I'd say put it back as an example, but it needs a pretty major rewrite. As-written it's more Unintentionally Sympathetic than Rooting for the Empire or even Grey-and-Gray Morality (which doesn't apply, mind you. But this is written like it does).
Found a Youtube Channel with political stances you want to share? Hop on over to this page and add them.Yeah I'd say Unintentionally Sympathetic works better; I don't see anyone rallying against the Brotherhood in favor of the Enclave in the fandom.
Okay, here's a write-up.
- Unintentionally Sympathetic: The Enclave. In contrast to their depiction in Fallout 2, where they were purely genocidal, here they're toned back to Eagleland facists; only President Eden want to wipe out the wasteland inhabitants due to their mutations, Colonel Autumn, the Dragon-in-Chief, wants to take control of the Purifier and activate it to use a source of fresh water to win the loyalty of the wasteland inhabitants. On the other hand, the Enclave are a bunch of Jerkasses who kill anyone who defies them, terminals at their outposts imply they're experimenting on the local populace, and they want to wipe out the Brotherhood of Steel. But in the cut-throat world of the Capital Wasteland, where Talon Company mercs, Super Mutants, raiders, slavers, and general mutated nasties, make just living day-to-day a struggle, the Enclave taking control of the region can make them seem like the lesser evil; perhaps human experimentation is the price to pay for Utopia Justifies the Means.
- Unfortunate Implications:
- The rather small range of -1,000 to 1,000 karma points. Nuked Megaton (-1,000)? No problem, just pay 2,000 to the local cult and you are the shining beacon of goodness again. Since the game is nice enough to send mercenaries after you if you're too evil or too good, this pays off in no time!
- Note that once you ever hit evil karma, Regulators will come hunting for your head. In fact, going back to good karma from evil karma means that both the Regulators and the Talon Company mercs are gunning for you.
- And then there's the ending:
- Possible ending one: Activate purifier, + 1,000 Karma. Understandable, so far.
- Possible ending two: Poison purifier and activate it: no karma change (the game docks 1,000 for the poison, but you also get the 1,000 boost for activating it), unless you were on the evil side, in which case you will be neutral after that. Oh, and you just doomed the whole Wasteland to a long and painful death.
- Possible ending three: Poison purifier and then walk away, leading to its destruction. -1,000 karma, and the Wasteland is no better or worse off than before.
- There's a possible ending four: Poison the purifier, then have Sarah Lyons sacrifice herself to activate it instead of you. This grants -1,000 karma and, upon reflect, is the most logical choice for an evil, non-idiotic character.
- The quest Tenpenny Tower has this. If you convince Tenpenny that ghouls are not all mindless, cannibalistic murderers, he allows them to move in to the tower. A few days after this occurs, the ghouls murder every resident, strip their bodies, and unceremoniously dump their corpses with feral ghouls around to presumably eat them. This includes the one resident who is extremely tolerant of ghouls. The major bigoted stereotype is actually justified by this quest.
- The rather small range of -1,000 to 1,000 karma points. Nuked Megaton (-1,000)? No problem, just pay 2,000 to the local cult and you are the shining beacon of goodness again. Since the game is nice enough to send mercenaries after you if you're too evil or too good, this pays off in no time!
Removed this, as citation is required for Unfortunate Implications.
Roy is a tool and an all round murdering bastard, but I don't think he really qualifies as a Complete Monster since he genuinely cares about Bessie and the Ghouls in his charge, and wants to make their lot better.
Bob Corby. The Father. The Son. The School Spirit. Hide / Show RepliesIt got brought up in the cleanup thread, but really there is little evidence that he actually cares about Bessie and the Ghouls compared to him simply becoming the new Tennpenny and looking out for himself. Not he is nice to you when you help him get in, and then once he has his power he threatens to murder you if you don't drop the matter of the murdered tennants.
The Good Bad Bug about the perk points. Either I'm doing something wrong, or it doesn't persist. I follow the instructions given, check the skill screen, and, yay!, the points remain. Spam for points, confirm spamming on skill screen, confirm perk selection, and *poof* spammed points are gone.
This entry was removed last month.
I'm in favor of putting it back, as the entry brings up that sometimes, the villains of the franchise are not entirely evil and thus may be worth rooting for, and by its nature of the trope and it being a YMMV trope, disagreement with this does not make it invalid.
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