is unsustainable in the long-term and will collapse without his leadership, especially since he's made sure that no one but him will have the kind of education he had that allowed him to create the Legion in the first place. Yet his fans take his big talk at face value and consider Caesar to be a Visionary Villain who is Necessarily Evil in the name of uniting the wasteland under the banner of the Nova Roma he will found.
Vulpes Inculta. You first meet the man just after he has finished his memorably brutal and frightening ransacking of Nipton as an example of the Legion's might, and his blasé attitude and Creepy Monotone perfectly sets the tone for the character. Then the next time you see him (provided you didn't fight and kill him in Nipton) he approaches you on The Strip to extend an invitation to meet Caesar, dressed in a civilian suit and his voice more smooth than creepy. Unlike a lot of examples of this trope, most of Inculta's fans embrace his evil nature rather than dismiss it.
Enjoy the Story, Skip the Game: Consensus on Dead Money is that it has one of the strongest story setups for DLCs in the Bethesda line-up, with interesting characters, a great backstory that the player is encouraged to explore, and how well it sets up the other DLCs since it's the first one, and the one players are recommended to complete first. From a gameplay perspective however, it's seen as either bad, or incredibly hard in ways that are more frustrating than fun, and the Survival Horror-esque setup does not work well with the core gameplay of New Vegas Even among the minority of players who enjoy the increased challenge, it is generally agreed that the spike in difficulty was a bad idea from a gameplay perspective.
No-Bark Noonan and Fantastic are two highly hilarious side-characters, the former being a raving madman who knows more than he lets on, the latter being a man who knows far less than he lets on. "I know exactly what I'm doing! I just don't know what effect it'll have!"
The Enclave Remnants are so popular that they singlehandedly rehabilitated the Enclave's image among wide swathes of the fandom.
The Kings as a whole, being an entire faction of Elvis impersonatorsnote specifically, the young, slender, and handsome version, as well as being the nicest faction in the entire Mojave. The fact that they base their ideology around the idea that every man can be a king, something Elvis Presley himself would likely approve of, only makes them even more endearing to the players.
Ada Straus from Novac isn't tied to any major factions or quests, but is memorable for being a hilariously incompetent Back-Alley Doctor.
Esoteric Happy Ending: Unless the Courier did something about those Tunnelers making their way from the Divide to the Mojave, they'll end up with this no matter what faction they chose. However, the only reason the player might believe the Tunnelers are heading towards the Mojave (or anywhere else outside the Divide) is because Ulysses said they are. Ulysses is an Unreliable Narrator, so they might not be the problem he claims them to be. If he lives, he will also make a point of staying behind to fight them.
There's also they fact that the player will frequently end up killing the Tunneler Queen while going through the Cave of the Abaddon, which should hinder their numbers for a while.
Even Better Sequel: Fallout 3 created approximately two factions in the fanbase: fans of the first two games that disliked the third game's weaker writing and gameplay and setting shift, and those that liked the third game just fine regardless of whether they played the first two or not. New Vegas appeased the first camp thanks to many of the designers from the first game working on it and bringing back the strong writing and the familiar setting, and the second camp could enjoy more complex and balanced gameplay in addition to the superior writing. The result? New Vegas is generally agreed to be superior to 3, and more generally is usually seen as the best "modern" Fallout (and in a dead heat with Skyrim for "Best 'Fallout-Scrolls' Title" following the acquisition and semi-merging of their premises).
A defining characteristic of the Legion faction. They may be vicious monsters, but they have some of the most stylish designs and weaponry in the game. Caesar and Lanius are standouts, each a threat on their own, backed by a cool Praetorian Guard. It makes them a popular player choice when it comes to factions.
Dog/God, if they go down the evil route. Sure, the Nightkin is creepy and threatening, but he'll remain just as badass as he was as your companion.
Ulysses, the Evil Counterpart to the Courier. He has a cool duster, a creepy gas mask, and fights with an American flagpole. He also has Warrior Poet tendencies and a plan that raises the stakes of the entire conflict.
Looking online at a lot of fan-made maps of the western US will show that a plurality of fans take the Great Khans'best ending (where they just leave the Mojave for Wyoming and team up with the Followers of the Apocalypse to "carve a mighty empire out of the ruins of the Northwest") as canon.
The Outer Worlds is accepted by a lot of fans to be a Distant Finale of Mr. House's ending where he keeps control of New Vegas and his plans for a hyper-capitalist space colony are realised.
In the epilogue, Arcade Gannon is subject to quite a lot from Caesar, of all people. If sold into slavery, the very anti-Legion Arcade becomes Caesar's "intellectual sparring partner", despite Caesar's general intolerance of people who disagree with him. When Arcade eventually kills himself, Caesar is distraught.
Ulysses' obsession with the Courier edges onto this. It's not all because of The Divide, either. He mentions hearing about you long before that, and implies he sometimes followed and watched you while you were on a job.
Fountain of Memes: Name a line from Benny, and chances are it's a meme somewhere. "Truth is, the game was rigged from the start", "What in the goddamn?", "Nice charlies!", his unspectacular death, his face... And that's not even getting into the mods that make things even sillier, most infamously the Benny's Face Embiggener.
Gameplay Derailment: Some of the perks in DLC's which carry over into Dead Money once obtained become this. Implant GRX has been mentioned above, but Mad Bomber takes the cake, allowing you to turn unwanted energy/gun ammo and easily scavenged parts into makeshift (and disproportionately powerful) bombs. This perk, ideally coupled with some explosive skill/perk placement, can turn an otherwise tense and difficult DLC into a hilarious curbstomp with blowing up Ghost People and hard-to-find radios and speakers with ease. The Auto-Inject Stimpaks from Lonesome Road also help significantly and are made from stims you can buy from the Madre Vending Machines and sensor modules (which are everywhere). The perk "Them's Good Eating'" gives you a large number of healing items for free, eliminating the problem of health almost entirely.
According to Jane, Mr. House's favorite snow globe is the one depicting the Nevada Test Site. Howard Hughes (Mr. House's inspiration) absolutely despised the Nevada Test Site, so much so that he tried to bribe Presidents Johnson and Nixon into closing it down.
In Real Life, Nipton was built up economically by the California lottery;note Nevada didn't have a lottery, and Nipton was right next to the border between Nevada and California, so it got a lot of visitors from Nevada wanting to try their luck. Meanwhile in the Fallout universe, Vulpes killed Nipton with a lottery.
Geckos, coyotes, rats, giant mantises, nightstalkers, small radscorpions/bark scorpions (thanks to their venom, larger radscorpions are Demonic Spiders), etc. Also, Cazadors at higher difficulties. They can't do much damage to a hulking player character wrapped in power armor and carrying a plasma caster, but they move around lightning fast, close in on you in seconds, are almost impossible to hit outside of V.A.T.S., have a bug that prevents from targeting their heads in V.A.T.S, come in groups, and poison you, forcing you to waste Antivenom and stimpaks.
Bear traps in Dead Money. Prolific in many areas, hard to spot, don't do enough damage to kill you but are likely to cripple your legs, forcing you to waste a stimpak healing the damage.
While attempting to kill or disable Mr. House in one quest, all the Securitrons in his penthouse will just stand there rather than attack you. Considering that they may have all been upgraded to their Mark II OS, and are now armed with rocket and grenade launchers, this is extraordinarily helpful. This was fixed in a later patch; the Securitrons will now fight, but still won't use their heavy weapons.
A glitch on the PS3 version renders the Mick & Ralph's crier unable to spawn. Shouldn't have spoken up about having stuff they aren't even allowed to sell.
One developer revealed that Boone's utter lethality was actually out of proportion compared to how he should have been (with a guns skill going straight over 117% at level five).
Unarmed weapons tend to have a habit of turning invisible, which may make it irritating when trying to figure out what weapon you're using, but the fact that your bare fists can launch people into the skybox as if you're Goku makes it amusing, nonetheless.
While the doctor's at the Followers safehouse, the fridges can be looted repeatedly for infinite food.
While under the effects of Turbo, certain fully automatic weapons will expend their magazine and then some when used in VATS, especially during bad framerate.
The Holorifle and the Anti-Materiel Rifle can be repaired past their max conditions using weapon repair kits, thus increasing their condition and value to completely insane amounts. This can actually manifest in the Holorifle becoming literally unbreakable if fully modded and repaired. Considering that a fully modded holorifle is one of the most lethal energy weapons in the game, this pushes it into Game-Breaker status.
Once you've completed the "That Lucky Old Sun" quest after setting the power to "full region", keep telling it to Ignacio for infinite XP, stimpaks and Doctor's Bag. Just make sure you have at least one companion to help you carry those bags!
Switching ammunition types drastically cuts reload time for weapons that load bullet-by-bullet; when switching, only one bullet is loaded, but it fills the whole clip.
The Auto-Doc in The Sink can wreak some real havoc by swapping out Traits. Swap out Skilled to keep the free skill points but lose the XP debuff, or just select it again for another free +5 to everything (you can also do this while leaving Goodsprings, granting a staggering 195 free skill points, 15% of those available in the entire game, or a 130 (10%) without a drawback). Take Logan's Loophole, then swap it out around level 29 (the drawback doesn't apply until level 30).
You can get infinite money by getting 32,678 chips, dropping them, and then cashing them in again and again.
A programming error makes "Big Iron" play twice as often on Radio New Vegas as other songs.
The Hotkey Ammo Glitch. Find a type of ammo you'd like to use and equip a weapon that uses that type of ammo. After equipping the weapon, hold down the button to hotkey an item, move left, highlight the ammo you'd like and hotkey it like normal, release the hotkey button, then equip a different weapon. After backing out of the Pip-Boy menu, hit whatever button you've hotkeyed the ammo to and you can use that ammo despite not having the right weapon equipped. This works for any type of ammo on any type of weapon. Have fun with a flare gun that shoots incendiary grenades, or using the Laser Detonator to fire an endless, rapid stream of mini-nukes, or giving boxing gloves the same attack power as a mini-nuke (only without explosions)! Even better, you can use coinshot with weapons like the MF Hyperbreeder to shoot an endless stream of money. Or use 4/0 buckshot ammo with C4 causing four explosives to appear where you threw one essentially giving you an endless source of easy money when you sell them so long as you have at least one C4.
In the quest "Climb Ev'ry Mountain", the player is tasked with tracking down an assassin who's been targeting refugees; you get positive karma for persuading him to stop killing without violence. However, the murderer is (rightfully) at Evil Karma, which isn't changed if you convince him to stop; therefore, you can get good karma for getting him to stop killing nonviolently, then another shot of good karma if you choose to shoot him in the back as he's walking away.
The fully functional missing laser pistol that you're tasked with retrieving for a couple of Brotherhood of Steel students is classed as a key item, meaning that literally nothing and nobody in the entire game can remove it from your inventory until you voluntarily give it back to complete the quest. It can even be taken into Dead Money; you'll lose any of the ammo you brought, but more can be found easily enough.
If you kill the Enclave Remnants after completing "For Auld Lang Syne" (which requires a few bricks of C4 and a Detonator, as the door needed to reach them permanently locks upon completion of the quest), the game will act as though they're still alive during the Battle of Hoover Dam, resulting in a hilarious scene where their bodies are airdropped out of a Vertibird right in the middle of The War Sequence when they're supposed to show up and assist the player.
If you are playing in Hardcore Mode, upon entering DLCs, your hunger, thirst and exhaustion are all set to zero. However, due to a glitch, the exhaustion will remain at zero, and this will carry on beyond the DLC.
When you blow someone's head off, sometimes the game will fail to apply the physics to the resulting gibs that would normally be sent flying all over the place. As a result, you are left with the bloody pieces of a person's head, carefully arranged into the proper shape and floating in the air in the position where it was shot. Even better, this can also happen with an attack that blows the enemy's entire body into bloody chunks, leaving behind a grotesque mannequin made of body parts.
If Raul is rescued before dealing with Tabitha in "Crazy, Crazy, Crazy", she's scripted to confront the Courier and attempt to kill them. However, she's not given a flag to stop pursuing the Courier if they somehow get away without at least starting the encounter. This means that, if Raul is dismissed, the Courier doesn't have ED-E or Rex (or dismisses them), and uses a Stealth Boy to get around her without engaging her at all, she willwalk the breadth off the Mojave until she catches up to you, regardless of where you are, like a Terminator. Among other things, this can result in her getting ventilated by the Securitrons at the Strip's gate for trespassing without doing a credit check, getting fragged by the Boomers' artillery if she attempts to enter their territory, or simply appearing on the horizon and start charging at you in the middle of the desert, in-game weeks after the rescue, babbling like a madwoman. Even better, if she finally gets her encounter and is successfully avoided again without her getting killed, she'll walk the entire way back to Black Mountain if she doesn't run into the Courier on the way.
A physics glitch makes the top half of a skeleton in a bathtub in the Bison Steve Hotel fly across the room if you grab the chems that are littered around it, which is always good for a laugh.
Examining the Freeside thugs in the "G.I. Blues" quest will say they are "merely pretending to be dead" even if they've been decapitated.
In the quest "How Little We Know", you have the option of examining a dead Gomorrah hooker. However, she will sometimes mistakenly spawn alive, but interacting with her still gives you the option to "Examine The Body".
You can obtain two of Benny's unique pistol Maria. First pickpocket it off him in New Vegas, let him escape, and he will have another one in his inventory when he is Caesar's prisoner.
There's a marauding army who've taken over significant chunks of a war-torn desert inhabited by feuding tribes in hopes of building a theocratic totalitarian state, claiming to bring order and stability in a region that had little of either. They follow a regressionist ideology that seeks to recreate a society based on an idealized past and seek to exterminate any group or demographics that do not follow it. Their highly educated leader carries a title that's been officially abolished, but still holds significant strength in the minds of his followers. They employ crucifixion and other terror tactics to instill fear and obedience in their territories and deter opposition, and their society is very much a No Woman's Land. They've reinstated slavery (especially sex slavery) and genocided groups that oppose their violent assimilation. They're currently (as of September 2014) fighting a stalemated battle for a dam and are marching towards the regional capital. And last of all, this faction mints coins of gold and silver and use them as their official currency.And it's not Caesar's Legion. By December 2016, however, they've been successfully pushed back from the dam by the combined air and ground assault of several different factions cooperating together, and by the end of 2017 their main bases of operations have been eliminated, leaving them in disarray. Eureka!
Dead Money is this now that Catalina Island's Avalon Casino (an old 1920s Arc Deco building whose architecture and aesthetics is very similar to the Sierra Madre's) has decided that they're installing holograms to lure younger guests to the casino. They probably don't shoot lasers. Probably.note It should be noted that the Catalina Casino isn't an actual casino and is only called that because "casino" is Italian for "gathering place".
Admittedly a case of Black Comedy, but visiting the Boomers and seeing the destroyed Brotherhood patrol is funnier after playing through one of the endings to Fallout 4 (the Minutemen ending where they wipe out the Brotherhood). Appears the Brotherhood has artillery bombardments as a common weakness!
If you play as a woman with the Cherchez La Femme perk and try flirting with Cass, she'll admit sometimes she gets so drunk she doesn't care who she shares a bed with.
Keely and Angela Williams (from the There Stands the Grass Quest) seem to be quite fond of each other, to the point that Angela will pay you a good amount of money to ensure that Keely makes it back alive. This happens even if you destroy the Vault 22 data.
Idiot Plot: The White Gloves' quest "Beyond The Beef." To start, Mortimer's men screwed up, not only letting their target get away, but then grabbing the son of the most powerful brahmin baron in the NCR as a replacement. To proceed with the questline, the player must ask Mortimer for the key to the room of an investigator looking into another disappearance that happened a week ago. The player finds the investigator's corpse in his room and is then attacked by White Glove members, a fight that'll likely spill into the hall where everyone can see (not to mention the ridiculousness of the White Gloves leaving the investigator's body in his room for what's likely several days). The player can then use a clue on the investigator's corpse to meet with a White Glove contact who has information said contact has apparently been coming to the meeting spot at the designated time every day, and is entirely unaware the investigator is dead. With a rather easy 62 Speech check, or the Cannibal perk, the player can convince Mortimer to tell them his entire plan the first time they meet him, and he'll hand you the keys to go and get Ted Gunderson right then and there. Finally, at no point during any of this quest can you go to Marjorie to tell her what's going on, and going to Heck just has him hand you a shotgun and tell you to Kill 'Em All; the only way to rescue Ted without killing anyone is to play along with the investigator route. In summary, everyone involved with the quest is completely incompetent, including the player.
Jerkass Woobie: Cachino, if what he says in his journal is true. He knows that raping and hooking the prostitutes on drugs is wrong and wants to quit, but he seems to lack the willpower. He's essentially a slave to his own evil. He does go clean if you help him kill Nero, though the game doesn't provide you with a way to check to ensure it worked.
Robert Edwin House is the multi-billionaire leader of New Vegas and one of the major factions vying for control of the Mojave Wasteland. Mr. House created the Strip, an oasis in the wasteland where people can gamble, drink, and bang as long as they have the cash for it, and took advantage of the situation with the NCR and the Legion to bolster his own defenses and revenue, while keeping his agenda hidden. If the Courier chooses to help him, House enacts his plans; he activates his Securitron army, deals with potential problems via their destruction or cooperation, tries to save NCR President Aaron Kimball from assassination to use him as a political scapegoat later, and holds the NCR at gunpoint to accept the terms of surrender he made for them. Through it all, House is suave, ruthless, and deeply pragmatic, while showing his benevolent side during his interactions with the Courier.
Ulysses is the darkly philosophical overarching antagonist of the game's DLC chapters. Long before the events of the game, Ulysses discovered the Divide, a settlement that closely resembled the Old World, one that he loved and could pledge his loyalty to. After the Courier inadvertently caused its destruction, however, Ulysses would recognize the impact a single person could have in the Wasteland, and sought to replicate it for himself. During his journey, Ulysses effortlessly manipulates the Think Tank with an Armor-Piercing Question into giving him nuclear firepower, and tricks the malevolent Father Elijah into hunting for the Sierra Madre, knowing it'll be his undoing. In the Lonesome Road content, Ulysses goads the Courier into confronting him at the end of the Divide to showcase his master plan—to end the Mojave conflict with nukes so that a new civilization can rise from the fire—while setting up their climatic battle so that he almost always comes out on top.
Boone, a thousand times over. People have even begun referring to awesome things in other video games as "Boone-tier."
Joshua Graham, both in-universe and out. Just to hammer home the point, 1st Recon has had several "confirmed kills" against him, and after failing Caesar at Hoover Dam, he was covered in pitch, set alight and thrown into the Grand Canyon. Caesar's slaves seem to revere him as some sort of heroic figure and even Caesar himself has spies patrolling Utah looking for him, suggesting his reputation as an unkillable badass might not be too inaccurate. He shows up in the second DLC. He really is incredibly tough, with a damage threshold of 50. This basically means any weapon not called the rocket launcher, anti-materiel rifle, Gauss Rifle, YCS-186, Holorifle, Fatman, or Alien Blaster will only do Scratch Damage.
Joshua: *glares at a Courier pointing their weapon at him* Make the first shot count. You won't get a second.
Every Veteran Ranger (see the cover) is a Memetic Badass to the NCR Troops.
Random Trooper: They're sending the veteran rangers from Baja. I hear they chew nails and spit out napalm.
Easy Pete has become something of one. He won't let you have his dynamite because deep down, he knows you'll never be worthy. Oh, and "Easy" Pete is just the prelude to the unstoppable Hardcore Pete.
The Courier has become the most recognized and idolized protagonist in the Fallout series due to the sheer capability of him/her becoming New Vegas' most powerful man/woman by the end of the game. To refresh your mind, the Courier can have the Brotherhood of Steel, the Enclave, the Boomers, the Great Khans, the NCR and an army of robots armed with machine guns and rockets all by their side towards the end of the game, all for his/her own goal of securing New Vegas to themselves. And when they get to that point, they may have already wiped out entire factions, including Caesar himself. Why? That's the magic of the Courier. You decide why. It's YOUR story.
Green Screen Nephi Explanation Exploring Dummied Out content reveals that the Fiend leaders besides Motor-Runner actually have a set of voiced dialogue and completed conversation clips. While everyone has their moments, Nephi takes the cake for being the most surreal and for how dull his delivery is, specifically his end quote "Get fucked". One certain user acknowledged this and produced various greenscreens of the aforementioned quoteandmanyothervariations.
OK Boomer note A meme not from New Vegas itself (it serves as a catchphrase used to dismiss or mock attitudes stereotypically attributed to the baby boomer generation), but since the game's main quest features a faction named "the Boomers"... There's even a mod that adds it as a dialogue option.
Caesar's Legion has a surprisingly large amount of fangirls despite being a society of misogynistic zealots religiously devoted to the practice of mass rape, mass murder, and mass slavery. Though most of them really only love the Legion because of Vulpes Inculta's (and to a lesser extent, Caesar's) Draco in Leather Pants status. Then there are the actual reactionaries who wholeheartedly agree with the Legion's ideology and wish they were real, which is an entirely different matter.
For some reason, a certain quote of Joshua Graham's ("I survived because the fire inside burned brighter than the fire around me.") has taken on a life of its own, with it being reposted on many inspirational blog sites, even quoting Graham as the creator of the quote. Graham's writer (and New Vegas Lead Designer) JE Sawyer actually stumbled across the quote written on a trail in his home state of Wisconsin and some people have reported teachers using it in English class as an inspirational quote. Even then, if you take the quote as inspirational (it can be interpreted as such), the lack of context ruins the inspiration Graham puts behind the words. Out of context, the outer fire is commonly interpreted as stress or general adversity, and internal fire is just inner strength. In context, Graham says the fire inside was the his love for his people and for God, and their love for him, while the external fire is a literal fire, having been immolated and tossed into the Grand Canyon for failing to defeat the NCR at Hoover Dam.
Moe: Veronica Renata Santangelo. Bonus points for being voiced by Felicia Day.
While horrific, most of the Legion's early actions seem to follow a guideline of the ends justify the means or are designed to punish wastelanders for their depravity. However, a slave at the fort reveals that they endorse rape, sometimes even targeting children and old women. She'll even warn the female player character that some of the soldiers are planning on raping you. Combined with the chilling holotape message where they brag about raping one of the soldiers in Ranger Station Charlie, this pushes many players from seeing them as extremely dark well-meaning extremists into complete monsters and hypocrites.
It's hard to say where exactly Elijah crossed it- was it when he got hundreds of people killed over his own pride? Was it when he enslaved a mentally handicapped Nightkin? Or was it when he kidnapped and murdered dozens of people in an attempt to access the Sierra Madre? Or when he plotted the mass murder of everyone in the Mojave Wasteland using the Cloud, and got damn close to accomplishing this? He will accomplish it if you side with him at the climax of Dead Money, though this results in a Non-Standard Game Over.
Vulpes Inculta crosses this the very first time you meet him in the ruins of Nipton, where he calmly and proudly tells you the tale of how he orchestrated the massacre of the entire town, a squadron of NCR troopers, and Powder Gangers, and made them all watch as he had them killed one by one in various gruesome fashions, with the "winners" being hauled away to be slaves.
Jeannie May Crawford crossed it when she sold Boone's wife and her unborn child into slavery by the Legion, implied to be because she criticized Novac.
The Courier can probably cross one of the largest in all the Fallout games. In Lonesome Road, you can chose to launch ICBMs at either one particular or all the factions vying for power in the Mojave.
Also, in a mini White Glove Society quest, if you have a human companion you can choose to let your companion get eaten if you save Ted Gunderson from the same fate.
The player is allowed to desecrate a war memorial right in front of a man who's brother said memorial is in honor. That's already a dick move. The kicker? the instant aggro dialogue; "You're a little bitch and your brother was, too."
Caesar passes this in Honest Hearts when he orders the destruction of New Canaan just to get back at Joshua Graham. While previous Legion targets at least had some military significance or were at least morally questionable, New Canaan had never fought the Legion and was actively trying to improve the Wasteland, while Caesar destroyed them purely for personal revenge on one man.
When Lanius passed this is somewhat debatable due to his multiple-choice backstory. If what Caesar claims is true, it was when he demanded the surviving males of his tribe be exterminated in exchange for his admission into the Legion. However, he definitely passes it when he threatens to rape a female Courier.
The Brotherhood of Steel, or at the very least one squad of them (it's unclear whether the squad was under orders or taking matters into their own hands), in one route of "I Could Make You Care". If you convince Veronica to try to join the Followers of the Apocalypse, you connect with an outpost of unarmed doctors (though, admittedly, with a couple armed guards) and are told to come back later, when the Follower in charge of recruitment arrives. When you come to make that appointment, you find that the Brotherhood has slaughtered the entire outpost, because there was a faint possibility that Veronica had revealed Brotherhood secrets (she hadn't). And then they try to summarily execute Veronica for trying to do a good thing, and you for helping her.
Mr. House passes this in two of the possible endings to the game. If you don't complete the quest G.I. Blues, or ease the tensions with the NCR during G.I. Blues and/or use your favor to convince The King to make peace with the NCR in Kings' Gambit, Mr. House with kill every last one of them ether for "lying with a foreign invader" or just because he wanted more control over the region. Keep in mind, The Kings aren't just another raider tribe, they are the de facto police force of Freeside and will reward you if you help the people of Freeside. Easing the tensions between the NCR and The Kings just means that the Kings will help The NCR with relief support for all of Freeside, and Mr. House will murder all of them for it.
This seems to be a reflection of everyone who works at the Tops, which takes camp and Narm Charm and turns it into an art form. There's the tap dancing show, for one. Talk to one of the clerks there, and they'll ask you how they can make your stay "the Tops" with a straight face. Benny's second in command also seems as emotionally bland as Benny himself is, even after his Klingon Promotion. The Tops and its employees all seem to be trying hard to embody the camp of the days of Frank Sinatra and Dean Martin.
The ending narration for Dead Money is either sad or touching, depending upon your actions, and very effective at conveying emotions. That being said, hearing everyone chant "It's letting go" at the end is more funny than poignant.
Try to fight cazadors in first person view, and you'll see nasty and scary giant wasps attacking you in fast speed; even if you aren't afraid of bugs, you won't forget them.
One of the clients for the Atomic Wrangler wants a male ghoul Cowboy dominatrix. And indeed, you can find a ghoul meeting all of the requirements, except that she's female. The client you hire her for expresses sadness that it wasn't a he, but that you can't get everything you want, and the customers might not even notice. You can also use her services.
The "Bill of Sale" you find in Boone's companion quest, because it's sickeningly official and specific. The line "Payment of an additional five hundred bottle caps will be due pending successful maturation of the fetus" was enough.
Never Live It Down: While glitchy Bethesda games are business as usual the company, there are some critics who will still use this game's launch day bugs against it.
No Yay: Happens a lot with the Legion. According to Siri, several Legionaries want to rape the Courier if you're female. Lanius himself can potentially threaten to rape you, depending on your choice of dialogue.
Lonesome Road contains a minor instance: By nuking Legion territory and opening up Dry Wells, you can obtain a suit of armor that's very similar to what Lanius wears. Chris Avellone himself has said it was included because many players liked Lanius' armor and wished they could wear it during the game. The same expansion also allows you to obtain several different facsimiles of his helmet.
Chris Avellone also explained that, when looking at what the fanbase and the modders added most often to the game, home bases came up again and again and so The Sink in Old World Blues was designed specifically to fulfill that need: give players a true home base to operate from. Completing the DLC even provides you with a device that will teleport you directly to The Sink from most outdoors areas.
The Wild Wasteland trait, and even New Vegas itself can be considered this - especially for those who prefered Fallout 2 to the original game.
The Ghost People from Dead Money. What's that clicking sound? Is someone there? Hey, wai—
Vault 34, especially if you have no companions. Feral Ghouls behind inaccessible doors? You just know they'll break out eventually after your back is turned... so you end up constantly looking behind you, expecting them to be charging at you at any given moment. In general, if you're alone and with the radio turned off, any dark derelict building, vault or cave can quickly make you creep onwards very slowly and carefully. The horror-esque ambient music these areas often have doesn't help.
There are some terminals in Vault 22 mentioning noises coming from inside the air vents. Turns out they're right. And those whispering noises never, ever stop. As it turns out, they are produced by giant mantises; they never jump out of the vents, but still...
Vault 11. Everyone inside is long dead... the IEDs they left behind aren't.
The mines in Lonesome Road. Everything seems quiet at first, until the Tunnelers go above the surface to attack you.
Silver Peak Mine if you know about the Legendary Cazador in advance, but don't know what triggers its appearance.
Polished Port: The final release of this game in GOG.com fixed some of the bugs, making it large address aware by default (so the memory use isn't capped to 2 gigabytes), and making it more stable in all Windows PC systems including Windows 10. However several fan made fixes may still be required.
The Lonesome Road DLC delivers a couple of these. Most notable is a deliberately engineered one where as you journey through the Divide with ED-E, you learn more and more about the Eyebot's past, and can even interact with it. Then, at the end, it can potentially sacrifice itself to prevent missiles from being launched.
Another DLC, Honest Hearts, delivers a fantastic one at its start. You've just arrived in Zion with a group of caravaneers and are looking forward to a nice peaceful caravan trip to deliver supplies. Suddenly, White Legs. Your entire group is shot to bits before you can even blink.
One of the ends of Veronica's sidequest can give this off. See the spoilers under her The Woobie entry for what happens in that end. This is even further exemplified in that if you do choose to do nothing, she's simply banished from the Brotherhood without having the self-guilt mentioned below.
Sacred Cow: Older gamers tend to love New Vegas because of the callbacks to the first two games and highly acclaimed writing from Black Isle writers incorporated into a more immersive gameplay. Newer gamers love how it fixed many of the issues present in Fallout 3 as well as richer content overall. As such, the only criticism of the game that is permitted are about the bugs and issues present in the game, in which case, some gamers will quick to offer a fix. If there is any other criticism, expect to get roasted.
The Scrappy: The Mick & Ralph's Crier. Since he's a child, you can't kill him to shut him up for good. Thankfully, there's a handful of mods available to either mute him, remove him from the game completely, or have him tied to a crosswhile on fire. PS3 players will thankfully never have to deal with him, due to a bug that prevents him from spawning at all.
A low reputation with either the Legion or the NCR will cause these groups to send assassination squads after the player. The squads are made up of four members pulled from one of three "tiers" based on the player's level, making them a rather challenging fight for nearly any character build, especially early in the game. They respawn every three days to come after the player, making matters worse if you rest or fast travel frequently. The "scrappiest" part of it all, though? They'll always come straight for the player to declare that the player has been marked for death, even if the player has a 100 Sneak skill and is invisible thanks to a Stealth Boy. The only way to get the drop on them is to see them coming from a long way off, which isn't always easy unless you have ED-E. Thankfully, some game mods exist which change their respawn rate to a more reasonable 710 days and/or remove them completely from the game.
The inability to mod most Unique Weapons. Wanna add a scope to the Mysterious Magnum or a silencer to A Light Shining in Darkness? Nope, sorry, you can't. There's some justification with a few of the weapons because they're slightly different models than their generic counterparts, so it would be logical that the same modifications may not fit, but this is true only for a minority of cases. This also results in the irony of some fully-modded weapons being preferable to their unique counterparts because said mods make them more effective in spite of the fact that unique weapons usually have better stats.
Nobody gets repairman NPCs to repair their gear. The price for repairing a piece of equipment is such that repairing a broken item to 100% condition costs twice as much as buying the same item at 100% condition from a merchant. While this is meant to balance the economy so you won't sell items for more than you paid to repair them, it instead has players investing their skill points in the Repair skill so they can get the Jury Rigging perk and not worry about paying exorbitant prices to get their one-of-a-kind weapon or armor repaired.
One of the popular complaints about Dead Money is that despite having a great story, the literal tidal wave of Scrappy Mechanics makes this DLC barely tolerable. This includes:
The slave collar. As if that expansion wasn't hard enough without the risk of having your head blown off because of some unseen radios and loudspeakers screwing with its signal. And what's even more irritating is that the damn thing is stuck on you the moment you start the questline and doesn't come off until you finish it.
The cloud mechanic, which is worse in Hardcore Mode where just being outdoors will have your health slowly drop.
Having to dismember the Ghost People to actually kill them.
The invincible security holograms. They hit hard no matter what level you're at and their emitters are often hard to find.
Ulysses' dialogues with you in Lonesome Road, as well as the Courier Duster you get at the end of the DLC, are based on your reputation with The Strip (For Mr. House), NCR, and the Legion. The problem is that reputation with the three has nothing to do with which of the three you may have actually sided with in the main questline; in fact it's quite possible to have a mediocre reputation with your faction of choice, while you can rather easily rack up a high reputation with one of the others. Cue conversations where your player is spoken to, and speaks like, an NCR backer, even if you've thrown in your lot with House or Caesar. Naturally, fan mods exist to change this so he recognizes your alignment properly based on quest progress.
A mechanic carried over from Fallout 3 are the slow walking and running speeds. Fast Travel is practically necessary to get from point A to point B unless you're an immersion player.
While the Caravan minigame functions properly for the most part, it is still disliked due to its complicated ruleset that is still hard to follow even after reading the rules for the game. The face cards having different specific functions certainly doesn't help make the game any less complicated. While you can earn a lot of caps from playing with merchants (since they use a quarter of the amount of caps they currently have) with a specific deck of cards, it's much easier and quicker to play the casino minigames to get the extra caps.
Ships That Pass in the Night: For some reason on the Kink Meme, Julie Farkas/Veronica has gained a large following despite the fact that they never directly interact, save for one instance in Veronica's quest... where the player does all the talking anyway.
Sidetracked by the Gold Saucer: It's entirely possible to go into a casino, buy a whole load of chips, blow everything at the betting tables, and get so involved that you end up pawning off your possessions to buy more chips in pursuit of that fabled hot streak that will make you rich beyond your wildest dreams. Just like in the real Vegas.
So Bad, It's Good: The horribly acted sex scene your character can have with Benny if you have the Black Widow perk. His tone of voice is completely casual, he tosses in corny Strip-isms such as "You're a real ring-a-ding broad!" and "Nice charlies!", and at one point even says "Hello!" as if the Courier were passing by on the street instead of having sex with him.
Benny is the sleazebag that tried to have you killed in the intro, and if you call him out on trying to have you killed, he'll state that all the factions fighting to control the Strip would kill to reach their goal. He's absolutely right. Even if you're trying to be as benign as possible, you will have to either kill or disable House or exterminate the Brotherhood to complete the game.
Elder McNamara of the Mojave BoS wants to have his chapter just hide beneath the earth in their bunker due to them having too many enemies on the surface especially after their humiliating defeat at HELIOS One. While his position as a Principles Zealot towards the Codex is correctly shown to be self-destructive and negative for the Brotherhood, he's not exactly wrong in wanting his chapter to be as subtle and seen as non-threatening as possible to the outside world, since they have barely any soldiers left and would be easily crushed by the NCR, Mr. House, and even the Legion without the Courier's help.
General Oliver is a General Failure and a Glory Hound, but he will make some legitimate points if you go the Wild Card route. Do you have the means to govern properly and renovate the surrounding areas and monorail as they and Mr. House had plans to? This is also reinforced with any of the quests involving non-aligned New Vegas residents (especially "Someone to Watch Over Me"); it's made clear that the only reason the locals hate the NCR besides harassing them over "squatting" and imperialism is... they don't want to pay taxes, because they view that as stealing. Several locals also despise businesses like the Crimson Caravan (especially desk jobs), not even viewing them as merchants, just thieves. Pretty much the locals have no interest in building up local infrastructure or business, and are unlikely to support anything but total anarchy. And while Vegas might get some tax income from the Casinos on the Strip, two of the three families are on the verge of reverting to their tribal natures, and if you fail to do their quests in the right manner, they will. The only consolation prize is that Benny has to be killed in this path, replacing The Starscream with Swank, who's quite happy with how Vegas is run now. Building a nation is difficult, and Oliver is correct to be skeptical, however the player's choices throughout the game can ultimately put them in a very good nation-building position. It is, at least, one possibility.
Squick: Siri reveals that women in Legion territory are constantly raped, though children and old women are usually left alone... usually. She also warns you that some of the soldiers are planning to Try you out. And just when you thought it couldnt get any worse, JE Sawyer confirmed that all women in Legion territory are used for forced breeding until their bodies cant take any more.
The Tetris Effect: If you're a huge fan of the game, chances are that you'd forget that it's actually Las Vegas instead of New Vegas.
Characters using ranged weapons like guns and energyweapons will actually have a really easy time beating Lanius, because he's only armed with a BFS and it is possible to take him out with one sneak critical from the YCS/186. However, melee characters have to go up against him up close, and up close he may randomly use an attack that sends the player flying 50 feet and stuns them for several seconds, more than enough time for him to run up to you and slash you to death while you are helpless. If he uses that attack and you don't block it, it's pretty much a One-Hit Kill.
Lakelurks' armor-piercing sonic shriek will rip anything from a player to a Veteran Ranger apart in seconds, especially since they're nearly always found in groups.
Cazadore Poison. It's long lasting and drains your health at a surprisingly rapid rate. This is why you'll see experienced players hoarding all of the Antivenom they come across. And prior to a patch, the poison never wore off of your companions, meaning that, yes, it will kill them. It's best to tell them to wait far away from areas with Cazadores.
Enemies armed with grenade launchers and other explosives can easily one-hit you, and even if you survive, you will get crippled. Even worse in Hardcore.
Enemy satchel charges in the Lonesome Road DLC. In addition to being hard to see thanks to their brown packaging blending into the road, they have a ridiculously short fuse and do massive damage, more than the bottlecap mine.
You thought the Bloatflies were nothing but weak cannon fodder? The Legendary Bloatfly would like to tell you just how wrong you are. To wit: the thing can fly above melee range at high speed, kill you almost instantly with its plasma projectiles, and has 2,000 hit points. Lanius has 920 and the Legendary Deathclaw has 1,000 hit points.
Near the end of the "For Auld Lang Syne" quest, telling the Enclave remnants to side with the NCR, then failing a speech check when Orion Moreno confronts you initiates a 1v1 battle against him. He's equipped with a Minigun and Enclave Power Armor; also known as the toughest armor in the whole game. Worst of all, winning the battle means failing the quest, because Orion is meant to stay alive to complete it. This battle isn't a requirement for the quest (getting into this fight will fail it), but if your character's Speech skill is underdeveloped, there's no way to get out of it unless you stall it by not entering the bunker until you grind more levels to invest into a decent amount of Speech skill points, or if you order the squad to side with the Legion, which has its own downsides.
For storyline bosses, Legate Lanius is this for many players, especially if you're underleveled. He has nearly as much HP as the Legendary Deathclaw, has a number of Prime Legionaries and Praetorian Guards backing him up (unless you convince him to fight you one-on-one), and he has a tendency to retreat, spraying the battlefield with grenades the whole time, in order to unleash even more enemies to swarm you. He can heal himself, too. Unarmed or Melee builds are at a particular disadvantage, as they have no choice but to deal with his sword and its tendency to hitstun you to death.
From the Lonesome Road DLC, Ulysses, should you choose to fight him. He's tough enough on his own, having a 10 in all of his special stats and over 1,000 hitpoints, as well as having one of the game's strongest melee weapons and a stronger machine gun. But he also dispatches an army of Enclave eyebots to dwindle your health and are difficult to target without VATS and you have to deal with a flood of Marked Men who come in behind you to gun you down.
Dead Money: It's telling how punishingly difficult the entire DLC is when mods exist that register it as complete when the game begins.
There's a segment where you have to activate a bell tower. After you do, you get a Zerg Rush of about forty Ghost People. By this point, you're very low on health and ammo, so fighting your way back through them is gonna be anything but a cakewalk. On your way up to the tower, you keep seeing "RUNRUNRUN" written near doorways in the "wrong" direction. After setting off the fireworks, on your way down, oh yes... now you know why "RUNRUNRUN" is written on some of the doorways.
Near the end of the DLC where you have to make your way to the vault proper. The way there is a gigantic complex filled with winding catwalks. The level is supposed to be a Final Exam Level where you have to make your way through poison clouds, speakers that will set your collar off, and holograms. However, many of the speakers in the area are unbreakable, with no terminal to turn them off, meaning that the majority of this section is making a mad dash and hoping you find a safe spot before your collar goes off. Another method people have used is a mod/console command that tricks the game into thinking your collar has already exploded - which means your collar won't explode again.
Lonesome Road wasn't out long before many players went crazy due to The Courier's Mile. To elaborate, the area is small, about the size of Quarry Junction. You just nuked it, so it's teeming with radiation (at least +10 rads). One side is filled with Marked Men, who regenerate health at an absurd rate thanks to the radiation. The other side is filled with Deathclaws, and the radiation has made them stronger, too. Add on to that the fact that DLC Deathclaws and the Marked Men level with the player, making them even stronger on top of that (unless you managed to get there at a low level). Get spotted by even one Deathclaw, they Zerg Rush you. They can take two shots to the face from the YCS unless you get a sneak critical, and you'll only get one of those. It's a ridiculously difficult battle.
During final battle against General Oliver if siding with the Legion, there's a segment that you go through if you fail to talk Oliver down. A large office full of cubicles, with a stairwell along each end of the side hallways. Sounds easy enough to navigate, right? Well, toss down a large number of booby traps that shred your health, cripple your limbs, et cetera. Still manageable, though, right? Wrong. On top of all of this, you have two Veteran Rangers at the end of each hallway, armed with Anti-Materiel Rifles that can one-shot you if you're not bulky enough.
A Final Plan For Esteban, where Ranger Morales' widow asks you to retrieve his body. And by that, they mean you're carrying the dead Ranger to a nearby NCR barricade. The fiends guarding him are extremely accurate and have enough range that if you just fast travel to REPCONN HQ, they'll start shooting the moment you load. To make matters worse, you move at such a slow pace while carrying a body that it's almost quicker to just chuck it a few feet, run over, pick it up, repeat. And to top it all off, the game never informs you about the barricade, much less that you have to bring itthererather than Camp Mccarran.
Oh My Papa, a quest that's required for any good ending involving the Great Khans, has a downright nasty section. While convincing Jack and Diane is insanely easy, and convincing Regis is only dangerous if the player has ticked off the Legion enough to shoot on sight, convincing Melissa is agonizingly hard—or, rather, simply reaching her is. She's set up on a ledge that's mostly encompassed by an impassible mountain range, and has exactly two paths to get to her. The first goes through Quarry Junction, which crawling with roughly a dozen Deathclaws. The second has a few Cazadors... and about half a dozen Deathclaws. The two paths converge just far enough away from Melissa that if you get too close to her ridge (which is pretty much the only high ground suitable enough to fight on) while the fight is active, the sounds of gunfire will attract some of the Deathclaws from the other path. Even worse, the quest instantly fails if Melissa is killed, regardless of how many of the other objectives in that quest are completed and while her and her two Khan brethren will engage any Deathclaw that gets within range and slowly chip them down if given enough time, a single Deathclaw is enough to tear them apart if it gets close enough. In other words, what was supposed to be a simple rendezvous can quickly turn into an Escort Mission with lasting repercussions (the Khans will have to be killed on an NCR run if this quest is failed) that can escalate into the Courier, possibly a companion, and three Khans versus anywhere between 1215 Deathclaws and nowhere to run. Hope you brought Stealth Boys and/or some serious firepower.
Getting the Pimp-Boy 3 Billion involves the quest How Little We Know, where on top of the usual stuff required for it, the player has to find out why the Omertas aren't buying guns from Mick anymore. If the player just wants the Pimp-Boy without a care, all they have to do is side with the Omertas at the end of the quest, but for more moral players, it's far more complicated. The player must do a extremely specific sequence of events involving Troike and Big Sal's dialogue trees (clicking the wrong thing can lock you out of the Pimp-Boy) before blowing up the Omertas' gun shipments and completing the quest. Additionally, sometimes the game will just glitch out and not let Mick give you the Pimp-Boy anyway, making it all for nothing.
They Changed It, Now It Sucks!: Oddly, inverted. New Vegas takes place in an entirely new area. Of the pre-existing factions, only one (NCR) plays a large role, and the rest (the Super Mutants, the Brotherhood, the Enclave) are heavily altered from their traditional takes. The game adds a lot of elements to the overall worldbuilding. The level of society in the wasteland is higher than it's ever been. And yet, many old-school fans prefer New Vegas over 3, when the latter mostly tried to stick to pre-existing factions and conceptions of them, and many specifically cite the above - praising the game for putting new toys into the toybox, or for being willing to take certain factions to their logical endpoints.
Uncanny Valley: Festus, the animatronic cowboy in the Sunset Sarsaparilla plant.
The game tries to make the Great Khans look sympathetic due to the Bitter Springs Massacre and the sorry state they're in during the events of the game, but aside from Bitter Springs, they don't really deserve a player's pity. Nevertheless the player is implicitly forced to agree with their status as oppressed victims of evil NCR aggression. In the first two Fallout games the Khans were an Arch-Enemy to NCR since the time it was just the village of Shady Sands, and have raided and preyed on them for decades. When the Khans left California and came to the Mojave, they remained the aggressors when NCR came to the region too and the Khans attacked their settlers. Papa Khan himself proudly admits that "When the NCR came to the Mojave, we thought they would be easy pickings. We raided their caravans, their towns, their camps - they couldn't stop us." While this information is presented, it's spoken and forgotten as if it were an irrelevant detail. The player is given no dialogue options to reflect on this nor any dialogue options to confront the Khans' evil or hypocrisy. Meanwhile, the Bitter Springs massacre is treated as a deep and important moral issue that the player comments on several times, and the player is naturally allowed to call the NCR's actions horrible. The best ending for the Khans involves them leaving the Southwest and carving a "mighty Empire" in Wyoming. This is treated positively as an oppressed people rebuilding their supposed "glory", with no mention of the vast suffering almost certain to occur in the Great Khans' idea of a "mighty Empire."
Also, as noted above under Designated Hero, the Mojave chapter of the Brotherhood of Steel. They are presented as an organization struggling between a desire to preserve their rich legacy and the growing realization that the wasteland around them doesn't really need them. While many individual members indeed come across as sympathetic (especially Elder McNamara), the faction as a whole doesn't do anything objectively benevolent or beneficent (even to their own members, as Veronica can attest), and, in fact, other factions that do use advanced technology for their own purposes, such as The Followers of the Apocalypse, the NCR and even Mr. House, have improved the lives of far more people than they have. If they weren't a mainstay of the series, they'd just be an obsessive sect that posed a latent danger to everybody else around them on account of their Blue-and-Orange Morality.
Vindicated by History: The game was generally well-received, but suffered from heavy criticism at release for its numerous bugs thanks to Obsidian rushing the game to release in an unfinished state (13 months, 3 of which were spent on stuff like Q/A, as Bethesda mandated). Reviews also criticized the game for using the same engine as Fallout 3. New Vegas is now considered one of the best modern role-playing games of the last ten years for its open-ended choices, Grey-and-Gray Morality, and excellent writing. In fact, many people now consider it a Tough Act to Follow for Fallout 4. By 2015, New Vegas had also obtained lifetime sales of 11.6 million, just slightly below Fallout 3 (12.4 million), despite the latter game having a two year head start and a much higher development cycle and budget.
Woolseyism: The French translation of the game is average at best and has several "Blind Idiot" Translation moments, but there are some interesting (in a good way) translations:
The Fiends are now called the "Tox" (from Toxic), since "drug fiends" would translate awkwardly.
Nightstalkers are called "Crocs" (Literally "Fangs")
The Big MT/Big Empty is called the "Grand RIEN" ("Great/Big Nothing"), with RIEN standing for "Recherches Innovantes Et Nouvelles" ("New And Innovative Research"). It's a bit awkward, but it preserves the spirit.
The Ghost People are called "Brumeux", roughly "Misty Ones" or "Foggy Ones".
The Nightkin are called "Nocturnes" ("Nocturnals")
Private Sexton's joke on "Legion Ears" obviously wouldn't work. Instead he says "Avoir l'oreille de la Légion" ("To have the Legion's ear"). "Avoir l'oreille de quelqu'un" ("To have someone's ear") means you have their full attention and they listen to you, which is adequate considering the Legion and the NCR are embroiled in a massive war and the Legion spies on the NCR, plus it's an Incredibly Lame Pun.
Since there's no equivalent expression of "Yes-Man" in Spanish, Yes Man is called Servitron in the Spanish translation.