|
Your continuous donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Fallout: New Vegas - Lonesome Road Released

Default Fallout: New Vegas - Lonesome Road Released

September 21st, 2011, 00:23
The last story-based DLC for Fallout: New Vegas, Lonesome Road, has been released and is available from Steam and the respective console stores (PS3 is delayed for a few hours) for $9.99 or the equivalent:
In Lonesome Road you are contacted by the original Courier Six, a man by the name of Ulysses who refused to deliver the Platinum Chip at the start of Fallout: New Vegas. Ulysses promises the answer as to why he didnít take the job,but only if you make one last journey into the hurricane-swept canyons of the Divide, a landscape torn apart by earthquakes and violent storms. It's up to you whether you take the job or not.
The road to the Divide is a long and treacherous one, and of the few to ever walk the road, none have ever returned. Is finding answers to your own past worth the risk? Bring all your gear, all your weapons, but leave your companions behind…this is one road you must walk alone.
Chris Avellone has penned a dev diary on the subject, which you can read at Bethsoft. A sample:
Lonesome Road is an artery twisting west out of the Mojave into one of the most dangerous places in the wasteland. The level design complements this - it's like no other road we've constructed for a game before. Bring what weapons you want, what faction allegiances you want, and if the end of the road doesn't beckon you, you can turn away at any time, return to the Mojave… until you're ready to face your past. We're not going to strip your gear or lock you in place. Come and go as you please if history matters to you.
When setting out, the goal was to deliver a Zelazny-style Damnation Alley experience in the Fallout universe (if you haven't read Damnation Alley, I highly recommend it, and recommended the same with our DLC team). Marvel did a more recent take on it with Old Man Logan, and that was a great spin on Damnation Alley as well.
In short, the idea for this last DLC would be the player would be contracted to travel one of the most dangerous roads in the wasteland, the goal a linear one - head for the setting sun, starting at point A, and try to survive to reach point B. In an original draft, we tried to think what payment would work for accepting such a job and what you would carry, when it occurred to us that the player may simply want to satisfy their curiosity about the past and who's been hunting you all this time. So we left it at that.
Chris goes on to describe the Road and Ulysses - well worth a read.
More information.
Dhruin is offline

Dhruin

Dhruin's Avatar
SasqWatch
Super Moderator
RPGWatch Team

#1

Join Date: Aug 2006
Location: Sydney, Australia
Posts: 11,967

Default 

September 21st, 2011, 00:23
Yay on his confirmation that they did not retcon amnesia into your character's background. I suppose they found that rumor to be goofy enough that Chris did not consider it a spoiler even to deny it.
jhwisner is offline

jhwisner

SasqWatch

#2

Join Date: Nov 2006
Posts: 1,513

Default 

September 21st, 2011, 03:28
That there is the mark of a good designer, someone who isn't afraid to recommend a kind of obscure literary work or a comic/graphic-novel. A liberal arts guy who doesn't underestimate his audience.
Bedwyr is offline

Bedwyr

Sentinel

#3

Join Date: Feb 2009
Posts: 298

Default 

September 21st, 2011, 06:47
Bought it but still haven't played Old World Blues. Probably going to wait for the new guns next week and then play all of it at once.
DoctorNarrative is offline

DoctorNarrative

DoctorNarrative's Avatar
Patroling Written Words

#4

Join Date: Jan 2011
Posts: 1,825

Default 

September 21st, 2011, 10:25
Originally Posted by DoctorNarrative View Post
Bought it but still haven't played Old World Blues. Probably going to wait for the new guns next week and then play all of it at once.
I would suggest picking up a bottle of ibuprofen too. It's not frustratingly hard or anything, but the level design may give you a bit of a headache. Lots of walking on oddly angled twisting surfaces which the engine has never made feel right and it was giving me a migraine.
jhwisner is offline

jhwisner

SasqWatch

#5

Join Date: Nov 2006
Posts: 1,513

Default 

September 21st, 2011, 17:25
Been playing all day, sacrificing everything else I was supposed to do. I second the comment on level design. It definitely pushed my brain hard.

Mankind must put an end to war or war will put an end to mankind. - John F Kennedy
An eye for an eye, and soon the whole world is blind. - Mahatma Gandhi
The world is my country. To do good is my religion. My mind is my own church. This simple creed is all we need to enjoy peace on earth. - Thomas Paine
JemyM is offline

JemyM

JemyM's Avatar
Okay, now roll sanity.

#6

Join Date: Oct 2006
Posts: 6,027
Send a message via ICQ to JemyM Send a message via MSN to JemyM

Default 

September 22nd, 2011, 03:17
Originally Posted by jhwisner View Post
Yay on his confirmation that they did not retcon amnesia into your character's background.
I just finished it and they definitely saddled you up with a history, ignorance of which could only be explained by bullet-to-the-head amnesia.
KapitanUnterhosen is offline

KapitanUnterhosen

Sentinel

#7

Join Date: Oct 2009
Posts: 526

Default 

September 23rd, 2011, 20:51
Originally Posted by KapitanUnterhosen View Post
I just finished it and they definitely saddled you up with a history, ignorance of which could only be explained by bullet-to-the-head amnesia.
No they didn't and that was part of the problem. You already know your character is a courier.

Spoiler – no amnesia required
jhwisner is offline

jhwisner

SasqWatch

#8

Join Date: Nov 2006
Posts: 1,513

Default 

September 24th, 2011, 00:51
Spoiler


I don't have a problem with amnesia, it would have been a reasonable explanation for a courier who seemed ignorant of the world he lived in after getting shot in the head. However as far as shoe-horning some relevance into a player character's premanesiac deeds go, this has to be one of the worst examples. Makes Revan's plot twist look like a masterpiece.
KapitanUnterhosen is offline

KapitanUnterhosen

Sentinel

#9

Join Date: Oct 2009
Posts: 526

Default 

September 24th, 2011, 16:06
Ah alright pretty sure I had to make a tone of attribute and skill checks for all the dialog options I went through - which was pretty much all the ones which weren't mutually exclusive.
jhwisner is offline

jhwisner

SasqWatch

#10

Join Date: Nov 2006
Posts: 1,513
RPGWatch Forums » Comments » News Comments » Fallout: New Vegas - Lonesome Road Released
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 02:13.
Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright by RPGWatch