In twenty or thirty years, if the world's still around by then, I strongly suspect that Bethesda RPGs will exist in that particular space where those of us who lived through them insist to a skeptical audience of video game history enthusiasts how important they were. "You have to understand," we'll say, "I know they're unbelievably glitchy and they play like a bicycle with hexagonal wheels, but these were huge. EVERYONE played these." For all their flaws, these games defined a particular ideal of gaming experience not so much by what they were as by what they aspired (and inevitably failed) to be.

Of course, New Vegas isn't a Bethesda game. It was developed by Obsidian Entertainment and it has a distinctly different design sensibility. At the same time, it clearly is a Bethesda game: the expectations created by Fallout 3 and the constraints imposed by the engine itself make the moment-to-moment experience of playing much more alike its siblings than it is different. And so it exists in the liminal space of the cover artist, stuck with a song but still given the freedom to put their own spin on it.

New Vegas's spin is grand political struggle. Although other Bethesda games have their obligatory world-altering main quests, none extend so deeply through the vast game world or make it seem so much like a real place where real people are struggling with and against one another to make the best of a bad situation. The way it seeks to breathe life into the Mojave Wasteland is the heart of what sets New Vegas apart. Proper Bethesda games grasp desperately at an ideal of "realism" defined by interactive stuff: in the real world you go anywhere, talk to anyone, and touch anything you see, so the most realistic games must be huge maps littered with stuff you can pick up and people who will talk to you about arrows and knees.

My friend Bret and I call this approach "lumpy realism", after the mountain of discrete objects it engenders. And while New Vegas is beholden to lumpiness, it's mostly a trapping of its ancestry. It's more interested in what I'll call "decisive realism", the promise that the choices you make as a player matter in some deep sense. This is still an ideal whose shortcomings will always show the seams of artificiality, but it's also one that makes space for writing and plotting, the unsung heroes of the RPG genre.

For my money though, the most interesting thing about New Vegas is less what it tries to do and more the negative space left behind by what it doesn't try to do. Because it's less interested in leaving interactive stuff all over the place (and possibly because of development time constraints), it has a number of places that just exist. They're not part of a quest, they don't have lore, they're not meaningfully interactive in any way. They're just spaces and models and textures that exist for you to be near and look at. That's a sort of realism too, even if it's not intentional. After all, even though I could interact with anything in the world, in reality, I usually choose to just take it in.

Reviewed on Sep 14, 2021


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