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Gopher's FNV Playthrough


Shadyfan4500

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I'm watching Gopher's playthrough of Modded Fallout: New Vegas, currently on Chapter 2 close to the conclusion. Gopher has played a lot of content from Someguy2000, some of which I've heard of before, mostly from AlChestBreach (New Vegas Bounties). I must say, I was impressed by some of the writing for Silverwood town and its general conclusions. I'm not sure if contact can be made with the Sand Wolves, but if there are alternative endings to that, which there seem to be given the Fallout 2 style outro for the mod (whichever one it is), then that particular mod gets an A from me. I didn't feel particularly moved by the Sand Wolves, but even then there seemed to be two paths to take (exterminate them with Glanton or go Gopher's path), but Gopher certainly seemed to want to take a different path despite how I felt about it.

 

Generally, the writing all around seems really good. Bradley seemed like a real person, he just... has something, that other NPC's in the game don't have. I felt about as sad as Gopher when

Gopher had to kill him, :sad:

That is, until I started paying attention again, to Esther. I've been playing the videos in the background, but I do pay full attention every now and then. This was one of those times, and this caught me off guard. The RPG elements of the section of the mod where the Courier discovers what's actually going on at the Orphanage are completely stripped away. Two pop up messages telling the player what they must do? Not even Fallout 3 pulled that kind of a stunt.. The only choice the Courier has is if he wants to doom the kids and kill Esther or let her vanquish into thin air (also really?) but go save the kids. Why not side with Esther? Why not make your caps have an effect on the building (because they seemingly don't)? Why not get rid of the pop up messages and let the player's agency take control--because after that unnerving conversation with Esther about why there are no kids, and about the fact that there is a basement and she doesn't want you to help, it's natural for the player to go to the basement. After some exploration, with the note in the corner, it's natural for the player to discover what's going on. Even if they don't find the note, by the established rules of Fallout, it's okay to advance Esther's dialogue immediately after the player enters the basement. It's just kind of given that the Courier would know as soon as entering, so the pop up messages are entirely unneeded.

 

I guess everyone has ups and downs. I've never played a Someguy2000 mod, but after watching this playthrough he seems very worthy of the praise he gets on Nexus. Except for that big gripe I had.

 

Also, what is Gopher's accent? It sounds excellent. I've never heard of a Briton that rolls their R's. Is that just personal flare or style, or is that a result of where he was brought up, because it's unique to me.

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