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I hate all these people... except for the Minutemen. >_>


jcdenton2012

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Sooo... I'm not very fond of any of factions from Fallout 4. I think that they are all crazy and stupid for trying to kill one another in this 'last man standing' plot. Am I the only one who finds a problem in the fact that the Brotherhood and Institute just can't cooperate as Allies? I mean, the Fallout world is jacked up enough without these guys making it even worse, and sooo much of this bickering just seems irrational when you take into consideration the collective need for humanity to get its s#*! back together.

 

I mean, the only guys who actually seem to give a crap and are willing to work with anyone and everyone is the Minutemen. The Brotherhood of Steel have proven, once and for all, to be bloody 'hypocrites' to the Enclave. You know, the Enclave, those guys who openly break eggs to create omelets and don't lie about it while posing as hero's. Everyone knows that the Enclave does evil s#*!, but get s#*! done they also do. At least the Enclave was open about its attempts to wipe out all the ghouls and super mutants in order to reestablish the status quo... twice, and now the Brotherhood of Steel is kinda doing the same thing in this game with its combat missions and we are all just suppose to accept it? And why, you ask? Because The Institute is building small doomsday robots capable of killing all humans... Well... we can't have that now can we, nope, only large doomsday robots who bash Communists and throw nuclear footballs are allowed.

 

And then there is NERVE... I mean, The Institute. STOP BUILDING MURDER BOTS!! JUST STOP!! You guys are all brilliant scientists with hyper advanced technology... so use it for good!! The only reason everyone is scared to death of you is because of all the body snatching and switching random dudes out for droids. Well that, and because your hording all this advanced technology like an Illuminati Cult, and aren't making any PR attempts to showcase the good that you can do. I mean, take a page from Elder Lyons, win the hearts and minds of the people first then fight your wars...

 

Oh... and then there is the Railroad who only want freedom from slavery. Whether or not my toaster deserves freedom is besides the point to the larger crux of the issue. Does individual freedom equal the right not to be policed. Sure, give all the nutty murder bots freedom, so long as they agree to disarm and be monitored in public. If they want rights then they have to accept the consequences for breaking societal laws. The only problem is... well... I get the impression that this isn't what they want. They want to free all the murder bots, and then wonder off without supervision to do their own thing... and that's both stupid and reckless.

 

You know what... screw this... I wanna join The Gunners, can I do that?

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I find it interesting how many folks playing this game seem to think that the Institute is A-okay. I suspect many of them miss the lab with the supermutant specimens, or dun bother to read the lab files about who those specimens were, before "immersion."

 

That, alone, would turn me against my "son," with whom my character would share exactly nothing in common except genetics. Nah. The Institute have already written off the people on the surface, and would seemingly rather replace them all with a population of obedient synths. No matter who you join up with, the Institute needs to fall, although I can't for the life of me understand why everyone, especially the BoS, wants to nuke that treasure-trove of technology and resources. =0[.]o=

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The Brotherhood is and always has been a bunch of religious zealous. They want to control everything of technological significance, and what they can't understand or control they try to destroy with fervor. In a way, it's almost better that Bethesda didn't try and force them into being the defacto good guys like they did in FO3. Having all of the major factions different shades of gray means the player is stuck weighing morality. And unlike FO:NV, where you can essentially knock all the pieces off the game board and go your own way because you have an army or securotrons, you really don't have that option in FO4. The minutemen come close, but if they had that kind of muscle, they wouldn't have been nearly wiped out with most their members just becoming raiders.

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The thing with The Institute is that you run the place after Shaun dies, and head canon is what you make of that. If your a moral character you can turn the place into a technotopia which doesn't kidnap people and turn them into robots. However, if you go Brotherhood of Steel you earn the rank of Sentinel, still below Elder, and essentially they are still ran by that s#*!-bagger why wants to burn everything that he doesn't understand in nuclear fire. The Railroad I hate simply because they want a 'consequenceless society' all unto themselves, free the synths and screw the consequences not to mention everybody else. If they would be willing to accept some measure of Institute oversight I wouldn't mind that the railroad does its freedom thing, but they simply don't... lolz.

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The Brotherhood is and always has been a bunch of religious zealous. They want to control everything of technological significance, and what they can't understand or control they try to destroy with fervor. In a way, it's almost better that Bethesda didn't try and force them into being the defacto good guys like they did in FO3. Having all of the major factions different shades of gray means the player is stuck weighing morality. And unlike FO:NV, where you can essentially knock all the pieces off the game board and go your own way because you have an army or securotrons, you really don't have that option in FO4. The minutemen come close, but if they had that kind of muscle, they wouldn't have been nearly wiped out with most their members just becoming raiders.

I'm a bit suprised there is no option to simply be yourself, stand with nobody. New Vegas did this amazingly and in my first playthrough it's what I went with because it made sense to me.

 

I'm not saying they should cater to the choices I prefer, but I'm pretty sure I'm not alone in that thought, maybe I don't want be a minute men general, or a Brotherhood soldier, or a Railroad Agent or an Institute lackey.

 

It would've been pretty cool to find some either diplomatic or exterminate all approach, peace can be achieved with no players on the board.

 

As brief tangent, why is it there is no diplomatic option? I'm not finished with the story but to me it seems that well, there is no other way than to kill someone, or alot of people. Can't I talk my way into peace? I could in New Vegas.

 

I did the mission where I had to find a Courser and kill it, I approach him, and he tells me if I'm not here for the synth, why am I here? In my mind I didn't want to kill him, since I am currently allied with the railroad and seem to sympathize with the synths, why can't I just talk him out of hunting this synth and pretend it's dead? Instead, he tells me he has no other choice to kill me and the conversation ends and we fought.

 

After I killed the courser, I saved the synth and released her, and she tells me she needs somewhere to go now. I'm thinking, well find the Railroad, they'll help. Nope. I get no option, she says I need to find my own way. And the game decides that I, do not get to decide her fate. Missed opportunity there. I could've been able to send her to the faction I was allied with or let her go or send her to my settlement.

 

But that's more than four options...so...thanks dialogue "wheel".

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I like the railroad, working as spy is a thrill and made the MQ so much better. I have the t-51 with the faction paint stashed in the HQ for battles like it was my batman suit, showing up in fights with RR wearing it.

I also like the RR coats. Very cool looking.

 

 

'consequenceless society' all unto themselves, free the synths and screw the consequences not to mention everybody else.

But they give them names, new faces and take care of them for while before sending away from the commonwealth.

I'm not far in, so I have no idea if what they do to bad synths. All synths I have helped been nice so far, and some work for the railroad.

 

 

As brief tangent, why is it there is no diplomatic option?

Because sometimes the other parties don't want that option. It very clear when you speak with father.

 

 

I'm a bit suprised there is no option to simply be yourself, stand with nobody. New Vegas did this amazingly and in my first playthrough it's what I went with because it made sense to me.

While I enjoy the fact that the factions can be a part of the main quest in such a way and wish it can be so in the next games, I agree with what you think. It seems odd.

 

 

After I killed the courser, I saved the synth and released her, and she tells me she needs somewhere to go now. I'm thinking, well find the Railroad, they'll help. Nope. I get no option, she says I need to find my own way

She seemed like she doesn't want to.

 

 

seem to sympathize with the synths, why can't I just talk him out of hunting this synth and pretend it's dead? I

Because the RR doesn't want to help all of them, but ones that want their help and want to be free since those are the ones with freewill. And Coursers don't only hunt them down, but don't have freewill. They obey every command and have no emotion, seems like a different model from the ones I have freed so far.

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The Brotherhood is and always has been a bunch of religious zealous. They want to control everything of technological significance, and what they can't understand or control they try to destroy with fervor. In a way, it's almost better that Bethesda didn't try and force them into being the defacto good guys like they did in FO3. Having all of the major factions different shades of gray means the player is stuck weighing morality. And unlike FO:NV, where you can essentially knock all the pieces off the game board and go your own way because you have an army or securotrons, you really don't have that option in FO4. The minutemen come close, but if they had that kind of muscle, they wouldn't have been nearly wiped out with most their members just becoming raiders.

What you say is a good thing. The factions in the FO franchise since Bethesda took over with FO3 have generally been Black & White.

 

The Brotherhood's depiction of FO3 is an aberration and not typical of the organization. Senior members still around in FO4 specifically state their dislike of Elder Lyons' leadership and his wasteful campaigns of charity. They're pretty up front with the player in what they're about.

 

The Minutemen like you said are the closest thing to the Shining Light, Clear-Cut Goodguys but they were too fragile and as you see in their history, they had huge internal stability issues and one guy (Gen Becker) prevented them from going at each other. Once that man was gone, the entire house of cards fell apart. The Minutemen are pure good guys but they are far too weak against any threat more dangerous than a Raider. If the player wants to REALLY see how things went for the Minutemen after Becker's death, head to Libertalia far East. It's a cleverly designed, awesome map with a great background on the Minutemen after the collapse.

 

Not sure about the Railroad since I just got in with them. I haven't seen what their angle really is.

 

The Institute? From what I see so far, when you get into their base, they try to wow you into supporting them. Clean, fancy facilities. Tons of scientists, doctors that you never will see anywhere else in FO. High technology. They try to throw their lofty goals in your face to save the future of humanity. It's all actually pretty convincing, really.

 

That is, until you start peeling back the onion of the Institute (Virgil, why he left), their secrecy even within the organization (Dr Li, Virgil, etc). And of course, I would hope the player remembers exactly what kind of crap the Institute is pulling at the surface with all those killings and disappearances, attacks on settlements, etc. Members of the Institute like to say all the stuff said about them on the surface is exaggerated but the player sees first hand what they're doing. Hell, the Institute is raiding your settlements. The Institute puts on a face that they have humanity in mind but the hand behind their back is bloody from the murders they commit on the surface. Or the killing at their home base.

Edited by Warmaker01
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All things said about the black and white of the games ever since Bethesda took over... I honestly never thought that the Enclave was all that bad. They did evil s#*!, don't get me wrong, but I always felt as though their bad rep, especially in Fallout 3 was mostly underserved. They always seemed mostly to be a foil for the Brotherhood of Steel. Where the Brotherhood is a secretive military clubhouse that mostly just consolidates and hordes technology unlike the Enclave (whose claims towards being a legitimate US government ARE valid despite fanboy bashing) trended towards openly using their technology actively for hostile population cleansing. If you compare how the Brotherhood operates in Boston and the Majove, very anti-mutant and anti-ghoul, the Enclave was merely being honest with its intentions unlike other factions. Fallout 3's Brotherhood of Steel is... to be blunt, 'rosy eyed' and has nothing to do with their depiction in any of the other games... except maybe Fallout Tactics...

 

Also, if we are to be honest, the Enclave pretty much had the best chances to put the world back together... but were sabotaged by the player across several games... kind of like COBRA, lolz. In Fallout 3, I like to think that if Colonel Autumn hadn't killed dear old dad, then there would have been a rather high probability of the player actually joining up with the Enclave against the Brotherhood of Steel. You have to keep in mind, if you look at the game objectively you see the Brotherhood of Steel and Enclave doing the following.

 

1) Patrolling the wasteland for threats

2) Launching strike missions into Washington DC

 

However, the Enclave gets a bad rep for one single atrocity spawn near the reservoir where they burn ghouls in a trailer. Nevermind the numerous scientist doing field research you see wondering around, or those few spawns where you see them fighting raiders... both things the Brotherood of Steel never ever did in the game.

 

They, more than any other faction, have always been depicted stunningly and irredeemably negative. Hell, even Caesar's Legion was said to have some good points with how they locked trade down back East against raiders. Yet, whenever anyone mentions the Enclave, it's always as 'pure evil.' I have to hand it to the BOS, that's some damn good PR they did...

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The very basic idea of the Enclave is great. The return of the US gov't, using their high technology to reinstall order on a national level that has not existed since The Great War. But the problem with the Enclave is that genetic purity has to be ensured: Everyone in the wasteland has to die before pure humans come back.

 

If the Enclave just simply sought to bring government and order back on a national level, using their military power and technology, I would have been all aboard for it. I'd think everyone in the wasteland would hop aboard that bus. But that caveat that "All wastelanders must die" puts a stop to that. Not just Supermutants. Not just the Feral Ghouls. EVERYONE out there has to die. This has been a persistent demand of the Enclave in FO2, FO3.

Edited by Warmaker01
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