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media-illiterate · 5 hours
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digitalised that sketch i did of Sun and Starstepper
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media-illiterate · 6 hours
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I definitely have an issue where I like. See Manny as deeply relatable character whose life and choices were influenced primarily by poverty. Like do you guys ever think about how he doesn't have a home anymore because it got gentrified out of existence by House? (North Vegas as it was before The New Vegas Strip when the Khans ruled there doesn't exist anymore, the area Called the North Vegas square in game is a total ghost town, and the current residents say they're pretty new and are living in a tiny group right on the edge of the walls of the strip). Do you even think about how that might influence his view of Carla Boone, a woman who yearns for the Strip and idealises it?
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media-illiterate · 7 hours
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My biggest plothole hangup with fallout 4 is kellog and how shitty he was done so the theory i propose: they should have just made kellog a synth lol? Like think about it:
1.) Eliminates the factor of "how the fuck did kellog live so long and not age?". Ingame shaun basically goes "institute technology we retired cuz (bullshit reason)" which is so dumb cuz its technology THAT STOPS YOU FROM AGING. But if it wasnt a real kellog but a synth recreation it would be like a cool "ooooh shit" twist moment as soon as you pick up the synth piece. Like thats not the real kellog they just made him again. Cloned him if you will.
2.) Good way to introduce the synths into the story. Theres so many places you'll see them beforehand but having kellog be the big "oh shit" moment for those who just speed through the plot would have rocked.
3.) The inherent tragedy of it. Idk i cant relate to kellog ingame cuz the memories quest utterly fails for me. Oh wow he lost his wife and child hes just like me fr- like fuck OFFFFF that happened to me too and i didnt go around killing innocent people. BOZO. But if he was a synth its a realization of like. This guy didnt do that. This is someone who fully believed he did and shared those memories but its like he didnt do it. Hes a victim of the institute just as much as you are. He legit doesnt know better. The implication of "if he found out he was a synth of a person long dead and his memories weren't real could he have gotten better" will always hang over your head.
4.) Paints institute in a more evil fucked up light . Asking shaun "what do you MEAN you recreated the guy that kidnapped you and brutally killed your other parent." And shaun just goes "well he was a good agent idk i admire the usefulness." Its like that collateral damage line but goes hard. Even better if he truly doesnt get why you're mad about it and at some point you see kellog again im the institute and are like WTF and shauns like oh we just made him again. If it makes you feel better you could kill him again too. We can make as many as you want. Like would that not be metal but also kinda horrifying
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media-illiterate · 8 hours
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More Scene practice feat. the mayor/Sheriff/shop keeper of Junktown, Richard Dean Anders- I mean Killian Darkwater.
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media-illiterate · 9 hours
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The original Fallout had one group of raiders. That was the name the game map gave to them - 'Raiders' - but they were in fact known as the Khans. They were a relatively minor faction, being tied to quests in the first town the player is likely to visit, but we learn a lot about them in their brief appearance.
Many of the Khans are given names and dialogue, and will tell the player about their history - including how they came from the same place as the people of Shady Sands, Vault 15, and feel entitled to share in the town's wealth. Some see their raiding life as a way to claim control of the post-war world - ruling through strength and fear, believing that old ideas of morality died with the rest of the world. Others treat it as just another job - they support their group by trading, maintaining equipment, preparing food, and other everyday tasks.
In short, the Khans are a fully-realised community, as much a part of the story as any other. We learn that their brutal leader, Garl Death-Hand, took command after killing his abusive father. The player can kill him, or negotiate with him, or impress him with acts of cruelty, or even challenge his nihilistic views by convincing him that they're his father, back from the dead. Killing Garl and destroying his compound is treated as the best choice for the region as a whole, and is confirmed to have happened in the next game in the series, but it's certainly not the only option.
Fallout 2 has two groups of raiders. One - again marked 'Raiders' on the map - turn out not to be raiders at all, in that they're not attacking towns to steal their wealth. Instead, they're a mercenary company, hired by a disreputable businessman from one town (New Reno) on behalf of another town (Shady Sands again, now the capital of the New California Republic) to harass a third town (Vault City) to convince them that they need outside help in maintaining their defences. It's part of the game's major subplot about the three societies competing for control of northern California and western Nevada.
The other group are the New Khans, founded by Garl's son Darion after the original Khans' defeat. These Khans aren't nearly so fearsome as their predecessors - they mostly operate in secret, hiding behind a group of squatters who have moved into the ruins of Vault 15 and pretending to help them restore it for use. Darion is wracked with resentment over what happened to his father's crew and guilt for having survived, and his gang ultimately present little real threat to the outside world.
What I'm getting at here is that, in the world of Fallout as it existed in those early games, 'raiders' were not a major factor. There was one group who conducted raids as part of their regular economic activity, but only against particular communities - Shady Sands saw them as raiders, but to the Hub, they were just traders. Raiders only existed in a particular context - they had particular interests, beliefs and opportunities that would not always be possible or applicable.
Most of the games' conflict came not from the existence of raiders but from bilateral political and economic competition between groups with overlapping but not identical interests, which was reflected in their respective ideologies. We see this in Killian and Gizmo fighting to control the future of Junktown, and in the Master's attempt to reshape the world with the Unity while the different groups of New California try to retain their independence.
We particularly see it in Fallout 2, with its three-way battle for economic domination between the constitutional democracy of the New California Republic, the mafia-ruled narco-state of New Reno, and the elitist technocratic slave state of Vault City. Which of these groups continue to rule and expand, and which crumble, is what ultimately shapes the region's future - with control of Redding and its gold supply as the linchpin.
While the Enclave are the story's primary antagonists, they're chiefly characterised by their refusal to engage with this new socio-economic order - they believe that all outside authorities are illegitimate, and all outsiders non-human, and their only plan is to release a bioweapon into the atmosphere and kill literally everyone on Earth but themselves. The Enclave's defeat is necessary for New California's survival, but, otherwise, they change very little about how people live their lives. They're like Darion's New Khans on a larger scale - relics of a fallen order, robbed of their purpose, hiding in an old bunker and driven by nothing but resentment of having been left behind.
I might, in future, talk about the contrasting depiction of raiders in Fallouts 3, 4 and 76, and about New Vegas's use of raider and bandit groups like the Khans, the Legion, the Fiends and the White Legs. For now, I think I've made my point - that raiders are not a fact of life but a product of a particular place and time, and much less relevant to the universe of Fallout than other forms of competition and violence.
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media-illiterate · 9 hours
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Courier's companions every time they stumble back into the Lucky 38 presidential suite after another dlc:
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media-illiterate · 10 hours
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media-illiterate · 11 hours
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More on Fallout tv thoughts, my husband and I had a discussion while we were watching the show about the new lore they implemented with ghouls & the implications therein. Talking about ableism, negligent writing choices etc
Imo, switching the process of ghoulification from a possibility to an inevitability and making it so ghouls have no choice but to have a chemical dependency or else they’ll turn feral feels like a very poor allegory for addiction. Remain reliant on x substance or become a subhuman monster is what the new ghoul lore boiled down to. It’s not a pretty look. I’m honestly very surprised I haven’t seen more people talking about it— it felt like such a glaring issue to me.
My understanding of ghoulification, as somebody who’s played every game from 1 through 76, was that it’s effectively determined by genetics. Contingent on whether a person does or does not possess a certain gene, when someone contracts radiation poisoning and does not treat it soon enough, they either die or their body rapidly mutates to metabolize radiation— they ghoulify. It’s not something a person can opt into, it’s not something you can reliably force upon a person. Any ghoul hypothetically could go feral but it’s never a guarantee, more importantly it wasn’t some inevitability any given ghoul could only hope to stave off.
In a lot of ways I’ve always understood ghouls to be allegorical for disabled folks, thus the whole “all ghouls will inevitably become monsters if they’re not taking x substance” thing looks even worse. It’s just frustrating. It feels like the Fallout tv show threw an ableism brick through a window and everybody up and went “Hey, that brick is a pretty cool piece of home decor!”
The writers drawing a direct connection between the often shunned fictional race and addiction looks to me like lazy writing and negligence.
If any of my ghoul lore here is missing bits and pieces bear in mind I know ghouls have a lot of compiled lore throughout the games and I am paraphrasing in some places.
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media-illiterate · 12 hours
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funny fallout lizard 🔥
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media-illiterate · 12 hours
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it is currently almost 2am
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media-illiterate · 1 day
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you got a thing for antiques, huh?
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media-illiterate · 1 day
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swank benny doodles. Do you agree
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media-illiterate · 1 day
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defending each other after someone called both of them gay
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media-illiterate · 1 day
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media-illiterate · 1 day
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I think the biggest microcosm of the difference between Fallout 4 and Fallout New Vegas is that in Freeside you deal with drug addiction by trying to get addicts treatment and in Goodneighbor you do so by murdering drug dealers
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media-illiterate · 1 day
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0.69 [nice]
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patreon - kofi - etsy
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media-illiterate · 1 day
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Muggy!!
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