will fallout NV be a finish game ?

Post » Sat Feb 19, 2011 7:29 am

sorry to ask
what made me mad about fallout 3 was it was unfinished to get the full ending you had to buy broken steel
which i think should of been free
will there be a full ending in fallout NV
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Danny Warner
 
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Post » Sat Feb 19, 2011 8:28 am

sorry to ask
what made me mad about fallout 3 was it was unfinished to get the full ending you had to buy broken steel
which i think should of been free
will be get a full ending in fallout NV




its been comfirmed you cant play after the end of the game. :toughninja:
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Amie Mccubbing
 
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Post » Sat Feb 19, 2011 5:00 am

its been comfirmed you cant play after the end of the game. :toughninja:

good looks like they have learn Bethesda mistakes
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Nichola Haynes
 
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Post » Sat Feb 19, 2011 12:43 am

Broken Steel was developed in response to player criticisms about the end, it wasn't planned beforehand and kept apart so they could charge for it later.

Obsidian has the benefit of knowing these criticisms beforehand although it's certainly possible that they'll be developing DLC in response to other criticisms.

New Vegas will have a definite ending but it sounds like they'll be taking steps to make it work better with people's expectations. Fallout 3 didn't really have a good point to pause, I suppose leaving Raven's Rock but then you're missing out on a fun sequence. My guess is New Vegas will have a good place to pause the main quest and wander before you get to the last sequence.

good looks like they have learn Bethesda mistakes

I'm confused, the original main quest of Fallout 3 didn't let you continue playing, that's one of the reasons they released Broken Steel.
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Kat Ives
 
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Post » Sat Feb 19, 2011 7:36 am

It's supposed to have a real Fallout ending that talks about the future of every faction/settlement/companion. Shouldn't be a 2 second cheap ending like F3.
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Jonathan Egan
 
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Post » Fri Feb 18, 2011 7:58 pm

Erm....Fallout 3 had an ending. You know that thing with the slideshow and the credits. Broekn Steel was not an ending.

As has been pointed out, It's been confirmed that the game will have a definitive ending with the slideshow and the credits, just hopefully better than Fallout 3;s.
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Kit Marsden
 
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Post » Sat Feb 19, 2011 11:07 am

Broken Steel was developed in response to player criticisms about the end, it wasn't planned beforehand and kept apart so they could charge for it later.


Hmm, but in the Video folder in Fallout 3's directory, the "2 Weeks Later" video is there, and has the same Modified Date as the rest of the videos. :P

EDIT: Oops scrap that. I misread what you said. I thought you said Broken Steel had only been planned after Fallout 3's release. :blush:
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ZzZz
 
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Post » Sat Feb 19, 2011 6:42 am

Yes, it is going to be a definite ending, however, it has been said that there will be a "safe point" in which the game will save so that when you do end the game you can reload your character and continue playing without it being awkward like F3.

I can only hope Obsidian can pull it off smoothly...
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+++CAZZY
 
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Post » Sat Feb 19, 2011 11:22 am

Hmm, but in the Video folder in Fallout 3's directory, the "2 Weeks Later" video is there, and has the same Modified Date as the rest of the videos. :P

EDIT: Oops scrap that. I misread what you said. I thought you said Broken Steel had only been planned after Fallout 3's release. :blush:

From my understanding there's evidence that the "2 Weeks Later" video was going to be used in regards to Raven's Rock but they cut that. However it's also possible that Bethesda started developement on Broken Steel while the game was finishing up QA since it seemed likely that people would be unhappy with the definite ending. Even if they hadn't gotten past the planning stage they could have drawn up the basics of the story and seen they could use that video.
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Eve Booker
 
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Post » Sat Feb 19, 2011 12:06 pm

My criticism with Fallout 3's ending was that it was poorly planned and executed, not that the game ended. From what I understand, the plan was always for the player to sacrifice themselves and die, or be a selfish bastard and make someone else die. That's fine, but they shoe-horned and forced everything towards that one conclusion, and made some pretty spectacular mistakes in regards to companions. Nearly half of your possible companions are immune to the form of death they were making you face. Whoops!

I loved Fawkes on my first playthrough. I now hate Fawkes, because Fawkes told me it was my destiny to die because he was too lazy to walk a few feet and punch 4 buttons. He seemed awfully concerned about me entering an area full of radiation just a little while before, but I guess he got over that. And I couldn't command my robot to do it? Or my indentured slave, who the radiation would not affect? It was very sloppy on Bethesda's part, and I understand that they recognized the problem too late to do anything about it before the initial release. Broken Steel fixed the companions problem, but it still felt cheap that if you sacrificed yourself to turn on the Purifier you'd suddenly find yourself all better two weeks later. Oops again. I guess you should have gotten Dad out of the chamber and took him with you to the Citadel with Dr. Li. Apparently treatment for massive radiation poisoning is well within the BOS abilities. Of course there is only so much dialogue a celebrity voice actor can have in a Bethesda game before they must die dramatically.

Oh, and I don't appreciate the ending telling me I'm a bad person for sending in someone immune to radiation, or a freaking robot, to do the job instead of dying myself like a good little martyr would have for dramatic poignancy. A noble sacrifice is only noble if it is necessary. If the sacrifice wasn't necessary, that just means you were stupid, and will forever be remembered as a good intentioned moron.

The lack of more than a couple of slide shows and the whole companion issue makes me think that Bethesda ran out of time to properly finish Fallout 3. It just lacked polish there at the very end. Especially after all the pre-release talk of the "hundreds of different endings" based on the combination of slides shown. :rolleyes: Broken Steel was a much better send off of missions, excitement, and drama, but it pretty much made the previous main story of the Purifier seem like small potatoes.

I hope Obsidian and Bethesda stick by their guns on New Vegas having a definitive end, and never remove it with DLC afterwards. Hopefully the endings will be satisfying and well thought out.
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 4:13 am

Nope it will have a definite ending but Obsidian supposodly made a good pause point unlike fallout 3.
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Teghan Harris
 
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Post » Sat Feb 19, 2011 8:00 am

...


I couldn't agree more. Mind you, I loved Fallout 3, and I think there were a lot of things in it Bethesda did really well (ie. The Pitt). But for the most part, their writing really went downhill after Morrowind. For example, Little Lamplight, while an interesting place, is just one big plot hole if you think about it for more than a minute.

Broken Steel was a good fix for the nonsensical ending, but they really should've put ending slides after the Enclave was wiped out, and made that the ending instead of leaving it wide-open.
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jasminε
 
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Post » Sat Feb 19, 2011 2:07 am

Fallout 3 WAS finished. It's called a definite ending. Fallout 1 had one. (Not sure about Fallout 2, though.) And so will New Vegas. Now, the companion gaping plot hole was absolute [censored]. The way I was expecting it to happen was to have the Enclave cut down your companion (considering the game was ending anyways), and etc. But nope. "It's your DESTINY" says Fawkes. "Wait- weren't you just obsessively murdering every single Enclave soldier? Did they not have a part in my "destiny" too?" *faceplam*
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Eilidh Brian
 
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Post » Sat Feb 19, 2011 6:53 am

I couldn't agree more. Mind you, I loved Fallout 3, and I think there were a lot of things in it Bethesda did really well (ie. The Pitt). But for the most part, their writing really went downhill after Morrowind. For example, Little Lamplight, while an interesting place, is just one big plot hole if you think about it for more than a minute.

Broken Steel was a good fix for the nonsensical ending, but they really should've put ending slides after the Enclave was wiped out, and made that the ending instead of leaving it wide-open.

I agree that they should have done slides after the end of Broken Steel and ended the game. When the Vertibird drops you back into the Citadel and Sarah is talking about when she first met you, and Lyons is telling you what a hero and asset you've become, etc. that was great stuff, and would have made a perfect ending that would have felt very satisfactory. Honestly, wandering around after Broken Steel, and seeing Aqua Pura everywhere and nothing changing . . . well, it makes me fell like James died for nothing, and nothing I had done had made a difference.

At that point you also shouldn't be able to walk around the Capital Wasteland without people worshiping you as a hero, or every faction trying to recruit you to their cause. Raiders and enemies should run the hell away from you. You are the man/woman who's exploits are legendary and known to all because of Three Dog. You took out TWO Enclave bases by yourself. You provided water to the wasteland. Behemoths have fallen to you, and every member of the BOS defers to you. You should have the clout to walk into any town, raider camp, etc. and say - do this, or clear out, and watch them run for the hills. When the Outcasts call you "tribal" or "savage" you should be able to fix them with a steely glare and growl, "Do you know who I am?" and get results. But being a god is no fun. So the game should have ended to maintain logic.

The Pitt did have great writing. Bethesda can write good stories, but those stories always seem to be side missions. Their main quest storylines in Oblivion and Fallout 3 were, while not bad by any means, a very uninspired bland vanilla flavor of writing. A mixture of cliches and stock dramatic moments you can almost check off against a list. I thought Oblivion's main story so boring I never even started that quest chain after the first time.

Player delivers royal necklace to Blades leader.
Player finds Martin.
Player protects Martin.
Player gathers info for Martin.
Evil god appears.
You can't fight it.
Martin sacrifices himself to save the day while you watch.
Everyone calls you a champion. :blink:

You could take the player out of Oblivion and the story wouldn't have changed. That is a sign of bad writing. Members of the Blades could have done every single one of those steps, even different members doing different steps. You simply weren't needed in the long run. Nothing was about you, and it turns out most of the stuff you do is a waste, because all Martin has to do is die in a certain spot.

And Fallout 3 borrows pretty heavily from Fallout 2 for the main beats of its story. Our player starts in an insular community and leaves to find something, the GECK from the beginning in Fallout 2 and the player's father first and ultimately the GECK in Fallout 3. In both games things take a turn for the worse when the Enclave shows up, and they kidnap/kill your loved ones, and take possession of the GECK. The Enclave tries to rid the wasteland of all mutations. The player prevents it by destroying the Enclave's base in a massive explosion after talking with the President. The power of the GECK/GECK-purified water restores your people. Honestly it felt like Bethesda did a mash-up of the plots of Fallout 1 and Fallout 2 - what with the water and GECK themes. Maybe they did it as a kind of introduction to a new generation of fans, I don't know.

ON A DIFFERENT NOTE:

I know this wasn't mentioned anywhere in the game, but I don't think Little Lamplight is as big a plot hole as some think. I don't even think Bethesda had this in mind, but maybe they did and I'm not giving them enough credit. I believe Little Lamplight is a Super Mutant farm. It is right next to the Super Mutant base, allowing the Super Mutants to protect their "livestock" and keep an eye on it. We know that Super Mutants can only be created from strong individuals, advlts by necessity, the Super Mutants even say so in some of their conversations in the game. We also know that the Super Mutants have a major outpost at the Georgetown Police Department, which is right next to Big Town, where all the Little Lamplighters go.

With me so far? Well, here's how I think it works. When the Mutants do their raids, they usually kidnap people instead of killing them outright. This would include the children, which the Mutants deposit in front of the Little Lamplight caverns, which is convenient since the Mutants are dipping their parents next door. Literally. The kids run into the cave to get away, and find the other children, and stay. Originally, the Mutants probably raided Little Lamplight periodically to cull the advlts for dipping, so the children came to associate advlts in their presence as a danger, and sent away residents once they reached a certain age to prevent raids. This makes much better sense than a shared culturally memory of an advlt being mean to the original Lamplight founders once. The Super Mutants adapted and now watch for when a Lamplighter leaves the caves for Big Town, and conduct a raid. Raids on Big Town probably coincide with new arrivals from Little Lamplight.

So the Little Lamplighters get a constant influx of new residents, explaining how a community of children can maintain its numbers without pregnant teens (though some of that probably happens too), and the Super Mutants get a protected stock that is most suitable for dipping (since we know those humans with lower radiation levels make the best mutants and Little Lamplighters are constantly purging their systems with the cave fungus). Those dipped from Big Town probably end up as the Master Mutants and Overlords, as opposed to the more common radiation sick stock of Wastelanders that become the regular Mutants and Brutes.

All just a personal pet theory, but it fits lore, and makes the existence of Little Lamplight logical. What do you think?
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WYatt REed
 
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Post » Sat Feb 19, 2011 12:57 am

I just hope the main quest is of decent length (F3's main quest with the BS addon would be about right), and it's something original. I don't want it to be about finding a geck and defeating the enclave again, basically just a copy of F2. :shakehead:
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Dona BlackHeart
 
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Post » Sat Feb 19, 2011 4:36 am

I just hope the main quest is of decent length (F3's main quest with the BS addon would be about right), and it's something original. I don't want it to be about finding a geck and defeating the enclave again, basically just a copy of F2. :shakehead:



Well then you're in luck, in this Fallout you are actually a courier carrying a package for someone in the Strip, you are ambushed and left for dead. The main quest line looks to be finding out who tried to kill you and what was in the package you were carrying.
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^_^
 
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Post » Fri Feb 18, 2011 8:31 pm

Anyone else the the Fire Geckos? They look like they'll be scarier then Death Claws. :tops:

http://www.falloutnow.de/forum/index.php?PHPSESSID=4e9b89c1f7c0de06a56a50a17648c632&action=gallery;sa=view;id=1505
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evelina c
 
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Post » Fri Feb 18, 2011 8:59 pm

All the problems in Fallout 3 have been fixed in New Vegas. Now, kiddies, run along!
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Jade Barnes-Mackey
 
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Post » Sat Feb 19, 2011 1:20 am

I predict there will be just as many loud screams of displeasure about this ending as there was about FO:3 having an ending. I have noticed that folks seem to think Bethesda games should not have an end and despite knowing this game was not developed by Bethesda, folks don't pay attention to such details. They will read, Bethesda, buy the game then come to scream about the game ending. It won't matter about a save spot, a good ending or anything else. Folks will want to play after the end of the game.
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Jake Easom
 
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Post » Fri Feb 18, 2011 8:31 pm


ON A DIFFERENT NOTE:

/snip

All just a personal pet theory, but it fits lore, and makes the existence of Little Lamplight logical. What do you think?


I like that. Good job, your theory just made Little Lamplight, Bigtown and Germantown a far more satisfying addition to the game, in my opinion. One of the better lore theory arguments I've come across.
Here: enjoy this complimentary carboard box full of pre-war frag grenades! :icecream:
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Marquis T
 
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Post » Sat Feb 19, 2011 11:13 am

I agree that they should have done slides after the end of Broken Steel and ended the game. When the Vertibird drops you back into the Citadel and Sarah is talking about when she first met you, and Lyons is telling you what a hero and asset you've become, etc. that was great stuff, and would have made a perfect ending that would have felt very satisfactory. Honestly, wandering around after Broken Steel, and seeing Aqua Pura everywhere and nothing changing . . . well, it makes me fell like James died for nothing, and nothing I had done had made a difference.

At that point you also shouldn't be able to walk around the Capital Wasteland without people worshiping you as a hero, or every faction trying to recruit you to their cause. Raiders and enemies should run the hell away from you. You are the man/woman who's exploits are legendary and known to all because of Three Dog. You took out TWO Enclave bases by yourself. You provided water to the wasteland. Behemoths have fallen to you, and every member of the BOS defers to you. You should have the clout to walk into any town, raider camp, etc. and say - do this, or clear out, and watch them run for the hills. When the Outcasts call you "tribal" or "savage" you should be able to fix them with a steely glare and growl, "Do you know who I am?" and get results. But being a god is no fun. So the game should have ended to maintain logic.

The Pitt did have great writing. Bethesda can write good stories, but those stories always seem to be side missions. Their main quest storylines in Oblivion and Fallout 3 were, while not bad by any means, a very uninspired bland vanilla flavor of writing. A mixture of cliches and stock dramatic moments you can almost check off against a list. I thought Oblivion's main story so boring I never even started that quest chain after the first time.

Player delivers royal necklace to Blades leader.
Player finds Martin.
Player protects Martin.
Player gathers info for Martin.
Evil god appears.
You can't fight it.
Martin sacrifices himself to save the day while you watch.
Everyone calls you a champion. :blink:

You could take the player out of Oblivion and the story wouldn't have changed. That is a sign of bad writing. Members of the Blades could have done every single one of those steps, even different members doing different steps. You simply weren't needed in the long run. Nothing was about you, and it turns out most of the stuff you do is a waste, because all Martin has to do is die in a certain spot.

And Fallout 3 borrows pretty heavily from Fallout 2 for the main beats of its story. Our player starts in an insular community and leaves to find something, the GECK from the beginning in Fallout 2 and the player's father first and ultimately the GECK in Fallout 3. In both games things take a turn for the worse when the Enclave shows up, and they kidnap/kill your loved ones, and take possession of the GECK. The Enclave tries to rid the wasteland of all mutations. The player prevents it by destroying the Enclave's base in a massive explosion after talking with the President. The power of the GECK/GECK-purified water restores your people. Honestly it felt like Bethesda did a mash-up of the plots of Fallout 1 and Fallout 2 - what with the water and GECK themes. Maybe they did it as a kind of introduction to a new generation of fans, I don't know.

ON A DIFFERENT NOTE:

I know this wasn't mentioned anywhere in the game, but I don't think Little Lamplight is as big a plot hole as some think. I don't even think Bethesda had this in mind, but maybe they did and I'm not giving them enough credit. I believe Little Lamplight is a Super Mutant farm. It is right next to the Super Mutant base, allowing the Super Mutants to protect their "livestock" and keep an eye on it. We know that Super Mutants can only be created from strong individuals, advlts by necessity, the Super Mutants even say so in some of their conversations in the game. We also know that the Super Mutants have a major outpost at the Georgetown Police Department, which is right next to Big Town, where all the Little Lamplighters go.

With me so far? Well, here's how I think it works. When the Mutants do their raids, they usually kidnap people instead of killing them outright. This would include the children, which the Mutants deposit in front of the Little Lamplight caverns, which is convenient since the Mutants are dipping their parents next door. Literally. The kids run into the cave to get away, and find the other children, and stay. Originally, the Mutants probably raided Little Lamplight periodically to cull the advlts for dipping, so the children came to associate advlts in their presence as a danger, and sent away residents once they reached a certain age to prevent raids. This makes much better sense than a shared culturally memory of an advlt being mean to the original Lamplight founders once. The Super Mutants adapted and now watch for when a Lamplighter leaves the caves for Big Town, and conduct a raid. Raids on Big Town probably coincide with new arrivals from Little Lamplight.

So the Little Lamplighters get a constant influx of new residents, explaining how a community of children can maintain its numbers without pregnant teens (though some of that probably happens too), and the Super Mutants get a protected stock that is most suitable for dipping (since we know those humans with lower radiation levels make the best mutants and Little Lamplighters are constantly purging their systems with the cave fungus). Those dipped from Big Town probably end up as the Master Mutants and Overlords, as opposed to the more common radiation sick stock of Wastelanders that become the regular Mutants and Brutes.

All just a personal pet theory, but it fits lore, and makes the existence of Little Lamplight logical. What do you think?

*brain explodes* Wow. Pretty brilliant... BUT- I think that Super Mutants get larger and meaner as they get older, rather than starting that way. I.E., there's so few Behemoths because many of them died in the earlier days, so the ones that are left are gigantic and damn hard to kill.
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helen buchan
 
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Post » Fri Feb 18, 2011 11:04 pm


ON A DIFFERENT NOTE:

I know this wasn't mentioned anywhere in the game, but I don't think Little Lamplight is as big a plot hole as some think. I don't even think Bethesda had this in mind, but maybe they did and I'm not giving them enough credit. I believe Little Lamplight is a Super Mutant farm. It is right next to the Super Mutant base, allowing the Super Mutants to protect their "livestock" and keep an eye on it. We know that Super Mutants can only be created from strong individuals, advlts by necessity, the Super Mutants even say so in some of their conversations in the game. We also know that the Super Mutants have a major outpost at the Georgetown Police Department, which is right next to Big Town, where all the Little Lamplighters go.

With me so far? Well, here's how I think it works. When the Mutants do their raids, they usually kidnap people instead of killing them outright. This would include the children, which the Mutants deposit in front of the Little Lamplight caverns, which is convenient since the Mutants are dipping their parents next door. Literally. The kids run into the cave to get away, and find the other children, and stay. Originally, the Mutants probably raided Little Lamplight periodically to cull the advlts for dipping, so the children came to associate advlts in their presence as a danger, and sent away residents once they reached a certain age to prevent raids. This makes much better sense than a shared culturally memory of an advlt being mean to the original Lamplight founders once. The Super Mutants adapted and now watch for when a Lamplighter leaves the caves for Big Town, and conduct a raid. Raids on Big Town probably coincide with new arrivals from Little Lamplight.

So the Little Lamplighters get a constant influx of new residents, explaining how a community of children can maintain its numbers without pregnant teens (though some of that probably happens too), and the Super Mutants get a protected stock that is most suitable for dipping (since we know those humans with lower radiation levels make the best mutants and Little Lamplighters are constantly purging their systems with the cave fungus). Those dipped from Big Town probably end up as the Master Mutants and Overlords, as opposed to the more common radiation sick stock of Wastelanders that become the regular Mutants and Brutes.

All just a personal pet theory, but it fits lore, and makes the existence of Little Lamplight logical. What do you think?


I started a thread way back on the fallout 3 forum about where SM came from (vault 87), some people started talking about Little lamplight and how it didn't make seance how a couple of kids could hold down the fort, It was mentioned that the writers only put in little lamplight because they thought it was a cool idea
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RAww DInsaww
 
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Post » Sat Feb 19, 2011 5:21 am

Based on holotapes in LL, advlts have always been unwelcome in the town since it was founded, and the ones that were left at the time of founding...well the implication is that they were murdered and dumped into the pits where the cave fungus grows. Aside from that, this theory holds up well, and we know that as the kids grew to advlthood, they were evicted rather than murdered.
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Nicole Kraus
 
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Post » Sat Feb 19, 2011 12:25 am

Based on holotapes in LL, advlts have always been unwelcome in the town since it was founded, and the ones that were left at the time of founding...well the implication is that they were murdered and dumped into the pits where the cave fungus grows. Aside from that, this theory holds up well, and we know that as the kids grew to advlthood, they were evicted rather than murdered.


It holds up well? Little kids, some only 10 years old, could fight off super mutants that could take out entire cities, I know this is an rpg but come on.
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Dalton Greynolds
 
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Post » Fri Feb 18, 2011 8:14 pm

I don't understand why people always get so hyped up about "playing after the ending".

It's like saying: I LOVE diz bwook butt I wanna keep weading" or I wuvv diz movie so pweez make it wonger"

:stare:

Look, if you blew through the main quest well OK then. Just make a new character and try different and fun or challenging things.
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Siidney
 
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