Your Favorite Story Line Arc from Fallout

Sebastian of the Wastes

It Wandered In From the Wastes
Hi All,

I was curious about what you thought the best or most interesting story arc was from Fallout 1 or 2. It doesn't have to be limited to the story as it was written itself, it could also be how a story played out because of your own play style.

Here's one of mine to get things started:

I enjoyed the Modoc story line with the ghost farm. I always thought it was interesting that there were these two settlements right on top of each other and each was afraid of the other. I also enjoyed discovering the secret of the mystery (examining the bodies, for instance) and then falling through that damn trap and landing underground. I think was really get concept design for the level to play the story out.

Sebastian
 
My favorite storyline would have to be playing through the gecko-vault city problems with tough chances of repairing the plant and optimising it and the hilarious conversation with the enclave soldier. How gecko needed vault city's equipment (hydroelectric thingamajig) but apparently vault city shoots ghouls on sight.

100th post!
 
I loved the Killian vs. Gizmo arc in Junktown. It was cliché, but fitting the setting and enjoyable until the very last second, mostly because both characters were well-written and well-voiced.
 
Graz'zt said:
I loved the Killian vs. Gizmo arc in Junktown. It was cliché, but fitting the setting and enjoyable until the very last second, mostly because both characters were well-written and well-voiced.

I would have enjoyed that one even more if they didn't turn the table around just after the game was released. A pic of Killian in the shadow of the gallows would have been so cute.

Fallout Bible said:
Didja know . . . in the original write-up of Junktown, the "ending sequence" was reversed from its current incarnation. That is, in the endgame slideshow, if the player had favored Killian, the original write-up was something like "With Gizmo out of the way, Killian enforces his brand of frontier justice on Junktown. The city remains orderly but small, as travelers steer away from his rigid sensibilities," and the picture background behind Killian was a gallows with shadows of dead men hanging from it. If the player favored Gizmo, it was "Under Gizmo's leadership, Junktown becomes a trading center and resort, where people come from miles around to gamble, spend money and enjoy themselves in relative safety. Gizmo keeps the town prosperous but healthy, as he has no desire to injure his own affluence. The inhabitants of the town become wealthy and famous," with the background picture showing Junktown as a Reno-like casino with electricity and clean streets free of any drug dealers or riff-raff who might endanger Gizmo's operations. Marketing decided at the last minute that we had to "reward good and punish bad," though, so the sequence was changed to its current incarnation.
 
Isn't that ending for Gizmo still in there, last time I played I didn't visit Junktown at all and I could of sworn I got a similar ending to that.
 
requiem_for_a_starfury said:
Isn't that ending for Gizmo still in there, last time I played I didn't visit Junktown at all and I could of sworn I got a similar ending to that.
It remained KIND of like that, but with less glamour.
 
Y'know, that's what I'd like to see in Fallout3, unexpected repercusions of ones actions. The "blowback" would ceartainly add to the PA feel* and realism, seeing as how more often than not actions have unwanted long term consequences...


*Seeing as how the Fallout world itself is an unexpected long term consequence.
 
I always liked the CoTC's segment in the story of Fo1. They seem harmless enough at first... then you discover they have a wierd robot/biological mass thingy in the basement :shock:
 
There are scripts for their good ending- just Doctor Schreber (sic) is bugged, so even if you kill him you always get Horrigan's massacre. There are fan-made patches that fix this, I think.

Anyway, my favorite story arc was finding out the secret behind the CotC. When I blew away Morpheus, and was surprised that he wasn't the "dark god" after all... then going downstairs, and running into the hordes of Super Mutants, the psychics, the hall before the Master...

Pure, unadulterated genius.
 
I allways like hearing Harolds story in Fallout, when I say "Thanks for the story" and he says "Thanks for lettin me tell it" that allways give me a warm and fussy feeling.
 
DirtyDreamDesigner said:
Y'know, that's what I'd like to see in Fallout3, unexpected repercusions of ones actions. The "blowback" would ceartainly add to the PA feel* and realism, seeing as how more often than not actions have unwanted long term consequences...

Yes and no.

The fact of "good actions" become rather pointless if unknown to you the long-term (post-game!) repercussions are very negative.

Thoughtlessely good actions should have repercussions, though. Wiping out the slavers in the Den should effectively mean killing the Den's main trade and thus killing the Den.
 
That's why it should be possible to play an economist character who restructures the Den economy by organizing knitting courses for former slavers.
 
Kharn said:
The fact of "good actions" become rather pointless if unknown to you the long-term (post-game!) repercussions are very negative.

No matter how many times I read that sentence it still doesn't make any sense...


Kharn said:
Thoughtlessely good actions should have repercussions, though. Wiping out the slavers in the Den should effectively mean killing the Den's main trade and thus killing the Den.

Well, that's kinda my point exactly...
 
Rephrased Kharn said:
It's rather pointless to perform "good actions" if the long-term repercussions are, unknown to you, very negative.
Better?

Well, I personally think that one or two of these things could be good, but if there are too many of these, it just gets frustrating.
 
Heres a scenario;

You enter [insert generic town name here].

You see an elderly man being harassed by a young man with a knife.

You ask the young man with the knife to leave the old man alone.

The young man with the knife attacks you.

You kill him.

It turns out you just killed the mayor's son.

It also turns out that the old man was the leader of a local gang.

The mayor, realizing his only son is dead, kills himself in a fit of grief.

The town falls into ruin as the mayor's corrupted replacement embezzles all the town's funds.

Because that town was a key trading town, other nearby towns are rocked by a failing economy, as no one will buy their goods.

Poverty sweeps through the towns, and anarchy commences.

Once Civilized people turned to barbarians, murdering others in cold blood for food and supplies.

Eventually the towns run out of supplies.

The towns are abandoned, and their once well-to-do citizens wander the wastes to die.


Ok, so it probably wouldn't be THAT severe... But as you can see, the seemingly "good" deed of helping an elderly man resulted in the destruction of a large group of towns. I think it would be interesting for that kind of thing to be implemented more often. But not TOO often.
 
I be agree with Phil, the altered ending from Junktown in fallout1 would have been very interesting and even probable.
 
Sure, barring the fact that Phil's scenario is the most cliche thing I've seen since Batman Begins.
 
Well, I really loved the story between Harold and that other guy he was with...Gray?

Then seeing his holodisc, seeing how he was first a regular human, and then turned into this..thing.
It kinda creeped me out when I saw him..and found that he was the master...and that he had 4 or so voices..including a human one :?
I was dissapointed that the overseer just lets the vault dweller go and thats it..I mean sure he shoots him..but thats it.
I really expected more, and at least in a cutscene not in a crappy ingame dialog
 
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