Tag Archives: Old World Blues

Games Completed in 2011, #31 – Fallout: New Vegas, Lonesome Road DLC

Fallout: New Vegas‘s side-stories had to end somewhere, and I guess the Divide, a landscape ripped apart by frequent earthquakes, violent storms, and heavy amounts of radiation, is rather fitting, especially since it plays home to the original courier tasked to deliver the Platinum Chip, the one that put a hole in your head. All throughout the vanilla game’s adventure and earlier DLC packs, hints have been dropped about this mysterious Ulysses, forcing curiosity upon the cat, making us wonder just why he refused that infamous job. When Ulysses actually reaches out to the Courier via a Pip-Boy message, one certainly feels compelled to head after him and get some freakin’ answers. So long as you can survive the journey there, that is…

It’s easy to call Lonesome Road linear, as that’s exactly what roads are–lines from one point to another, with guardrails and medians to prevent you from getting off track. Unfortunately, the Fallout franchise is at its worst when its restrictive; compare Operation: Anchorage to Point Lookout, Dead Money to Old World Blues. Walking forward is never thrilling, but unfortunately that’s the only way to get to Ulysses. So off you go, but you better have plenty of medicine for radiation and a healthy stock of weapons as the denizens of the Divide are truly nasty. Deathclaws, marked men, and tunnelers will keep you on your toes, and there’s a lot of rads to deal with. The DLC is recommended for higher level players, and that’s definitely some astute advice to follow. Luckily, you don’t have to go alone; while you can’t actually bring your New Vegas companions with you, shortly into the Divide you do pick up a modifiable ED-E, and while he’s not stellar during combat sessions, his upbeat/downtrodden beeping at least keeps you grounded. Also, you learn that you’ve probably been pronouncing his name wrong this whole time.

My biggest complaint about the DLC is with the big man himself, Ulysses. At several checkpoints, he will use ED-E to talk to you, and these chats can seemingly go on for hours. His cryptic dialogue and odd, slow drawl are to blame; some of what he has to say is important, but only if you can read between the lines. It’s like pulling teeth, and towards the end of Lonesome Road I was so fed up with these parts that I began rushing through dialogue trees so that I could shoot him in the face. Whereas the Burned Man in Honest Hearts was a disappointment for not talking enough and living up to the legend, Ulysses digs his own grave–slowly, methodically, fatefully.

The package felt a lot like this: walk forward, shoot some dudes, listen to Ulysses, repeat. There are not many nooks to explore, and there is only one way to go. The final battle was a little unfair too, but that might be because I picked to hurt Ulysses instead of team up with him. Might try that on my next stroll through, whenever that happens.

Lonesome Road‘s best perks are the updates to ED-E, the +5 to your level cap, and that your gear is not stripped at the beginning of the add-on. Other than that, it’s certainly missable DLC, much like Dead Money, and considering most of it is story-vital and not gameplay-vital, just read what happens on a wiki and be glad you didn’t have to deal with all that laborious listening.

At some point, I’ll talk a bit about Gun Runners’ Arsenal, too, as I’m now on my fourth playthrough (go, Rhaegar!) and am trying to go after some of that DLC’s challenges. Which are freaking insane. Kill adult Mojave Wasteland Deathclaws with .22 Pistols, Switchblades, Boxing Tape, Recharger Rifles, or Dynamite? Me thinks not!

Games Completed in 2011, #29 – Fallout: New Vegas, Old World Blues DLC

First, some Grinding Down linkage as I’ve already written a bit about this third DLC package for Fallout: New Vegas. Go on and catch up; I’ll wait:

There ya go.

After completing Old World Blues, I had decided that it was the vanilla game’s finest add-on, having not even played Lonesome Road yet at that point. With all four DLC now finished off, I can confirm that, yes, it is still the best of the bunch. Further proof: no other DLC to date dares call your fingers and toes penises.

Old World Blues begins with the Courier being transported to the Big MT research crater, a place thriving with robots and Old World mentality. A strange group of post-human researchers collectively known as the Think Tank take your brain out of your skull and then ask for your help. Cue Michelle Tanner: “How rude!” Off you go to explore the Big Empty, which is not as barren as you might expect, battle dangerous foes–such as robo-scorpions, nightstalkers, cyberdogs, lobotomites, and, if you have a certain trait turned on, one freakishly small, but deadly Deathclaw–and find the craziest equipment science can think up. It’s a grand ol’ time.

The DLC opens up with one extremely lengthy cut of chatter, but the writing and voice-acting make it worth sitting through. Kudos to Jim Ward, Cam Clarke, Jocelyn Blue, and James Urbaniak for really selling these robots as once human beings. After all that talking, the Courier then gets to go out and explore, but it’s no place to just go gallivanting about. Recommended for Couriers around LV 15 or higher, I found parts pretty difficult still at LV 28. Getting attacked by three nightstalkers is no walk through the park, and there’s a severe lack of available ammo to begin with; thankfully, one does eventually pick up the X-2 Antenna, a unique melee weapon that works wonders against enemies with either soft or hard skin. As you play, you’ll begin to upgrade the Sink, your home away from home, and the amount of new things is astounding; I now actively seek out random junk like cameras, hot plates, and irons because Toaster, which is an evil toaster, can break them down for me into microfusion and energy cells.

Both the DLC’s main quest and side quests are equally rewarding. “Picking Your Brains” is a side quest that has you talking to all the robotic doctors in the Think Tank, and while you may be tired of chatting with these super egos after the long intro, I suggest still doing it. You can gain some decent XP with skill checks, as well as early information about Ulysses and Father Elijah. “Field Research” will help make your biological research station and Blind Diode Jefferson even better–like that’s possible, you quip. “Sonic Emitter Upgrade” does exactly what it says on the tin, but it’s well worth the time as the Sonic Emitter is a powerful Energy gun that has a variety of mods to it, my favorite being Gabriel’s Bark, which rocks a unique “critical strike knockback” effect.

I’m hesitant to dive back into the Big Empty so soon on my fourth playthrough, but once I’m around, say, LV 20, I think I’ll risk it. It’s a pity to let such an awesome base go to waste for too long into Fallout: New Vegas, plus many of the perks gained from completing the DLC are important to creating a strong character. If there’s one DLC to get, this is it. Also raises your level cap by 5. Science!

Meet The Sink’s numerous personality modules from Fallout: New Vegas

Without a doubt, Old World Blues is the best DLC add-on for Fallout: New Vegas so far. It has stellar writing, wonderful voice acting, memorable characters, and a decently sized map to explore as you please. It stands a fraction taller than Point Lookout for delivering a great, bite-sized Fallout experience, even if at times it could be a little too chatty, a little too difficult, and a little too reliant on energy weapons for success. Thankfully, my current character Kapture was already a 100 in the Energy Weapons skill before heading over to Big Mountain to be swarmed by Roboscorpions and frenzied Securitrons. One might also want to consider a character high in Speech, as there are a lot of, um, things to speak with, and yes, I said things, not people. Let’s get into that.

All My Friends Have Off Switches is a faux main story quest in Old World Blues; it doesn’t necessarily have to be completed, but I feel like many gamers will go after it, and it mostly runs parallel with the true main story quest, making it easier to pick up some–not all–of the personality modules as they go mucking about the Big Empty. You are basically tasked with finding holotapes that contain personalities for specific items in The Sink, which is your home-away-from-home for now. Installing these personalities will bring the items to life, and after much talking, you’ll learn what benefits they can offer. There are 10 personalities to unearth, as you’ll soon see below:

#1 – The Sink Central Intelligence Unit is a human-accessible computer responsible for Big MT’s data storage. It can repair your weapons and armor up to 100, switch off/on the other personalities in The Sink, and act as a traveling merchant, with a decent stock of items. It has a thin British accent.

#2 – The Sink’s Sink is a nice, if a bit OCD sink. Obsessed with cleanliness, the Sink is also upgradable, allowing the Courier to bottle his or her own water if they happen to have empty bottles. I never took advantage of this, but I bet it’s great for players on Hardcore difficulty.

#3 – This Auto-Doc is actually a prototype built by Dr. Mobius many moons ago. It seems to have a military-like personality, and it can provide the Courier with the following benefits: a haircut, facial reconstruction, implants of varying price, switch out brains, spines, and hearts, and change the player’s traits (only once).

#4 – This personality is a little creepy. Or should I say…seedy? The Biological Research Station is a computer mainframe that is capable of cloning and planting dried seeds that will harvest after three days. It also refers to the Courier as “baby” and makes way too many sexual references. Tara was especially perturbed.

#5 – Blind Diode Jefferson is The Sink’s talking jukebox, but don’t expect much music outta it. You might even say it’s got the blues…the old world blues. By finding special holotapes, Blind Diode Jefferson can update the Sonic Emitter with new traits and bonuses.

#6 – The Book Chute likes to eradicate sedition. What does that mean? Well, bring it lots of pre-war books, and the chute will wipe them clean, readying them for…um, that I didn’t get to discover. Checking online tells me that you’ll be able to make your own skill books with the right amount of blank books and specific items. That’s neat!

#7 – Light Switch 01 is a very seductive light switch that, while appearing to be sentient, is actually not. There seems to be some conflict between it and the light switch in the other room.

 

#8 – Not much different from Light Switch 01, but a few special dialogue options come up with Light Switch 02 if you’ve got the right perks on ya.

 

#9 – Oh, Muggy! You make yourself so hard to love, and yet you are so lovable. It is a neurotic, miniature Securitron that is obsessed with collecting coffee mugs. I get that. I suffer from the very same diseases. Basically, Muggy can turn coffee mugs, tin plates, and coffee pots into miscellaneous items perfect for using at the crafting bench. It also loves to curse. Swoon.

#10 – Last, but certainly not least, is The Sink’s evil-minded Toaster. This thing wants to burn more than just sliced bread, and it’s not afraid to tell you that. It’s special perk is that it can heat up any weapons composed of space-age Saturnite material, as well as help make extra small energy cells and microfusion cells. This very same toaster was originally cut from Fallout 2.

Whew. That’s a lot of ‘bots. I whole-heartedly recommend you speak with them often and deeply, exhausting as much of their dialogue options as you can. They are all very unique, and given that each (save for the light switches, I guess) offer some kind of benefit or bonus, it’s worth the effort. I found The Sink to be a wonderful, personified hub for my time spent in the Big Empty, and maybe now even for a main playthrough, as it features plenty of storage space, reloading and crafting benches, and helpful robots at arms’ length. For playthrough #4, I’m definitely going to try to do Old World Blues as early as possible (though the game itself warns the Courier that it is meant only for players level 15 and higher, and I struggled at times even at level 28 through 30, so, uh, eep) just to get such a kick-ass base. It definitely trumps Lucky 38 or Victor’s shack.

But there ya go. Hope you liked this little rundown of the ten robotic personality modules you’ll install in The Sink. Good luck finding all their holotapes!

Old World Blues is all talk, no action so far, and that’s fine

I promptly downloaded Old World Blues for Fallout: New Vegas last night when I got home from work. Once MasterChef was finished and poor, lovable Giuseppe was out the door, I loaded up my most recent character Kapture, a dude that loves Energy Weapons and that looks like he’d be right at home watching children playing at a local park from inside his dark, seedy van, and headed to the specific map marker to get things rolling. To start Old World Blues, the Courier must make his way to a drive-in movie theatre, wherein a broken robot satellite will show them a movie. Then it’s lights out, and waking up elsewhere, with strange surgical cuts all over your body.

You’ll make your way inside a large science research building called the Sink (or is it the Think Tank?) at the Big Empty, eventually finding a bunch of whacky robots. The leader, Dr. Klein, will then explain the situation, with colorful commentary from the other local bots peppered throughout. You’re brainless. And have no heart or spine. That’s why you feel so weird, so calm and uncaring. These robots cut those organs out of you, and it’s not entirely clear how you’re, uh, still alive, but whatever, it’s a videogame, and that’s certainly some strong motivation there for completing this newest DLC: recover your brain, heart, and spine. Also, steal some technology from their nemesis Dr. Mobius.

What’s most notable about this DLC is that the first 30 to 45 minutes are spent talking. With crazy robots. Since I don’t ever skip dialogue, a good chunk of my playtime last night was spent with the controller resting gently on my lap, only picking it up occasionally to make a speech selection. Even after the main chunk of talking is dead and done, and the Courier has his main mission, he/she can still explore the Sink and Think Tank to talk further with these deranged robots. I exhausted every dialogue option, gaining three to four more additional sidequests from this. Doctor Dala is extremely creepy, and I was pleasantly surprised–as was Tara–to discover that Doctor O is voiced by a true cartoon doctor…Dr. Venture‘s James Urbaniak!

So far, Old World Blues has some of the strangest and funniest writing to date for the series, with the word penis popping more than you’d ever expect, and drowning in it–the dialogue, not the penises–first and foremost for the DLC is not the worst thing ever. Though I am looking forward to exploring outside the Sink/Think Tank and maybe shooting something. Maybe.

A vacation is having nothing to do and all day to do it in

Hey, Grinding Down readers, did I mention that I’m on vacation? Well…I am.

That’s not to say I haven’t been gaming some because vacation, to me, does imply some videogaming, but just not enough to get the creative juices flowing for writing over here. I did end up purchasing two more downloadable titles for my Nintendo 3DS: Super Mario Land and Dragon Quest Wars. I love the former for nostalgia and beat it in one sitting in less than half an hour, and the latter is a little weird and unclear, but I’ll continue to give it a sporting try.

Speaking of sports, I’ve also played some golf while on vacation, and this is real life golf, with real life sweating and real life swings and real life pars. I got par on a par 3 hole, and that’s all I will ever need out of that sport, truthfully. I also ended up winning minigolf last night at the Ocean City boardwalk, using my skillz efficiently and effectively. Going golfing again today; don’t be too jealous.

When not using my Xbox 360 to show my sisters the greatness that is Game of Thrones, I’ve been playing some more L.A. Noire. Closing in on the end of the game, methinks. Hoping it all comes together in the end because it seems more like we’ve already reached the title’s peak, and now there’s nowhere to go but down. Like, I’m still waiting for the newspapers and war flashbacks to click, and then for Cole to make something of himself in Los Angeles.

Naturally, while on vacation, I’m spending some time thinking about what I’ll do after vacation is over. The third DLC for Fallout: New Vegas, Old World Blues, comes out next week, as does Bastion…I think. Too lazy to actually look this up for confirmation. Being a videogame journalist is tough work, y’know. Then there’s the final Harry Potter movie, as well as A Dance With Dragons to zoom through and beginning to slowly move out of the Leaky Cauldron, making for one crazy stressful time upon returning to the real world.

Oh, and there’s been a lot of Munchkin happening in South Jersey. More on that later, but I will say that Munchkin Zombies is particulary fantastic. Mmm brains…

Okay, gotta put pants on to go golfing. The course I’m going to has a strict “must wear pants” policy.

Old World Blues DLC for Fallout: New Vegas delayed until July 19, 2011

Notice that I didn’t say “scheduled for release” or “dropping on” or anything official or fun like that. That’s because, when all crime scene components are scrutinized and reviewed, when the coroner is done determining the cause of death, this is actually a delay, not an official release date. See, we were told some months back that a rush of Fallout: New Vegas would be hitting us after the lengthy quiet period from Dead Money until Honest Hearts. That last DLC add-on came out in May on time, and the next two–Old World Blues and Lonesome Road–were lined up to follow in June and July, respectively. Bing, bang, boom–one after the other after the other. As an admitted Fallout junkie, this sounded heavenly to me.

Part of the delay of Old World Blues is to make room for yet another patch to fix further problems in the game. That’s good and all, but now I have to wait until the middle of July or so to explore new content when, all along, I’ve been getting ready for such adventuring since the beginning of June.

Not gonna hide it, but I’m pretty bummed about this. I’m going on vacation next week, and it’s the sort of vacation where one just lounges around, drinking peach-flavored sangria and playing games and enjoying the peace and stillness, the walks to WaWa, the carpet beneath bare feet. I was hoping to purchase this beforehand and then spend some time kicking back in the Big Empty. Guess not. And it looks like Bastion also comes out right when I return from vacation. What a shame. Don’t gaming developers know my schedule and plan accordingly?!

Looks like I should try to save some L.A. Noire for vacation time then. One million bottle caps says that Lonesome Road doesn’t come out in July; more likely in October to help celebrate one year of the most unpolished game ever. I still like it though, but yeah…

Honest Hearts DLC for Fallout: New Vegas drops this month, honestly

It’s been some pretty quiet months since Fallout: New Vegas‘ first DLC Dead Money came out, and it seems like Bethesda is ready to open the so-called content floodgates. The next piece of DLC is called Honest Hearts, and will be released for Xbox 360, PlayStation 3, and PC on May 17, 2011. There’s also two other chunks of DLC–Old World Blues and Lonesome Road–primed for future V.A.T.S.ing headshots, coming over the next few months.

Here’s what Big B has to say about it all:

Honest Hearts™Old World Blues™ and Lonesome Road™ will further expand upon Fallout: New VegasFallout: New Vegas takes all the action, humor and post-apocalyptic grime and grit of this legendary series, and raises the stakes.

Available on May 17, Honest Hearts takes you on an expedition to the unspoiled wilderness of Utah’s Zion National Park. Things go horribly wrong when your caravan is ambushed by a tribal raiding band. As you try to find a way back to the Mojave, you become embroiled in a war between tribes and a conflict between a New Canaanite missionary and the mysterious Burned Man. The decisions you make will determine the fate of Zion.

In Old World Blues, releasing in June, you will discover how some of the Mojave’s mutated monsters came to be when you unwittingly become a lab rat in a science experiment gone awry. You’ll need to scour the Pre-War research centers of the Big Empty in search of technology to turn the tables on your kidnappers or join forces with them against an even greater threat.

Lonesome Road, available in July, brings the courier’s story full circle when you are contacted by the original Courier Six, a man by the name of Ulysses who refused to deliver the Platinum Chip at the start of New Vegas. In his transmission, Ulysses promises the answer as to why, but only if you take one last job –a job that leads you into the depths of the hurricane-swept canyons of the Divide, a landscape torn apart by earthquakes and violent storms. The road to the Divide is a long and treacherous one, and of the few to ever walk the road, none have ever returned.

Reviews of Fallout: New Vegas have called the game as “an utterly essential purchase” (MSN UK) and as “addictively, rambunctiously fun” (Entertainment Weekly). The Associated Press awarded it a 4 out of 4 stars and said “Bottom Line: It’s a Blast”, while GameSpy gave it 4.5 out of 5 stars and called Fallout: New Vegas “one of the best games of the year.”

Looks like each DLC will be priced at 800 Microsoft Points, too. So…May, June, and then July. Kind of an odd schedule, but I guess at this point, what with all the problems the vanilla game has been having, it’s better to give than hold back.

Looks like it’s also safe to download that new patch, too. Now I’ve got even more reason to work on my third playthrough character. I really didn’t have a good time with Dead Money, but Honest Hearts–and more importantly, Old World Blues with its focus on crazy mutated ghoulies–sound promising.