History Analysis / FalloutNewVegas

28th May '18 2:51:20 AM KurisuKurisu
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* YMMV on this one, but bear with this for a moment. Fallout: New Vegas' endings are intent on showing that there's no such thing as a golden ending; where one faction may win, another may lose and feel the repercussions. To drive this point home, the factions are presented in such a way that their flaws, according to their ideology and governmental model, are readily apparent.

to:

* YMMV on this one, but bear with this for a moment. Fallout: New Vegas' endings are intent on showing that there's no such thing as a golden ending; where one faction may win, another may lose and feel the repercussions. To drive this point home, the factions are presented in such a way that their flaws, according to their ideology and governmental model, are readily apparent.
28th May '18 12:57:45 AM KurisuKurisu
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* Fallout New Vegas is themed around letting go. Of what varies. Elijah can't let go of Old World tech, and Dean of the Sierra Madre, Vera, and Sinclair, in ''Dead Money''. Joshua Graham can't let go of obtaining vengeance on the White Legs, and the Legion by association, in ''Honest Hearts''. The Think Tank can't let go of the fact that there is no Old World for their SCIENCE to affect in ''Old World Blues''. Ulysses can't let go of the past in ''Lonesome Road''. The game's events came to happen because the NCR, Legion, and House can't let go of Vegas and Hoover Dam. Fallout New Vegas was caused by refusal to let go. Think about Westerns for a moment. Why would so many people move out west (east in this case) for something they may not find? It's simple. Greed. Elijah and Dean want the Madre's famous gold stash. Josh wants his own sense of revenge fulfilled. Big MT's scientists wish for their creations to be used by their directives. Ulysses wants The Courier to experience what he felt years before. The major factions want the Dam's power generation capabilities to themselves(except possibly the Legion). That greed leads the NCR to eat losses in the Mojave despite obvious local objection, the Legion to throw slaves and warriors into the breach, House to plot betrayal, Elijah to experiment with the bomb collars, so on and therefore. But the Wild Card represents letting go. You chose not to follow any but yourself. You can choose to leave the treasure of the Madre. You can talk down Graham from executing Salt-Upon-Wounds. You can convince the Think Tank to your side. And you can stop Ulysses from possibly destroying any hope of civilization rebuilding. In short, you've let go.

to:

* Fallout New Vegas is themed around letting go. Of what varies. Elijah can't let go of Old World tech, and Dean of the Sierra Madre, Vera, and Sinclair, in ''Dead Money''. Joshua Graham can't let go of obtaining vengeance on the White Legs, and the Legion by association, in ''Honest Hearts''. The Think Tank can't let go of the fact that there is no Old World for their SCIENCE to affect in ''Old World Blues''. Ulysses can't let go of the past in ''Lonesome Road''. The game's events came to happen because the NCR, Legion, and House can't let go of Vegas and Hoover Dam. Fallout New Vegas was caused by refusal to let go. Think about Westerns for a moment. Why would so many people move out west (east in this case) for something they may not find? It's simple. Greed. Elijah and Dean want the Madre's famous gold stash. Josh wants his own sense of revenge fulfilled. Big MT's scientists wish for their creations to be used by their directives. Ulysses wants The Courier to experience what he felt years before. The major factions want the Dam's power generation capabilities to themselves(except possibly the Legion). That greed leads the NCR to eat losses in the Mojave despite obvious local objection, the Legion to throw slaves and warriors into the breach, House to plot betrayal, Elijah to experiment with the bomb collars, so on and therefore. But the Wild Card represents letting go. You chose not to follow any but yourself. You can choose to leave the treasure of the Madre. You can talk down Graham from executing Salt-Upon-Wounds. You can convince the Think Tank to your side. And you can stop Ulysses from possibly destroying any hope of civilization rebuilding. In short, you've let go.go.
!!Fallout: New Vegas factions as representations of inherent flaws of various ideologies and government models
* YMMV on this one, but bear with this for a moment. Fallout: New Vegas' endings are intent on showing that there's no such thing as a golden ending; where one faction may win, another may lose and feel the repercussions. To drive this point home, the factions are presented in such a way that their flaws, according to their ideology and governmental model, are readily apparent.

* NCR: A democracy modeled after the USA. A democratic state with good intentions, but marred with political infighting, corruption, collusion, and nepotism. The system favors the rich (the landowners, business owners/caravan companies, and the brahmin barons) in a way that allows them to operate with little to no repercussions for their cutthroat practices. The NCR likes to present themselves as the harbingers of progress (see Colonel Cassandra Moore), and this takes form in both their current political and military administrations, whose upper echelons are made up of aggressive, militaristic warhawks bent on expansion and making the Mojave their seventh state; without regards to both the wishes and the plight of the current population.

* Caesar's Legion (and their subjects): Imperialist state very loosely based on Ancient Rome. A collectivist, totalitarian fascist state in the making. Incredibly brutal, repressive, lack of personal freedoms, and their culture revolves around warfare and servitude ("Long term stability at all costs. The individual has no value to the state beyond his use as an instrument of war or means of production." -Caesar, paraphrased). The culture is based around a cult of personality surrounding their leader, their way of life, and their perceivedly inherent superiority. This creates a highly militaristic, xenophobic culture bent on eliminating or assimilating all other entities besides their state, by extreme force if need be.

* House (Free Economic Zone of New Vegas): Libertarian plutocracy. A Libertarian utopia, it can be said that the state itself is an enterprise under the proprietorship of one man; Robert Edwin House. He ensures and promises absolute freedom, taking a laissez-faire approach to governing. What results is far from utopia, as the absolute freedom means that House has no responsibilities whatsoever to the people and communities around him, only interfering when it threatens his own interests, and there are no checks and balances that can stop House from exercising the massive power he enjoys and impose his will upon people not conforming to his ideals and worldview, and his means to do so are deadly and destructive. This lack of checks and balances would also coalesce as a society where the weak is trampled upon by the strong, with, again, House sitting on top as the de facto apex predator of the system.

* Independent New Vegas: Various, open-ended flavors with a dash of anarchy. While this is the go-to choice for players for it's idealistic and open-ended nature, unless the player take necessary steps to impose their power and will to curb the power and influence of other factions in the wasteland, making them no different than the 3 aforementioned factions, anarchy and chaos takes over as the more diabolical or otherwise belligerent factions cause problems to the Mojave, such as the Fiends, Powder Gangers, or even the Brotherhood of Steel. Even Arcade notes that independence isn't as happy and dandy as he would like.

Looking at the observation above, it can be said that the main quest is very pessimistic and comes down to choosing the lesser of evils. But it's what makes the game and tale so interesting, as the YMMV nature if the game allows you to oppose these detriments and flaws and stand up for the virtues you believe in.
17th Apr '17 11:14:19 PM The_Pyro_Jawsome
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Added DiffLines:

!!Letting Go [[spoiler: or Greed]]
* Fallout New Vegas is themed around letting go. Of what varies. Elijah can't let go of Old World tech, and Dean of the Sierra Madre, Vera, and Sinclair, in ''Dead Money''. Joshua Graham can't let go of obtaining vengeance on the White Legs, and the Legion by association, in ''Honest Hearts''. The Think Tank can't let go of the fact that there is no Old World for their SCIENCE to affect in ''Old World Blues''. Ulysses can't let go of the past in ''Lonesome Road''. The game's events came to happen because the NCR, Legion, and House can't let go of Vegas and Hoover Dam. Fallout New Vegas was caused by refusal to let go. Think about Westerns for a moment. Why would so many people move out west (east in this case) for something they may not find? It's simple. Greed. Elijah and Dean want the Madre's famous gold stash. Josh wants his own sense of revenge fulfilled. Big MT's scientists wish for their creations to be used by their directives. Ulysses wants The Courier to experience what he felt years before. The major factions want the Dam's power generation capabilities to themselves(except possibly the Legion). That greed leads the NCR to eat losses in the Mojave despite obvious local objection, the Legion to throw slaves and warriors into the breach, House to plot betrayal, Elijah to experiment with the bomb collars, so on and therefore. But the Wild Card represents letting go. You chose not to follow any but yourself. You can choose to leave the treasure of the Madre. You can talk down Graham from executing Salt-Upon-Wounds. You can convince the Think Tank to your side. And you can stop Ulysses from possibly destroying any hope of civilization rebuilding. In short, you've let go.
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http://tvtropes.org/pmwiki/article_history.php?article=Analysis.FalloutNewVegas