Electronic Theatre In-depth Review: Fallout: New Vegas – Old World Blues

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            The third downloadable content (DLC) package for the popular Fallout: New Vegas launched last week, available for Xbox 360, PlayStation 3 and PC gamers. In this latest add-on, the player unwittingly becomes part of a scientific research project, tasked with scouring a pre-war research facility in order to find the technology capable of defeating his or her kidnappers. Old World Blues exists as a separate entity from the core Fallout: New Vegas content, in which the player can jump into with their existing character, but not jump out of until the task has been completed.

            The opportunity to begin Old World Blues will arrive immediately upon loading your save game. A message appears informing the player that his or her wrist-mounted Pip Boy has a received aElectronic Theatre Image ‘fragmented signal’. Suggested to be a coded message, the communication invites you to the Midnight Science-Fiction Feature at the Mojave Drive-In, and so travelling there is of course your first action.

Once having arrived at the Mojave Drive-In the player will find nothing and no one waiting for them aside from a crashed satellite. Waiting until midnight for the feature to begin, the player is given the warning that Old World Blues is intended for experienced players – not just due to the complexity of the content, but due to its difficulty. The recommendation is that you have acquired the skills and statistic augmentations of a level 15 character, though you can of course take part in the mission when at any level. The DLC does bring new Perks and traits to the game, but it still remains a difficult sequence of missions for characters of a low level. Continuing to examine the satellite surrounds you in a blue light, and the journey reaches its true beginning.

Old World Blues sends players to the Big Empty, a brand new map which can be revisited after completing the DLC package. This of course makes the considerable size of the download (409.23 MB) seem all the more Electronic Theatre Imagereasonable. Old World Blues isn’t repurposing existing content; it’s adding entirely new experiences in entirely new locations. The first of which is a meeting with a clutch of eccentric scientists, flickering in their existence on monitors. These scientists will present an explanation for your previously unexplained wounds, though it’s not likely to be to your liking. Nonetheless, the scientists have a request, and acceptance of your task is the quickest (and most profitable) solution to your captivity.

Once having accepted the mission and prepared yourself to enter the fresh wasteland of the Big Empty the player is free to explore the crater as they wish. The plot unfolds slowly at first, developing with a sprinkling of fetch quests allowing you to become familiar with the surroundings, but it’s unhurried delivery is deliberate in favour of a more open approach; Old World Blues doesn’t push you towards completing your tasks, given you the freedom to explore the comparably small but densely populated new map.

The Big Empty is a knowing addition, adding a greater amount of background detail to many elements of both Fallout: New Vegas itself and the other DLC packs. This comes in addition to the new items and weapons Electronic Theatre Imagecasually strewn about the various locations – which are the raison d’etre for the research centre you are captive within – and the appliances available in The Sink that offer the player a number of bonuses, so long as they can find and reinstall the appropriate modules. While many DLC packs are content with offering their worth in numbers, Old World Blues is simply too prolific to be examined in terms of a page of statistics: it’s an experience that comes together as a unique, almost stand-alone expansion that works as an aside for everything else that Fallout: New Vegas has offered, and the trinkets that the player will take back to the Mojave Desert with them are far less important than the journey to acquire them.

 

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