Being vilified by the NCR...

Post » Sun Mar 06, 2011 8:53 am

Caeser's principles are, Roman in millitary decipline, ancient greek / religious cult in attitude towards women, pre great war in tactics and culture.
Pretty much all he's done is take the worst examples in history cobbled them together and forced it apon an emerging proto state which may have developed along the lines of FO1 given time and events.
All in the aid of thinking he's smarter than everyone and that Tandi was a dictator and that the NCR's people whom are good should be cattled like everyone else under a sterner yoke that only he can offer.
Soooo CL is a hypocritical entity, of silly boys in skirts, and this is from someone who at the moment is taking their side?

The tribes that he formed were pretty much by the sounds of it petty raiders at worst or Khanish, and shady sands in effect, what he did was introduce savagery as a tool, infact making them far more evil and now they will never establish a natural peaceful culture of their own.

The strip I think was planned to be neutral but as it is at the moment of the game within NCR territory ( which the Mojave is ), and the strip alone is a micro state like Monico ruled by House, I doubt it stayed that way for long in development tbh.
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Nikki Lawrence
 
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Post » Sun Mar 06, 2011 11:48 pm

I see it as a DLC and a modding opportunity for them to expand the game.

I agree the bulk of the content is sided to either being good/neutral with the NCR or being a CL spy and pretending your NCR. But there is lots of room for more story now, and Tons of room on the map for them to add huge CL-related DLCs if they choose, and alot of modding opportunity over time for us to fix and change things like Strip Neturality. I do think bit was an oversight, the Securitrons should at least enforce Peace on the strip (if not taking sides), versus watching the followers massacre the NCR en-mass in the strip without any ramifications - that can't be intended design. :)

But nor does it say anywhere on the box that there were two game stories included (one NCR and one CL), nor did it say it would offer as much content for the "Evil" players versus the "Good" players (if one can call CL and NCR that for a moment). I don't think there was any crime in them basing the majority of the content around the NCR, it really IS a story of the battle for control over the Mojave. The end slides speak to what happens to the Mojave afterwards, and the NCR is central that theme in This game. Lots of room for future things, and Ceasars Legion can certainly play a role in future DLCs and future Fallout games on the West Coast for that matter.

To me this was more of a design choice, not some imbalance between ensuring each major faction had exactly the same number of quests. The value of this game is in playing new characters through and trying the different story lines, and in that respect no one has to miss any of the content really.

Miax
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quinnnn
 
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Post » Sun Mar 06, 2011 11:04 am


But nor does it say anywhere on the box that there were two game stories included (one NCR and one CL), nor did it say it would offer as much content for the "Evil" players versus the "Good" players (if one can call CL and NCR that for a moment).


That's a fair point. The DLC/modding stuff is an irrelevance to this offline console-player though. However, I think my only real quibble here (AI tearing at the seems notwithstanding) is the lack of quest opportunities for Stupid Evil characters. Playing Stupid Good is fine, you can run arround accepting errands left, right and centre no problem, and Clever Evil is also fine what with all the possible subterfuge (although opportunities for moustache-twirling villainy seem a touch thin on the ground), but poor old Stupid Evil characters don't have much to do beyond painting the map red, aside from the main quest anyway.
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elliot mudd
 
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