
Fallout: New Vegas
Fifteen years on, Obsidian's Mojave masterwork still sets the bar for faction politics, skill-gated dialogue, and choices that feel like they cost you something real.
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About Fallout: New Vegas
I have replayed Fallout: New Vegas more times than I can honestly defend, and every run still finds a way to make me feel like a different kind of person. That alone puts it in a very short list of RPGs worth owning forever. The premise is deceptively pulpy: you are a Courier, shot in the head and left for dead in the Mojave Desert, chasing down the person who did it. But within an hour the personal revenge story dissolves into something far thornier, a three-way power struggle between the bureaucratic New California Republic, the brutal slave-empire of Caesar's Legion, and the enigmatic casino magnate Mr. House, with the option to cut all of them out entirely and chase New Vegas independence on your own terms. Four major endings, dozens of faction allegiances, and a reputation system that tracks every double-cross and goodwill gesture means the world genuinely reshapes itself around who you decide to be. The SPECIAL stat system and skill tree are where build variety really earns its keep. A high-Speech Courier can talk her way out of a boss fight. A Guns specialist will never look at Energy Weapons and coasts on pure stopping power. A Survival-heavy build turns campfire crafting and Hardcore Mode's hunger and dehydration timers into a genuine desert-survival loop that changes how you pace the entire game. Hardcore Mode, which makes ammo have weight, companions permadeath-adjacent, and healing non-instantaneous, is the way New Vegas was always meant to be played, even if it will absolutely punish first-timers. Companions each carry their own questlines and passive perks: Boone's combat marking highlights enemies while you aim, and Veronica's Brotherhood backstory is quietly one of the best-written arcs in the whole franchise. The companion wheel makes managing them fast enough that you will actually use them instead of abandoning them at camp. The combat is the game's weakest limb, and it has always been. Real-time gunplay on the Gamebryo engine remains stiff; enemy hit reactions are unconvincing, and you will find yourself leaning on VATS more than you intended just to feel like the shots land with weight. Weapon mods add a layer of customisation, but the one-mod-per-weapon ceiling and the inability to swap mods off once attached feel like missed potential. The bugs, legendary at launch and still present in unmodded playthroughs today, range from mildly amusing companion pathfinding chaos to save-corrupting crashes. On PC, the modding community has spent fifteen years papering over most of these cracks, and installing a basic stability patch plus the Unofficial Patch should be considered mandatory rather than optional before your first session. What time has done for New Vegas is remarkable. The game was not particularly warmly received when it launched, with critics fixating on the recycled Fallout 3 assets and the bug count. Lead designer Josh Sawyer has said it took roughly five years for the community to come around, and considerably longer for the development team to trust that the praise was genuine. That re-evaluation now feels complete. The side quests, in particular, are where Obsidian's writing muscle is most visible: each one tends to offer at least three or four resolution paths, with Speech, Barter, Science, Sneak, and Guns checks gating different outcomes. The DLC expansions (Dead Money, Honest Hearts, Old World Blues, Lonesome Road) are not filler. Old World Blues alone is a self-contained weird-science comedy-horror that would stand as a strong short RPG in its own right. If you have never played it: install the stability mods, turn Hardcore Mode on, and resist the urge to fast-travel everywhere. The Mojave is full of small stories tucked behind unremarkable doors, and rushing the main quest is the one mistake even veterans make on a new character. If you have played it before, a full Speech-pacifist run or a Legion-aligned playthrough of the ending content will show you corners of the writing you almost certainly missed. The engine is old and the combat will never be graceful, but nothing else in the genre does faction politics and skill-gated consequence with quite this much conviction. Monika, Scout Team
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Game Info
- Developer
- Obsidian Entertainment
- Publisher
- Bethesda Softworks
- Release Date
- Oct 21, 2010
- Age Rating
- PEGI 17


