Finally got around updating these guys, hooray!! I also made the fallout 1/2 themed character sheet so if you like to use the blank version, just click keep reading button!! I might to other fallout themed character sheets, they are very fun to make.
There's a question which the west coast Fallout games are quietly litigating, which is that age-old gotcha about what you do with the remaining orcs once you've deposed Sauron. In the original Fallout, the Super Mutants are basically universally aligned against the quote-unquote "good guys," for whatever value of that term is applicable to the wasteland at large, but subsequent games make it clear that this was an ideological thing, and a product of the political moment of the mutants creation rather than an ontological quality that they have. The game is very aware that this is something that was done to them, and the tragedy of that; the first mutant you're likely to run into is dying scared and alone.
Fallout 2 presents super mutants who've broken in every direction ideologically in the aftermath of the Unity's collapse; the peacemakers under Marcus at Broken Hills, Gond as a member of the abolitionist NCR rangers, reactionary remnants of the original mutant army, genocidal self-hating fascists like Frank Horrigan. Fallout: New Vegas iterates on this beautifully. The mutants dovetail perfectly with the theme of how every faction in the wasteland is trying and oftentimes failing to reckon with the weight of history. Their utopian movement imploded outside of living memory, closer to the apocalypse than to the present day. The survivors- who can only dwindle in number due to their sterility- have been left to reckon with that in whatever way they can. And they have their backs to about a hundred and twenty years of that reckoning not going particularly well, of being the bugbear and boogeymen for bullies and ideologues whose grandparents weren't even alive to suffer from the Unity's actions. The lack of a collective future for mutantkind casts a pall over even the best ending for Jacobstown; humans are collectively resilient within this setting, but through violence, and accidents, dementia and senility, the day will inevitably come when there are no mutants left. And worse still will be the day before that, when there's only one mutant left. Finding some form of satisfaction or contentment within that dwindling window, with the world against you, is a task that falls to the individual mutant. (Take Mean Sonovabitch, for example. He seems to be doing alright for himself.)
Then we slide on over to the east coast games, where the mutants are.... morons. Cannibals. Marauders. And when you meet one who isn't, the game throws itself a ticker-tape parade for containing such an audacious twist. To go back to the orc thing, it's like if The Hobbit had contained a lengthy, empathetic subplot about the rich internality and fleshed-out-if-deeply-flawed ideology of the orcs, and then there was a pivot to treating them like a monolithic block of ontologically evil marauders in LOTR. While staring you straight in the eye the whole time, unblinking. Daring you to say something
Genuinely, what is the point of setting the Fallout show on the west coast if it was just going to invalidate everything that happened in the West Coast Trilogy. Shady Sands has fallen, the NCR is a memory, New Vegas is a crater in the ground. The New California Republic, Caesar's Legion, The Enclave, Mr. House, all brushed to the side for a wasteland with no semblance of human society beyond shanty-towns; with no semblance of the legitimate cities of Fallouts 2 and New Vegas. All to what end? To allow the Brotherhood of Steel to make an undeserved comeback?
If anything, I think the series should be the final nail in the coffin that Bethesda fundamentally misunderstands Fallout. In a franchise whose very nature is defined by the Atom Bomb and how it was used as a means to an end by a corrupt Capitalist system; how humanity rose from the ashes of a broken world with the dream of building something better; how our only hope for the future is to learn from our past mistakes and create a world where they can never be made again; Bethesda seems determined to keep us stuck in the past. That we should never advance past the ideals of the nation that led us to this nuclear landscape in the first place, that we should never try to make something new atop the ashes of what came before. That we should just forever stay rats scurrying in the wastes, amongst the shattered visage of Ozymandias and the fruits of his labor, looking up to what he left behind as an example of the kind of existence we should strive to create. Very telling indeed.
i love you fallout i love you retrofuturism i love you scrappy miscreants just trying to survive i love you goofy factions i love you old time radio i love you irradiated wasteland i love you human resilience i love you i love you i love you
13 years ago today, on October 19, 2010, Fallout: New Vegas was officially released in North America. Since its release, it has been widely acclaimed by the community.
Happy 13th Anniversary Fallout: New Vegas! And thank you to all of the developers behind its production!
According to Feargus Urqhart via Eurogamer on September 13, 2017, the game's pitch document was “probably three pages” long.
It had the title of “Fallout: Sin City,” which “very quickly got changed to Fallout: Vegas and then became Fallout: New Vegas.”
Following its release, the game received six add-ons, four of which introduced new areas and stories to explore (Dead Money, Honest Hearts, Old World Blues and Lonesome Road).
Gun Runners' Arsenal introduced new weapons, and Courier's Stash added the game's pre-order bonuses.
The game has had a lasting impact on the Fallout community and the greater gaming community! Again, thank you to all the developers who worked on the game.
Josh Sawyer, Chris Avellone, Jesse Farrell, Eric Fenstermaker, Akil Hooper, Seth McCaughey, Shon Stewart, and so many more.
A devastating and confusing thing about the Fallout setting, when you explore the pre-war aspects, is what the creators think about pre-war America. In the first games we only get hints of the pre-war world, but they seem to be some sort of wild fascist nation invading Canada. In Fallout 1, the first thing we're introduced to of the pre-war society is seeing a soldier shoot civilians and laughing.
Now, for the first 2 games and New Vegas we don't really know much. What we know is that there's a fascist military group known as the enclave who were a sort of US deep state even before the war, and that the government teamed up with corporate interests to preform vaguely MKULTRA-ish experiments with the Vaults. Basically, the government was an extreme version of the 50s American jingoism and McCarthyism.
This is well and dandy, I guess issues come up more when we get to the later games, especially 4, where it seems like none of this extreme plotting and societal civil unrest which would exist is seen. The society as presented in 4 also seems quite progressive, gay people are featured in the opening, and none of the baggage of say, civil rights not existing are included. Now on a baseline, I don't want settings to be more conservative, homophobic and sexist etc., but it becomes a very confusing setting when it's displayed both as this jingoist extreme thing with fascist tendencies aswell as a progressive place where everyone is seemingly equal. If you're focusing on the 50s as your setting, and American nationalism in the 50s, then you can't have McCarthyism spoofs and anti-communism as a societal paranoia norm while also general equality is the norm without misunderstanding why McCarthyism and nationalist jingoism is bad. A massive harm done in anti-communist paranoia is how it degrades and vilifies any progressive movements (women's rights, civil rights, homosexuality) as being morally un-American and therefore connected to communism. To ignore this just makes any critique of MacCarthyism and jingoism weird!
Basically, pre-war America in Fallout 4 becomes this both sides thing where America is both pure and equal and white fences in every instance that we see as the player (the intro), while also supposedly being this dystopic MacCarthyist hellscape that's broadcasting gladly about their war crimes in Canada, and wants to root out communism. I guess the only fix for this issue without getting into the fine print like they had to do is just not to focus too much on the pre-war world.