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===Fallout: New Vegas=== [[File:Fallout_new_vegas.jpg|left|thumb|300px|The cold, cold road to [[Slaanesh|hookers, drugs, street violence]] and [[Doomrider|rock 'n roll]].]] The game takes place in the Mojave Desert, where the city of Las Vegas was able to largely survive the nuclear holocaust of the Great War, thanks to it's anti-missile defensive system destroying/disabling most of the nukes that fell onto the region, making it one of the wealthiest cities in post-nuke America and a double-sided symbol of the old world people have only heard about it pre-war literature. In 2281, the New California Republic (Which grew from surviving villages and towns of Fallout 1) and Caesar's Legion (a horde of [[Edgy]] tribals cosplaying as Roman Legionaries led by a twisted warlord with a twisted survival of the fittest mindset) are staring at each other across the Colorado River, having fought over Hoover Dam once before. Against this backdrop, a courier of the Mojave Express is shot for their charge, a poker chip made of platinum, and buried in a shallow grave. They're dug out by a Securitron robot and taken to Dr. Mitchell of Goodsprings, who saves his life. This Courier, in their search for their prize, travels around the Mojave Wasteland in pursuit of their attempted murderer, Benny, the head of the Chairmen, who runs the Tops casino in New Vegas ran by the mysterious Mr. House(who turns out to be a Jeff Bezos/Walt Disney style tycoon kept alive in a tank). Eventually, all three major players in the Mojave (the NCR, the Legion, and Mr. House) want the Courier to do their dirty work to gain control over the Mojave, but there is a fourth option: Benny's plan was to use a subverted Securitron named Yes Man to take over House's network and use the platinum chip (actually a data disc containing a firmware upgrade for the Securitrons) to secure control over New Vegas. Whatever the Courier choses, the Second Battle of Hoover Dam is inevitable and only one faction can win. Notably, [[Your Dudes|you do not start out as a Vault Dweller, have an established origin story, or set out on a grand quest (at least initially)]]. You're just a poor schmuck in the right place at the wrong time, thrown into the foreground of a territorial dispute, where your most notable feat in your postal career in the Mojave so far is that you survived a gunshot to the head and not much else. No government conspiracies, apocalyptic enemies like the Master, or world changing macguffins. That's the main story anyway. The DLC takes a slightly more personal approach, being a bunch of genre setpieces that show the effect of other people being in the right place at the wrong time (or wrong place at the right time), and showing the Courier's past isn't quite as boring as might first appear. [[File:Fallout_sierra_madre.jpg|right|thumb|300px|Jokes aside, this is one of the most atmospheric settings in all of games out there.]] The first DLC is called "Dead Money", where a mysterious radio broadcast becons you to the Sierra Madre Casino, a luxurious vacation spot for the rich, built near the end of the Great War. It never officially opened as the bombs fell, so you can only assume the buttload of treasures stored within. Things go not-as-planned, and you end up assisting a rogue BoS Elder named Elijah break into the Sierra Madre with the help of 3 kooky sidekicks. All of you are motivated by greed, one way or another, and so only time will tell whether all 5 of you will overcome it and survive, or be consumed by it and buried along with the ghosts of the Sierra Madre. It's basically a survival horror DLC that can be counted as a standalone sub-game with its own currency, unique monster slaying and game style. The second DLC is "Honest Hearts" and takes place in the bluffs of Zion National Park. You are contracted by the Happy Trails Caravan company to assist them in making their way to New Canaan, a conservative Christian settlement in the middle of Utah. Things go not-as-planned once again, and you end up ambushed by a couple of savage tribals named the "White Legs", who paint their legs white in homage to their home: Salt Lake City, and find out that New Canaan was destroyed by them. Eventually you meet a group of friendly tribals led by the Legion's infamous former "Malpais Legate": Joshua Graham, who after surviving his fiery execution from Caesar, returned to New Canaan and devoted his life into becoming a fiery executor of God's will. God cannot be expected to do all the work for you however, so you either end up assisting him in driving the White Legs out of Zion and help the tribes reclaim their ancestral home (plus the added bonus of preventing White Leg bandit attacks elsewhere), or assist another New Canaan survivor name Daniel in evacuating the tribals out of Zion and into a place where the White Legs cannot reach them (as the White Legs have shit survival skills from being so reliant on raiding, they can't forage or farm). Or fuck all that noise and just murder everyone in visual range, until you find a map out of there back to the Mojave, the world's your oyster. The third DLC is "Old World Blues", which takes place in an isolated and shielded scientific complex in the middle of the mountains called the Big Mountain, or "Big MT" for short. The Big MT housed the most brilliant pre-war scientific minds of the world, being tasked with creating solutions for mankind's various problems. Eventually, the bombs fell and this most likely have thrown a wrench into their plans (since mankind is, you know, mostly dead). While over 200 years have passed, you discover that the original core science team is still working, transplanting their brains into robotic hover platforms to continue their insane research projects. You're abducted by them and turned into a "Lobotomite", where they extracted your brain, spine, and heart, then replaced them with robotic parts, but things do not go as planned as unlike other lobotomites: you still retained your free will (thanks in-part to the headshot that nearly killed you in the beginning). You now have to find your old body parts, deal with the Big MT science team, and escape this futuristic loony bin. Notably the DLC has a light-hearted tone, further exploring the retro-futuristic themes of the Fallout universe, the cartoon insanity of the Big MT scientists that can only be described as prodigal geniuses acting like petulant 10 year-olds, whilst still being grimdark enough to reference the horrors of unchecked and poorly-planned scientific advancement (for example, you know those deadly cazador mutant wasps? They're escapees from the Big MT. And the scientists deny they ever escaped). It also features the best side-villain of the franchise: [https://www.youtube.com/watch?v=U6kp4zBF-Rc an evil toaster]. The fourth and last DLC is the "Lonesome Road", a very heavily combat focused journey (you trigger nukes for fun and carve through armies of Deathclaws) and a showdown between you and Ulysses, the mysterious courier who pushed the delivery of the Platinum Chip to you, and has been mentioned by several characters around the wasteland. Here, you brave "The Divide", a stretch to road between the military towns of Hopeville and Ashton, who were sundered by nukes that accidentally exploded underground as they were towns that housed the personnel manning the nearby nuclear ICBM silos in the area, turning it into an irradiated, stormy ruin. It's populated by dangerous enemies, most notably "Marked Men", cannibalistic, ghoulified remnants of the NCR and Legion forces around the divide before it was destroyed. They've been driven completely mad by the experience (basically, they were skinned alive by the windstorm generated by the nukes THEN kept alive and immortal by the resulting radiation, turning their existence into a perpetual hell of pain and misery), have forgotten their old faction rivalries: and have united in their hatred against The Divide and the people they perceived to have abandoned them to their fate (who happen to be anyone who isn't a fellow Marked Man). They aren't completely bonkers like feral ghouls though, they still know how to operate sophisticated weaponry of varying types to obliterate you from any distance. At the end of this perilous journey, Ulysses promises to answer all your questions, and to change the future of the Mojave. On the plus side the last DLC can be interrupted and stacks of loot can be taken back to Mojave any time. Whilst releasing as a buggy janky hot mess, the game was lauded as a return to the style and atmosphere of the first two games, albeit with decent additions to 3's rpg light formula and taking notes from the most popular mods released for 3, like survival mods, damage thresholds (zero damage if struck below DT value), first person aiming, weapon addons, etc. Although it is still horrifically unstable and unkind to packrats, it is considered by some to be the best game in the series when paired with bug fix and stability mods.
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