Heisenberg
Chemistry Teacher
But what is the point?It's almost like the whole point is that there's different stuff to find, and higher level enemies in one part of the map, that you can come back to later and clear out for all the stuff hidden there.
We can keep going around in this circle. But you haven't addressed my main point?
Why would anyone go back to the Deathclaw Sanctuary after they've reached The Strip. There's no high-tier loot there neither is there any points of interest. It's a route that is closed off to simulate difficulty without actually being understandably difficult.
Mister Burke states he's going to give you caps for it and you can even bargain with him."It makes no sense that people would want you to nuke a town. The reason why there are people paying you to do this in the first place is never justified enough, and it's clear it only exists for the sake of giving you the option to nuke a town."
Mister Burke is also the cleanest dressed man in the Saloon, so one can make a fair assumption he's wealthy.
If you have also been to Tenpenny Tower, which the game allows you to do, you can make a fair assumption that helping Tenpenny will get you close enough to Tenpenny to be at an advantage.
Being fresh out of Vault 101, the player has more reason to do this, because they haven't been outside long enough in the wasteland to truly adapt to it. Going back to a place of relative comfort is preferable, which Tenpenny Tower is.
Stop finding any dumb old excuse to hate Fallout 3.Every single one of the Supermutants in this list you can have a conversation with about either their history, their emotions, their experiences of being a Supermutant, or their ideological beliefs.
Supermutants are literally, multiple times shown to be people with complex emotions and belief systems. The game frequently subverts the idea that they're just dumb orcs.
Just because the supermutants don't like you enough to narrate you their biography doesn't mean they're dumb orcs.
Fawkes even subverts this, but you just convieniently skip over this point because he only contrasts the rest of them.
They fucking talk out of combat. They have conversations. Certain super mutants will talk to you and express emotions.Let's imply that these Supermutants are deep, while giving the ones you fight no humanising traits whatsoever. That's great isn't it.
How much clearer can I make this point?
Wow so I can acknowledge the existence of criminals without being one.The only Supermutants being humanised being ones that explicitly think the others are dumb orcs is kinda a funny point isn't it. Doesn't that imply the game doesn't view them as people but as enemies?
That's such bad writing.
Haha. Supermutants do that in Fallout 3 too. Just not to the player.The Khans don't shoot you on sight. They try and ransom and negotiate and extort you. They act like actual bandits would, not as bullet sponges, but as people who do ransoms and raiding for a living, and are capable of negotiating as part of the trade.
That's why you see hostages and prisoners in their camps which you can set free.
The reason they don't ransom with the player is because there's no need to. The player isn't related whatsoever to the prisoners.
Neither do they in Fallout 1. A few lines of dialogue and "muh emotions" doesn't humanize them well enough.Supermutants aren't that. They are pretty much never shown to have foresight in Fallout 3, or any kind of redeeming qualities, rationality, or motivations beyond murder.
Yes you are.I'm doing nothing of the sort.