The main story quest of Fallout 3 (spoiler alert!) ended the game, but the "Broken Steel" add-on changed the ending to let you go back into the Capital Wasteland. That seems unlikely to happen with Fallout: New Vegas because of the way the game ends (and what the ending tells you). At a New Vegas demo last month, senior producer Jason Bergman told me that the ending to New Vegas "explains things well beyond the end of [the] game," including "what happens to every one of our factions and major characters."
That means that once the endgame begins, you can't go back into the game world. Don't worry -- just before the ending, the game warns you that you've reached the point of no return, and automatically saves right there. After the end credits, the game gives you two options: you can load that save game, or go to the main menu. When I asked Bergman why Obsidian chose to do it that way, here's what he said:
We tell the full story of every one of your companions through the end of their lives, and it's weird to do all that and then jump back and say, "Okay! Now you can keep going again." So we end the game, and if you want to do other quests, then you go back to that save game before the end sequence.
The way Bergman explained the structure of the ending to me made it sound like Bethesda won't do something as clumsy as the retcon of "Broken Steel" again, in order to justify the add-ons for New Vegas. We'll have to wait and see.
Fallout: New Vegas, developed by Obsidian Entertainment and published by Bethesda Softworks, will launch for the PlayStation 3, Xbox 360, and PC on October 19, 2010, in North America, and on October 22, 2010, in Europe.
I don't get the big deal.
I don’t mind as long as the ending is satisfying this time around.
*spoilers*
I had Fawkes with me at the end, and the fact that the game would at that time not allow you to send in a radiation resistant Super Mutant to enter the password in a radiation filled chamber, when they had allowed you to send him to pick up the GECK which was also in a chamber filled bathed in radiation, drove me insane with anger
I'm glad they retconed it. At least then I'm not sitting there, booing the writers and designers of the game.
My dog accompanied me into the chamber. The second time I went in alone and the Broken Steel DLC kicked in.
AND FOR MASS EFFECT 2 COMPLAINERS The end game stuff is acceptable because the final part of the game doesn't wait for you to do things without consequences. It's for those who haven't done everything but want everyone to survive the final mission.
Did anyone actually read the article? Because the explanation for their decision makes perfect sense, and neatly sidesteps the fanboy bitching Broken Steel was greeted with. It literally saves right before you go past the point of no return, so you can keep playing after the game ends without feeling like the narrative has been betrayed for no reason. Why is that an issue? As long as you can keep playing the thing, what is the damn problem? At the very least, it's better than Broken Steel's "I was dead, but I got better" approach.
And to anyone saying they "didn't learn from Fallout 3's mistake:" you are dumb, because it says right there that they did.
Jeez.
You don't need a false ending to justify completing quests you didn't get to the first time. That's what saves are for. USE THEM.
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