Why the Fallout New Vegas Intro is Still the Best Opening in Gaming History

Why the Fallout New Vegas Intro is Still the Best Opening in Gaming History

War. War never changes.

Ron Perlman’s gravelly voice delivers that iconic line, but then something shifts. We aren't looking at the heroic power armor of the Capital Wasteland or the pristine vault-dwellers of previous entries. Instead, the Fallout New Vegas intro kicks off with a neon-soaked, gritty montage of the Mojave. It’s a masterpiece of subversion. You aren't a chosen one. You aren't looking for a father or a water chip. You’re a delivery person who got caught in the wrong place at the wrong time.

Honestly, it's brutal.

The cinematic opens on the strip. We see a Securitron patrolling. We see the NCR and the Legion—two forces destined to tear the desert apart—clashing at Hoover Dam. But then the camera pulls back. We find ourselves in a shallow grave at the Goodsprings cemetery. Enter Benny, voiced by the late Matthew Perry, wearing that hideous checkered suit that everyone loves to hate. He makes a short, cold speech about the game being rigged from the start, pulls the trigger on a Maria 9mm pistol, and the screen goes black.

It’s the perfect hook.

The Narrative Genius of the Courier’s Bullet

Most RPGs spend three hours trying to give you a "call to adventure." Fallout: New Vegas does it in three minutes with a 9mm round to the skull. By starting the Fallout New Vegas intro with your own attempted murder, Obsidian Entertainment bypassed the "hero's journey" tropes that often make Bethesda titles feel a bit predictable. You don't care about saving the world yet. You just want to find the guy who shot you and get your package back.

It’s personal.

This creates a vacuum of information. Who is the Courier? That’s the beauty of it: you decide. Unlike Fallout 4, where you are a pre-defined parent with a pre-war military or legal background, the Courier is a blank slate. You could have been a saint or a chem-addicted raider before that bullet hit your brain. The amnesia isn't even a plot device; it's just a consequence of trauma.

Josh Sawyer and the team at Obsidian knew exactly what they were doing here. They leveraged the player's natural spite. If a game starts by showing me a guy in a tacky suit mocking me before killing me, I am going to follow him to the ends of the earth. I'm not doing it because a quest marker told me to. I'm doing it because I'm mad. That is world-class game design.


Technical Brilliance Meets Noir Aesthetics

The aesthetic of the Fallout New Vegas intro is a sharp pivot from Fallout 3. We moved from the "Green Tint" of DC to the "Orange Tint" of the Mojave. But it’s more than just a color grade. The intro establishes the "Western" vibe immediately. The music—"Blue Moon" by Frank Sinatra—contrasts perfectly with the violence on screen. It’s that classic Fallout juxtaposition: 1950s optimism clashing with post-apocalyptic reality.

Let’s talk about the grave scene.

The lighting is specifically designed to highlight Benny’s face while keeping the Great Khans in the shadows. It feels like a scene out of a Scorsese flick. You have the flickering neon of New Vegas in the distant background, representing a goal that feels light-years away while you’re staring at the dirt. The cinematic was handled by Blur Studio, the same folks who do legendary work for Halo and Love, Death & Robots. They captured the grit of the engine-limitations and turned them into a high-fidelity nightmare.

The transition from the cinematic to gameplay is equally seamless. You wake up in Doc Mitchell’s house. The ceiling fan is spinning. The lighting is warm. It’s a "safe" space, but the transition works because the game doesn't take your control away for long. You’re quickly funneled into character creation through a "medical exam." It’s brilliant because it feels like an organic part of the story rather than a menu screen.

Why the Platinum Chip Matters More Than You Think

In the Fallout New Vegas intro, the item Benny steals is the Platinum Chip. On a first playthrough, it just looks like a fancy poker chip. You think, "Okay, maybe it’s worth a lot of caps." But as the game unfolds, you realize that tiny piece of hardware is the literal key to the future of the Mojave.

It represents the transition of power.

  • Mr. House needs it to upgrade his Securitrons.
  • Caesar wants it destroyed to maintain his vision of a low-tech empire.
  • The NCR wants to control the resources it unlocks.

By centering the intro on a "MacGuffin" that you were simply hired to deliver, the game roots you in the world's economy. You aren't a legendary figure. You're a worker. A cog in a very large, very broken machine. That grounded perspective is why the writing in New Vegas is often cited as superior to other modern entries in the series. It respects the player's intelligence by showing, not telling, the stakes.

Misconceptions About the Goodsprings Start

A lot of people think the Fallout New Vegas intro ends when you leave Doc Mitchell's house. It doesn't. The "tutorial" area of Goodsprings is an extension of the intro's philosophy. While Fallout 3 trapped you in a vault for an hour, New Vegas lets you walk out the front door within five minutes.

But there’s a catch.

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If you try to head straight to Vegas—the big shiny lights you saw in the cinematic—the game punishes you. Cazadores and Deathclaws block the northern path. This is a subtle way of the developers saying, "Patience, Courier." It forces you to take the long way around, through Primm and Novac, which builds the tension. You are following Benny’s trail. You see the aftermath of his journey. You talk to people who saw the man in the checkered suit. By the time you actually reach the New Vegas strip, the payoff is massive because the intro set such a high bar for the confrontation.

Some players complain that the "invisible walls" created by high-level enemies are a railroading tactic. I disagree. It’s narrative pacing. If you could just walk to Benny in ten minutes, the weight of the revenge story would vanish. You need to see the struggles of the Mojave to understand why the Platinum Chip is worth killing for.

The Matthew Perry Legacy in the Mojave

We can't talk about the Fallout New Vegas intro without mentioning Benny himself. Matthew Perry wasn't just a celebrity voice hire; he was a genuine fan of the game. He famously told Ellen DeGeneres that he played Fallout 3 so much he developed carpal tunnel syndrome. Obsidian heard the interview and reached out to him.

His performance is iconic. Benny isn't a snarling villain. He’s a smooth talker. He calls you "baby" and "pussycat." He treats your murder like a business transaction.

"From where you're kneeling it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start."

That line is etched into the DNA of RPG history. It sets the tone for a world where morality is grey and nobody is coming to save you. Benny represents the "New" Vegas—a place where the old world’s rules of hospitality and kindness have been replaced by greed and ambition.


Actionable Takeaways for Your Next Playthrough

If you’re heading back into the Mojave after watching the Fallout New Vegas intro for the hundredth time, there are ways to make the experience even richer. The intro sets the stage, but how you respond to it defines your run.

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Challenge the "Rigged" System
Don't just follow the quest markers. If you’re a veteran, try the "speedrun" route north past the Sloan quarry. It’s possible to dodge the Deathclaws if you hug the mountain ridges. Reaching Vegas early changes the dialogue with Benny significantly. He’s genuinely shocked to see you.

Roleplay the Trauma
Use the character creation scene at Doc Mitchell's to actually build a "Courier" persona. Maybe the bullet changed your personality. Maybe you were a pacifist who becomes a vengeful monster, or vice versa. The game’s perk system, specifically "Wild Wasteland," leans into the absurdity that the intro hints at.

Pay Attention to the Background Details
When you first wake up, look around Doc Mitchell’s house. He gives you your first Pip-Boy and some old clothes. These weren't his; they belonged to his late wife. This tiny detail, delivered right after the violent intro, grounds the world in a sense of loss and community that balances out Benny’s coldness.

The Fallout New Vegas intro is a lesson in efficiency. It establishes the setting, the conflict, the villain, and the player's motivation without a single line of wasted dialogue. It respects your time while demanding your attention. Whether you're playing on an old Xbox 360 or a modded PC build in 2026, those first few minutes remain the gold standard for how to start an epic story.

Dig yourself out of that grave. You’ve got a delivery to finish.

Next Steps for Players:

  • Check your load order: If you are playing on PC, ensure you have the "Viva New Vegas" mod guide followed to prevent the intro cinematic from crashing on modern systems.
  • Listen to the radio: Immediately after leaving Goodsprings, tune into Radio New Vegas. Mr. New Vegas will actually report on the "incident" at the cemetery, making your actions feel integrated into the world's news cycle.
  • Save Benny for last: While the intro makes you want to kill him immediately, try talking to him at the Tops Casino first. There are multiple ways to resolve the "Benny problem" that the intro sets up, including some that don't involve a gun.