If the player character chooses to continue, after the briefing, Legion members attack the Hoover Dam and one will need to fight their way through the power plant rooms and head east toward their base, starting in power plant 04. The Courier is given the chance to wait, as this begins the end quest for the game. Moore's office to General Oliver's compound, where the general will begin a briefing. And what will happen with the DLC? Will it all be set before the ending, thus messing with the levelling and character progression? Will it be based on side-stories and different protagonists? Or will it be another Fallout 3-style retcon?īut what do you think? Would a lack of post-ending exploration be a jolt for you, or could you not care less about narrative flow? And how do you think this means the DLC will turn out? Let me know in the comments, or via our throbbing social portals on Facebookand Twitter.After completing You'll Know It When It Happens, at the very moment the Courier might choose to side with the NCR for the final battle (thus completing For the Republic, Part 2), the player character will be automatically taken from Col. That approach felt creaky in A Link to The Past. But surely there's a better, more organic way of doing things than just skipping back to before the last boss fight, like nothing ever happened. Sawyer explains that Fallout: New Vegas' endings will tell the stories of the game's characters for decades after the main story, and obviously anything the player did post-endgame to change those events (say, killing a character who we've been told lives to old age) would make a mess of things. And that, to me, just feels like a much more evolved way of doing things. And after 'completion', Dragon Quest VIII even opens up hours-worth of new gameplay that fills in every gap from the game's already huge main story. Fable IIunlocks new quests after the main game has been completed, which lead directly on from the events of the finale. In 20 minutes it's going to mean bugger all, mate"Īt the end of a game based entirely around those concepts, essentially being told that my final actions and climactic struggle didn't count for anything (and in fact didn't even happen) as soon as I want to play more is a bit galling, as well as a bit archaic.