Oct 26, 2010 09:51 GMT  ·  By

Fallout: New Vegas is the next chapter in the post apocalyptic role playing game franchise, developed by Obsidian Studios and published by Bethesda Softworks, promising to deliver a new experience set in the classic Fallout universe.

Fallout 3 was pretty great game, even though its main plot was pretty weak and the fact that it was plagued by some serious glitches every once in a while.

That's why when Obsidian announced that it is working on Fallout: New Vegas, it also revealed that it will work on delivering a more solid story, with more options and with tweaked and improved gameplay.

While the last thing hasn't exactly happened, as glitches are still present in New Vegas, Obsidian did improve on the storyline of Fallout: New Vegas.

The first thing that I experienced at the beginning of the game was the interaction with multiple NPCs (Non Playable Characters), each belonging to a different faction from within the game, including the New California Republic or the Powder Gangers.

But while multiple factions in a game aren't something new, Obsidian did put in the effort to implement good and bad things in each faction, so you don't exactly know which one to choose during the game's many high points.

In Fallout 3, the factions were usually pretty well determined, the Brotherhood of Steel were the good guys, while the Enclave were bad, even though their intentions weren't exactly all that evil to begin with.

With New Vegas though, each faction has done good and bad things to the game world, so you can't just choose one specific faction and go with it because it's the good one.

The reputation system also plays a part in the whole gameplay, as you have a reputation with each faction and, depending on your actions, will behave differently to you, so you must take into account how important that faction is and if you want to annoy it with your actions.

As such, while gamers complained that they didn't have many choices in Fallout 3, Fallout: New Vegas will certainly offer them more than enough possibilities to take matters into their own hands.