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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dog_city.png]]

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* NighInvulnerable: The robots in the police station have an electrical field surrounding them that gives them an absurdly high Damage Threshold of ''510''. Later, in the [[spoiler:police bunker]], you'll encounter a guy who managed to get that working on ''himself''.

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* KnockoutGas: How Rogers gets you at the beginning of the story.
* NighInvulnerable: The robots in the police station have an electrical field surrounding them that gives them an absurdly high Damage Threshold of ''510''. Your only hope is to reach the generator and shut it off before they kill you. Later, in the [[spoiler:police bunker]], you'll encounter a guy who managed to get that working on ''himself''.



* TakeOverTheCity: Rogers' goal for the future, should you side with him, is to take over all the salvager claims and rule Dog City. Presumably Porter's as well, [[spoiler:only he never tells you so on account of him trying to kill you should you side with him]].

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* TakeOverTheCity: Rogers' goal for the future, should you side with him, is to take over all the salvager claims and rule Dog City. Presumably [[spoiler:Presumably Porter's as well, [[spoiler:only only he never tells you so on account of him trying to kill you should you side with him]].

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''Dog City Denver'' is a GameMod for ''VideoGame/FalloutNewVegas'' created by Nexus Mods user RJHelms84, released in 2011.

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''Dog ''[[https://www.nexusmods.com/newvegas/mods/41751 Dog City Denver'' Denver]]'' is a GameMod for ''VideoGame/FalloutNewVegas'' created by Nexus Mods user RJHelms84, [=RJHelms84=], released in 2011.



* RedHerring: Rogers' note at the beginning accurately summarizes all of the challenges you will face... except for the ForceField part. He mentions that you may encounter forcefields, but "there will always be a console nearby to shut [them] down." Forcefields are only found in one location, and there is no way to shut them off.
* ScrewThisImOuttaHere: You don't actually need to finish the main quest: When Porter gives you the key to the river passage, the next step in the main quest is to go to Rogers' riverside hideout, but there's nothing stopping you from taking the barge back to the Mojave. (You can still sail back if you want to finish things later).
* SmallRoleBigImpact: Crazy old Dogbody lives alone in his cave, and you only need to interact with him to get one key. However, reading scattered journal entries reveals that [[spoiler:He caused the destruction of the old salvager camp by letting the wild dogs in as revenge for Porter killing a bunch of dogs. Thus being responsible for Porter and Rogers setting up their new camp, and then the feud between the two, and then Rogers kidnapping you so that you can kill Porter.]]

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* RedHerring: Rogers' note at the beginning accurately summarizes all of the challenges you will face... except for the ForceField part. He mentions that you may encounter forcefields, but "there will always be a console nearby to shut [them] down." Forcefields are only found in one location, and there is there's no way to shut them off.
* ScrewThisImOuttaHere: You don't actually need to finish the main quest: When Porter gives you the key to the river passage, the next step in the main quest is to go to Rogers' riverside hideout, but there's nothing stopping you from taking the barge back to the Mojave. (You can still sail back to Denver if you want to finish things later).
* SmallRoleBigImpact: Crazy old Dogbody lives alone in his cave, and you only need to interact with him to get one key. However, reading scattered journal entries reveals that [[spoiler:He [[spoiler:he caused the destruction of the old salvager camp by letting the wild dogs in as revenge for Porter killing a bunch of dogs. Thus being responsible for Porter and Rogers setting up their new camp, and then the feud between the two, and then Rogers kidnapping you so that you can kill Porter.]]]]
* TakeOverTheCity: Rogers' goal for the future, should you side with him, is to take over all the salvager claims and rule Dog City. Presumably Porter's as well, [[spoiler:only he never tells you so on account of him trying to kill you should you side with him]].
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->''"I'm sending you to Denver. They call it "Dog City" now. You'll find out why. Though your task may be difficult, the goal is simple... KILL PORTER!"''
-->-- '''Rogers'''

''Dog City Denver'' is a GameMod for ''VideoGame/FalloutNewVegas'' created by Nexus Mods user RJHelms84, released in 2011.

Answering a mysterious job offer leads to the Courier being kidnapped and sent to Denver, Colorado[[note]]Which has never appeared in a Fallout game, but was set to be a major part of the cancelled ''VideoGame/FalloutVanBuren''[[/note]], now known as Dog City due to the packs of crazed dogs that rule its streets. The man who sent you there, Rogers, promises that he'll let you go if you find and kill a man named Porter. It's up to you to navigate Denver's ruined streets, contend with its menaces, and resolve the feud between the two men.
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!! ''Dog City Denver'' contains examples of:
* BalanceOfPower: Porter claims that this is why he wants Terrence, the member of the Legion scouting party who is still loyal to the Legion, dead. Otherwise, Terrence could get the Legion to come to Denver, and they could curb-stomp anyone who stood against them. [[note]]Note that in FNV itself, the Legion is fully in control of Denver. The mod creator [[https://forums.nexusmods.com/index.php?/topic/379807-dog-city-denver/page-86#entry36466770 said]] that he based his portrayal of Denver off of Van Buren, in which the Legion is only just reaching out to the city.[[/note]]
* DeadlyDustStorm: Denver is surrounded by radioactive dust storms. Step in one, die in a matter of seconds. (Yes, this is the way the creator keeps you from going in directions you're not supposed to go.)
* DroughtLevelOfDoom: Resources are extremely scarce in Denver. Food and water, strangely, are pretty plentiful- the real problems are ammo and medical supplies. Ammo is almost nonexistent save the 5.56mm rounds used by the salvagers, but they just chew them up with their automatic weapons, so there may not be a lot left by the time you kill them. Medical supplies are only found in a couple first aid boxes. Oh, and there's no doctor, merchant or repair person. Better move quickly!
* FetchQuest: One of two sidequests tasks you with collecting 10 drinking glasses for Richards so that he can build a mirror for a fellow salvager. It's fairly trivial if you get them from the Mojave, but you'll need to look hard if you want to collect all ten from Dog City.
* ICanRuleAlone: Porter and Rogers used to run one of the salvager camps before Porter had Rogers expelled. He claims it was because he was reckless and unreliable, but from his personality and history it's pretty clear that he just wanted all the power.
* NighInvulnerable: The robots in the police station have an electrical field surrounding them that gives them an absurdly high Damage Threshold of ''510''. Later, in the [[spoiler:police bunker]], you'll encounter a guy who managed to get that working on ''himself''.
* PrisonersWork: The salvagers were originally New California Republic prisoners, sent to salvage items and material from Denver's ruins in exchange for their eventual release. It's not said how they escaped from NCR control, but by the time of your arrival there's no sign of the NCR around.
* RedHerring: Rogers' note at the beginning accurately summarizes all of the challenges you will face... except for the ForceField part. He mentions that you may encounter forcefields, but "there will always be a console nearby to shut [them] down." Forcefields are only found in one location, and there is no way to shut them off.
* ScrewThisImOuttaHere: You don't actually need to finish the main quest: When Porter gives you the key to the river passage, the next step in the main quest is to go to Rogers' riverside hideout, but there's nothing stopping you from taking the barge back to the Mojave. (You can still sail back if you want to finish things later).
* SmallRoleBigImpact: Crazy old Dogbody lives alone in his cave, and you only need to interact with him to get one key. However, reading scattered journal entries reveals that [[spoiler:He caused the destruction of the old salvager camp by letting the wild dogs in as revenge for Porter killing a bunch of dogs. Thus being responsible for Porter and Rogers setting up their new camp, and then the feud between the two, and then Rogers kidnapping you so that you can kill Porter.]]
*{{Teleportation}}: Porter pulls this a couple of times, though it's never explained how.
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