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-->[[spoiler:'''The Master''': [[ThisCannotBe But it cannot be.]] This would mean that all my work has been for nothing. Everything that I have tried to . . . a failure! It can't be. Be. Be. Be.]]\\
[[spoiler:'''[[PlayerCharacter Vault Dweller]]''': Sorry, this isn't an option for you. Your race will die out after this generation.]]\\
[[spoiler:'''The Master''': [[DespairEventHorizon I . . . don't think that I can continue.]] Continue? [[MyGodWhatHaveIDone To have done the things I have done]] in [[UtopiaJustifiesTheMeans the name of progress and healing.]] It was madness. [[HeelRealization I can see that now.]] Madness. Madness? There is no hope. Leave now, leave while you still have hope . . .]]

to:

-->[[spoiler:'''The --->[[spoiler:'''The Master''': [[ThisCannotBe But it cannot be.]] This would mean that all my work has been for nothing. Everything that I have tried to . . .to... a failure! It can't be. Be. Be. Be.]]\\
[[spoiler:'''[[PlayerCharacter
\\
'''[[PlayerCharacter
Vault Dweller]]''': Dweller]]:''' Sorry, this isn't an option for you. Your race will die out after this generation.]]\\
[[spoiler:'''The Master''':
\\
'''The Master:'''
[[DespairEventHorizon I . . .I... don't think that I can continue.]] Continue? [[MyGodWhatHaveIDone To have done the things I have done]] in [[UtopiaJustifiesTheMeans the name of progress and healing.]] It was madness. [[HeelRealization I can see that now.]] Madness. Madness? There is no hope. Leave now, leave while you still have hope . . .hope...]]
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** The series' use of weapons is another case; even from the first game, many of the weapons were fictional, at best attributed to real-life manufacturers (like a Glock plasma pistol) and not very appealing to look at. It wasn't too distracting because the game is an RPG first and an isometric shooter second, so the guns are less a major mechanic and more just one of many tools to use in any given situation. ''Fallout 2'' also balanced it out by adding several more real-world weapons that were more appealing to look at. ''Fallout 3'', however, transitioned the series to being primarily FirstPersonShooter games, and suddenly the player was forced to spend much of the game staring right at and constantly using ugly weapons that made little mechanical sense. It wasn't ''too'' bad there, however, because the ugly fictional weapons were balanced out with about as many that were clearly based on real-world firearms and thus were easy to determine the function of at a glance, and once again ''New Vegas'' added several more real-world guns that were more appealing and mechanically sensible. ''Fallout 4'', however, doubled down on the problems with them, primarily with its over-abundance of the butt-ugly, scrap-built "pipe" weapons that are used by just about everybody because the game's expanded modification system lets them be set up in every caliber and for every purpose, and even the purpose-built weapons have oddities in their designs like the fact that [[RightHandedLeftHandedGuns everything is set up for left-handed use]]. It's not helped that Bethesda's arsenals tend to have weird gaps (there are no pump-action, tube-fed shotguns in ''Fallout 3'' or ''4'', your options being a double-barreled {{sawed off|Shotgun}} or a semi-auto one fed by detachable magazines[[note]]downloading a mod to add a pump-action shotgun to ''Fallout 4'' even requires ''another'' mod to fix the reloading - the game doesn't know how to handle weapons that reload one round at a time, even though they added such a weapon in ''Far Harbor'', and so without that second mod every reload requires you to replace every shot that the tube can hold, even if you only fired one[[/note]]) and redundancies (''3'' has two 10mm pistols, but the one you get before leaving the starting vault is objectively superior to the other you have to fight and explore for an hour to find; same for the .32 pistol, whose ammo is put to much better use in the stronger and more accurate hunting rifle) to make players wish for more real-world guns to do the job, leading to the game's extensive [[GameMod modding scene]].
** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions either, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them before you're forced to reload a save]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that [[MyCountryRightOrWrong worships the old United States]] and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" options that rarely stray from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply without irradiating it, which is the same goal you are invariably helping the good guys achieve along the way. Tellingly, this would be something both Obsidian ''and'' Bethesda would rectify in later games, as every game since allows you to join any faction, including those the story sets up as the villains - even the Enclave in ''76'' - while giving them [[WellIntentionedExtremist logical reasons for their villainy]].

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** The series' use of weapons is another case; even from the first game, many of the weapons were fictional, at best attributed to real-life manufacturers (like a Glock plasma pistol) and not very appealing to look at. It wasn't too distracting because the game is an RPG first and an isometric shooter second, so the guns are less a major mechanic and more just one of many tools to use in any given situation. ''Fallout 2'' also balanced it out by adding several more real-world weapons that were more appealing to look at. ''Fallout 3'', however, transitioned the series to being primarily FirstPersonShooter games, and suddenly the player was forced to spend much of the game staring right at and constantly using ugly weapons that made little mechanical sense. It wasn't ''too'' bad there, however, because the ugly fictional weapons were balanced out with about as many that were clearly based on real-world firearms and thus were easy to determine the function of at a glance, and once again ''New Vegas'' added several more real-world guns that were more appealing and mechanically sensible. ''Fallout 4'', however, doubled down on the problems with them, primarily with its over-abundance of the butt-ugly, scrap-built "pipe" weapons that are used by just about everybody because the game's expanded modification system lets them be set up in every caliber and for every purpose, and even the purpose-built weapons have oddities in their designs like the fact that [[RightHandedLeftHandedGuns everything is set up for left-handed use]]. It's not helped that Bethesda's arsenals tend to have weird gaps (there are no pump-action, tube-fed shotguns in ''Fallout 3'' or ''4'', your options being a double-barreled {{sawed off|Shotgun}} or a semi-auto one fed by detachable magazines[[note]]downloading a mod to add a pump-action shotgun to ''Fallout 4'' even requires ''another'' mod to fix the reloading - the game doesn't know how to handle weapons that reload one round at a time, even though they added such a weapon in ''Far Harbor'', and so without that second mod every reload requires you to replace every shot that the tube can hold, even if you only fired one[[/note]]) and redundancies (''3'' has two 10mm pistols, but the one you get before leaving the starting vault is objectively superior to the other you have to fight and explore for an hour to find; same for the .32 pistol, whose ammo is put to much better use in the stronger and more accurate hunting rifle) rifle you will almost inevitably find first) to make players wish for more real-world guns to do the job, leading to the game's extensive [[GameMod modding scene]].
** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions either, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them before you're forced to reload a save]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that [[MyCountryRightOrWrong worships the old United States]] and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" options that rarely stray from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply without irradiating poisoning it, which is the same goal you are invariably helping the good guys achieve along the way. Tellingly, this would be something both Obsidian ''and'' Bethesda would rectify in later games, as every game since allows you to join any faction, including those the story sets up as the villains - even the Enclave in ''76'' - while giving them [[WellIntentionedExtremist logical reasons for their villainy]].
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** The "Tell me about" system is a holdover from ''Fallout's'' spiritual predecessor ''Wasteland'', and lets you ask [=NPCs=] about any specific subject you want that you can type into the dialogue box. It is entirely superfluous; most characters don't even have entries of answers to give you, just a handful of important ones. When you do get an answer, it's typically not anything helpful or useful in any way, just flavor text. And if you knew enough about whatever you prompted them with to know to ask about it, odds are you know more about the subject than them already. Tellingly the feature was scrapped for the sequel.

to:

** The "Tell me about" system is a holdover from ''Fallout's'' spiritual predecessor ''Wasteland'', and lets you ask [=NPCs=] about any specific subject you want that you can type into the dialogue box. It is entirely superfluous; most characters don't even have entries of answers to give you, just a handful of important ones. When you do get an answer, it's typically not anything helpful or useful in any way, either just flavor text. And if text that isn't helpful or informative, or it's information you knew enough could have learned about whatever you prompted them with to know to ask about it, odds are you know more about the subject than them already.in their normal dialogue tree. Tellingly the feature was scrapped for the sequel.
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None


** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions either, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them before you're forced to reload a save]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that [[MyCountryRightOrWrong worships the old United States]] and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" options that rarely stray from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply without irradiating it, which is the same goal you are invariably helping the good guys achieve along the way. Tellingly, this would be something both Obsidian ''and'' Bethesda would rectify in later games, as both ''New Vegas'' and ''4'' allow you to join any faction, even the most clearly-villainous ones, while giving them [[WellIntentionedExtremist logical reasons for their villainy]].

to:

** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions either, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them before you're forced to reload a save]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that [[MyCountryRightOrWrong worships the old United States]] and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" options that rarely stray from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply without irradiating it, which is the same goal you are invariably helping the good guys achieve along the way. Tellingly, this would be something both Obsidian ''and'' Bethesda would rectify in later games, as both ''New Vegas'' and ''4'' allow every game since allows you to join any faction, including those the story sets up as the villains - even the most clearly-villainous ones, Enclave in ''76'' - while giving them [[WellIntentionedExtremist logical reasons for their villainy]].
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** Later games, particularly ''Fallout 76'', have been criticized for [[{{Retcon}} freely ignoring or rewriting existing canon]]. All of the games have had inconsistent continuity about various things, with even the first game being funky about it at times - for instance, deathclaws are treated as borderline cryptids in the Hub but are common knowledge just a little ways to the south in the Boneyard. This, however, could be explained away in that the different settlements simply don't keep up with each other about every little detail in the earlier days of the post-apocalypse, e.g. deathclaws are only common knowledge in the Boneyard because only the Boneyard really has problems with them. Later games were criticized for retconning more important things for less reason, most egregiously simply for the purpose of bringing back "iconic" factions and items in locations and/or time periods where they shouldn't be - just as an example related to the first game, the entire question of the Necropolis is rendered pointless by a sidequest in ''Fallout 4'' that revolves around the idea that ghouls don't require food or water to survive.

to:

** Later games, particularly ''Fallout 76'', have been criticized for [[{{Retcon}} freely ignoring or rewriting existing canon]]. All of the games have had inconsistent continuity about various things, with even the first game being funky about it at times - for instance, deathclaws are treated as borderline cryptids in the Hub but are common knowledge just a little ways to the south in the Boneyard. This, however, could be explained away in that the different settlements simply don't keep up with each other about every little detail in the earlier days of the post-apocalypse, e.g. deathclaws are only common knowledge in the Boneyard because only the Boneyard really has problems with them. them, given that a group of them wiped out a local gang and took their headquarters as a lair. Later games were criticized for retconning more important things for less reason, most egregiously simply for the purpose of bringing back "iconic" factions and items in locations and/or time periods where they shouldn't be - just as an example related to the first game, the entire question of the Necropolis is rendered pointless by a sidequest in ''Fallout 4'' that revolves around a ghoul child that's been locked in a fridge since the idea that ghouls don't require food or water to survive.Great War, 210 years ago as of ''Fallout 4''[='=]s setting.



** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions as well, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that worships the old United States and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" options that rarely stray from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply, which is the same goal you are invariably helping the good guys achieve along the way.

to:

** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions as well, either, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them]]. them before you're forced to reload a save]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that [[MyCountryRightOrWrong worships the old United States States]] and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" options that rarely stray from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply, supply without irradiating it, which is the same goal you are invariably helping the good guys achieve along the way.way. Tellingly, this would be something both Obsidian ''and'' Bethesda would rectify in later games, as both ''New Vegas'' and ''4'' allow you to join any faction, even the most clearly-villainous ones, while giving them [[WellIntentionedExtremist logical reasons for their villainy]].
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** Radiation. The biggest source is in The Glow, which can be neutralized entirely by taking two doses of Rad-X (each gives you 50% radiation resistance, and they stack). The only other source are fruits, which give you a whopping **2** rads when eaten (you only start to get stat penalties at 150 rads, and die at 1000).

to:

** Radiation. The biggest source is in The Glow, which can be neutralized entirely by taking two doses of Rad-X (each gives you 50% radiation resistance, and they stack). The only other source are fruits, which give you a whopping **2** ''2'' rads when eaten (you only start to get stat penalties at 150 rads, and die at 1000).
Is there an issue? Send a MessageReason:
None

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* MagnificentBastard:
** [[PlayerCharacter The Vault Dweller]] was a mythical hero whose humble quest to save Vault 13 from dehydration accidentally led him into a conflict with a monstrous enemy that would forever shape the post-apocalyptic West Coast. [[ActionSurvivor Starting as an unlucky everyman]] forced into scouring the wastelands for a replacement water chip, the Vault Dweller would make allies of the local settlements and work with many immoral factions to gather clues that would lead him to accomplishing his goal. Finding the water chip led him to discovering a new breed of Super Mutant led by a mysterious Master that the Vault Dweller swore to destroy to save his people. Disguising himself as one of the mysterious Children of the Cathedral who worship the Master, the Vault Dweller infiltrated the Master's base and set off a nuclear bomb to end his plans before traveling to the Super Mutant military base and destroying the vats that created them. Saving the wasteland would ultimately make the Vault Dweller [[LegendaryInTheSequel a legendary figure]] to the future people of New California and secure his legacy forever after.
** [[OldSoldier John Maxson]] was the High Elder of the Brotherhood of Steel during the days of the Super Mutants' attempted conquest of the West Coast. A charismatic leader and skilled tactician, Maxson established friendly contact and trade routes with the local settlements and armed them with advanced weaponry exchanged for food and water. Keeping the Brotherhood isolated regardless, Maxson would regularly send outsiders seeking recruitment on [[SuicideMission suicide missions]] to scare off or get them killed. When the Vault Dweller succeeds at his mission, an impressed Maxson initiates him and sends him to scout out disappearing caravans to find proof of the growing mutant army. With proof of the military base, Maxson convinces the rest of the Brotherhood to take action and help the Vault Dweller end the Super Mutant threat.
** [[DiabolicalMastermind Decker]] was a criminal mastermind and the true power in the Hub, the largest trading city in the wasteland. Decker built his criminal empire from scratch by slowly but surely buying out the major caravan companies and bribing the local law enforcement to ignore his illegal enterprises. Founding a high class bar as his base and running a loan shark gig for side cash, Decker will hire a suitably immoral Vault Dweller to assassinate key figures threatening his authority, including the head of the Water Merchants caravan and the local head of the Children of the Cathedral. Even if the Vault Dweller turns him in to the uncorrupted new sheriff, [[CrazyPrepared Decker proves wise enough]] to have foreseen his betrayal and plan a trap to wipe out all his enemies at once.
** [[JustLikeRobinHood Loxley]] was the founder and leader of the [[ThievesGuild Thieves' Circle]] and a posh gentleman seeking to emulate the tale of Robin Hood in the post-apocalypse. Loxley recruits only the very best thieves into his tight knit group and constantly moves his operations to avoid the wrath of Decker or the Hub police. Giving part of the Circle's wealth to the poor, Loxley nevertheless puts deadly booby trap that can kill or maim the unwary to protect his base while also using the maze of traps as the first trial to test potential new recruits.
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* AlternateCharacterInterpretation: Some fans have asked why [[spoiler: The Master didn't think to keep a portion of "prime normals" (the Unity's term for humans untouched by radiation) as breeders to continue the species once he learned about the mutants' sterility, and while it's possible the writers didn't think about that potential solution, considering his total anguish at realizing how much suffering he caused it could also very well be that A. Since his goal was to turn every human into a super mutant and have the rest die off, keeping a section of the population human if he was never able to find a cure would go against his ultimate desire, and B. He might see having some people act as breeders even for a potentially short amount of time as [[EvenEvilHasStandards going too far]] even for him.]]
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** When negotiating for Tandi's release from the Khans, you can offer to buy her freedom and Karl opens up a barter window where Tandi's portrait appears as an item he owns, and you have to trade for her like you would any other item of value. This is the only time in this game or the sequel that you can pay for something through the barter system, on all other occasions when purchasing anything outside of the bartering window, you have to offer the money straight-up.

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* FanPreferredCutContent: Shortly before release, the endings for the Junktown story arc, revolving around whether the player sided with crime boss Gizmo or honorable sheriff Killian, were changed to make them much more clearly a "bad ending" and "good ending" respectively. A chunk of fans prefer the cut endings (where Junktown becomes decadent and crime-ridden but flourishes, or Junktown is free of crime but stays small and poor), simply because it makes the question of which to choose more of an actual moral dilemma and not a simple case of BlackAndWhiteMorality.

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* FanPreferredCutContent: Shortly before release, the endings for the Junktown story arc, revolving around whether arc were changed. Originally, helping sheriff Killian kill the player sided with crime casino boss Gizmo or honorable sheriff Killian, were would have him become a zealot who enforces oppressive law and order on Junktown to the point it scares off traders, while helping Gizmo kill Killian the town would have prospered as a center of trade and gambling while he lines his own pockets. This was changed to make them much more clearly so that Junktown prospers under Killian's jurisdiction or becomes a "bad ending" and "good ending" respectively. A chunk of WretchedHive under Gizmo. Some fans prefer the cut original endings, which are more in-line with the GreyAndGrayMorality the franchise is more known for these days, while the final endings (where Junktown becomes decadent and crime-ridden but flourishes, or Junktown is free of crime but stays small and poor), simply because it makes the question of which to choose more of an actual moral dilemma and not are a simple case of BlackAndWhiteMorality.BlackAndWhiteMorality with a choice between backing a moral sheriff and a greedy gangster.



* GoodBadBugs: Only a handful of important characters had entries written for the "Tell me about" option, which lets you ask about any topic freely. Anyone who doesn't have a specific entry supplied for them has a series of generic responses amounting to "I don't know". This can lead to the hilarity of using "Tell me about" to ask characters about the town they live in, their job, or even prompt them with their own name, and they'll respond "Never heard of it, I don't know anything about that."



* UnderusedGameMechanic: Radiation. The biggest source is in The Glow, which can be neutralized entirely by taking two doses of Rad-X (each gives you 50% radiation resistance, and they stack). The only other source are fruits, which give you a whopping **2** rads when eaten (you only start to get stat penalties at 150 rads, and die at 1000).

to:

* UnderusedGameMechanic: UnderusedGameMechanic:
**
Radiation. The biggest source is in The Glow, which can be neutralized entirely by taking two doses of Rad-X (each gives you 50% radiation resistance, and they stack). The only other source are fruits, which give you a whopping **2** rads when eaten (you only start to get stat penalties at 150 rads, and die at 1000).
** The "Tell me about" system is a holdover from ''Fallout's'' spiritual predecessor ''Wasteland'', and lets you ask [=NPCs=] about any specific subject you want that you can type into the dialogue box. It is entirely superfluous; most characters don't even have entries of answers to give you, just a handful of important ones. When you do get an answer, it's typically not anything helpful or useful in any way, just flavor text. And if you knew enough about whatever you prompted them with to know to ask about it, odds are you know more about the subject than them already. Tellingly the feature was scrapped for the sequel.
Is there an issue? Send a MessageReason:
None


** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions as well, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that worships the old United States and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" writing that rarely strays from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply, which is the same goal you are invariably helping the good guys achieve along the way.

to:

** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions as well, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that worships the old United States and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave because of its need to offer good and evil endings combined with "evil" writing options that rarely strays stray from pure StupidEvil territory: you are allowed to help them complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply, which is the same goal you are invariably helping the good guys achieve along the way.



** Set [[HaveAGayOldTime calls the Vault Dweller a]] [[FantasticSlurs "normie"]].

to:

** Set [[HaveAGayOldTime calls the Vault Dweller a]] Dweller]] a [[FantasticSlurs "normie"]].



* SelfImposedChallenge: Keeping Dogmeat alive can be a bit frustrating, especially in the last few levels where he's constantly in harm's way. To make matters worse, you can't give him any kind of instructions or tell him to stay put, meaning that he'll be the first to run into a fight. It is possible to make him survive the entire game, but it's tricky. Then again, by that point he is more trouble than he's worth and there isn't any other tangible reward other than [[VideoGameCaringPotential a warm fluffy feeling]].

to:

* SelfImposedChallenge: Keeping Dogmeat alive can be a bit frustrating, especially in the last few levels where he's constantly in harm's way. To make matters worse, you can't give him any kind of instructions or tell him to stay put, meaning that he'll be the first to run into a fight. It is possible to make him survive the entire game, but it's tricky. Then again, by that point he is more trouble than he's worth and there isn't any other tangible reward other than [[VideoGameCaringPotential a warm fluffy feeling]]. Indeed, the Vault Dweller's memoirs in the manual to ''Fallout 2'' canonized Dogmeat dying along the way, basically stating it was due to his subpar AI without actually BreakingTheFourthWall.



--> [[spoiler:'''The Master''': [[ThisCannotBe But it cannot be.]] This would mean that all my work has been for nothing. Everything that I have tried to . . . a failure! It can't be. Be. Be. Be.]]
--> [[spoiler:'''[[PlayerCharacter Vault Dweller]]''': Sorry, this isn't an option for you. Your race will die out after this generation.]]
--> [[spoiler:'''The Master''': [[DespairEventHorizon I . . . don't think that I can continue.]] Continue? [[MyGodWhatHaveIDone To have done the things I have done]] [[UtopiaJustifiesTheMeans in the name of progress and healing.]] [[HeelRealization It was madness. I can see that now.]] Madness. Madness? There is no hope. Leave now, leave while you still have hope . . .]]

to:

--> [[spoiler:'''The -->[[spoiler:'''The Master''': [[ThisCannotBe But it cannot be.]] This would mean that all my work has been for nothing. Everything that I have tried to . . . a failure! It can't be. Be. Be. Be.]]
-->
]]\\
[[spoiler:'''[[PlayerCharacter Vault Dweller]]''': Sorry, this isn't an option for you. Your race will die out after this generation.]]
-->
]]\\
[[spoiler:'''The Master''': [[DespairEventHorizon I . . . don't think that I can continue.]] Continue? [[MyGodWhatHaveIDone To have done the things I have done]] in [[UtopiaJustifiesTheMeans in the name of progress and healing.]] It was madness. [[HeelRealization It was madness. I can see that now.]] Madness. Madness? There is no hope. Leave now, leave while you still have hope . . .]]
Is there an issue? Send a MessageReason:
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** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions as well, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that worships the old United States and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave, as you're allowed to aid them in this plan, which will kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply - which, not for nothing, is the same goal the good guys, the Brotherhood of Steel, have.

to:

** Among other things, one of the complaints leveled at ''Fallout 3'' was the inability to properly join the Enclave, and that the game [[{{Railroading}} more or less forces you]] to wipe them out, especially in ''Broken Steel''. The original two games don't allow you to really join their respective villainous factions as well, but it was accepted there because there were logical reasons why you couldn't. The Super Mutants in the first game are inherently opposed to you as a ''human being'' - you actually ''can'' join them, but it's presented as nothing more than [[NonStandardGameOver a video where you're turned into one of them]]. The Enclave in ''2'' don't let you join them either, but that's because the Enclave in ''2'' are more or less a death cult that worships the old United States and regards ''everyone'' in the wasteland outside of themselves as a degenerate who they need to exterminate for the good of humanity. In contrast, the Enclave in ''3'' are ''nowhere'' near as genocidally evil, and even though they do have a plan on the same level as what they were up to in ''2'', not everyone in the Enclave is on board with it. Indeed, the game has some baffling ideas on where to draw the line on helping or joining the Enclave, as you're Enclave because of its need to offer good and evil endings combined with "evil" writing that rarely strays from pure StupidEvil territory: you are allowed to aid help them in complete this plan, which will eventually kill you and everyone else in the Capital Wasteland, but you ''can't'' join the more reasonable majority who just want to secure the water supply - which, not for nothing, supply, which is the same goal you are invariably helping the good guys, guys achieve along the Brotherhood of Steel, have.way.



* GoddamnedBats: [[Main/ScaryScorpions Radscorpions]] are dangerous in the early game. They sport an armor class of 15, which makes them hard to kill, and the ability to poison you to deal damage over time. Worse, they tend to come in packs, meaning unprepared players are likely to be ganged up on and hit with an early game over. They become far less of a threat once the player acquires a decent weapon that matches their ideal combat skill, or wears anything other than a flimsy vault suit, both of which don't take very long to do. As a result, radscorpions turn into little more than annoyances with their ability to poison you.

to:

* GoddamnedBats: [[Main/ScaryScorpions [[ScaryScorpions Radscorpions]] are dangerous in the early game. They sport an armor class of 15, which makes them hard to kill, and the ability to poison you to deal damage over time. Worse, they tend to come in packs, meaning unprepared players are likely to be ganged up on and hit with an early game over. They become far less of a threat once the player acquires a decent weapon that matches their ideal combat skill, or wears anything other than a flimsy vault suit, both of which don't take very long to do. As a result, radscorpions turn into little more than annoyances with their ability to poison you.



** Set [[Main/HaveAGayOldTime calls the Vault Dweller a]] [[Main/FantasticSlurs "normie"]].

to:

** Set [[Main/HaveAGayOldTime [[HaveAGayOldTime calls the Vault Dweller a]] [[Main/FantasticSlurs [[FantasticSlurs "normie"]].
Is there an issue? Send a MessageReason:
None


** The game also had a decent amount of [[ShoutOut cheesy pop-culture references]], but they were accepted in this game as {{Easter Egg}}s at best, used sparingly and in situations where they still at least made some sense in the in-universe context where they pop up. ''Fallout 2'' became criticized for its shout-outs because they were much more common and often used in contexts where it was simply not possible to make a reference to another work [[MoodWhiplash without ruining the tone the scene was going for]], e.g. a slave being impossible to take seriously because he's blatantly quoting ''Film/BackToTheFuture''. It says a lot that ''New Vegas'' essentially made the shout-outs optional by locking the sillier ones behind the "[[WeirdnessMagnet Wild Wasteland]]" trait.

to:

** The game also had a decent amount of [[ShoutOut cheesy pop-culture references]], but they were accepted in this game as {{Easter Egg}}s at best, used sparingly and in situations where they still at least made some sense in the in-universe context where they pop up. ''Fallout 2'' became criticized for its shout-outs because they were much more common and often used in contexts where it was simply not possible to make a reference to another work [[MoodWhiplash without ruining the tone the scene was going for]], e.g. a slave being impossible to take seriously because he's blatantly quoting ''Film/BackToTheFuture''.''Franchise/BackToTheFuture''. It says a lot that ''New Vegas'' essentially made the shout-outs optional by locking the sillier ones behind the "[[WeirdnessMagnet Wild Wasteland]]" trait.

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