Fallout 4 - Far Harbor Official Trailer

I don't know why, that's the kind of faction that I would like to destroy in the name of Fallout 1, 2, and NV. I just don't like them, they sound retarded with no real purpose besides "we worship duh bombs lulz".
The concept of the children of atom is good. It's just that Bethesda doesn't flesh them out. Wastelands 2 m.a.d monks are what the children of atom should have been
 
I just think they could make a funny one-off side faction like the ghouls that wanted to go to space in new Vegas. Or something along those lines
I respectfully disagree. As annoying as Jason Bright and his crew are, they beat the warn out rug of the CoA and their reinvention/repetition and share in many other things of having no reason to inhabit Boston, let alone the franshise.
 
I respectfully disagree. As annoying as Jason Bright and his crew are, they beat the warn out rug of the CoA and their reinvention/repetition and share in many other things of having no reason to inhabit Boston, let alone the franshise.

But imagine if, say, Dead Money had been the story of how Jason Bright's followers had crash-landed at the Sierra Madre, and you had to help them round up the feral ghouls before they could release the Maguffins of Doom from the vault. Helping you to do this is Essential Companion Jason Bright, who uses his gamma ray blaster to kill ghouls as he makes wisecracking remarks

Or imagine if the Children of Atom, instead of being such a major part of the game, were instead the subject of a side quest. Maybe there are some cultists who want your help to irradiate themselves and become ghouls or something. It could even be framed as a moral choice, whether you help them do something so profoundly stupid to themselves, even if it is their own decision. Maybe their families also want you to help talk them round to leaving the cult altogether.

So yeah, I think that it would have been completely possible to ruin the Bright Brotherhood, or to still do something reasonably interesting with the Children of Atom, even with the way Bethesda set them up in FO3. Your mileage may vary of course.
 
But imagine if, say, Dead Money had been the story of how Jason Bright's followers had crash-landed at the Sierra Madre, and you had to help them round up the feral ghouls before they could release the Maguffins of Doom from the vault. Helping you to do this is Essential Companion Jason Bright, who uses his gamma ray blaster to kill ghouls as he makes wisecracking remarks

Or imagine if the Children of Atom, instead of being such a major part of the game, were instead the subject of a side quest. Maybe there are some cultists who want your help to irradiate themselves and become ghouls or something. It could even be framed as a moral choice, whether you help them do something so profoundly stupid to themselves, even if it is their own decision. Maybe their families also want you to help talk them round to leaving the cult altogether.

So yeah, I think that it would have been completely possible to ruin the Bright Brotherhood, or to still do something reasonably interesting with the Children of Atom, even with the way Bethesda set them up in FO3. Your mileage may vary of course.
Sorry, not feeling it. Its probably because I know that Emil wrote CoA, but you're also expecting Bethesda to have two dimensional characters, and as they have proven, they can't. Also FO3 isn't a good argument for story, unless you like black and white and two accessible towns with a total of 10 people to talk to, about your dad.
 
Sorry, not feeling it. Its probably because I know that Emil wrote CoA, but you're also expecting Bethesda to have two dimensional characters, and as they have proven, they can't. Also FO3 isn't a good argument for story, unless you like black and white and two accessible towns with a total of 10 people to talk to, about your dad.

Oh god, I wasn't using FO3's story as a defence. I was trying to say that I didn't think the Children of Atom would have been completely irredeemable as a side quest a la Bright Brotherhood, in spite of the general shittiness of FO3's story. If they had good writing. Which they almost certainly won't.
 
The CoA is a pretty dead end cult. Sure it will attract some wackos looking for purpose in their lives but it is not that different from any other cult in that respect.
Megaton settlers had to tolerate them because they needed the cultist for building the walls, but they really wanted that bomb gone the CoA was so fond off.

In fact I am not even sure what the CoA really offers that would make people really interested in joining them in the numbers we saw in Fallout 4.
At least the Children of Cathedral did things like building hospitals (of course for more goals that helping the downtrodden) and preached unity between humans and mutants to rebuild the world.
All the CoA want to do is hang around nuclear weapons that have not gone off or setting up communities in radio active hot spots.

This is a cult that would come and go within a generation, probably fizzle out even earlier, as they have no real message at all. Nothing at least that has not been heard before such as rebirth and cleansing.
 
Sorry, not feeling it. Its probably because I know that Emil wrote CoA, but you're also expecting Bethesda to have two dimensional characters, and as they have proven, they can't. Also FO3 isn't a good argument for story, unless you like black and white and two accessible towns with a total of 10 people to talk to, about your dad.

It's so sad because they used to be able to write amazing characters. Morrowind is definitely the best example. I remember talking to villagers, guards, and even gods about the local area, the history of the area, the history of the land, about them, so forth and so on. People bash Morrowind for having too much dialogue but I say you can never have too much dialogue.

I loved talking to Vivec and learning why he was the way he was, and learning how exactly he became a god.
 
It's so sad because they used to be able to write amazing characters. Morrowind is definitely the best example. I remember talking to villagers, guards, and even gods about the local area, the history of the area, the history of the land, about them, so forth and so on. People bash Morrowind for having too much dialogue but I say you can never have too much dialogue.

I loved talking to Vivec and learning why he was the way he was, and learning how exactly he became a god.
There is no Emil in Morrowind, he didn't start until Oblivion, when he also voiced the male Dark Seducers.
 
I dunno if I'm the only one here who feels this way, and excuse me if I come off sounding like an asshole, but I honestly don't appreciate that. They went out of their way to ignore New Vegas and everything amazing it did for the series, and then proceeded to mock it in the base game. Deacon somehow winning Mr. House's entire Mr. Handy passcode system in a game of poker, for example. Or how Jack Cabot claims there's an ancient alien city under the Mojave, where New Vegas takes place.

And now it seems like they're trying to play buddy buddy with NV by ripping it off and making less assholish references to it because they realize how much people hate the lack of RPG content compared to NV. For example:

This is from New Vegas:

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And this is from Far Harbor:

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While I enjoy bashing Bethesda and Fallout 4 as much as any other NMAer, I also enjoy being impartial when it is needed...

That kind of checks already existed in Fallout 3 too. I booted one of my TTW testing saves and quickly used the console to teleport to the three checks I know are in FO3 and DLCs:

(Requires Medicine 40) Time Bomb in Big Town's Clinic:
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(Requires Medicine 60) Reilly in Underworld's Clinic:
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(Requires Medicine 50) A Slave in The Pitt's Steel Mill:
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Hm. You know what? Fair enough. You've proven me wrong. I haven't honestly played Fallout 3 in at least 5 or 6 years now, so I was bound to forget some things.
I know most people around here haven't played Fallout 3 for years and that is why I posted that :ok:

I have the advantage of being "testing" Fallout 3 in TTW for the last 4 years non-stop so it's normal I know stuff most people already forgot :postviper:.
 
Oh god, I wasn't using FO3's story as a defence. I was trying to say that I didn't think the Children of Atom would have been completely irredeemable as a side quest a la Bright Brotherhood, in spite of the general shittiness of FO3's story. If they had good writing. Which they almost certainly won't.
To be fair, this worship-the-(atom)bomb is a quite old theme in post apoc settings. So even if it would be well written, it might still come of as very cliche at some point.
 
Fixed it for you ;)
Thanks :ok:

Although it is much more bearable using the Fallout New Vegas version of the engine and in TTW (which tries to make Fallout 3 feel more like Fallout New Vegas) although the writing, characters and quests are still the same shit as usual compared with New Vegas :shrug:.
 
So for people who have been playing the "leaked" (is that the correct word?) version of Far Harbor, how many skill checks are there besides the Medicine one that was used in NV and 3?
 
So for people who have been playing the "leaked" (is that the correct word?) version of Far Harbor, how many skill checks are there besides the Medicine one that was used in NV and 3?
I am also interested in know this >_>.
 
So for people who have been playing the "leaked" (is that the correct word?) version of Far Harbor, how many skill checks are there besides the Medicine one that was used in NV and 3?
Do we know for sure, that those are not just bugs? >_>
 
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