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Discussion in 'Fallout 3 Discussion' started by Anarchosyn, Dec 29, 2010.
In FO1 and 2 they sometimes referred to the Pipboy being on the PCs arm.
At least no one burned the thing onto your arm.
Another explanation could be they only locked it to the user in Vault 101 to solidify the fact that you were never supposed to leave. Still doesn't explain how James and Jonas' lab coats pass UNDER the device in that scenario.
I have discovered something that bothers me in Fallout 3; Arthur Maxson. Maxson is the little twerp a the Citadel, who is supposedly the last descendant of Roger Maxson. Here's the thing: how did he end up East? If you do a little calculation, Lyons couldn't have taken him with him, because he would be about thirty or fourty in the game. However, after searching on the Wiki, it seems that his mother sent him East. My question is: how the hell did he get here?
Let's look at the facts. He can't have gotten there alone, due to the massive amount of dangers on the road. The twerp would have had to deal with The Divide, the Mojave, the Midwestern Brotherhood, the Pitt, hostile wildlife, robots, raiders, etc. So they must have sent a sizable patrol with him, right? Well, that would be stupid as well, because a patrol of ten guys in power armor surrounding one little kid attracts massive attention. Even if they sent two guards, they would still attract attention. Even if they went undercover, it's still a dangerous route. They could easily fall prey to predators, hostile factions, or common problems, such as thirst or disease.
Even then, what dit they give the twerp to identify himself? Just yelling 'I'm the last descendant of the Maxson family, accept me as your ruler' won't get you anywere with the Brotherhood. Even if his mother gave him a letter saying that he was a Maxson, the Brotherhood would probably assume it would be a fake. So, they would need to give him an expensive piece of data, with the proper identification codes. But what's to say that the Eastern detachment lost all ways of reading such a piece of hardware?
In short, this kid is a living enigma, and a prime example of Bethesda taking a dump on both the canon and logic at the same time.
Wanna know how? SCIENCE!
I'm not sure in FO1, but in 2 you can remove it. It's a game fact, you remove it and put it in Vault City's computer to get the maps.
Ah, okay. But you also are given it before the game starts (or so I am remembering) in preparation for you trip. And you do take it off in FO2.
Beth coming up with a poor excuse for why you can't remove it from your person, then failing to keep consistent with the facts presented is more like it.
And it belonged to the Vault Dweler, all that biometric lock crap was made up for the Anchorage DLC.
Same thing with Butch making fun of your old model pip boy when he has the exact same model. Also, kids have proportionaly sized Pip boys, if everyone wears it for life since childhood, does the Pip Boy grow too or some shit?
Yeah, I remember they said something about biometric locks in the Outcast Outpost. I believe it was an explanation for why the Outcasts simply couldn't saw the PIP-Boy off someone's arm, which explains the dead Gary. Way to go, Bethesda, you invent a logical inconsistency to fix an inconsistency.
I never played without the DLC. Does Stanley not mention you can't get it off because of bio locks if you don't have it?
All DLCs don't changes vanilla dialogues in Vault 101.
Nope, it fits. In FO3 children can't die, so he was in no danger. Also in FO3 people trust others without question. If they allow complete strangers fiddling with a nuke in the middle of a town they should have nor problem believing a little shit telling em he's the son of the boss.
Gotta love that good ol' Bethesda logic!
Okay, this has bothered me for a while now.
How the heck did the Enclave manage to ambush you in Vault 87? There are only two entrances, through Little Lamplight and the heavily irradiated entrance (which is also broken and sealed shut). I'm sure the Lamplighters wouldn't just let them through, hell the kids can't even die so why should they let them through? Or maybe the Lamplighters are actually double-agents for the Enclave, I never did trust those little shits...
And that raises another point, if there are the only two entrances to Vault 87, through Lamplight and the main door (which remember, is sealed and shut), how the heck do the Super Mutants being created there get out? We know that's where they come from, yet it's just up in the air.
And I don't care if it's my 'destiny' to sacrifice myself in the chamber, Fawkes is freakin' immune to radiation, so he should bloody well go in there because then nobody has to die by sacrificing them-self! I guess at the time, Bethesda didn't think about that, until they released Broken Steel. It doesn't matter now though, even if you do sacrifice yourself in the incredibly irradiated chamber, you and Sarah will still live. Yet funnily enough, if you send in Sarah, she dies...
Little Lamplight shouldn't have been in the game to begin with, the whole place was just filler when there was so much else they could have done with that cave. Yeah there's mutants in murder pass but unless there's a way to the surface other than LL.....
And they've been there 200 years and the mutants haven't swarmed them when they've managed to overrun D.C.?
The mutants and the Enclave can warp space and time, don't worry, it's all really well explained.
Oh, and the fact that Little Lamplight hasn't been overrun by mutants? The mayor of the place managed to shout them down, now they just sit in Murder Pass and listen to black metal and write angsty poetry.
The Dunwich Building.
Just...why? Why is there Cthulu in Fallout?
Did the nukes shatter the fabric of space and time, like in Metro 2033?
No, they just shattered the Fourth Wall.
As far as regional comparisons go, if we were comparing, say, India to Russia or maybe Mexico to Canada, it might be a reasonable assumption.
But that's not what's happening here.
Both the western region and the CW were born of the same established pre-war american society, so that eliminates any significant cultural or sociological differences.
Both were set in areas that were populated by multiple, heavily-metropolitan areas in relatively close proximity, so that eliminates any effects on culture that are directly related to general regional aspects.
The only real difference between the two regions is that the CW had access to vastly more pre-war information (i.e. the library, the museums, all the government buildings, etc.), while the west didn't, giving the CW a more favorable environment for cultural growth.
So, given that information, consider these two points:
1. The last vault opened in FO1, which took place 115 years prior to FO3.
2. The cultural state of the CW in FO3 is pretty much on par with that of FO1.
In other words, Bethesda expects us to believe that a culture ultimately born from a post-modern civilization that had developed much of the most advanced technology ever known to man, and has access to the most extensive collection of all-purpose knowledge still in existance, simply sat idle for 115+ years (the better part of 5 generations) and did ABOSLUTELY NOTHING to try to rebuild an orderly and interconnected human civilization... and then believe it with not even the slightest shred of an explaination as to why-- Sure, everyone can imagine all the reasons they want, but none of them matter if they're not in the game... "what if's" are irrelavent.
Players: "So, nothing in 115 years. Why not?"
Players: "Lol. No, really, why not?"
Players: "[Call Shenanigans] Weaksauce, GTFO."
Meanwhile, the western region as a whole recovered as a civilization by leaps and bounds in nearly every aspect during that same timespan, successfully re-establishing widespread (i.e. covering territory equal in size to multiple states) commerce, humanitarian efforts, establishment of agriculture, and creating a centralized governmental body in order to create an orderly environment for greater prosperity as a society, the most recent events of which was seen in NV.