But the new Generation!You don't need the Enclave, Super Mutants or Brotherhood to make a Fallout game. You could cut them out from New Vegas and it wouldn't affect the main story.
Not to point out the blindingly obvious but if you remove all of the canonical groups and NPCs then Fallout has nothing that couldn't be a generic post-apocalypse RPG.
Especially since you're switching to 1st person shooter mechanics.
What for example is unique to Fallout if you remove all existing groups and make new ones in the Capital Wasteland?
But then again, all three of the existing Fallout spin-offs (Tactics, Brotherhood of Steel, and Nu-Fallout) largely signaled that they were indeed Fallout games by making their stories center around the conflict between the Brotherhood of Steel and Super Mutants in new places. At a minimu, this is what a very large number perceive fallout as being about, even if I agree with you that what makes it good is more subtle and underlyingReally poor argument. The Enclave, The Brotherhood and the Super-Mutants aren't the grand total of the Fallout setting or lore by literally any measure. Everything pre-war would still remain. The specific history of Fallout's retrofuture Cold War, the cultural context and the 50's retrofuture dystopianism, pre-war staples like the Vaults, West-Tek, Power Armor, RobCo, robots, Energy Weapons et cetera would still sensically appear.
The visual design of the Fallout world is also unique as a characterization. The 50's dark dystopian retrofutuirsm blended with art-deco sensibilities, in the post-war the deliberately pulp-y Mad Max style approach to the apocalypse with football armor and an entire plethora of mutants that would fit better on the page of a comic book than in 90% of contemporary post-apoc fiction. Gameplay is of course a staple also: SPECIAL, Traits, Perks, Skills.
I literally don't even understand why you'd make this argument, it's borderline silly. As someone else pointed out, you can cut out the Brotherhood, the Enclave and the Super Mutants from New Vegas and truthfully very little changes.
But then again, all three of the existing Fallout spin-offs (Tactics, Brotherhood of Steel, and Nu-Fallout) largely signaled that they were indeed Fallout games by making their stories center around the conflict between the Brotherhood of Steel and Super Mutants in new places. At a minimu, this is what a very large number perceive fallout as being about, even if I agree with you that what makes it good is more subtle and underlying
Be careful, people might think it was a 1st person, post apocalyptic "Lionheart: Legacy of the Crusader" game.Gameplay is of course a staple also: SPECIAL, Traits, Perks, Skills.
Yeah, that was because Interplay was already sinking and just wanted to release quickly Fallout spin-offs to try and get quick money. After all, it had already lost the DnD rights, which was their best seller series by then.But then again, all three of the existing Fallout spin-offs (Tactics, Brotherhood of Steel, and Nu-Fallout) largely signaled that they were indeed Fallout games by making their stories center around the conflict between the Brotherhood of Steel and Super Mutants in new places. At a minimu, this is what a very large number perceive fallout as being about, even if I agree with you that what makes it good is more subtle and underlying
Would you reccomend tho?It's a pity Lionheart was only good in the first part. Once you leave Barcelona it becomes a charmless, weak and bad Diablo wannabe.
I recommend it to people who never played it. Specially if they can get it cheap (although on GOG.com it should be $15 or less, IIRC).Would you reccomend tho?
It's because of this completely terrible mentality that Bethesda keeps recycling the same crap over and over, coming up with more terrible reasons for these factions to keep popping up in every Fallout game.Not to point out the blindingly obvious but if you remove all of the canonical groups and NPCs then Fallout has nothing that couldn't be a generic post-apocalypse RPG.
Especially since you're switching to 1st person shooter mechanics.
What for example is unique to Fallout if you remove all existing groups and make new ones in the Capital Wasteland?
Why not just have the NCR on the East Coast too then? They started in Shady Sands and grew into a larger governing body in Fallout 2. Would only make sense to also shoehorn them into Fallout 3 right? They're just as much Fallout as the Brotherhood of Steel! And what about the Khans? They were in both games too! Why didn't they go to DC? What was Bethesda thinking?!
You don't need the Enclave, Super Mutants or Brotherhood to make a Fallout game. You could cut them out from New Vegas and it wouldn't affect the main story.
Isn't the vaults and strange sci-fi creatures showing up enough for a Fallout game to be a Fallout game?
Because in the Original games the world that was the 50's vision of the future was Blown TO SHIT and you at best get to see the remains of its charred corpse and phantom shadow burnt into the rubble. Bethesda on the other hand are obsessed with the Old World for whatever reason. probably because they are hacks.the original Fallout wasn't nearly aa 50s scifi focused as the Bethesda games.
But they do have ownership over Vault-Tec and the specific visuals of the Vaults and all the brand specific Pre-War robots like Mr. Handys and whatnot. And Power Armor which isn't exclusive to the Brotherhood or Enclave. It just so happens that non-BoS owned armor was rare because a bunch of technophiles went around taking it from everyone. It could be more diversely used in the East. Ghouls weren't a Necropolis only thing according to Fallout 2 and Van Buren. Those would be there.Fallout doesn't have ownership of bomb shelters or 50s scifi. Honestly, the original Fallout wasn't nearly aa 50s scifi focused as the Bethesda games.
It ties to the West Coast, a specific part of the setting, not the whole damn thing. Fallout 3 had no business having West Coast things.Which everyone in this thread understands. Without them what ties the setting to Fallout specifically versus, say, Wasteland or a original IP.
Except, if you cut NCR then you would be affecting it. The three examples I cite are the examples of Fallout 1 and 2 material in Fallout 3. Without them, there's no need for it to be a Fallout game.
Which everyone in this thread understands. Without them what ties the setting to Fallout specifically versus, say, Wasteland or a original IP.