Fallout New Vegas Character Analysis

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The video game I choose to play, analyze, and write about is a game I have about 892 hours of play time according to my Steam account and has been one of my most replayed games since my Nintendo 64 days. Fallout New Vegas is a game set in and around a post-apocalyptic 1950s retro-futuristic Las Vegas and is a game I have a lot of passion for and game time put into it. I’ve played the main character “The Courier” as a puck rocker, a hustler, a goody-two-shoes pacifist, Marty McFly from Back to the Future, to an evil Chuck Norris. Each character is almost completely different from each other but still unique in different ways to the same story line. I will construct an analysis on the character development portion of the game (skills and perks) …show more content…

which stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. S.P.E.C.I.A.L. is the foundation of your character, determining how your character will upgrade throughout the game and his/her strong and weak points. For example, if your character has low intelligence, you will be given additional dialogue options in conversations that are incoherent and nonsensical. If you are playing an “outlaw” character, you will be given the option for your responses to be rude or openly hostile. The huge number of dialogue options in each conversation allows the player to truly impact the outcome of NPC interactions, which will in the long run affect the events taking place in the game and the outcome of the …show more content…

As you play, you receive experience points which will eventually result in a level up, and you can increase your skills. The way the player increases their skills determines how the player should play and what your weaknesses and strengths are going to be. With every two level ups you also get to choose a new perk which is a special ability which can alternate the game significantly. Skills can be largely thought of as either "combat" or "non-combat." "Combat skills" are skills that influence the effectiveness of weapons, such as Explosives, Energy Weapons, Guns, Melee Weapons, and Unarmed. "Non-combat skills" include Barter, Medicine, Repair, and Speech. For example in many of the quests there are several different routes that can avoid fighting altogether, available only through the characters wit and there specially trained skill. Some are straightforward, such as using the lock picking skill to break into a secured location. Others may be more hidden, such as using explosive expertise to convince an NPC to help the player. This customization is also seen in how the player can fight through the enemies in the game. A character with 100 points in melee weapons will pack a much harder hit than a character with 15 points. In much the same way a character with 100 in small guns will