New Vegas Dev Obsidian “Did Wrong”

The story of how Fallout: New Vegas came to is already legendary, but new reports suggest that Bethesda was pretty harsh about what it thought the game was doing wrong. This news has reignited long-standing debates about the partnership between these two famous RPG developers. While the public has come to love the title, the story behind it Fallout: New Vegas' the creation is filled with stories of inner friction and different visions. As more information comes to light, it becomes clear that the relationship between the creator and owner of the brand was much more complicated than anyone expected.

Long before modern consoles were the main focus, it Fall-out franchise was a PC-only isometric role-playing game developed by Interplay and its in-house team, Black Isle Studios. When that studio eventually closed, many of the original creators formed Obsidian Entertainment. Meanwhile, Bethesda acquired the rights to the property and successfully turned it into a first-person blockbuster with its third numbered entry. Because Bethesda was busy working on The Elder Scrolls 5: Skyrimdecided to bring in the veterans at Obsidian to create a spin-off with their existing assets, giving them an incredibly tight 18-month deadline to finish the job. Even if Fallout: New Vegas plagued by bugs at launch, it slowly grew into a cult favorite that many fans now claim is the best series ever.

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The Controversial Fallout in New Vegas

According to a recent interview with former senior designer Chris Avellone on TKs-Mantis' YouTube channel, Bethesda apparently outlined its complaints in a visual presentation. Avellone said the presentation included more than just minor issues. According to him, “They had a whole PowerPoint. Not even about DLC, they had a whole PowerPoint about all the things Obsidian did wrong.” He sarcastically described the meeting as “hugely morale-boosting”, noting that the developers felt they had delivered a quality game. “I thought we made a good product for those of you who kept Fall-out in the public mind,” Avellone said, adding that it felt unfair because Bethesda “reaped a lot of the rewards for it” while being visibly unhappy during the review.

Technical friction ran even deeper, leading to a confrontation over performance and the future of the game's code. Avellone recalled an interview in which he was asked if the game should reach 30 frames per second, which he thought was a basic standard. But a technical director at Bethesda later scolded him for making that promise. “I sat there, and I smiled, and I took it,” he said, internally wondering, “Why do you have an engine that can't run 30 frames per second, and then call that your claim to fame?” Avellone also doubted the possibility of a remaster, saying, “I don't think Bethesda has the engineering know-how to do a remaster of New Vegas at all.” Part of this stems from a final milestone where Obsidian would supply the source code for $10,000. “For reasons unknown to me, but I have suspicions, Feargus [Urquhart] decided not to release that milestone and didn't deliver,” Avellone claimed, suggesting that the studio head might have felt “the New Vegas experience cheated him out of X amount of money” and wanted to limit the publisher's future control.

Fallout New Vegas Benny points gun at player

Review scores also played a big role in hurting the ratio, especially when it came to the post-launch expansions and contract bonuses. Avellone admitted that the “Dead Money” DLC was designed with a survival horror vibe that was perhaps too far removed from the core experience for some players. “The reason I make these expressions and doubt it is because, despite what I thought would be cool as an investigation of Fall-outit was so different from the core experience that it was obviously a big turn-off for a lot of people,” he explained. Bethesda reportedly cited the lower critic scores for those expansions as a primary reason they didn't want to continue working with Obsidian. “Bethesda used review scores against us for the DLCs for, like, why they didn't want to continue with us, even though they didn't want to continue with us, even though they wanted to continue with us. didn't want to continue doing things with us anyway. So whatever.”

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Ultimately, despite early creative excitement, dreams of a sequel or a new project in a different location never came to fruition. Before the relationship cooled, the team had already dreamed of future installments. “We still thought we could do it New Vegas 2or whatever the title would be,” Avellone revealed, but he noted that those plans “quickly evaporated” when Bethesda decided to handle future games in-house. One particularly exciting idea was a game set in New Orleans, inspired by a series called Grendel. “The vibe was so cool,” Avellone recalled, saying that “as soon as I want to do it: Fallout New Orleans so bad.'” While he remains hopeful about the site's potential, he expressed doubt about a return to the series, saying a sequel “isn't going to happen in the next six years at least, if ever.”


Fallout: New Vegas Tag Image Cover Art


Released

October 19, 2010

ESRB

M for adult: blood and gore, intense violence, sexual content, strong language, use of drugs

Engine

Gamebryo


Source: PC Gamer

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