You came this close to playing a ghoul or a super-mutant in Fallout: New Vegas

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The early treatment for Fallout: New Vegas included race selections for the player character that offered ghouls and super-mutants as viable choices. Speaking to Eurogamer, Obsidian’s CEO Feargus Urquhart spoke about some of the decisions they made during the 2010 open-world role-playing game’s development. Originally intended as a large expansion for Fallout 3, Bethesda Game Studios and Obsidian expanded the scope of the project so it became essentially a sequel in size and complexity. “Fallout: Sin City” would eventually become the Fallout: New Vegas we all know and love. That three playable races idea? It was nixed due to technical issues.

“It really had to do with how all the weapons and armour worked. Trying to have them all work with ghouls and super-mutants was just going to be – [Bethesda] felt like it was going to be a nightmare. It wasn’t like they said no but it was a very strongly worded, ‘We would really suggest that you not try to do that.'”

Feargus Urquhart and Obsidian co-owner Chris Parker also addressed the now-infamous Metacritic contract clause that made the studio miss a bonus payment by one point.

“You can’t get mad at somebody for a contract you signed. We signed a contract, it had very clear terms in it. ‘Oh we were really close…’ We didn’t hit it.”

Fallout: New Vegas may not have allowed you to play a ghoul or mutant, but it did give us iron sights on guns.

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