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No Clip: Fallout: New Vegas photo
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[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.








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51 comments | showing # 1 to 50
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Corduroy Turtle's Avatar - Comment posted on 01/24/2011 15:51
Corduroy Turtle
Great read! I'm curious though, were you able to complete your journey or did you finally die?

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!
Spencer Hayes's Avatar - Comment posted on 01/24/2011 16:18
Spencer Hayes
This is why you are one of my favorite bloggers on Dtoid. I am inspired by this read. I can't wait for the next entry.
Timesis's Avatar - Comment posted on 01/24/2011 16:33
Timesis
"I'm curious though, were you able to complete your journey or did you finally die?"

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.
Mr Andy Dixon's Avatar - Comment posted on 01/24/2011 16:43
Mr Andy Dixon
FANTASTIC!

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!
Corduroy Turtle's Avatar - Comment posted on 01/24/2011 16:44
Corduroy Turtle
@Tim

"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.
SteezyXL's Avatar - Comment posted on 01/24/2011 16:56
SteezyXL
This was a fun read!

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!
Mr Andy Dixon's Avatar - Comment posted on 01/24/2011 16:57
Mr Andy Dixon
@Tim

Boner.
AwesomeExMachina's Avatar - Comment posted on 01/24/2011 17:01
AwesomeExMachina
@Corduroy - Though Tim's assessment makes me feel like I should say "Really, though, what is it to win?" It's true, I did indeed make it across my pre-set course. It's weird to me now that I didn't write that into the article anywhere. Wasn't it important that I finished it? I don't know! But I can say I jogged a victory lap around my coffee table and gave myself a sound high-five.

@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.
Occams electric toothbrush's Avatar - Comment posted on 01/24/2011 17:01
Occams electric toothbrush
I swear there is a research paper somewhere in this. Lovely article. Just lovely. How lovely, I ask?



This lovely.
Zwoooosh's Avatar - Comment posted on 01/24/2011 18:09
Zwoooosh
Really awesome blog, its surprising to hear how important the HUD would be in Fallout: New Vegas and how that made things the most difficult and challenging. Also, the tale about the innocent merchant was chilling. Again, great read!
ScottyG's Avatar - Comment posted on 01/24/2011 19:14
ScottyG
You good sir underestimate the power of a can of beans. They're pretty filling on their own, and a person can go several days without food. (it's dehydration they have to really worry about)
knutaf's Avatar - Comment posted on 01/24/2011 20:58
knutaf
So much good stuff here, where to begin? Reading your response to Tim, I kind of wish you really had gone in depth into all the things you alluded to there. That stuff is fascinating and compelling if you're showing how the game changes. Not that you didn't already touch on lots of good stuff.

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!
barnes's Avatar - Comment posted on 01/24/2011 21:00
barnes
I must say i just read this and a couple more of your blogs, And you my friend are an amazing writer, bravo my friend. May I recommend the stalker series, on the higher difficulties and with a mod or two you can get a very very realistic waste land.
wafflability's Avatar - Comment posted on 01/24/2011 21:23
wafflability
This sounds terrifying. Or annoying. Maybe both. Not using the HUD would be bad enough, (considering that once I thought about it I realized how dependent I typically am on the HUD in Fallout to gauge when to use stimpaks, how much ammo I have, etc.) But dear god, no VATS? As much as I enjoyed both Fallout 3 and Fallout NV, I can't deny that aiming in the game is a pain. Sure, it's not an insurmountable task or anything, but I often found myself using it as a crutch in encounters. And considering I didn't have many of the other restrictions you set down for yourself, it's obvious how dedicated you were to continue playing this way for more than a bit.
Chris Carter's Avatar - Comment posted on 01/25/2011 00:22
Chris Carter
Amazing blog. I could praise it for hours.

But instead I'll bug you to find out what specific mods you used; I want to do something similar!
Stevil's Avatar - Comment posted on 01/25/2011 05:29
Stevil
I've only just started playing New Vegas (just finished off Novac and heading to Helios One), but I already see how difficult/annoying Hardcore is going to be, even without all these restrictions you've imposed. See my main concern is not food or water, because it's a game where radiation can be cured, but with playing the different factions off each other.

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!
AwesomeExMachina's Avatar - Comment posted on 01/25/2011 10:42
AwesomeExMachina
@CrimeMinister Inspired! Favorite! This are some serious word and you are a seriously awesome Dtoider. Kudos to your entire existence, man.

@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.
Mr Andy Dixon's Avatar - Comment posted on 01/25/2011 11:11
Mr Andy Dixon
@AwesomeExMachina

Off-topic question: I've always wondered, how does one take screenshots while playing on the 360?
manasteel88's Avatar - Comment posted on 01/25/2011 11:35
manasteel88
fantastic blog, I've barely gotten in to Fallout 3 so I'll probably have more to relate to when I get deeper into the world outside the hole. Was there any world affecting bugs that filled New Vegas which changed some of the things you were experiencing. I've heard it's really glitchy, so I was just curious to see if you had any troubles creating such an immersive experience with a game as notoriously buggy.
jawshoeuh's Avatar - Comment posted on 01/25/2011 13:10
jawshoeuh
Awesome! Love these, man; great read! When I pick up New Vegas I'll be tempted to try some of this. :)
GoofierBrute's Avatar - Comment posted on 01/25/2011 19:15
GoofierBrute
Holy crap man, that sounds crazy. Awesome read, and thanks to you I think I might have found a way to make my games have more replay value.
Corduroy Turtle's Avatar - Comment posted on 01/25/2011 19:31
Corduroy Turtle
Okay, just hire this guy already!
Mr Andy Dixon's Avatar - Comment posted on 01/25/2011 19:37
Mr Andy Dixon
Congrats on the front page!
Chris Carter's Avatar - Comment posted on 01/25/2011 19:39
Chris Carter
Justifiably front paged! Congrats!

@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).
Zac Bentz's Avatar - Comment posted on 01/25/2011 19:50
Zac Bentz
I'm wondering how you handled the Pip-Boy. Did you use it normally and just avoided switching over to the map? Did you use all the other weapons and supplies you found or did you limit that as well?

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!
sqlrob's Avatar - Comment posted on 01/25/2011 20:08
sqlrob
Did you try to holster your gun with the merchant or just not think about trying that?
AwesomeExMachina's Avatar - Comment posted on 01/25/2011 20:13
AwesomeExMachina
@barnes That is some seriously great praise and I really appreciate hearing it. No one get tired of getting good responses from their work. Major thanks. And don't forget! When Dtoid posts blogs on the front page, they get yanked from my blog roll. So there may be a few you missed!

@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!
Tarvu's Avatar - Comment posted on 01/25/2011 20:28
Tarvu
Fantastic read!
Mr Kind's Avatar - Comment posted on 01/25/2011 20:29
Mr Kind
You have convinced me that I need to play this game. Thank you.
Handy's Avatar - Comment posted on 01/25/2011 21:30
Handy
This is so interesting I raised an eyebrow (quite an accomplishment considering all the Botox)
BluDesign's Avatar - Comment posted on 01/25/2011 22:46
BluDesign
Considering that there's people making balls-out speed runs of hardcore mode in like 2 and a half hours... This HUD-less gaming sounds intense, but not hardcore-hardcore.
sky4's Avatar - Comment posted on 01/25/2011 23:21
sky4
wicked story. I would love to give a game like this a try. It's can be hard to find one that allows such play I would think. I know Far Cry 2 and this seem to work, any other suggestions?
DaggersOut's Avatar - Comment posted on 01/25/2011 23:21
DaggersOut
You sir, are ridiculous.
Sean Daisy's Avatar - Comment posted on 01/26/2011 02:51
Sean Daisy
This was a truly compelling read. I think it really goes to show just how much we have our hand held in games nowadays, and to what extent we are forcibly dictated that we must be much more powerful than our opponents in order for a game to feel fun. Of all the games in existence, you rarely feel like you don't have the upper hand on your opponent.

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.
Darren Nakamura's Avatar - Comment posted on 01/26/2011 04:20
Darren Nakamura
Man, this sounds pretty rad.
Sexualchocolate's Avatar - Comment posted on 01/26/2011 04:48
Sexualchocolate
Wow, great idea, great read.

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.
LightandDark's Avatar - Comment posted on 01/26/2011 05:18
LightandDark
Except its not a terrible wasteland. Its a recovering wasteland.

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.
Xander Markham's Avatar - Comment posted on 01/26/2011 07:20
Xander Markham
Great idea and an interesting read. It is funny how 'safe' the presence of a HUD can make you feel.

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.
podgorgon's Avatar - Comment posted on 01/26/2011 08:02
podgorgon
I made an account to say that this is one of the best articles I have ever read on this, or any, games website. Bravo

Sorry I couldn't be more articulate than this.
Skyway73's Avatar - Comment posted on 01/26/2011 08:58
Skyway73
I think the hud and compasses in games are crutches. I remember watching my buddy play the first Metal Gear Solid on PS1. He was constantly looking in the corner at the mini map with the sight cones and gps dots. He was practically playing a B&W gameboy game, for all the attention the rest of the screen was getting. Watching people play GTA and just heading for the yellow dot without any regard for people, or even buildings, got old real fast too. I remember the radar in Crash Team Racing making a steathy missile impossible too.
Great read, btw!
DF's Avatar - Comment posted on 01/26/2011 09:11
DF
Man, I wish I could play F:NV now. :( Sure, I probably wouldn't play the way you did, but it could be something to try when I'm done with the game. People could make a contest of it! See how long you last and how far you can walk, see if you can beat the game, etc...

Of course, great read. Dtoid needs to frontpage more articles like this. :D
josmeister's Avatar - Comment posted on 01/26/2011 13:36
josmeister
My god, did I like that read! not for me, however, I would get extremely bored and am too lazy for it. But I might try it in Far Cry 2, it might just be easier
IdiotInAJeep's Avatar - Comment posted on 01/26/2011 14:49
IdiotInAJeep
Farcry 2 doesn't have food or modding possibilities.
IdiotInAJeep's Avatar - Comment posted on 01/26/2011 14:49
IdiotInAJeep
Farcry 2 doesn't have food or modding possibilities.
IdiotInAJeep's Avatar - Comment posted on 01/26/2011 14:49
IdiotInAJeep
Farcry 2 doesn't have food or modding possibilities.
fetusmilk's Avatar - Comment posted on 01/26/2011 15:40
fetusmilk
awesome stuff.
Hawks's Avatar - Comment posted on 01/26/2011 23:05
Hawks
Sounds very similar to(in the degree of change) Assassins Creed 1 when you turn off the HUD.
hawk9090's Avatar - Comment posted on 01/27/2011 12:19
hawk9090
Great article, had the exact same thoughts on hardcore mode. Definitely gonna try this now.
Ryan Cohn's Avatar - Comment posted on 01/27/2011 13:42
Ryan Cohn
You inspired me to give this a try. Just popped in NV and started a new game.
Robert Huey's Avatar - Comment posted on 01/29/2011 11:17
Robert Huey
I have also been inspired! Congratulations and thank you for an amazing article! I've played through NV more times than count already so I don't think it would be a good experience for me yet. HOWEVER! I did start it with FO3. I figured I haven't played it in over a year, I'm less familiar with it now that I'm in NV mode, why not?

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!
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