Follow TV Tropes

Live Blogs Let's Read: Fallout Equestria
PerpetualLurker2012-05-07 22:30:37

Go To


In which I give in to the hype.

Okay, I've never done something like this before, so forgive me if the format I chose here is annoying. What I'm going to do here is write my thoughts on a chapter of Fallout Equestria as they come, then give a summary of my opinions at the end of a chapter.


Prologue + Chapter 1

  • Okay, the intro makes no attempt at hiding what's in store here, but it doesn't exactly tell much either.

  • So, PipBucks appear to be the gadget to end all gadgets here. I know that all of the things it can do are what the Pip Boys do in the Fallout games, but that's a lot of useful abilities that other characters don't have, especially the edge in combat. (Why would that functionality even be built in to them, anyway? At least in Fallout, the people inside the Vaults were never meant to leave. Why build in combat assistance for a device meant to assist in everyday work in the Stable?)

  • Unicorn Master Race, eh? Not a fan, but what are you going to do?

  • At least they're smart enough to recognize that living in a bunker is plenty depressing. Most post-apocalyptic stories either ignore it just have the characters go completely insane with no attempts to stave it off.

  • Obvious crush is obvious, not that there's anything wrong with that.

  • You know, ditching the best survival tool you have is probably a bad way to go about going out into a very hostile environment.

  • CMC 3 BFF? Real subtle.

  • Ahhh... skeletons. I see we're off to a great start

Thoughts on Prologue+Chapter 1:

Well, it's certainly well written, but I really wasn't expecting otherwise. Aside from my musings over the Batman level of gadgetry in the PipBucks, I really couldn't think of anything wrong with it. Of course, the story's hardly started, so we'll see how things go.


Chapter 2

  • How does she even know what sounds he's hearing? I doubt insects were a subject taught in Stable School.

  • Sweet Apple Acres? Where in the world is that thing getting its map data from? If it had old records on file all this time, why didn't anypony look at them?

  • Chekhov's Terminal, I presume?

  • Looks like slavers. This is going to end in blood.

  • ...or immediate capture, that works too. The blood can come later.

  • How does a pony get a talent for cheese in the Wasteland? Come to think of it, how does Pip even know what cheese is? How much useless (for life in the Stable) knowledge did they teach these ponies?

  • Ah, human profanity. At least I hear that Pip gets creative with hers later on.

  • And there's the blood. Reminds me of that famous scene from Scanners. You know the one.

  • Pip is a competent fighter? That was fast. I guess having that gadget helps, but it doesn't exactly teach you how to pull off roundhouse bucks.

  • Are you feelin' lucky, punk?

  • At least Pip also wonders how his map knows everything, too.

  • That's one lazy sniper. It had all the time in the world to kill them on the bridge.

  • And the CMC were the first Overmares, as if that wasn't made obvious enough by the passcode last chapter.

Thoughts on Chapter 2:

And so the bloodbath begins. Pip learns fast. Almost too fast. A good bit of Fridge Logic too on how she could know so little about the outside world yet still know about the little things, but lets just assume that they can somehow synthesize cheese in the Stables. Still not a fan of exploding ponies, but it'll only get worse from here on out, so I'd better get used to it. It's certainly entertaining, but I do hope it doesn't rush Pip's development here.

That's all, for now. I'll probably continue later, but I make no promises. Peace out.

Comments

JapaneseTeeth Since: Dec, 1969
May 9th 2012 at 6:23:37 PM
Yeah, I'm with you on the addiction subplot thing, although I'm a few chapters ahead of you, and it hasn't come up again, so maybe it won't be an issue.
Seraphem Since: Dec, 1969
May 9th 2012 at 6:32:06 PM
ok fair warning, YES there is an addiction subplot, but it never really overtakes the main story until very close to the end of the subplot, and it ends fairly soon into the story, plus it really play into the backstory for the war. Glad your liking it overall.

and yeah the nightstalkers/chimeras were a major case of bad luck, though really almost all the stables that do fail did so due to bad luck/outside influence.

oh and the AJ statue was +1 STR, in gameplay terms at least.
AceOfScarabs Since: Dec, 1969
May 9th 2012 at 6:28:18 PM
Bottlecap mines must function like Claymore mines.
Turtlebutter Since: Dec, 1969
May 9th 2012 at 6:34:24 PM
You dont know how many times I got addicted to some form of alcohol or another in FO 3 and NV. Alcohol adds to your STR so you can carry more and I was always a bit of a packrat... I picked up everything. You never know when you might need a broom handle!
Seraphem Since: Dec, 1969
May 9th 2012 at 6:33:30 PM
if you have to know the addiction subplot gets wrapped up in chapter 20 so it doesn't last all that long.
Seraphem Since: Dec, 1969
May 9th 2012 at 6:34:15 PM
ok and just learned spoiler tags do not work and you can't edit your posts in this thing...good to know.
Sereg Since: Dec, 1969
May 10th 2012 at 1:43:04 AM
Yeah, the addiction subplot gives you a lot of insight into past events and I personally found the end of the subplot to be one of the most emotionally moving things in the fic. It really got me into Littlepip's head. Also, the new characters really improve the story. While I like Littlepip, I prefer her companions. Calamity is a lot of fun and Velvet flips between fun and serious.
Top