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Flags of Our Foul-Ups, a small Fallout: New Vegas quest about the NCR’s underperforming Misfits squad, received an ending slide because the team could not resist exploring what would happen if the soldiers were given the combat drug Psycho. Josh Sawyer said the imagined consequences were so entertaining and disturbing—heroic service against the Legion followed by violence against civilians—that the quest earned a bespoke epilogue. The decision was not a simple reward for quest size or importance. As Sawyer told viewers, and PC Gamer reported, ending-slide choices were largely guided by what the team thought would interest or entertain players.
Why did this minor quest receive its own ending slide?
The immediate reason was the Psycho branch. While discussing how to improve the Misfits, the team imagined that the soldiers might become dangerously aggressive during the Second Battle of Hoover Dam if they were dosed with the fictional combat drug. That scenario raised a more compelling question than the quest’s modest scale: what would happen after these poorly performing troops were suddenly capable of fighting with extreme, chemically induced violence?
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Sawyer’s account, attributed to him by PC Gamer, describes a creative decision driven by the shape of the consequence rather than by a formal ranking of quest importance. The Psycho choice suggested a dramatic miniature story with a beginning, reversal and punishment. The Misfits could become useful to the NCR in battle, then turn that same violence on people who were not part of the war. That combination made the outcome worth illustrating, writing and recording as an ending slide.
“It’s largely just based off of stuff that we think is gonna be interesting and entertaining to the player.”
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Josh Sawyer, quoted by PC Gamer
That sentence is the best explanation of the design logic. Major plot decisions, faction alignments and companion arcs generally receive end-state coverage, but a smaller quest can qualify when its consequences offer a memorable payoff. Flags of Our Foul-Ups is an unusually clear example because the choice is easy to understand and its later result is both useful and horrifying.
What is Flags of Our Foul-Ups about?
The quest follows the Misfits, a group of NCR soldiers stationed at Camp Golf. They are performing badly, and the player is asked to help address the squad’s problems. The premise is deliberately grounded: instead of deciding the fate of an entire faction, the player is dealing with a handful of recruits whose lack of discipline and coordination has made them a liability.
The quest’s significance comes from the range of remedies it permits. The reported options include encouraging cooperation through Speech, falsifying records with Science, providing combat training, or giving the soldiers Psycho. Each approach frames the Misfits’ problem differently. You can try to improve how they work together, manipulate the paperwork that defines their performance, make them more capable fighters, or increase their aggression through a drug.
Those methods should not be treated as a complete route-by-route matrix. The available reporting identifies the major approaches but does not enumerate every check, intermediate result or final variation. What it does establish is that the quest gives the player several ways to respond to the same institutional failure—and that the Psycho option produced the ending slide that drew the team’s attention.
How do the Misfits’ possible remedies differ?
| Approach | Basic idea | What the reported sources establish |
|---|---|---|
| Speech | Encourage the soldiers to cooperate and function as a team. | A social solution aimed at changing the squad’s behavior. |
| Science | Falsify or alter records concerning the Misfits. | A technical or administrative solution that changes how their performance is documented. |
| Combat training | Improve the soldiers’ battlefield skills. | A conventional military response to poor performance. |
| Psycho | Give the squad the fictional combat drug. | The choice that prompted the team to imagine an unusually violent later history and create an ending slide. |
The important comparison is not simply “good choice versus bad choice.” Speech and training attempt to make the soldiers better at being soldiers; Science changes the record around them; Psycho changes the people themselves. The ending-slide anecdote exists because the last approach creates consequences that can continue after the immediate quest is over.
What happens in the Psycho ending?
The reported slide presents a deliberately mixed outcome. During the Second Battle of Hoover Dam, the Misfits fight with such ferocity that they inflict heavy casualties on the Legion while defending Camp Golf. Their apparent success earns them commendations from the NCR, making the drug seem—briefly—to have solved the problem.
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The commendations do not last. Still desperate for more Psycho, the soldiers later attack travelers in Outer Vegas. Their violence has moved beyond the battlefield and turned against civilians. The NCR responds by court-martialing the Misfits and executing them by firing squad.
That sequence is why the slide is more interesting than a simple “the squad got stronger” message. It gives the player a military victory, public recognition, a new danger and an institutional judgment in one compact epilogue. The same intervention that helps the NCR in its most important battle also produces a threat the NCR must eliminate. The outcome rewards the immediate objective while condemning the method.
PC Gamer’s report paraphrases this sequence; it is better understood as a summary of the slide’s events than as a complete reproduction of its text. The central point is the escalation: Psycho makes the Misfits effective enough to be praised, then uncontrollable enough to be executed.
Who decides which Fallout: New Vegas choices get ending slides?
According to Sawyer’s reported explanation, the decision is generally made by the game’s director, with judgment about audience interest and entertainment value outweighing a rigid quest-importance formula. Designers do not automatically receive a slide simply because they created a quest, and Sawyer said designers rarely lobby to have their own work included.
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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallThere is still an expected baseline. Major story outcomes, faction alliances and companion arcs are the kinds of events players reasonably expect to see addressed in the ending sequence. Those categories provide the backbone of the epilogue. Smaller outcomes are discretionary: they are included when the team believes the result will add something memorable.
That distinction answers the question behind the anecdote. The choice was not solely the individual writer’s call, nor was it generated by a universal rule such as “every quest with a branching outcome gets a slide.” It was a creative-directorial judgment informed by the likely payoff for players. The Misfits qualified because the Psycho branch produced a story the team found unusually compelling.
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Why do ending slides take so much work?
An ending slide is not just a line of text added at the last minute. Sawyer described three distinct production tasks: the team must illustrate the slide, write its narration and record the spoken delivery. Every additional branch also has to be tracked in the game’s ending logic and checked against other conditions.
That workload makes selective coverage practical. A role-playing game can contain hundreds of decisions, but fully depicting every small variation would multiply art, writing, voice recording and implementation requirements. The cost grows further when one character or quest can end in several states. PC Gamer reported Sawyer’s figure of up to seven different ending states for some companions; that is an upper bound for some companion arcs, not a claim that the game has seven outcomes for every character or seven total endings.
The Misfits story shows why a team might spend that budget on an otherwise minor quest. The branch has a clean visual premise, a strong reversal and a consequence players can remember. A slide about a routine improvement might add little. A slide about soldiers who save the NCR, become a danger to travelers and are executed by their own faction has a much clearer dramatic identity.
Is this a general rule for RPG ending slides?
No. Sawyer’s comments describe a reported Fallout: New Vegas development practice, not a universal standard for all role-playing games or all Obsidian projects. The decision remains dependent on each game’s director, schedule, narrative structure, voice budget and desired ending format.
The account does offer a useful design principle: consequence can matter more than scale. A minor quest can earn end-state coverage when it creates a distinctive “what if?” that players will want answered. Conversely, a technically large quest may not receive a separate slide if its result is already represented by a broader faction or companion outcome.
It is also important not to infer a complete list of New Vegas ending-slide rules from this one example. The available report identifies common categories and the discretionary role of entertainment value, but it does not publish an exhaustive checklist of every quest that received or missed a slide.
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Why does the Misfits outcome work as an ending?
The slide works because it preserves the player’s intervention while refusing to make that intervention cleanly successful. The Misfits are not simply cured, and they are not simply doomed. Psycho changes their battlefield performance enough to produce a commendation, then exposes the danger of solving a discipline problem by intensifying the soldiers’ appetite for violence.
It also extends the quest’s moral question beyond Camp Golf. The player is not only deciding how to improve a failing squad; the player is choosing what kind of institution the NCR becomes when effectiveness is valued above control. The later attack on travelers makes the consequence public, while the firing squad demonstrates that the NCR eventually treats the Misfits as a liability rather than as heroes.
That structure is especially suited to an ending-slide format. A few narrated images can show the before-and-after contrast without requiring another playable mission. The slide becomes a compact report on unintended consequences, which is exactly the kind of payoff that can make a small side story feel connected to the larger war.
Where can you play Fallout: New Vegas?
The game is listed on Steam as a single-player title from Bethesda Softworks. Bethesda’s official manuals also document the Fallout: New Vegas Ultimate Edition for PC and PlayStation 3, so edition and platform details matter when looking for a copy or checking which downloadable content is included. Current availability, pricing and condition vary by storefront and physical listing; verify those details before buying.
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Repair Windows errors before they cause bigger problemsFix Now →Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →The quest itself is part of the base New Vegas experience rather than a separate product. You do not need a special companion ending package to understand why the Misfits’ Psycho branch became notable; the significance lies in how the game’s final narration records the choice.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What does this anecdote reveal about New Vegas’s storytelling?
Flags of Our Foul-Ups demonstrates how a game can make a side quest feel consequential without turning it into a main-story pillar. The player helps a weak NCR unit, chooses a method with a distinct ethical profile and later receives a report showing how that method changed the squad’s fate. The ending slide supplies the missing time jump between the local problem at Camp Golf and the wider history of the Mojave.
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It also explains why end slides are selective rather than exhaustive. Their value comes from interpretation: they tell players which consequences the creators believe are worth remembering. The Misfits earned that attention because their Psycho-fueled success and collapse formed a complete, unsettling story. In Sawyer’s formulation, the test was not whether the quest looked important on paper; it was whether the result would be interesting and entertaining to the people who played it.
That is why this small NCR assignment is still useful as a case study. It turns a seemingly disposable choice into a narrative experiment about short-term victory, institutional responsibility and the cost of making soldiers more dangerous than disciplined.
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Can the Misfits receive the same ending slide without taking Psycho?
The reported anecdote specifically connects the bespoke slide to the Psycho choice and the team’s imagined consequences for that branch. The available account does not say that Speech, Science or training produces an equivalent narrated sequence, so those approaches should not be assumed to share the Psycho outcome.
Does “up to seven ending states” mean Fallout: New Vegas has only seven endings?
No. The figure reported by PC Gamer refers to as many as seven states for some companions. It is not a count of the game’s total endings, total slides or every companion’s possible outcomes.
Why are companion endings more likely to get slides than ordinary side quests?
Companions remain visible across a player’s journey, so their final status is an expected part of the closing narrative. Sawyer’s comments still leave room for exceptions: a side quest can qualify when its consequences are unusually memorable, as the Misfits’ Psycho branch was.
Is Flags of Our Foul-Ups a main-story mission?
It concerns an NCR squad at Camp Golf rather than the central faction-ending choice itself. Its importance comes from the way its outcome can be reported in the finale, not from being a required summary of the main plot.




