Hey this guy was with Caesar. MUST be a badguy." But no, they could have flipped the script and have him find God.
Funny how many people think of these as mutually exclusive.
Hey this guy was with Caesar. MUST be a badguy." But no, they could have flipped the script and have him find God.
I would have thought something like this would be in it, considering how many ways there were to complete quests in New Vegas itself. If you can't choose sides that'd be a bit disappointing.Lexx said:/Edit²: Additionally, do we even know if we can really "fight on his side"?
Lexx said:/Edit²: Additionally, do we even know if we can really "fight on his side"? Didn't read anything like that yet, so it's still possible that we have to fight him, regardless of what happens.
gumbarrel said:I'm surprised they're not making shoes out of their feet and hats out of their skulls.
The Fiends...
Why does it weird you out? And what is so silly about the Hub?DemonNick said:I'm perpetually weirded out by people who think Tribals in FO2 were at all weird or out of place.
They aren't even that silly put up against, say, The Hub from FO1.
requiem_for_a_starfury said:Why does it weird you out? And what is so silly about the Hub?DemonNick said:I'm perpetually weirded out by people who think Tribals in FO2 were at all weird or out of place.
They aren't even that silly put up against, say, The Hub from FO1.
It's very cliched and somewhat racist depiction, especially Sulik and Hakunin. Fallout already had tribals, it just didn't need to label them as such or depict them as half naked primitives. Nearly everyone is living a basic hand to mouth existance and split into 'tribes', you had settlers in Shady Sands, Junktown etc making do with little or no technology. You already had nomadic or aggressive hunters in the Caravans and Raiders and you had a resurgence of superstition in the Hub around beliefs about the Deathclaw.
Instead of exploring the backsliding of these groups in FO2 all the small towns are still at the level of the settlements in Fallout. Why does everyone in Klamath and the Den treat tribals with such disdain when there's so little between difference between them? Why are the people of Arroyo living in tents when they've found the 'Temple'? They are not nomads otherwise they'd just pack up and move on when the drought hit so if the Temple is too sacred to be used why haven't the built more permanent domiciles? The Gun Runners and Brotherhood have been manufacturing and trading weapons for years and there are still plenty of prewar caches to be found so why are they using spears?
The reason tribals were problematic in FO2 is that outside of Vault City, The NCR, New Reno and the Enclave they should all be tribals.
requiem_for_a_starfury said:Possibly Brother None is referring to their depiction as half naked (savage) primitives, one of Fallout 2's numerous WTF design decisions.brfritos said:Do you prefer castels? Because is tribal, castels or cities, not much choice on these regarding civilization.
Walpknut said:I don't get why your are complaining about having more variety on the unarmed weapons category, it may look silly but I am happy my unarmed character can use something other than a powerfist and balistic fist now, yes I know there are mroe weapons, but not nearly as much as there are EW, or even Melee weapons, also it looks like we are gonna have more ending chocies in this one, and they also included a Rasta hair to the game.
brfritos said:Walpknut said:I don't get why your are complaining about having more variety on the unarmed weapons category, it may look silly but I am happy my unarmed character can use something other than a powerfist and balistic fist now, yes I know there are mroe weapons, but not nearly as much as there are EW, or even Melee weapons, also it looks like we are gonna have more ending chocies in this one, and they also included a Rasta hair to the game.
Did you tried Love and Hate? I prefer this weapon over a Powerfist, only changing after getting Pushy or Ballistic Fist.
Regression isn't the problem, go read Lord of the Flies or Earth Abides. The problem is the simplistic and stereotypical depiction of half naked child like primitives with mystical powers.TheFlyingBuddha said:As for the tribals -- the problem is mainly a lack of explanation as to why they revert and act the way they do. It's not really that crazy to imagine bands of survivors that lived outside during the war falling back that much.
The Hub is one of the most prosperous settlements in Fallout it can afford a few pop culture references. It doesn't make the Hub in itself silly besides where there's law there's usually criminals.DemonNick said:If you don't think the Den is silly you need to go back and talk to Loxley, or Lorenzo at the Friendly Lending Company, or any of the other characters who act like parodies of pop culture stereotypes about criminals.
You mean the backstory written by the developers who chose to depict Arroyo in this way? The backstory that also says the Vaultdweller taught them engineering and science to build their homes. Tribes are already in Fallout, The Kharns, Vipers, Jackals, Shady Sands, Junktown, the Hub and the Boneyard these are all groups that are showing some aspects of tribalism and backsliding without resorting to stereotypes.DemonNick said:Tribals on the other hand fit into Fallout really well. The problem with your post is that you're assuming that tribal regression was natural. It's not. If you read the backstory, Arroyo consciously backslid into tribalism, deliberating adopting primitive titles and codes of behaviour, which is why The Vault Dweller left in the first place. It fits into a running theme in pretty much every Fallout game (though it's strongest in 2 and New Vegas) of Postwar humanity really having no idea of what they should do or be now. So people adopt these weird cargo cult versions of pre-war pop cultural norms, which for the Vault 13 refugees probably meant these weird and very cliche ideas of tribalism.
No I was expecting the developers not to fall back on cliched troublesome depictations of primitive cultures.DemonNick said:It's only weird if you're expecting cultural realism from Fallout, and honestly that's kind of a silly thing
There is a big difference between a group of people choosing an alternate lifestyle and a group of game developers perpetuating cultural stereotypes.brfritos said:Actually the interpretation is correct, the image of tribals we have in our modern days are that, a bunch of half naked savages pimitives.
But I have an National Geographic magazine from 2003 (or 2004), with an article of some people in Kentucky going tribal.
No Living in a group with strong social ties is what would make you tribal.brfritos said:I lived three years of my life working in a farm here in Brazil, raising cattle, in summer days most of the time I was wearing only my boots and my pants, without a shirt during the day. This makes me a tribal? You can do this in a office?
Yet Sulik from a different community would fit right in Arroyo, and the people of the Den, Klamath, Modoc, Redding all maintain a similar lifestyle to each other while subject to the same difficulties of Post Nuclear life as Sulik's tribe.brfritos said:So yes, the depict in the game are somewhat accurate, any person will change if they live in a very small town or community and the social structure of this communities will also be very different.