The Escapist: Junktown Dog

Perhaps no character in the Fallout universe is as beloved by players as Dogmeat, the canine companion to every Lone Wanderer to leave (or be thrown out of) his vault.

Why, when talking about Dogmeat's role in the Fallout universe, pick the Lone Wanderer to represent the player character?
 
Per said:
Perhaps no character in the Fallout universe is as beloved by players as Dogmeat, the canine companion to every Lone Wanderer to leave (or be thrown out of) his vault.
Why, when talking about Dogmeat's role in the Fallout universe, pick the Lone Wanderer to represent the player character?
Probably for the mainstream readers; just check some of the comments.

Also, I never really felt that much for the companions (except HATE for Ian ;)).
 
Relevant For FO Replay

Relevant For FO Replay





TeamX's

Fallout NPC Mod v3.4, the FO 1 NPC mod for the unofficial 1.3 patch,

http://www.nma-fallout.com/forum/dload.php?action=file&file_id=1135

mod description said:
... Dogmeat can be ordered to wait.


Playing this FO mod 'Per Style' with a Jinxed PC.

Lots of added excitement when guns 'asplode and/or other critical failures ensue for all, friend and foe.
Even Dogmeat can slip up and need Doctoring for maimed appendages.

Can click to talk to Dogmeat and get NPC interaction screen.
Can park or pick up a Vault Dweller's best fo' pawed friend.






4too
 
I think everyone hated Ian, but Dogmeat's got a special place in my heart for some reason, lol. Dogmeat was actually useful for a while; Ian started shooting you in the back immediately (not a very endearing trait).
 
Per said:
Why, when talking about Dogmeat's role in the Fallout universe, pick the Lone Wanderer to represent the player character?
Bethesda invented Fallout, didn't you know? 1 & 2 were some sort of unofficial prequels.
 
This may sound strange, but i like Ian better than Dogmeat. In my first playthrough, i killed the damn dog because i didn't know how to stop him from bothering that old man, so Ian was my only companion till the cathedral, when i sent him away.

In my second playthorugh i hoarded companions , but let Ian and Dogmeat die while clearing a farm for the .223 pistol
 
Never too keen on the fella. I don't like loosing npcs and unless you go to some lengths to get him stuck behind a non lethal forcefield he's chargrilled so I never bothered with him.

Can't quite see how the Fallout 3 dogmeat is related to the Fallout 1 one as according to canon (or the Fallout 2 manual) dogmeat died in the military base.
 
Be it Dogmeat, Pariah's Dog, K9's, Smoke, Laddy, Klamath Dog or even Lucky (from FOT) and Worthless Mutt (from Arcanum), I always had sympathies for the human's best friend in my playthroughs (even the evil ones). It always gives me that "madmaxish" feeling for which I crave so much while I'm scouring the wastelands alone with no one but a friendly snout by my side...ahhhh. Nice memories.
 
Alphadrop said:
Can't quite see how the Fallout 3 dogmeat is related to the Fallout 1 one as according to canon (or the Fallout 2 manual) dogmeat died in the military base.

You're right, you never see him with a girlfriend or wif-are you fucking kidding me he's a DOG.
 
bhlaab said:
Alphadrop said:
Can't quite see how the Fallout 3 dogmeat is related to the Fallout 1 one as according to canon (or the Fallout 2 manual) dogmeat died in the military base.

You're right, you never see him with a girlfriend or wif-are you fucking kidding me he's a DOG.

And given that he's a dog how the fuck did he get named after his ancestor? In fact, two vault dwellers leaving a vault, running into a dog and naming said dog the same thing is one thing.

However, one vault dweller leaving a vault, finding a dog, naming it Dogmeat- then one of this dogs descendants crossing post acopalyptic North America, on foot, to have one of it's descendants run into a random exiled vault dweller who then names this mut Dogmeat is utterly fucking ridiculous. I don't think even Bethesda are retarded enough to imply delibratly that this happened.
 
Good article! Shows great understanding of Fallout and even other Black Isle games. One error though, is Chris Avellone involved in New Vegas?
 
Chris Avellone, Level Designer for Fallout 2, creator of the Fallout Bible and Chief Creative Officer of Obsidian Entertainment, developer of Fallout: New Vegas.

The "developer of Fallout: New Vegas" part applies to Obsidian, not to Avellone himself.

He's not currently on the dev team as such, but he does have input into the game as one of the bosses of Obsidian.
 
Dogmeat was a steady companion for me in FO1.

Ian though, I usually execute that idiot before he shoots me in a firefight.
 
Eh, yes, Worthless Mutt. I liked that one...

As far as fallout goes, that damn dog was a nuisance more then help. Same goes for K9 and the rest of those canine brethrens. For some reason Sulik was my favorite companion. A hair behind him was "Mean Sonuvabitch". Especially because of his chronic disease, plot connected to heart pills and restoration project.

As for article, meh. Jet another semi-intellectual effort to glue pieces of old with this POS what they call "3"... But then again, it's far better then some hype that I read not so long ago.
 
I'm going with the general consensus that Dogmeat was a novelty, he wasn't like Ian or Tycho that were actually useful in a practical sense (although most people would argue against Ian).

However, he could be a life saver in the early game, and my 'Dogmeat Must Live' runs made me feel for the little pooch.

He was an incredible nuisance in Fallout 3 though, did shit damage, soaked up a shitload of damage, hell, I was playing on Very Hard and he soaked everything up like a sponge, it took concentrated fire from two Super Mutant Masters and a horde of Brutes to put him down, and he still lasted about 30 seconds.
The greatest crimes can be contributed to his acts of getting in your fucking way during VATS, he loves jumping erratically and screwing up head shots by pouncing on people's skulls.

Also doorway blocking, I can't believe they didn't realize that having to slowly push your way out of a passage would be immensely annoying, it's not so difficult to program AI that walks in a different direction when you get near them, it's even worse when it's Dogmeat and you sometimes get stuck and wonder "What the fuck is blocking me." Only to look down and see the smarmy little bastard.
Pushing idiots out of the way in FO1 (which was terrible) and FO2 was annoying, they really should have fixed that.
 
Ah, shit: "Fortunately, a perk called "Puppies!" included in the Broken Steel add-on will reincarnate Dogmeat as a puppy with twice the hit points no matter how frequently he gets himself killed."

For fuck's sake, somebody just kill me already.
 
Ravager69 said:
Ah, shit: "Fortunately, a perk called "Puppies!" included in the Broken Steel add-on will reincarnate Dogmeat as a puppy with twice the hit points no matter how frequently he gets himself killed."

For fuck's sake, somebody just kill me already.

Tell me please that this is a joke. The perk part. It's a joke, right? Not a funny one, but it's a joke. Is it? Please?

...

I can't believe how fucking retarded and ignorant Bethesda can actually be...Each time I think that "that's it, they can't sink any lower than that" they prove me wrong. Doubletime. And they do it on a weekly basis for Fallout's sake :shock:

If world gets nuked in this century I hope they all turn into ghouls, so I can do them exactly what that scribe said at the beginning of Coldwater mission in Tactics :evil:
 
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