Is there a way to crab some xp like maybe there is part of the map where you find deathclaws? I need a level to get perk which allows to play after game ended.
The summary of my last feelings towards the mod:
b e g i n s here.
It is definitely a great technical achivement, but because the main plot is so unbeliveably poorly written (it is like 2 different people did main story and side quests and even whoever translated it went crazy with vault dweller answers LOOKING LIKE OMYGODLIKETHIS U AREPRESIDENT!!!) and almost doesn't affect main game, and because there are no companions to keep company and react to my choices, I was not completely immersed into the game world. Guess I am a storyfag huh. Whole game felt like doing side quests in a Fallout game.
Everything around upper-left part of the map is top notch. New Reno I'd say is better than in Fallout 2 by far. Its amount of content and intersecting quest lines hurts my brain and I don't know how in the fuck they scripted all this. Must have been pain in the ass. It's uglier and dirtier, and more realistic. Somehow this game makes city with dudes with tommy guns guarding things threatening instead of funny. Salt Lake City is ok. New Vegas however is a bit half-assed with its detective arc with all the paper receipts and a cutscene you can just easily miss if you have a car. The final dialogue with Mayor is press 1) to finish quest, I expected something more.
Really much of the writing is pretty grim but not retarded like some grimdark of Resurrection where they went overboard with it. It reminds me of Fallout 1. Which is probably the best compliment you can give to a mod like this.
Fetch quests. They're in the game. You actually get 2 right in the beginning, and then some more later. One of them has nice flavour to it (collect samples), another is just when you see some vault thingie, you click on it and collect it. While there are hints on their existence, they can still be easy to miss due to brown-grey nature of Fallout games. Then there's stuff like collect 30 beers or "here is a list of items X Y Z" and you exchange them on 1000 XP. I don't count heal the boi quest because that quest has flavour to it too and there's a lot of interactions with shaman there. Some quests are quite hard to track due to their somewhat intricate nature of what you need to do in them. And also because of the
ridiculous amount of items you need to carry with you. They generally have logical use and do not fall into adventure gaem logic but Fallout UI is not great at handling all this, and so I spent much time getting my shit out of a car, to put it then back into car. By the way, the map of the game is huge, and locations are at quite a distance from each other without anything between them, so prepare to walk a lot and hoard most batters on a car (I take it the idea is that map is realistic-like). The whole center of the map is nothing but empty mountains for example.
If you cut this excess (designer's fear of not having enough things to do in location is something one has to battle) fetch stuff out, you'll be left with other, very competent quests, which are interesting either because of Fallout lore behind them, how you can approach them or both. Furthermore, Nevada implements decent play with reputation. By accomplishing quests you raise your rep in different factions or parts of the cities, which opens new quests, options or replies from NPCs. For example, for New Reno crowd to notice you you can help people or box (I think) after which you can do quests for families; there are also common factions for all cities like Caravaners. After I did lots of good stuff for them all around the map, I got discount on all services. Bravo.
Also enjoyed random encounters. They're often have creepy style to them instead of lulzy one, which makes them work better than F1/F2 ones. An interactive map on one of wikis shows that they're carefully grouped in particular areals and you only meet particular encounters and special encounters in different parts of the map.
Adventure game design, I'm ambivalent about it. Great when it works, but I think game needed more Perception checks to notice things. Game actually has ton of doors which you cannot unlock in any way but doing adventure-thing to them which bothers me. Also, skill checks did not always feel consistent. Sometimes I accomplished things which my character should't have; and till the end of the game I failed Lockpicking sometimes with 101% in it. By the way, game does weird thing with lockpicks. For 99% of the game, I used hairpins; but in Vegas in chemlab I found upgraded kit and somewhere soon I found Electronic MK2 pick. I never seen
regular lockpick kit. Doesn't seem like game has many checks beyond 100%, but that would require replaying the game to know.
Thing about adventure design tho is that path set by designer with repairing right things and choosing right options tends to be optimal in terms of XP when compared to your own/random path which is not really welcome for an RPG imo.
Now to the weakest part of the game in my opinion - after main story anyway. Combat. It's easy. It is very easy. And nothing seems like was done to work around that somehow. Or rather, it was, but that path just lead to the candyland of infinite easyness. The game has that grounded design, where you never actually meet any particular strong enemies, like supermutants or Enclave soldiers. Generally speaking your common enemy is a guy in leather or metal armor, armed with pistol or at best, assault rifle. Which means that any difficulty you might have had ends about at the time when you buy yourself a hunting rifle and get some ammo for it - that's about as early as New Reno, so first 20% of the game. The enemies are not strong or numerous, the money slowly, but steadily becomes very plentiful. Forget about crafting, your safe (or car) would soon be filled with weapons, ammo, heavy weapons, and you won't find anything to use them on except maybe Area 51 and a single family of Deathclaws which I shot with that same hunting rifle I had. Never I met a nasty Floater which would be a pain to deal with without access to heavy weapons or a pack of Centaurs (regardless if they should exist in this timeline or not). Your final boss enemies are at worst stationary turrets, at best some dudes with P90's. There is a dude (2 dudes?) with 500 hp but crits still get you, Fallout doesn't care for your HP.
The game also gives great XP. We're talking about reaching level 20 without even killing many people, and that's without actually doing every quest in the game and missing much of the content (like I did not do Louis quests or all Reno family quests because I got locked out of them due to rushing one of them).
Fallout 1 somewhat got away with this by being a short game which quickly changed power levels from rats to raiders, mutants and deathclaws; Fallout 2 had Enclave soldiers; but in Nevada 99% of the game you just mostly shoot thugs with desert eagles meaning you don't even need any upgrades. It also makes most new guns undesirable. The better 10 mm. pistol? Cool, but it's 10 mm. and this ammo sucks unless you burst with it. New shotgun ammo? Would be cool if you could craft magnum rounds en masse, but I don't think you can. On the other hand, gauss ammo is crafted from... 2 pieces of Junk. Lol. The energy weapons are also not much of a problem; not that game has loads of them, but it follows New Vegas design of dropping a few early, so it is probably batteries which would be more of an issue really.
Needless to say that when you finally create Power Armor you don't feel anything, because there's simply nothing to fight in it - you've already beaten things you usually fight in PA in Fallouts while collecting parts for it; and probably had a car for a while so STR bonus is not needed either.
The translation, it has issues. They are few, but there are NPCs with ERROR in dialogues, and some of it just feels like it was translated by goddamn google translate, in particular last parts of main quest and some lategame content. The first gun I crafted, a shotgun, said it is better than regular one because "it has faster
recharge".
In the end, great mod, although due to fact that it is better played with closing eyes to main quest the experience falls apart somewhat because while the content is great, accomplishing it doesn't give great satisfaction because you're not personally invested in it and there are no avellonian companions drawn from all the people game has to react to your choices together with you, which is a big shame and could easily substituted the weak main quest for me. And the english version definitely needs another editing pass badly. And someone should sacrifice their dignity and voice act ending slides on english as well.
The comparison, right.
Nevada vs. newboi ATOM. vs. Resurrection.
I think I will leave Resurrection aside because I'll have to replay it to make correct comparison, but playing some degenerating mutant was definitely the better premise of the three of these games. So it definitely gets a point for that.
Which leaves Nevada vs. ATOM which I finished days ago. Also a hard comparison because Fallout already has all the right systems in place made by mr. Cain and crew. Also, Nevada plays fanservice card heavily by being a prequel to already established universe - see the wastes before Fallout 2, look how VC enslaved people, or how Reno was built. But then so does ATOM with its first quests being village/raiders/vault. But even with that consideration... honestly, Nevada quests and factions by design win. I'd say they blow ATOM out of the water badly, because even its best quest lines are simply too isolated and linear when compared to Nevada's New Reno. Also while most ATOM skill interactions exist of opening metal boxes, Nevada really tried hard to implement skill checks into the gameplay. Sorry ATOM, but you lost when I had to scout whole map for goddamn pincers to heal little tribal boi and stole pistol from a potential murderer.
Neither game has Int 1 dialogue however with exception of maybe 1 check in ATOM, which is a shame.
e n d s here.