Comparing the Glow with...

Nightstalker

The original Vault Dweller
If you remember the Vault Dweller's memoirs, you sure know about him going to the Glow to receive help from the Brotherhood of Steel. So, was the Glow more dangerous than the Lone Wanderer's Vault 87 mission or Courier's Black Mountain (and before) ones? The Vault Dweller was named Iniciate, the Lone Wanderer, Knight, and the Courier, Paladin. What do you think? The Glow, Vault 87 or Black Mountain? What mission was the most dangerous?
 
The Glow was a "get rid of this nosy bastard" suicide mission they did not expect you to come back from. You pretty much die right away.

With Black Mountain they seemed to actually expect you to return
 
definitely Glow. If you were not prepared and stopped at a certain point and popped some Rad-X and had a bunch of Radaway, you were fucking dead before you even got there.
 
Glow. You can't fight radiation poisoning. Vault 87 doesn't make sense on at least eight levels so I'm not even going to acknowledge it. (Plus it was pretty safe)

I think the glow is more comparable to the divide or the Sierra Madre tbh. Hell even the pitt.
 
The Glow, if you don't know what to do, it's pretty much impossible to complete (I think it's one of my favorite parts of the game, I need to get to the bottom level however in my next playthrough).

I'll say it's probably more comparable to the Glowing Sea in Fallout 4, which looked nice aestheticly but had no substance to it. It was just there, and wasn't really that dangerous at all. In fact, it kind of just took a small corner of the map. I also don't know how much sense it makes as I'm sure after 210 years, it shouldn't be that irradiated (I don't really know the science behind this so I'm not going to push it).
 
I would argue that the title the Brotherhood of Steel give you is based off of the position they are in, as opposed to the actual difficulty of the mission.

You are made an initiate after returning from the Glow, because the Brotherhood then doesn't really care for your help that much. They are an incredibly powerful force, that doesn't really care for outsiders taking an interest in them. You are a convenient ally at most, and they want to expand and rise to power without you getting too involved.

(Just FYI, in New Vegas Paladin isn't a rank, it's an order. While Knights care for the bases defences, and do recon work, Paladins are the military force. The Courier technically wasn't any higher ranking than the Lone Wanderer)

In Fallout New Vegas however, the Brotherhood are the survivors of a war that nearly wiped out there faction. They are the few remaining members of an ideology going extinct. They are desperate. You as an outsider are there only hope, as you alone are fully immune to the lockdown called by McNamara. If you side with McNamara, the Brotherhood now has the means to stay in there bunker for much longer, if you side with Hadrian, the entire lockdown is lifted and they can attempt to rebuild. Either way, you are a hero to the Brotherhood, and therefore giving you the title of Paladin is an appropriate honour.
 
The Glow. Like @Zerginfestor said, if you don't take any Rad X before getting there you're dead.

I don't know why, but I like the fact the Glow has no enemies to fight yet is one of, if not the most, dangerous locations in the Fallout games. Plus if you find ZAX you can learn so much from it.

I'll say it's probably more comparable to the Glowing Sea in Fallout 4, which looked nice aestheticly but had no substance to it. It was just there, and wasn't really that dangerous at all. In fact, it kind of just took a small corner of the map. I also don't know how much sense it makes as I'm sure after 210 years, it shouldn't be that irradiated (I don't really know the science behind this so I'm not going to push it).

I bet Bethesda's explanation would be that the Children of Atom are blessed with radiation powers. It wouldn't surprise me, considering the CoA live in extreme radiation without any trouble whatsoever, I could see them suddenly having radiation reproduction powers.
 
I'd compare the Glow to Vault 81 from Fallout 4.

Not because you can get a perma-debuff, but because in the first month of the game there was a bug on all platforms that made all of the floors in Vault 81 disappear and you'd fall into an abyss and just die. At least with the Glow you had a fucking chance.
 
There are enemies to fight at the glow. Those are the robots. But no matter how much rad-X you took, your main enemy is time. You have to get out before radiation kills you.

Also, i don't the bos made some recon inside the glow. So, you might theorically face any kind of treat there.
 
The Glow.

I had never been irradiated at all during the first play trough, so I went in there with barely any rad-x, so I saved whilst I was inside.

FUCK. FUCK. FUCK.
 
The Glow, if you don't know what to do, it's pretty much impossible to complete (I think it's one of my favorite parts of the game, I need to get to the bottom level however in my next playthrough).

I'll say it's probably more comparable to the Glowing Sea in Fallout 4, which looked nice aestheticly but had no substance to it. It was just there, and wasn't really that dangerous at all. In fact, it kind of just took a small corner of the map. I also don't know how much sense it makes as I'm sure after 210 years, it shouldn't be that irradiated (I don't really know the science behind this so I'm not going to push it).
I think the logic was. A nuke had hit a nuclear power plant so it makes some sense I guess. They tried.
 
I think the logic was. A nuke had hit a nuclear power plant so it makes some sense I guess. They tried.
That's pretty much the jist of it. Nuke + Power Plant = Death World.

I'd say The Glow, Black Mountain isn't that dangerous if you are prepared. Vault 87 is only dangerous if you're stupid enough to try the front entrance like an idiot.
 
I'd say the Glow, too. The Glowing Sea is nothing compared to that fucking scary radiated place hard-as-fuck to pass on. A long time since i haven't played by my own.
 
The Glow, hands down.

Black Mountain is not a radiation hotspot. Neither is Vault 87 (heck children somehow live safely next door, another stupid part of Fallout 3's world design).

Like @R.Graves pointed out, it may be better to compare the Glow with places like the Divide or the Sierra Madre. Those three places are true living hellholes in Fallout's world.
 
The Glow...well, actually none of these places are dangerous, if you are prepared.
Black Mountain is just a target practice area, and you know all about nightkins by the time you get there, usually. IMO, Fort Bannister in F3 is a more dagerous fight.
Vault 87...yeah, there are many muties inside, but by the time you get here, you are tough as hell yourself anyway.
But the Glow...well, if you take RadX before going there, and then target practice on the disabled robots, you'll be just fine. But the place is sooo creepy, with all that darkness, burnt corpses and THE MUSIC! Oh my, when I first got there, It scared the shit outta me! A masterpiece! And yes, only Sierra Madre and the Divide may be compared to it!

I just love the Glow forever!
 
If we count backstory, i think Richard Grey, Harold and their buddies expedition to the Mariposa Military Base deserves a mention.

They weren't soldiers, didn't have super-gear, weren't known badasses, and they had no fucking idea of what they would face. Their team members died like flies, and yet, they had to keep going if they wanted to get rid of what was treatening the Wasteland...
 
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