![]() ![]() The kids raised by bethesda will never know about fucked by Myron who invented jet literally out of out Shit.ĭoes kids playing F3,4, NV een know what was the Enclave goal? (Serious question. ![]() Hancock clearly inspired by Marcus (ghoul cs sup mutant, but both mayors of settlements full of misfits both join You as companions The main story in Fo2 is a bloody Shakespeare in comparison with behesda takes (i’m leaving NV out - for me it was too Western-ish) Yes, f2 broke f1 lore (i think Tim Cain left After the first one, they have to leave HIS name as a creator iiirc)įo3/4 made BoS boy scouts in Man-Size in power armour not military organisation which was self absorbed and judgemental Even real-life material like the Bible has its fair share of lore issues lmao I love reading lore, but I never expect it to be perfect. All of my issues with Fallout 4 lie with the overall story, not the teeny tiny lore intricacies. I play these games, and all games, really, for the mechanics and the stories, not for lore consistency. Nostalgia goggles make people conveniently forget that Fallout 2 also utterly broke the shit out of quite a bit of lore and had its fair share of absurdities, a lot of it to ham-fist in the poorly aged, literally non-stop pop culture references.Ĭoffin Willie? The literal ghost in the Den? Psychic abilities and magic? The addition of the vaults being social experiments? The Shi and the Hubologists? I haven’t played the first game in a dog’s age, but I’m sure that one has its fair share of inconsistencies too. In addition, once Barstow's fate is determined, many settlement items previously limited to only being created in Vault 88 are buildable at other settlements.Honest and fair criticism of the game is much appreciated, but it does honestly bug me when people try to frame their hatred of the game (and other Bethesda Fallout games) around it being lore-breaking. The lost revenue option provides 15 points of happiness.The customer profiling option provides 1 bottlecap per settler and 5 points of happiness.Selecting the indentured servitude experiment option makes the machine provide 3 bottlecaps per settler at each settlement reset.The stats of the machine depend on the experiment option that was chosen, although all versions require 1 unit of power regardless of the experiment. It is located in the Vault tab under Resources, while in workshop mode. Regardless of one's decision, she will give the Sole Survivor a unique vault suit, reducing damage from ghouls by 15%, and the quest will end.Īfter completing the quest, the slot machine can be mass-produced. If the Sole Survivor only chooses humane parameters, she will be dissatisfied and will angrily leave Vault 88, without the ability to convince her to stay. Nevertheless, both results will still give the player character the option to convince her to stay in Vault 88 with a speech check. Choosing a mix of humane and inhumane parameters will result in the same outcome. ![]() If the Sole Survivor chooses all the "inhumane" experiment parameters, she will be satisfied with the work and announce her intentions to head out into the wasteland. Depending on choices made during the previous experiments, she will be satisfied or mixed on the results. One can choose from: Indentured Servitude, Customer Profiling, or Lost Revenue to make the resident win every time.Īfter Clem has gambled for an hour, Barstow will approach and analyze the results. They can instead be accessed in her notes under the second menu. Valery Barstow wants to focus on greed and, as such, has a prototype slot machine for the Sole Survivor to build, power, and set parameters.Īs Barstow created the prototype herself, there are no R&D team notes available on each parameter. The final experiment focuses on attempting to harness people's vices to increase productivity. ![]()
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