
[No Clip is a community blog series where AwesomeExMachina applies a series of critical restrictions to a popular video game to see how it changes the gameplay experience. For this installment, he tries out his own, more difficult version of Hardcore Mode in Fallout: New Vegas, and tells us how it transforms New Vegas into a completely different game. -- JRo]
When Bethesda shared their new Hardcore mode being added to Fallout: New Vegas, insane gamers around the globe cheered in unison. I was one of them. The idea of finding my character feverishly scrounging through a melted townhome for a bottle of irradiated water was exciting. It’s not for everyone, but for the first time in my video game history, I might find myself dying of something other than getting shot, stabbed, blown up, or misstep off a ledge. Instead, I’d find my character starving to death in the middle of a nuclear wasteland desert and the reality of it was an unmitigated thrill.
But when I finally got my hands on hardcore mode, I found myself forgetting it had ever even been switched on. I had expected dire circumstances and rationing supplies. Instead, I found a small can of uncooked beans could apparently fulfill my character’s hunger for a week.
Hardcore mode was a bit of a disappointment as it lacked one critical element: being hardcore. The message prompt at the start of your characters game might as well have just read: Would you like to be slightly inconvenienced from time to time? Y/N? So, I pondered a challenge. Could I turn New Vegas’ new mode into something infinitely more ruthless?
There was little hope of completing the game with what I had planned, so instead I organized an elaborate adventure course. I set up a mapped route that would take me through New Vegas’ more iconic areas, brush the very top of the map, and then careen back down the other side to where I began. With this ludicrous set of “realistic” principles in my game, could I survive more than a few feet? More importantly, would it even be remotely fun?
Ignoring these nagging concerns to my sanity, I tossed together a new character, named him, selected a properly grizzled beard, and then sent him off to the most remote corner of the game, at the scenic Mojave Outpost. I dropped all my equipment save for a vault jumpsuit, a simple pistol with a single clip, and one bottle of clean drinking water. Then, finally, I set myself up with the following insane list of “hardcore” changes:
- Difficulty increased to its maximum
- Food consumption increased
- Water consumption increased
- HUD display turned completely off
- No VATS mode whatsoever
- Perma-death rules
If anyone ever doubted the quantity of my nerd cred, I would tell them about the ridiculous charts I made for myself which, along with a little stopwatch, kept me on a regular schedule of food and water consumption. I won’t bore you with the details, suffice to say it made me use up a much more realistic amount of supplies for the energy I was expending trudging through a terrible wasteland.
As the journey commenced, the terror of each encounter near rivaled any intentionally-built horror game I've previously played. Fully aware of the danger each enemy represented combined with an inability to actively see my current health left me feeling outrageously helpless. When bullets started flying, I clung to cover like I was playing Gears of War. Perpetually low on ammo and simultaneously unable to see a concise number telling me what was left in my clip, I silently counted shots. Without a compass, I was unable to see oncoming enemies or even easily discern if I was walking in the right direction. Panicked runs from Cazadors frequently left me off-track, desolate, and lost.
There was no doubt, even within the first ten minutes, that this new hardcore mode was way over-the-top. I could scarcely fend for myself. Surprisingly, however, despite my expectations, my increased food and water consumption was the easiest to overcome. Food and water in the Fallout universe are just simply too plentiful. You’ll find fresh apples laying in prime condition in musty lockers in dark corners of basements. Every merchant is just dying to get rid of his or her Potato Crisps and Dandy Cakes. Not to mention factoring sheer luck into the equation. I stumbled quite accidentally into Nipton and was welcomed by the Legion to casually loot an entire well-stocked town with bounties of food literally still on their plates in each home.
Water was even easier. I had forgotten that this commodity was, quite literally, everywhere. Finding water, sometimes even fresh supplies, was a pitiful challenge. The city engineers of Las Vegas seemingly built a water pipe system that would not only survive the end of modern civilization, but continue to work for 300 years. I wonder how much making the water pipes for the toilets of the entire state out of Admantium must of cost?
After about an hour of play, I could care less about paying attention to my food and water schedule. It was a repetitive bore and did nothing to heighten the frantic scrounging I had anticipated. Instead, beyond foolhardy attempts to exaggerate scavenging, I found one decision in particular had become a maddening thing to adhere to. I hadn’t even considered its impact and, in fact, it was nothing but a last-minute suggestion from my roommate. But what became increasing clear was that playing Fallout without the use of a HUD does more than make the game hardcore, it rewrites the entire genre.
As it stands, Fallout’s HUD is pretty reduced and it may seem difficult to see how its removal would make such an impact. But it's easy to forget that Fallout labels quite nearly everything. Enemies, friends, even the beasts within your proximity earnestly considering your destruction. Labels are important to the game and without everything being so easily branded for me, I could no longer make casual decisions. Other characters were no longer shown in simplistic green and red - a lone figure in the distance could be anyone. Was it a friend? Enemy? Stripping what seemed quite extraneous, gameplay with no HUD turned the Fallout experience into a constant, white-knuckled, heart-stopper.
Everything had to be analyzed first. Even in the safety of towns and cities, I still had to work just as hard. I could no longer differentiate a generic bouncer from a named gambler I was sent to find. I carried on conversations with NPCs I had never even seen before. I realized how easy it was to get blinders on when sent from objective to objective. Without labels, every character had become of equal importance, which made any small odd-jobs rather difficult. I had to survey rooms, ask hotel clerks for information, and actually unsheathe my critical thinking and discern the world around me.
Stealing, too, changed and drifted into an uninformed, amoral realm. Without items carefully color-coded to represent what was lootable and what wasn’t, I had to assess. Is this someone’s? Is someone around to see me take it? This departure from notifications also seemed to make stealing easier. When Fallout wasn’t scolding me from the top right-hand corner, immoral acts somehow lost their potency. I suppose, that was all it took for me to find stealing accessible. Or was it just my perpetual state of desperation that made it acceptable? Had it really just been a karma score that adhered me to morality this whole time?
I found myself spending most of the game camped out on cliff ledges, staring for huge chunks of game time, trying to assess the threat level of characters through my binoculars. Which was hard to do, since even wandering doctors are armed. I had to remember uniforms, look for NCR helmets or jackets, monitor behavior, and sometimes just avoid people entirely. With every element of the game now reduced to my own discretion, I had to give the game my full attention. In my living room, I took notes. Scribbled down common identifiers of each faction. (For the Legion, for instance, I wrote "No pants") I could no longer travel roads and I didn’t dare travel at night. Without the light of day, creatures and raiders got the jump on me. My sight was my life.
Even more still, the lack of labels led to tragic mistakes. For instance, early on, I foolishly rounded a hilltop without caution and spotted what seemed like a lone wasteland savage, standing stoically in leather, spiked armor and touting an assault rifle. I took my advantage and opened fire on the target from the safety of my hilltop. He went down quick and I strolled up to search his cargo for some much needed supplies. It was only then I discovered the kindly wasteland merchant he was guarding cowered behind the burnt husk of an old car, previously obscured by a fallen billboard. I quite literally cried out in alarm at the tragedy as the panicked merchant drew his pistol on me in presumable self-defense. I did the only thing I could and shot him down before he could kill me.
My face crumpled in half-alarm and terror, I stood over the two bodies, the now lone pack-Brahmin groaning feebly beside me. I had become overly confident and made a terrible mistake. I could not reload my save and fix it. I had murdered a cowering man because I made brash decisions and careless assumptions. After this, I stopped traveling on open roads for fear of accidentally attacking another innocent traveler. Instead, I stuck to the unforgiving wastes, banishing myself to forging a single path unaided.
The journey progressed that way, somewhat tedious but unfalteringly terrifying. I had previously complained that New Vegas felt remarkably vacant compared to it's predecessor, but I certainly felt differently about that claim after playing through "ultra-hardcore" mode. After my short journey, the Wasteland felt like it was teeming with life, most if it bent on my destruction. When firefights occurred, they were fast and visceral. When enemies attacked, it was sudden and unrelenting. When food got low, things became desperate. Previous notions of playing a morally upstanding character faded a bit and the ethical lines of the game turned a little bit gray.
In the end, while the attempts to increase scavenging and make enemies tougher made things harder, removing the HUD did something different. It made the game wholly dissimilar to the Fallout: New Vegas I had once casually beaten. I was infinitely fearful of every living thing, terrified of the going out at night, and even further petrified of enclosed, indoor spaces. It had somehow drifted New Vegas into the realm of survival horror games. It engaged my critical thinking so unwaveringly, that I could only get to playing this character in small bits because the restrictions were so taxing. But, without a doubt, it was one of the most engaging, severe, and player-inclusive gaming experience I've ever encountered.
| BBcode help | |
| [b]Bold text[/b] | Bold text |
| [i]Italic text[/i] |
Italic text |
| [url] |
http://www.dtoid.com |
| [url=http://www.dtoid.com/] |
Web link |
| [img] |
![]() |
|
Post a comment! You can also post a photo below:
|
Comment with FacebookClick connect and comment instantly! |
Comment with Dtoid
New? SIGN UP - it takes 5 seconds |
Comments policy
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!
I tried playing Battlefield BC2 Vietnam the other day as if I were an actual soldier. I lasted about 4 minutes and most of that time was spent hiding in the bushes. It turns out that I'm a huge coward!
I look forward to the next one!
What these articles do, in terms of ludology is help to challenge and re-articulate what it means to "make it." When your narrative is to survive, how does one "make it" if we all die eventually? The article highlights how the narrative of the story becomes completely irrelevant to the existential and brutally naturalistic horrors of life itself. The concept of "the journey" becomes removed from the game experience completely, and the morality system that Fallout has become so famous for is rendered a moot point when narrative is no longer an element of the game. The idea of morality is an interesting idea in these Fallout games, because you are still playing along the same path, regardless of your moral choices. What is accomplished here is the idea of actually using the morality system in an interesting way, and showing how the motivations implemented in the game are not stronger than the motivation to survive.
What the author accomplishes here is demonstrating a tangible identification with a digital avatar, by focusing on creating an extra-diegetic gaming experience, and forcing himself to keep track of things on his own outside of the game. The notebook, a seemingly trivial element to the article, becomes essential to this, as it establishes a bridge between player and character greater than any Design-A-Person game element could ever do. The survival in game becomes connected to your ability to create a way of staying alive outside of the game. This is marvelously highlighted throughout the essay, as we see a frantic struggle to remember diegetic game hazards - ammo, friendly people, relative HP for enemies, etc. The character's memory becomes the same as the players, and you are both surviving on the same primal scale.
Well done.
The decision to go no-HUD sounds frightening indeed (and reminds me of the Ranger difficulty mode in Metro 2033); it's amazing how much we take these things for granted!
"I set up a mapped route that would take me through New Vegas’s more iconic areas, brush the very top of the map, and then careen back down the other side to where I began."
He charted a route, so I was just curious if he made it back to where he started. That's all.
Did you enjoy playing the game more with these restrictions? It seems like the game became more thrilling and adventurous without a HUD. I imagine this isn't your first play-through of the game, but imagine if it was. I think the game would feel much more personal.
Thanks for the awesome article!
Boner.
@Tim - A remarkably scholarly assessment of my article. Kudos. I wish I had longer space to really go in-depth with each of my favorite concepts presented here. How the fear for my character's life impacted my in reality in the form of tense muscles and sweaty brow. More on how I let my morals slip a bit without following the pre-programed path of "negative karma." How distancing the player from the usual hand-holding elements of gameplay created a more invested, engaging experience. Etc. Anyway, thanks for the appreciation!
@mrandydixon Of all the things I did, I HIGHLY recommend trying to play the game (or any game, for that matter) without the HUD. It's a whole new experience.
This lovely.
It seems to me that if you're trying to be a generally good person--maybe just like in real life--the morality sysetm they already have compounds with your self-imposed notion of morality to become much more powerful than the what the game provides through its quantitative measure of you. Just like in real life, if you imagine the consequences of doing something, even if you don't know what will actually happen, it's still a powerful deterrent.
On the other hand, if you decide your character is merciless and basically immoral, I would think you'd start pushing the game's morality system hard enough to break the immersion. Now the mere threat of something bad happening isn't enough; the game actually has to try to punish you hard enough to make being evil a choice with downsides.
I'm playing hardcore mode right now. Maybe I'm early in the game, maybe I suck at it, or maybe the 360 version is different, but food and water are still a concern for me if I want to keep generally rad-free and not hungry and thirsty all the time. I'm not sure how to reconcile that difference.
You did play this on the PC, right? I didn't notice a setting to turn off the HUD on the 360 version.
It seems like such a little thing to turn off the HUD, but if you think about it, it gives a crazy amount of information. It's like a big step towards omniscience, which is pretty game-breaking.
And of course, your writing is great and I dig your style. Can't wait for the next one. I mean that sincerely!
But instead I'll bug you to find out what specific mods you used; I want to do something similar!
In normal mode, I can see how it works for the story (with you basically being Clint Eastwood), but in Hardcore, finding an alignment seems to be more essential. Which to me, brings out this kind of gang mentality and allusions of safety in the game and something I noticed that you avoided because you became too paranoid to trust anyone.
The thing is, the game isn't really designed for that kind of trust. Nobody waves to you to give you a friendly signal, nobody chases you down unless you get in real close and scripted events pop up in the most random of places; like the bottle cap collector who decided to stop me in the middle of an assault because he thought I should know about some treasure!
Would I play it like you've done though?
Most likely...no. So, thank God you wrote this blog instead. Ha!
@Steezy Enjoy the game more? Eehhh, I'm not sure. In a way, yeah. Each fight was progressively more rewarding than the last. When your life is on the line and you're at a constant disadvantage, even the smallest victory feels like a monumental success. I got a rush of excitement and accomplishment even after ESCAPING a fight. When I successfully shook two vicious Cazadors, I did a little dance in my apartment.
But, overall, not so much. It was taxing and the food/water curriculum was somewhat tedious after awhile. But what you CAN learn from my success/mistakes is that no HUD mode is the new perma-death. Seriously, it's a blast. It pulls you away from the game in a really interesting way and demands so much more of you, the player. I highly recommend it.
@Occams - Speaking mathematically, you complete me.
@Zwooosh - Thanks! The HUD removal's effect was surprising to me too. I thought it would be pretty minimal, but it ended up taking over the experiment. And I have quite literally not felt that bad in game after having to shoot down that trader. It was tragic and I had to turn the game off for a couple of hours.
@ScottyG - It's true, I looked up the necessity of food in survival before committing to the experiment and was surprised how long people can really go. But, putting that aside, I still upped the ante to see if I could get that scavenging effect I really wanted.
@knutaf - I can always count on you to give a thougtful, well-read answer that makes me rethink my own stuff. Bravo.
It was hard working all that metaphysical talk about morals and player distance. This article is already outrageously long for a c-blog and it was only me getting across my new game-plan explanation and talking about how it went. This one was so much fun, I've considered making a few follow-up blogs and I may do just that.
Your take on the morality system is inspired. I've always felt these karma/anti-karma points skirted so many gray areas. It honestly made my character fell less real when I have to conform to these notions of good and evil and, in some ways, ignore my character's best intentions for survival. I definitely that the most powerful ethical motivator is my own convictions, not the rewards my player gets. I wonder if there's some way to merge the two?
And don't fret. Hardcore mode in it's normal form is pretty rough. Just as a hardened Bethesda RPG nut and Fallout uber-veteran, you can figure out which corners to cut and the whole thing becomes a somewhat passing issue. But it never become quite "easy." My hope here was just to amp it up to unreal proportions.
And I actually did NOT play it on the PC! My rig is currently out of order, so I played the whole thing on the 360. Which meant (and this if for you, @Magnalon!) I used NO MODS. It was all either in-game commitments or notes scribbled on paper externally. For the HUD, just fire up your Settings and then Display and look for something called HUD opacity. Just crank that baby all the way to the left and POOF, there goes your handy on-screen information.
Off-topic question: I've always wondered, how does one take screenshots while playing on the 360?
@Ex
Holy crap! I didn't gather that it was on the 360 - that's amazing that you can turn off the HUD like that on a console release. I'm going to try this tomorrow, and map out my own quest/story.
Thanks a ton. New Vegas is my second favorite game of all time, and I thought I experienced it all beating it 4 times, but I was dead wrong.
If you had it for PC though, your imagination would have no bounds. Mods that increase the amount of NPCs in Casinos, force you to drink more water, and even allow you to bottle your own water when you come across a water source (!) would make your journey even more visceral. You should check out the modding scene one day down the line.
@mana
As someone who has beaten New Vegas [as previously mentioned] multiple times, I can tell you that the bulk of the glitches are going to be for main story quests, and not free roaming like Awesome did in the article.
Of course I can't speak for him, but I'd imagine you'd encounter very little bugs roaming about. Last time I saw New Vegas at Gamestop, it was $35 used, which is pretty damn sweet. Nab it cheap, and if you don't like it, return it in 30 days (as per GS's policy).
Regardless, the no-HUD rule is great. I can't imagine having no clear sense of direction or your larger surroundings. I've found Hardcore Mode to be a pretty big let-down, so I'll definitely have to give this a shot on my next replay. Genius!
@wafflability - I'd use a bevy of adjectives to describe the experiment and both terrifying and annoying would make the list. I HIGHLY recommend reducing your HUD or removing it all together, but the other rules were a bit much. I did sincerely miss VATS. I love VATS and returned to my old saves afterward and used it incessantly to make up for it.
@Stevil The gang faction concept does sort of pull you away from Hardcore mode, which suggests that you have to struggle to survive. Whereas bouncing between gangs has you spending a lot of time in (relatively) safe towns. I see what you mean, there's a bit of disconnect there.
But you're right. Trust became a huge issue for me. I couldn't trust ANYONE and scarcely spent any time at all in cities or towns. I couldn't risk assuming someone running at me was just a kindly messenger or scrubby gang member trying to shoot me. If I fired on the wrong person, I'd get the city brought down on me. Ultra-Hardcore mode pretty much gutted the story, which was predominately social.
@mrandydixon SLINGBOX! It's an expensive solution, but a good one. Do a little search for one. It's a small device that "slings" the signal from your TV to your computer. I think it's meant for watching your TV shows when away from your TV, but I just beam it to my laptop in front of me and take snapshots. I can even do video (Which I plan to use for the next one)
@manasteel88 I think a lot of the concepts of survival and limited HUD could work for LOTS of games. Dead Space has a inherently limited HUD and that really enhances the whole experience.
But, no. Even including my regular game, I haven't really encountered any game-breaking bugs. Just annoying ones with the occasional completely hilarious one.
@jawshoeuh & GoofierBrute - Good luck to both of you on a really difficult challenge! Send me a PM and let me know how it goes! Or write your own blog about what happened! Seriously! I'd love to read it!
@Corduroy Turtle (again) & @mrandydixon (again)- :D!!!
@Zac Bentz - I tried to limit my Pip-Boy just on an internal honer system. I knew looking at the map would give away too much info. It even tells what direction you're facing. I just used it for the usual inventory switches and health concerns. I used anything I could scavenge. I got cocky after finding a decent set of armor and weapons early on, but you'd be surprised how little a hunting rifle means when you actually run into some tougher bad-dudes on high difficulty.
Good luck on your No-HUD trip! Let me know how it goes!
From Space Invaders to Super Mario Bros, you are a death dealing psycopath with supernatural destiny over your own mortality and an arsenal of weapons that allow you to casually commit genocide on your foes without reproach. Naturally, this is rarely considered when you are the Glorious Hero taking on the terrible Opposing Evil, and also the essential elements that it's great fun, you're having a good time, and you're participating in a bit of wish fulfillment.
Wouldn't it be good, though, to play some more games where you're just a human in a different world? Your blog clearly shows it could be very interesting.
You may have even just inspired me to get properly stuck into Fallout New Vegas (having trouble enjoying it) but I think a restart and a hardcore mode might actually be just what I need.
That's the problem with Hardcore mode in a nutshell really, it would be hard if you were in say FO3's environment. (I like to point out that Obsidian did the math, as the values for dying of thirst and starvation are very close to what it would be in real life.)
Though your experience with what happened with the HUD off was
But in a small recovering desert? Where's there a (very) small city with working electricity and water? It just doesn't work well.
If I had to take a guess, Obsidian took too small of a map for Hardcore map to work effectively.
You might be interested in playing Pathologic by Ice-Pick Lodge, if you can find it. It's a game based around much of what it seems you were trying to do here and not only doesn't hold back, but often seems to be actively trying to kill you. A lot of people understandably can't play it as it's insanely tough and very abstract in its presentation, but it's also to my mind one of the great pieces of gaming theatre. Their other game, The Void, is also very survival-oriented, and you can find it on Steam. (Sadly Pathologic isn't there yet). Both are phenomenal experiences, if you're into survive-by-the-skin-of-your-teeth gaming.
Sorry I couldn't be more articulate than this.
Great read, btw!
Of course, great read. Dtoid needs to frontpage more articles like this. :D
Fantastic! It seems like an entirely different game. Playing without VATS got some getting used to, but I gotta say I'm liking it a lot, however very difficult. I also didn't realize that turning your HUD off completely invisilizes (don't think that's a word, but I'm using it anyway) all instances of XP or when you discover a new location. Makes me all the more feeling desperate, the feeling that you're not making any progress exploring.
One last important note, I'm surprised you didn't touch on it but I turned the in-game music off. It was too easy for me to scramble to cover when even though I couldn't see the enemy, I knew someone had spotted me with the change to the action music. With the music off, if someone behind you sees you, you don't get that music alert before bullets start whizzing past your ear.
Again thank you for an amazing article. I'm a first time reader so I'm looking forward to reading all your other No Clip articles!