A glimpse into the future of the Boston Wasteland.
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@falloutcore
A glimpse into the future of the Boston Wasteland.
Literally one of my favorite videos of all time on the internet.
On Curie's Body
Curie expresses her desire for a Synth body as part of expanding her ability to think, feel, and process information - but I've always wondered if there isn't something else going on, since by every metric Curie as a robot is a fine researcher and probably better equipped than as a synth.
Curie spent the better part of two centuries completely alone in a Vault after burying her only friends. She watched them grow old and die and leave her all alone in the dark to carry out the work, and when she finished, she just... stayed alone, with nothing but a specimen population she kept alive for companionship.
Imagine the tremendous loneliness she must have felt in there. Then someone comes and frees her from her prison, and over time, becomes a friend - maybe even someone she's already developed romantic feelings for, even before the Synth sidegrade. She develops other friendships with their other companions and settlers. And suddenly she's aware that it's going to happen again. They're all going to grow old and die while she has to watch, and that will happen again, and again, and again, until she finally breaks down beyond repair or is destroyed.
Maybe becoming a synth is her way out. Synth aging is ambiguous, but I'm inclined to think they do unless its deliberately turned off (or turned on for surface infiltrators, maybe - default off). Maybe Curie thinks she can find a way to flip her switch to age, so she doesn't have to experience that grief again and again. Maybe she just can't bring herself to tell anyone that her ultimate goal is to die with her friends, old and happy, and not be left again to bury them and mourn them and wait for centuries in the dark for someone else.
Maybe she's just scared of being alone again.
fallout new Vegas has the funniest protagonist ever?? the other games are like 'you're from a vault looking for your dad!' or 'you're a dad looking for your lost baby!' and then FNV rocks up with 'brain-damaged gunshot victim claws out of a grave and sprints towards Vegas' like???? girl what is happening in Nevada
Nick's office in the medium of office supplies and silliness
here's how it looks on a white background
part of an exchange with a cool mutual! request was nick with a cute kitty cat
Fallout 4 Corrected Edition Dossier: Cait
Cait’s the ideal companion to start off with – and not just because she’s first alphabetically. Cait’s core concept is solid, her attached quest taps into a rich seam of pathos, and she comes with a neat introduction. But none of them quite work, and they don’t work in specific ways that illustrate what went wrong in designing her and then implementing her content.
Goodneighbor Vibes
In lieu of Cait Part 2 due to weather and Life, a love letter to Goodneighbour that should also say a lot about how I approach it in the F4C redesign doc.
Goodneighbor Vibes II
It is a complicated place, Goodneighbor.
Nuka-World Vibes
Some more shots from the Wasteland.
Continuing my thoughts on the Fallout series - let's look at some data for a change rather than weird symbolism Eva-style or possible narrative reworks. Specifically: Let's compare companions based on what we know about them, broken arbitrarily into Stats and Figures!
The reason I think this is worth doing is the pattern it reveals in the writing of the series. Methodologically, we're going to look at just three factors: 1. Do we know where the companion is from, with a suitable degree of accuracy? Could we in theory go visit?
2. Do we know if the companion has family/close friends, and anything about them?
3. Do they have a hidden quirk or something similar? If the quirk is actually horrific writing or rapey bullshit, it gets no points.
Each companion gets a possible score of 1 for each category, and we'll average a score out for the companions of a specific game. Pretty rudimentary stuff. An overall score of 1 indicates a loose connection, a 2 feels enmeshed, and a 3 feels totally enmeshed. 3 is, arguably, the ideal level, but 2 has advantages too for player-driven emergent narratives.
The scores are:
Fallout 1: 2.
Fallout 2: 2.16
Fallout 3: 0.875
New Vegas: 2.625
Fallout 4: 1.75
The rationale for each game is below. The big pattern that emerges is twofold:
Games that tell us where people are from and let us engage with it somehow, or that draw on a place we have already been in the prior games, feel more rooted and consequential.
Fallout 3 and 4's allergy to making choice of companion actually meaningful narratively prevents even the best of the Bethesda Era from feeling right.
Fallout 1 only has 4 companions. Dogmeat I - we know where he's from (1), we know he had family and what happened to them (1), though he has no real quirk. In fact, we both visit Dogmeat's origin and have the chance to avenge Dogmeat's last owner. Total: 2.
Ian - we don't know where he's from per se but we know his origins and can visit them (in the Hub), so that's a 1. We know nothing of his families, but he has a quirk of extensive local knowledge barks by Fallout 1 standards, so another 1. Total of 2.
Katja - we know exactly where she's from and visit it (1); know little of family or friends; and she has minimal (due to the loss of the banter system) quirks. Total of, sadly, 1.
Tycho - we know where he's from and, while we can't visit it, it feels precise enough in context - so a 1 to start; we know of family and friends, so another 1; and he has a couple of small quirks. Tycho's total is 3.
So, averaging it (8 / 4), we get a score of 2 - Fallout 1's Companions are firmly middling, and feel enmeshed in the world.
Fallout 2
Dogmeat I, again - this time, he's a special encounter in a time-displaced cafe, so he doesn't quite map right. We're going to set him aside as a companion as a result. We'll do the same for the pariah dog, as much as I love him.
John Cassidy - we don't know where he's from exactly, but we do know his recent past locations - we recruit him from it, and he feels embedded. So, as arbitrary as it seems - 1. As of FO2, we knew nothing of his family. But quirks? Oh boy, he's got those, and several. So - 2.
Davin the farmboy - we know exactly where he's from, so 1. His family situation is essential to recruiting him, so another 1. But does acquiring him via shotgun marriage really count as a quirk? We're calling him another 2, as we will his sister, Miria.
Goris - all three! We know where he's from, we know his family situation, and he comes preloaded with quirks. Our first 3 for Fallout 2, as divisive as talking deathclaws are.
K9 - we know where he's from (1) and his family (2). He's a dog - a cyberdog that talks! Is that a quirk? Not enough of one, so he's a 2. The robodog is an inferior version that rates a 0.
Lenny -
We know where he's from even if we can't go there (but we could in 1), we know his family, and he's got a few quirks beyond being a ghoul. So - 3.
Marcus - who doesn't love Marcus? We know exactly where he's from in both origin and where he's been hanging out before FO2 started (1); we know his found family (1); he's got quirks enough to count as a 1. Another 3.
Myron - who doesn't hate Myron? We know where he's from (1), and while he has no known family his connections with the Mordinos substitutes (1), and his quirks are... They're there, but the less said the better. 90s game devs, man. 90s game devs. Myron is a 2.
Skynet - buggy and weird as his attached tapes are - has a concrete origin (1), no family but suitable substitutes via the tapes (1), and is one walking giant quirk. Skynet's a 3.
Sulik - He's tricky, because his village should exist but doesn't. I'm inclined to rank him as not having a real origin as a result, but we'll give him the point for his sister. He's got his quirks, good and bad, so that takes him to a 2.
Vic - origin? Check. Family? Check. Quirks... Eh. if we were doing half marks, sure, but not a full point. Vic's a 2.
So, Fallout 2 - the average is, setting aside the two special dogs, 2.16 - if we gave those half marks for Sulik, Vic, and K-9, it'd bump to 2.3. That seems to track: Fallout 2's companions are nearly all memorable, embedded, and come with neat tie-ins elsewhere in the world and similar quirks (like the trouble having Lenny causes from other settlements, etc.)
Fallout 3 is where things start to shift.
Dogmeat II - we know nothing of this very fine dog. He is, unfortunately, a zero.
Star Paladin Cross - tricky. While we could say she's from the Pentagon, we know nothing of her past before that, so i'm inclined to mark her as a 0, but a 1 for ties to others via the player and their father. No quirks. She's a 1, unfortunately.
Butch - we not only know where he's from, we're from there too. Butch scores a 3, as he has both a past, family and friend ties, and a quirk worth noting narratively, though this is perhaps a touch generous and we could easily mark him a 2.
Clover - we know nothing at all of Clover except her rivalry with Crimson and the, uh... Poorly considered execution of her concept, revisited with Cait for FO4. No real quirks. Clover, unfortunately, rates a zero as a result.
RL-3 - he loves two things: arbitrary statistics, and killing communists. He has no real history, no connections, and no real quirks, but we will generously give him a 1.
Jericho - he's an ex-raider, but we don't know where from. He has tiny connections, none of them significant. He has no real quirk. He's a zero, or a generous 1.
Fawkes - another tricky one, as Fawkes is both the most engaging companion, and... has no real history beyond his prison cell, no ties, no real quirks. We will again generously give him a 1.
Charon - what is it with new Fallouts and having you acquire slaves with no consideration of what that entails? Charon has a past that could be anywhere, one loose tie, no real quirks. He's a 1.
Fallout 3 averages 0.875/3.
New Vegas!
Arcade - we start strong. Arcade has a home, a past, and relationships - 2 already. He's got quirks, so we're at a 3 right off the bat.
Boone - we know exactly where he's from, his family and friends situation, and yes, he quirks. Another 3.
Lily - where's she from? Tricky, since we can't go, but concrete. A 1 there. Relations? a 1 - even if they're long dead. Quirks? Eh... Yes, but not a point's worth - if we were doing halves, certainly. Lily sits at a comfortable 2.
Raul - again, we know where he's from and his family situation, so he's a 2 already - a 1.5 if we were being strict. His situation grants him quirkiness just sufficient to scrape to a 3.
Cass - 3. Any questions why? No? Good.
Veronica - another automatic 3. She's deeply embedded, even if her quirks are slightly lacking.
ED-E - tricky. We know where he's from, his 'family' of sorts, and he's got the quirks... But I think we can mark him a 2. That's not a bad thing in itself.
Rex - we salute our canine overlords. Rex has a history, a family, a place, and the whole brain quirk. But like ED-E, I think he's better marked as a 2 than a 3.
So, New Vegas averages to 2.625, the highest in our ranking so far. Even if we drop Raul and Veronica to 2s, NV remains the top.
So, Fallout 4... Here, things get complicated. Quirks here do not include perks or quests, only something that really stands out. Arguably, that's unfair, but it goes to a basic issue: none of the companions have real impacts on the world beyond being your pal.
Dogmeat III - he has no real home, but he has loose ties to Mama Murphy. No real quirk except being a Very Good Girl. Rates a 1.
Cait - sure, she has a home and family... But: Where is that home? The family's dead. We can give her 1 point between the two for the Combat Zone and Tommy, but that's about it. She has no significant quirk. Cait, as much as I love her conceptually, is a 1/3.
Codsworth - home? Tick, and we can go there. Family? Tick - dull as they are. Quirk - with Automatron, tick, but there's not a lot of one. Codsworth barely justifies the 2, and if we did half marks, would be a 1.5 or even a 1.
Curie - home? Tick, as a place we can go. Family? Of sorts, and more interesting than Codsworth's. Quirk - again, sort of. A 2.5 if we did half marks; a 3 since we don't.
Danse - home? Tick again, as a place we've already been. Family and relationships? Yep, with actual NPCs at that. Quirk? Of sorts. A 2.5 if we did, a 2 since we don't.
Deacon - home? Maybe. Family/relationships? Sort of. A quirk? Yes. Deacon sits at a 2 too, but his ambiguity works against him.
Hancock - home? Yes, surprisingly, and two of 'em at that. Family and relationships? Yep. A quirk? Arguably, yes. Hancock rates a 3, or conservatively, a 2.
MacCready - home? Yes. Family? Yes, but off screen. A quirk? Nah. Mac should arguably be a 1, but we'll be generous and let him be a weak 2. The problem with him is like Cait's: It has no possible interaction with the world; it is a static thing that exists in the past tense. Contrast Danse and Hancock.
Nick Valentine - Tick, tick, and big tick. There's a reason everyone loves Nick, and its because he's a 3.
Piper - Sort of, tick, nope. Why sort of? Because we don't know where Piper's actually from, just a little town someplace. This is unsatisfactory. We'll rank her a 1, as she's really a pretty flat character.
Preston - bizarrely, we have no idea where ol' Preston grew up, where he lay his head, or really much of anything beyond his service in the Minutemen. (Synth Preston confirmed.) But he does come with those prebaked relationships, and an annoying quirk. Preston scores a 1 that should probably be a 1.5.
Strong - we know virtually nothing of Strong beyond his membership in his mutant band, but that's enough to give him a home, ties, and as a super mutant, a soft quirk that should be stronger than it is by a country mile. He's a 2.5 that marks down to a 2.
X6-88 - Institute Courser. That's... that's it. X6-88 is a 1.
ADA - Where's she from? Someplace. Who are her people? Dead before your eyes. At least she's got a quirk. 2.
Longfellow - where's he from? The Island. What's his relationships? The Island (and his dead wife.) Does he have a quirk? Not particularly. Despite being one of the best written companions, he sits lower down the order at a 1, though arguably he should be bumped right up to a 3 or 4 with Narrative Strength bonus points.
Gage - where's he from? Nowhere. Who are his people? Nobodies. He has the Park, and that's about it, with no real quirk to speak of either. Gage, sadly, is a 1 too.
That gives us a Fallout 4 average of 1.75, well below New Vegas but better than 3 - which seems appropriate. I'm not doing 76 because of its constraints.
The Erasure of Squad Cato
An Archive of Our Own, a project of the Organization for Transformative Works
In progress, etc.
Plate 37: NCSDF Captain R.J. MacCready, captured in action during his service with the Gunners. Captain MacCready received special amnesty during the Gunner Trials for his services to the Freebooters and active role in organizing the Prosecution of the Gunners, but remains dogged by allegations of involvement of massacres of prisoners during both his service with that rightly maligned group and with the Freebooter Corps. It is not known when Captain MacCready lost his eye, but this photo confirms it occurred prior to 2287.
Plate 22: A rare surviving daguerreotype of Quincy Massacre survivor Marcy Long, approximately 2289, taken by Ms. E. Cabot on commission of P. Wright for her unpublished Official History of the New Commonwealth, now reproduced for the first time.
Fallout Taxonomy: Deathclaws
Many human cultures inhabiting realities along the Anthrophilic Cluster exhibit a tendency towards the reuse of names for creatures that may or may not be of the same kind. In the Earth of the Black Isle, the clearest example of this is the notorious Deathclaw - a cluster of five confirmed species and two cryptids with variably divergent traits that all occupy the same role of apex predator. The relation of the Deathclaw species to one another is unclear, and their origin is itself ambiguous.
Beneath the cut - the seven known species of Deathclaw.