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Enclave Reborn is a released content expansion submod for the Hearts of Iron IV mod Old World Blues, itself set in the Fallout universe. It adds the remnants of the Navarro Enclave to the Nevada Wasteland. Since the fall of Navarro and the Oil Rig, Sergeant Arch Dornan has been working tirelessly to reform the Enclave and take revenge on the New California Republic and the Brotherhood of Steel. In the meantime, two factions have emerged in the remnants of the Navarro Enclave, a "Purist" faction seeking to follow through with the Enclave's ideology of total genetic purity, as well as a "Reformer" faction seeking to see the United States restored to its former glory, even if it means compromising with or even incorporating both Wastelanders and Non-humans.

The mod was originally released in April 8, 2018. While it has ceased development on August 5, 2022, a fan-made continuation in the form of Enclave+ (since rechristented Enclave Reborn Redux) has started up with the goal of both adding new content to it and keeping it up to date with the base mod.

Enclave Reborn contains examples of:

  • Absolute Xenophobe: The Purists seek to purge the Wasteland, the world, and even the Enclave itself, of anyone they deem to both be genetically impure and opposed to their beliefs. This eventually escalates to the nuclear genocide of the entire human race.
  • Adaptational Heroism:
    • In the cancelled Fallout Extreme game, the Chinese Emperor was portrayed as a revanchist seeking to destroy what was left of America in revenge for the Great War with nuclear missiles. The mod has him be a benevolent leader for China that can make peace with a Reformer led Enclave if the Reformers bury the hatchet with China and acknowledge the mistakes that led to the Great War.
    • Harold Richardson, a fan-created son for President Dick Richardson featured in Youtuber Omega Initiative's Fallout 2 What If? What if the Enclave Won in Fallout 2 was depicted as even more genocidal than his father, seeking to destroy what's left of the entire world after the modified FEV had already ravaged it and take all he deems pure to colonize space. In the mod he is depicted as having turned against his father's Purist worldviews a long time ago, and seeks to redeem his family name despite the animosity the Reformer faction has towards him.
  • And the Adventure Continues:
    • A dark take of this occurs in the Purist path's endgame. Even after securing much of North America, the Enclave's military campaigns will keep going until the Midwest and Eastern Seaboard are "liberated."
    • The Reformer path's endgame heavily implies that the newly-restored America will eventually go to war with the Chicago Enclave.
  • Apocalypse How: A Class 5, potentially Class 6 if the Purists succeed in totally destroying all of humanity. It is also implied that reviving the military-industrial complex would cause at the very least a Class 2, or even either Class 3a or Class 4 in the distant future by way of another nuclear war caused by out-of-control militarism.
  • Being Good Sucks: An Enclave that fully abandons fascistic genetic purism will be hit with multiple debuffs, namely in research. After defeating the NCR and going down the reconstruction tree, fully exposing, atoning for the Enclave's crimes and ensuring that the victims of said crimes get proper reparations will see the player hit with even further debuffs and the loss of all their legitimacy. However, the latter can be alleviated if the player has granted equal rights to all mutants and ensured the sucessful passing of a reparations bill.
  • Divided States of America: Naturally given this is set in the Fallout universe. The Purists seek to not only rectify this but ensure that America retakes its' territories annexed from Canada and Mexico. The reformists could seek to restore the US to pre-Resource Wars borders, or they can accept that it might not be worth it to reunify America, settling instead for consolidating their hold over Nevada and forming a pan-American alliance with the NCR instead.
  • Downer Ending: In addition to the Purists uniting America, nuking China, and genociding everyone in the North American Wasteland they deem impure(which ultimately leads to the total extinction of life on Earth when they nuke the entirety of the world), another really negative outcomes for the Enclave and the Wasteland is reestablishing an authoritarian America under the Reformers that either segregates wastelanders and/or commits genocide on all "pure mutants"(Ghouls, Super Mutants, S'Lanter, Molemen) and not going ahead with exposing the Enclave's Crimes. In this case, the epilogue reveals that America is re-established as the fascistic state it was pre-war, leading all of humanity deemed "pure" into the next century against all in the Wasteland opposed to them. Reviving the military-industrial complex heavily implies a really bad outcome for the restored America even if the Reformers reform as much as possible with rampant militarism leading the new world to repeat the mistakes of the old.
  • Eagleland: A fully reformed Enclave embodies Type 1, a partly reformed and authoritarian-leaning reformist Enclave leans towards Type 2 with some policies closer to type 1 depending on the focuses taken and the response of the player to various events, and the Purists fully embody Type 2.
  • "Everybody Dies" Ending: If the Purists win, they eventually commit nuclear genocide on the entire world, consigning whoever deemed pure enough to survive this "Second Armageddon" to a slow death inside Enclave vaults. It is also heavily implied that reviving the military-industrial complex would result in humanity being destroyed by rampant out-of control militarism yet again in a Fourth World War/Second Great War.
  • Expanded States of America: If the Purists take power, they will launch wars into the Canadian and Mexican wastelands to restore the territory of America to what it was before the Great War. The Reformers can also choose to re-conquer Canada rather than reconcile with New Victoria.
  • Evil Pays Better: The Purists have a considerably higher power armor cap than the Reformers. In addition, restructuring your government to be akin to Vault City rather than grant equal rights to Wastelanders will see the player get access to the highest levels of technology much earlier. There is also no way to get the Black Devil power armor available to the Enclave without opting to revive the military-industrial complex by taking the "Power of the Old World" focus.
  • Evil Versus Evil: Any conflict between a Purist Enclave or a low legitimacy reformist Enclave vs. the less savoury or outright villainous factions in the Wasteland. If Purists are selected to lead the Enclave, than the various other factions may well turn out to be A Lighter Shade of Black with the arguable exceptions of the Washington Brotherhood, the Putrid Mother, Cerebrus, and Tv Town in its' "Path of Now and Forever" route.
  • Final Boss: Currently Caesar's Legion is framed as such for a Reformer playthrough. While there are still a few things to do after defeating the Legion such as conquer Texas, Oklahoma, the Midwest, and Deadline, the decision to trigger the ending slides appear after defeating Caesar's Legion. When content is expanded to the Midwest, Caesar's Legion is to be supplanted by the Chicago Enclave as the ultimate end-boss.
  • Going Native: A fully reformed Enclave will ultimately abolish itself as an institution, in its efforts to restore the United States as it ought to be, treating wastelanders and mutants as fellow Americans.
  • Greater-Scope Villain: As with the base mod, the Chicago Enclave and the Secretary of the Interior, with the intention of the developer of the Enclave+ fanfork building up to a massive war between a reformist Navarro Enclave and the Chicago Enclave once the Midwest gets content in OWB.
  • Grey-and-Grey Morality: Arguably a war between a reformist Enclave with high legitimacy and the NCR(barring Moore's victory in the NCR civil war). The Enclave may well seek to genuinely reform into a force for good in the Wasteland, while the NCR is too scarred by memory of the Enclave's atrocities and their wars with the Enclave in Fallout 2 to view them as anything other than a threat.
  • Heel–Face Turn: A fully reformed Enclave-whether as a reunified United States or just Nevada-can go from one of the most evil factions in the Wasteland to a legitimate beacon of hope and democracy
  • Internal Reformist: The aptly named reformist faction of the Enclave. How far they go is up to the player and the focuses they take.
  • Karma Meter: The legitimacy score for the reformists. Sticking to their guns and moving towards a genuine democracy strengthens it, while making corrupt decisions, maintaining authoritarianism or discrimination towards non-humans weakens it. However, some authoritarian decisions can reduce the relevancy of legitimacy on in-game decisions. This is somewhat flipped on its' head when the final focus to form the United States occur, this is because exposing all of the Enclave's crimes will reduce the legitimacy of the government to Zero. However, this can be alleviated by ensuring that the mutants received equal rights beforehand and that victims of the Enclave receive proper reparations for the Enclave's atrocities if the full extent of the Enclave's crimes are exposed.
  • Laser-Guided Karma: Franklin Anderson escapes from the attempts by the Reformers to assassinate him if he loses out in the power struggle with Granite.... only to be eventually captured by the Washington Brotherhood and converted into a hollow, mutated husk stuck in a limbo between life and death. Considering his role in Enclave experiments and the plans he would seek to enact to wipe out the entire human race sans a few "pure humans" due to mutations if he was to come out on top, its' more than deserved.
  • Omnicidal Maniac: Ultimately in their epilogue, the Purists choose to destroy the entire world, deeming it to be totally impure.
  • Oppressive States of America: The Enclave if the Purists take power or if the Navarro Enclave settle for an autocratic presidential dictatorship.
  • Putting on the Reich: Despite the Enclave's behavior in Fallout lore, this is averted in the reformist path if the fully democratic and legitimacy boosting decisions are taken. Played straight however if the Purists win and to a lesser degree if the Reformers establish a segregationist dictatorship were Mutants and Wastelanders are still excluded from society. If the Reformers win Caesar's Legion can play this straight as well thanks to the ideological influence of moderate Enclave defectors to the Legion with various personal grudges against either the Reformers or Granite himself, to the point of deploying the FEV against other Wastelanders.
  • Sequel Hook:
    • The threat of the Chicago Enclave is teased multiple times in both the American restoration and Nevada routes for the Reformers
    • Some of the Area 51 events hint at a greater role for UFOs and the Enclave's awareness of Zetans for future content.
  • Violence is the Only Option:
    • Due to the memories of the Enclave's atrocities in Fallout 2 still fresh in the minds of New Californians and the NCR's efforts to stamp out ex-Enclave members where they appear even if they try to seek atonement for their crimes (to the point of inflicting generational punishment on the children of former Enclave personnel as seen in one of Arcade's endings for Fallout: New Vegas), there is no way to peacefully unite with the NCR even as the reformists and a war with the NCR is inevitable. This is even if Hayes takes control of the NCR. Even co-existing with the NCR in the Nevada path requires some political manipulation of the NCR's politics to ensure Hayes comes to power or launches a civil war against the rest of the NCR.
    • As a consequence of its goal of purging and reclaiming all the territories of the former United States, a Purist-controlled Enclave notably lacks any diplomatic or peaceful focuses whatsoever. Thus, it has no choice but to keep on a constant war footing until every wasteland threat is eliminated.
  • What If?: Unlike the base mod, which has Granite Company setting up shop in Eureka, Enclave Reborn has it and other Enclave holdouts in the West Coast gravitating towards the Sierra Army Depot near New Reno. Enclave Reborn Redux acknowledges the OWB lore surrounding Granite company by noting that Granite did want to stay at Eureka, but his presence brought the attention of the NCR, forcing him to flee eastwards.

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