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| Mr. House and locks | Author | Message |
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Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Mr. House and locks Thu Aug 15, 2019 12:43 pm | |
| Just in case someone is somehow actually thinking about playing New Vegas for the first time, this may have spoilers.
Normally I don't spend much time criticizing New Vegas because it's like my Fallout Baby or something. But... So... Mr. House. The wealthy, smart guy who thought he had it all planned out. He made mistakes obviously but... still... Why didn't he think of the simplest of things: a lock? Isn't that a weird thing to leave out of your master plan? Better yet, a double lock, one with a computer and one with a normal lock. I mean, it's his master plan, so why not? It would have been easy. Better yet, use vault door technology that no one is getting through. Or seal the door utterly and completely. He never intended in walking out of that room. I mean, in one of my playthroughs, it was trivially easy to beat him. Truly, truly trivial. Because he didn't know about locks. Or any kind of defenses for his most important room.
I can only think the developers thought, "Well, it wouldn't be fair to people who couldn't pick locks/hack computers." But New Vegas is supposed to be better than that, right?
Technically, I think even Caesar was overly trusting with some couriers, and as such could be killed easier than you'd expect for someone who isn't supposedly stupid. |
| | | ilyava
Posts : 83 Join date : 2019-05-02 Age : 27
| Subject: Re: Mr. House and locks Thu Aug 15, 2019 2:52 pm | |
| Hmmm has been a while I actually met Mr.House but I think he didn't missed out locks like that. At least he locked down the whole Lucky38 with an army of securitrons around serving his body, didn't he? Also that platinumchip is the only kind of access card to enter his stasis chamber if I remember right... At least I wouldn't call him trivial as he managed not to be seen and killed for hundreds of years. Either way. Still the game makes some nice coincidences for the player of course, like... any game. Personally I think I like it much more the way it is than it was if you just had to lockpick a vaultdoor or something to get him (: |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Mr. House and locks Thu Aug 15, 2019 3:34 pm | |
| He trusted a complete and total stranger who (depending on the player) could be a complete psychopath or be completely loyal to House's enemies. No defense, no contingency if the Courier just casually decides to go "nah, you're dead now." No vetting them first, no spying to see if they're friends with the enemi. And, of course, not even a lock. It's a mistake, on House's part. A completely unnecessary mistake, because locks aren't an idea that only a genius could have come up with. It broke my immersion that he'd be so aggressively trusting. his ego not withstanding. His securitrons were useless since I'd be in the door and ending them so quickly they wouldn't have a chance to stop me. I just wish they'd covered that one base. |
| | | Tekmon_Xonic
Posts : 114 Join date : 2015-11-14 Age : 32 Location : Cyberspace
| Subject: Re: Mr. House and locks Sat Aug 31, 2019 1:59 pm | |
| @ Sirdanest (Original Post) I have to agree with you on this one. Sirdanest. Robert's defenses are very... lacking when it comes to what's standing in between him and the player. In fact, it's down right anti-climatic that his bio-chamber is just a few paces from the elevator door down from his penthouse. I think this problem could of very easily remedied by having the player go through a dungeon to get to Mr. Houses sealed chamber, designed similarly to how Raven Rock was designed in Fallout 3. Full of gun turrets, traps, and of course, tons of robot security. That would make things a lot more epic now wouldn't it? |
| | | Sirdanest
Posts : 869 Join date : 2017-11-23 Location : Hiding from wolves, unable to specify
Character sheet Name: Character Faction: Dependent Level: Basement
| Subject: Re: Mr. House and locks Sat Aug 31, 2019 5:04 pm | |
| It's both anti-climatic (in that it's _insanely_ easy, effortlessly easy) and immerion-breaking that he could be quite that stupid. Even if he didn't lock the door (for some insane reason) the inner sanctum ought to have turrets or angry robots or ... something. Anything. Anything other than an his plans being destroyed, effortlessly. I've never seem a major plot character so easy to kill before, especially one who is supposed to be so smart and rich. He always, automatically, and completely, blindly trusts the player. |
| | | Tribal Raven
Posts : 1256 Join date : 2014-02-24 Age : 27 Location : The New World
Character sheet Name: Jack Faction: No Gods, No Masters Level: 50
| Subject: Re: Mr. House and locks Sun Sep 01, 2019 4:04 am | |
| I do find it extremely strange that there was no build up to killing house, only an average level terminal and a couple of securitrons.
Had they made the quest a bit longer, perhaps you had to infiltrate unseen locations within the Lucky 38 (such as how the basement was only visible for a few moments). It could have been something great but rather was anticlimactic as it has been said before. _________________ ____________________________________________________________
When you're lost in the darkness... Look for light |
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