Fallout series

The only time you see actual human slaves in Fallout 4 is in thr Nuka World DLC. And unlike the Pitt that entire situation was morally black and white as fuck. You either side with sadistic raiders, or free the slaves. There's no "The Raiders are the best bet for survival here." Nope. Nuka World was already running as a trade outpost when the raider gangs took it over. And out of the 3 gangs, only one of them MIGHT be able to reform, the Operators.
Still pissed that there was no "Convince the Operators to help kill the Pack and the Disciples and take over as legitimate security while freeing the now very grateful traders" route.

Still, it really is fucking weird that the Commonwealth seems to be the only place in the fucking wasteland without rampant slavery outside of the Institute.

It would be too easy to portray the Institute as purely heroic (on the issue of synths, at least; leave the weird FEV experiments aside for the moment). "We've eliminated the need for slavery by creating artificial people. Anyone who doesn't use synths rather than actual human slaves is obviously a monster. That means you, Brotherhood, and that really means you, Railroad." The Railroad's priorities would then seem even more fucked up.
 
It would be too easy to portray the Institute as purely heroic (on the issue of synths, at least; leave the weird FEV experiments aside for the moment). "We've eliminated the need for slavery by creating artificial people. Anyone who doesn't use synths rather than actual human slaves is obviously a monster. That means you, Brotherhood, and that really means you, Railroad." The Railroad's priorities would then seem even more fucked up.
It would also a add some nice depth to the overall factions. You could have the Institute still acting semi isolationist but be willing to rent out their Synths to settlements on the basis of being a more humane alternative to human slavery. This would add a moral dilemma to Railroad players has the more Synths you free / destroy the Institute, the more human slavery is reintroduced to the Commonwealth as Raiders and slave societies just use human alternatives. You could even have an early quest line in the Minutemen on if you should buy Synths from the Institute to help rebuild settlements / the Minutemen or if you abstain. Then if you choose to buy the Synths but go to war with the Institute you have a potential 5th column from wanting to take the "easy" path.
 
I broadly enjoy Fallout 4, but I would say that the Synth plotline was poorly handled. It tries to have an overarching plot about whether or not Synths are simply machines or more ... Before decisively providing so many examples of synth sapience and autonomy that the question is moot point.

This question of dealing with synths is not helped by the fact that in order for us to take the Railroad seriously (still quite impossible, I usually obtain ballistic weave and purge the church) the developers removed enslavement of regular humans that is a staple in all other Fallout games. That's because one would rightfully ask why these machine lovers are spending their energy trying to free a small group of robots in an honestly safer living situation than the wasteland rather than slavery of their fellow humans elsewhere. This question can't be really answered other than the Railroad values Synth lives above human lives so the developers just remove slavery that should realistically be in the area just like in the other games.
Which is odd because in FO3 the Railroad chick at Rivet City, Victoria Watts, tells you "Yes, the androids are our priority but we also help any human slaves we can" when the PC asks her about that. And according to the Official Game Guide she's allied with the escaped slaves at the Temple of the Union, so the situation isn't exactly "Lol humans get fucked" like it seems to be in FO4.
 
The synths were just all around the worst part of 4, with the exception of valentine. They just didn't fit in with the fallout feel at all. Honestly the whole institute was just a fucktarded idea on the whole, same with the railroad. The minutemen were at least a great concept with piss poor implementation. I at least liked how they did the brotherhood, the airship was pretty badass and fit the fallout vibe pretty well. I think the gunners should have been one of the joinable factions if you wanted to go the evil route.
 
The synths were just all around the worst part of 4, with the exception of valentine. They just didn't fit in with the fallout feel at all. Honestly the whole institute was just a fucktarded idea on the whole, same with the railroad. The minutemen were at least a great concept with piss poor implementation. I at least liked how they did the brotherhood, the airship was pretty badass and fit the fallout vibe pretty well. I think the gunners should have been one of the joinable factions if you wanted to go the evil route.
Or they could have just gone with a traditional FO1/2 style linear main story, and have the Gunners work with the Institute as their hired guns. There's zero reason for them to want you dead on sight in the base game, since unlike FO3's Talon Company they're not contracted by someone, presumably Tenpenny, to go after you for saving the day. But if they were working for the Institute, then yeah, they'd want you dead because you're a loose end. Would also give some actual weight to the Minutemen and the settlements, since you'd be rebuilding them and the trust between the settlements to counter the division the Institute keeps sowing to weaken and divide them, allowing the Gunners to pick them off easier for the synths to loot.
 
Or they could have just gone with a traditional FO1/2 style linear main story, and have the Gunners work with the Institute as their hired guns. There's zero reason for them to want you dead on sight in the base game, since unlike FO3's Talon Company they're not contracted by someone, presumably Tenpenny, to go after you for saving the day. But if they were working for the Institute, then yeah, they'd want you dead because you're a loose end. Would also give some actual weight to the Minutemen and the settlements, since you'd be rebuilding them and the trust between the settlements to counter the division the Institute keeps sowing to weaken and divide them, allowing the Gunners to pick them off easier for the synths to loot.
Literally anything would have been a better use of the gunners over what we got in the game. They just outright didn't make any sense, but then again most of 4 didn't make much sense. We never see them actually taking contracts, just being up armored raiders. There was just 0 depth to them, even by 4s low standards. They really let uniqueness die in 4.
 
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The Gunners are literally just a reskinned Talon Company. They're mercenaries who also simply kill anyone weaker than them out of hand so they can loot the corpse for goodies.

Hell, even in Fallout 3 you never even had to defuse the Megaton bomb to get them on your ass, just get enough good karma and they start showing up. They're basically under orders to kill anyone who starts doing good in the wastes because one of their primary missions (outside of retaking the Capitol building and some old military bases) is to keep the Capitol Wasteland lawless and disorganized. This is kinda why I figured they were working for the Enclave, who the fuck else would want the Capitol Wasteland lawless, or the Capitol building? Also helps that they actually show up in game outside of the hit squads that are hunting you.
 
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The Gunners are literally just a reskinned Talon Company. They're mercenaries who also simply kill anyone weaker than them out of hand so they can loot the corpse for goodies.

Hell, even in Fallout 3 you never even had to defuse the Megaton bomb to get them on your ass, just get enough good karma and they start showing up. They're basically under orders to kill anyone who starts doing good in the wastes because one of their primary missions (outside of retaking the Capitol building and some old military bases) is to keep the Capitol Wasteland lawless and disorganized. This is kinda why I figured they were working for the Enclave, who the fuck else would want the Capitol Wasteland lawless, or the Capitol building? Also helps that they actually show up in game outside of the hot squads that are hunting you.
Talon Company was pretty retarded as well, but at least some lip service was paid to them doing actual merc work. Plus 3 had Rileys rangers as another merc group to at least show mercenaries did things in the Wasteland.
 
The Gunners are literally just a reskinned Talon Company. They're mercenaries who also simply kill anyone weaker than them out of hand so they can loot the corpse for goodies.

Hell, even in Fallout 3 you never even had to defuse the Megaton bomb to get them on your ass, just get enough good karma and they start showing up. They're basically under orders to kill anyone who starts doing good in the wastes because one of their primary missions (outside of retaking the Capitol building and some old military bases) is to keep the Capitol Wasteland lawless and disorganized. This is kinda why I figured they were working for the Enclave, who the fuck else would want the Capitol Wasteland lawless, or the Capitol building? Also helps that they actually show up in game outside of the hit squads that are hunting you.
Tenpenny, I'd argue. Dude wants his chaos, because chaos means the little island of well-armed safety that is Tenpenny Tower is less likely to be stormed and looted, and besides, anarchy pays when you're a mercenary group and everyone wants everyone else dead. Just ask the Sniper about human nature. Although unlike Talon Company he is a professional since professionals have standards.
 
The synths were just all around the worst part of 4, with the exception of valentine. They just didn't fit in with the fallout feel at all. Honestly the whole institute was just a fucktarded idea on the whole, same with the railroad. The minutemen were at least a great concept with piss poor implementation. I at least liked how they did the brotherhood, the airship was pretty badass and fit the fallout vibe pretty well. I think the gunners should have been one of the joinable factions if you wanted to go the evil route.
I haven't played much of Fallout 4 but I like Valentine as a companion. His old detective persona fits in that wasteland.
 
I haven't played much of Fallout 4 but I like Valentine as a companion. His old detective persona fits in that wasteland.
His companion quest was however, stupid as shit with the crime guy who Valentine got his personality from, still
Live as a ghoul in a metro station. A station he has not left in over 200 years. It is also implied that he wanted to become a ghoul ( can’t really remember) and that creates so
many plot holes…
 
His companion quest was however, stupid as shit with the crime guy who Valentine got his personality from, still
Live as a ghoul in a metro station. A station he has not left in over 200 years. It is also implied that he wanted to become a ghoul ( can’t really remember) and that creates so
many plot holes…
There were a handful of people in prior games who deliberately turned themselves into ghouls, but that was a particularly stupid case. Especially since the bunker was about the size of a bedroom.
 
There were a handful of people in prior games who deliberately turned themselves into ghouls, but that was a particularly stupid case. Especially since the bunker was about the size of a bedroom.

The idea of a ghoul crime boss based on Whitey Bulger is quite cool, as was Nick's story in general, but as with so much of Fallout 4 the execution left a huge amount to be desired.
 
Well, just as Fallout 4 in general. Did you see the concept art? Shit visually seems a lot better than in the final game.
One thing i hate from FO4 is the affinity system. Removing karma and rep system from earlier games was a mistake.
At this point i'm using a mod which rushes the approval shit from companions, take the perks, sending the romance ones to Home Plate with another mod to proc Lover's Embrace and using Lone Wanderer with Dog Attack (those damage reductions are fucking good).
But more than that, is so crap. Companion's stories aren't generally bad thought, but when you played the game so many times...
 
I had no idea that this mod for Fallout 2 existed.
Looks very intersting. Just need to learn russian
 
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I had no idea that this mod for Fallout 2 existed.
Looks very intersting. Just need to learn russian
Warlockracy is excellent, his videos are a great peek into slavic games and culture for a dirty westerner like me. I highly suggest his Olympus 2207 video, which is about a Fallout 2 total conversion.

His video about The Sum, a Canadian Annarchist Fallout Tactics mod that is funded by the government, is also pretty good.
 
Warlockracy is excellent, his videos are a great peek into slavic games and culture for a dirty westerner like me. I highly suggest his Olympus 2207 video, which is about a Fallout 2 total conversion.

His video about The Sum, a Canadian Annarchist Fallout Tactics mod that is funded by the government, is also pretty good.
have been on a bing watching his videos. His accent is really comfy.
 
Well, just as Fallout 4 in general. Did you see the concept art? Shit visually seems a lot better than in the final game.
One thing i hate from FO4 is the affinity system. Removing karma and rep system from earlier games was a mistake.
At this point i'm using a mod which rushes the approval shit from companions, take the perks, sending the romance ones to Home Plate with another mod to proc Lover's Embrace and using Lone Wanderer with Dog Attack (those damage reductions are fucking good).
But more than that, is so crap. Companion's stories aren't generally bad thought, but when you played the game so many times...

I've always found it interesting that Fallout 4 and Dragon Age: Inquisition were released so close to each other, because each game represents its developer poaching into the other's traditional territory and demonstrating how poorly they understood what made their rival games tick. Fallout 4's affinity system mimics approval from Dragon Age, but because in DA approval stems from how you approach a situation and from copious amounts of dialogue -- on both counts Fallout 4 falls lamentably short -- the only way to build up affinity turned out to be dumb binary choices like "take the quest / don't take the quest" and absurd actions like lockpicking and hacking. It makes the system easy to game, and because generally all you get is two to four extra conversations even the most intriguing companions end up feeling relatively shallow.
 
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