SimonJester
First time out of the vault
Alright, folks, Simon Jester here, and I’ve got a bone to pick with the new Fallout show. If you’re a long-time fan of the franchise, especially the West Coast games like Fallout and New Vegas, you might want to sit down for this one. Because what the showrunners have done isn’t just a mistake—it’s a full-on assault on everything that made this series great. Let’s dissect the trainwreck piece by piece.
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The Great War Rewritten
Let’s start with the big one: the Great War. In the games, the war was a tragic, inevitable clash between the United States and China—a geopolitical powder keg of resource wars and brinkmanship. It wasn’t about one singular villain; it was about humanity’s collective failure. The Fallout show, however, decided that nuance is overrated and made Vault-Tec the sole culprit, dropping the first nukes to kick off the apocalypse.
That’s right, Vault-Tec, the cartoonishly evil corporation, apparently orchestrated the end of the world. Forget the complex tensions between superpowers, forget the resource wars—it’s all Vault-Tec’s fault now. It’s lazy, reductive, and it spits on the rich geopolitical backdrop that made the Fallout universe feel real and grounded.
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Erasing the West Coast Legacy
The NCR? Shady Sands? Gone. Nuked into oblivion by Hank MacLean, some random Vault-Tec executive, because apparently, wiping out one of Fallout’s most important factions was easier than writing a coherent story. The NCR wasn’t just a faction—it was a symbol of humanity’s attempt to rebuild civilization. It represented hope, struggle, and the messy reality of governance in a post-apocalyptic world. And the showrunners decided to nuke it for cheap shock value.
This isn’t just about erasing a faction; it’s about erasing choice. The Fallout games were always about player agency—navigating morally gray decisions in a complex world. By destroying the NCR, the show doesn’t just rewrite history—it flattens it. They’ve turned a rich, multi-layered universe into a one-dimensional wasteland.
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Anti-Capitalist, Pro-Communist Agenda
Vault-Tec in the show isn’t just evil—it’s cartoonishly capitalist evil. Characters give long-winded speeches about corporate greed and shareholder profits, hammering home a message so heavy-handed it could double as a super sledge. Don’t get me wrong, the Fallout games critiqued greed and corporate exploitation, but they did it with subtlety and nuance.
The show, on the other hand, goes all-in on an anti-capitalist, pro-communist narrative that feels completely out of place. The games weren’t about endorsing ideologies—they were about exploring humanity’s flaws, no matter the system. The Brotherhood of Steel, the NCR, the Enclave—they all had their sins. The show’s one-sided narrative turns that moral complexity into a shallow soapbox.
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The Chinese? What Chinese?
In the games, China was a critical player in the Great War, locked in a desperate conflict with the U.S. over dwindling resources. The show? Barely mentions them. There’s a vague reference to the Battle of Anchorage, but they don’t even bother to say who the U.S. was fighting. By erasing China’s role, the show guts the very tension that made the Great War feel real.
The games painted a world on the brink, with nations pushed to the edge by scarcity and paranoia. The show simplifies all of that into “Vault-Tec bad, capitalism bad,” completely missing the point of the original story.
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The Character Assassination of Mr. House and Sinclair
Oh, and then there’s what they did to Mr. House and Sinclair. In New Vegas, Robert House is a visionary tyrant who single-handedly preserved Las Vegas through sheer intellect and iron will. He’s all about independence, control, and humanity’s survival on his terms. The show, however, reduces him to a Vault-Tec lackey. Let me be clear: Mr. House would never play second fiddle to anyone. His entire character is built on his disdain for bureaucracies and corporations he doesn’t control. Tying him to Vault-Tec isn’t just wrong—it’s insulting.
And Sinclair? The genius architect behind the Sierra Madre Casino, whose tragic story of love and obsession made him one of Fallout’s most compelling characters? The show turns him into another Vault-Tec crony, dragging his deeply personal story into a corporate villain plotline that has nothing to do with his original character. Sinclair wasn’t about world-ending schemes—he was about legacy, heartbreak, and the haunting consequences of unchecked ambition. The show’s rewrite flattens him into just another cog in the Vault-Tec machine.
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Vault-Tec’s Big Meeting: A Character Assassin’s Ball
The show’s depiction of Vault-Tec’s “meeting of the minds” is the worst kind of lazy writing. By shoving characters like Mr. House and Sinclair into the same room, they’ve turned brilliant, independent figures into pawns in Vault-Tec’s convoluted evil plan. The brilliance of Fallout has always been in its individuality: each character, each faction, each storyline stood on its own while adding to the larger world. The show’s attempt to centralize everything into a single narrative strips away what made these characters compelling.
---
Final Thoughts: A Wasteland of Creativity
The Fallout show isn’t just a betrayal of the franchise—it’s an obliteration of everything that made it great. By rewriting the Great War, erasing the West Coast factions, and mangling characters like Mr. House and Sinclair, the showrunners have shown a complete lack of respect for the series’ legacy.
If they wanted to honor the Fallout universe, they could have told a new story in a new region, introducing new factions and ideas while preserving the integrity of the existing lore. Instead, they chose to rewrite history, flatten characters, and push a heavy-handed agenda that misses the point of Fallout entirely.
So, here’s the takeaway: just because you own the rights to a franchise doesn’t mean you understand what makes it great. Simon Jester out. And remember: war… war never changes. But apparently, bad writers think they can.
---
The Great War Rewritten
Let’s start with the big one: the Great War. In the games, the war was a tragic, inevitable clash between the United States and China—a geopolitical powder keg of resource wars and brinkmanship. It wasn’t about one singular villain; it was about humanity’s collective failure. The Fallout show, however, decided that nuance is overrated and made Vault-Tec the sole culprit, dropping the first nukes to kick off the apocalypse.
That’s right, Vault-Tec, the cartoonishly evil corporation, apparently orchestrated the end of the world. Forget the complex tensions between superpowers, forget the resource wars—it’s all Vault-Tec’s fault now. It’s lazy, reductive, and it spits on the rich geopolitical backdrop that made the Fallout universe feel real and grounded.
---
Erasing the West Coast Legacy
The NCR? Shady Sands? Gone. Nuked into oblivion by Hank MacLean, some random Vault-Tec executive, because apparently, wiping out one of Fallout’s most important factions was easier than writing a coherent story. The NCR wasn’t just a faction—it was a symbol of humanity’s attempt to rebuild civilization. It represented hope, struggle, and the messy reality of governance in a post-apocalyptic world. And the showrunners decided to nuke it for cheap shock value.
This isn’t just about erasing a faction; it’s about erasing choice. The Fallout games were always about player agency—navigating morally gray decisions in a complex world. By destroying the NCR, the show doesn’t just rewrite history—it flattens it. They’ve turned a rich, multi-layered universe into a one-dimensional wasteland.
---
Anti-Capitalist, Pro-Communist Agenda
Vault-Tec in the show isn’t just evil—it’s cartoonishly capitalist evil. Characters give long-winded speeches about corporate greed and shareholder profits, hammering home a message so heavy-handed it could double as a super sledge. Don’t get me wrong, the Fallout games critiqued greed and corporate exploitation, but they did it with subtlety and nuance.
The show, on the other hand, goes all-in on an anti-capitalist, pro-communist narrative that feels completely out of place. The games weren’t about endorsing ideologies—they were about exploring humanity’s flaws, no matter the system. The Brotherhood of Steel, the NCR, the Enclave—they all had their sins. The show’s one-sided narrative turns that moral complexity into a shallow soapbox.
---
The Chinese? What Chinese?
In the games, China was a critical player in the Great War, locked in a desperate conflict with the U.S. over dwindling resources. The show? Barely mentions them. There’s a vague reference to the Battle of Anchorage, but they don’t even bother to say who the U.S. was fighting. By erasing China’s role, the show guts the very tension that made the Great War feel real.
The games painted a world on the brink, with nations pushed to the edge by scarcity and paranoia. The show simplifies all of that into “Vault-Tec bad, capitalism bad,” completely missing the point of the original story.
---
The Character Assassination of Mr. House and Sinclair
Oh, and then there’s what they did to Mr. House and Sinclair. In New Vegas, Robert House is a visionary tyrant who single-handedly preserved Las Vegas through sheer intellect and iron will. He’s all about independence, control, and humanity’s survival on his terms. The show, however, reduces him to a Vault-Tec lackey. Let me be clear: Mr. House would never play second fiddle to anyone. His entire character is built on his disdain for bureaucracies and corporations he doesn’t control. Tying him to Vault-Tec isn’t just wrong—it’s insulting.
And Sinclair? The genius architect behind the Sierra Madre Casino, whose tragic story of love and obsession made him one of Fallout’s most compelling characters? The show turns him into another Vault-Tec crony, dragging his deeply personal story into a corporate villain plotline that has nothing to do with his original character. Sinclair wasn’t about world-ending schemes—he was about legacy, heartbreak, and the haunting consequences of unchecked ambition. The show’s rewrite flattens him into just another cog in the Vault-Tec machine.
---
Vault-Tec’s Big Meeting: A Character Assassin’s Ball
The show’s depiction of Vault-Tec’s “meeting of the minds” is the worst kind of lazy writing. By shoving characters like Mr. House and Sinclair into the same room, they’ve turned brilliant, independent figures into pawns in Vault-Tec’s convoluted evil plan. The brilliance of Fallout has always been in its individuality: each character, each faction, each storyline stood on its own while adding to the larger world. The show’s attempt to centralize everything into a single narrative strips away what made these characters compelling.
---
Final Thoughts: A Wasteland of Creativity
The Fallout show isn’t just a betrayal of the franchise—it’s an obliteration of everything that made it great. By rewriting the Great War, erasing the West Coast factions, and mangling characters like Mr. House and Sinclair, the showrunners have shown a complete lack of respect for the series’ legacy.
If they wanted to honor the Fallout universe, they could have told a new story in a new region, introducing new factions and ideas while preserving the integrity of the existing lore. Instead, they chose to rewrite history, flatten characters, and push a heavy-handed agenda that misses the point of Fallout entirely.
So, here’s the takeaway: just because you own the rights to a franchise doesn’t mean you understand what makes it great. Simon Jester out. And remember: war… war never changes. But apparently, bad writers think they can.