Vault22
Banned
Having recently beat it yet again I couldn't help but be annoyed with the end game and how a lot of the things that happen didn't make sense at all. The gaps in logic completely tear apart the ending, much like Beth's water purifier scenes in their shitty game. Perhaps many of you have an explanation/defense for these baffling choices. I love the game up until the point I come across San Francisco, then it ceases to feel like the desperate wasteland anymore and I can't get into it. Where I explore everything and absorb the environment in other places, San Fran/Oil Rig I power through as fast as I can because I hate how out of place and stupid they are.
San Francisco
Oil Rig
Yeah, in short I can get really deep into the game and be completely immersed in my character until I reach these parts, then I quickly lose interest as all this stuff bothers me and takes me out of it. Anyone have any explanation for all of these obvious oversights (which were done correctly in other parts of the game!)
San Francisco
- why would the punks allow you to simply take their ship to a hostile militarized base, with a high probability of them all getting blown up or killed? why wouldn't they try to stop you/pay them a huge sum etc.?
- why is Bay Area San Fran not completely glassed/destroyed, yet minor little towns like Klamath and The Den are torn up? according to the captain's log they found the area unscathed, so it wasn't necessarily rebuilt by the Shi.
- why were the hubologists even allowed to move into the city in the first place? why were they not wiped out by the hundreds of Shi, many who are trained in combat and heavily armed? they don't need to traveler the wastes, they just need to walk uptown.
- why are the Shi so heavily armed? where did they get the gauss rifles, chain guns, and power armor, and how do they continue to get it when an organized republic like NCR can't?
- why do the Shi even have a huge amount of fuel for a diesel tanker in the first place? do they have a refinery?
Oil Rig
- why would the troops not be put on full alert when a giant ship is approaching the rig without authorization or prior plans?
- why are there no guards posted to the reception area of the Enclave?
- why does the rig have a trap maze room? what purpose does that serve except make the barracks that flank it a huge injurious pain in the ass?
- why does the President and Vice President not have a guard? why is any old trooper allowed to waltz up to him without clearance? even the Commander at Navarro had a door guard.
- why doesn't the President immediately call for backup once you reveal yourself as a mutie tribal? Why does he allow you to walk away when you reveal that you intend to stop his plan by any means necessary and/or kill him?
- why do you need a GECK in order to talk to your Elder properly? Why do you need a GECK to go down to the lower levels?
- why isn't the base put on full lockdown, with checkpoints and ID verification once the generator is destroyed? why does nobody ever discover the body of the President once you kill him and put the base on lockdown?
- why are the tribals simply allowed to leave once the ray shields to their cells go down? why aren't they gunned down by troopers or auto cannons? why do no troops and/or Horrigan follow them to the ship, and then massacre them?
- why does Sergeant Granite allow you to go past him? wasn't he supposed to be the perimeter defense and not let anyone past? why do they instantly join you to fight Horrigan despite seconds earlier stating they saw this dude effortlessly slaughter anyone who tried to oppose him? morons with a death wish?
- why isn't downloading the data for FEV immunization, then taking it to scientists in the NCR an option?
Yeah, in short I can get really deep into the game and be completely immersed in my character until I reach these parts, then I quickly lose interest as all this stuff bothers me and takes me out of it. Anyone have any explanation for all of these obvious oversights (which were done correctly in other parts of the game!)