So in the end, did the Super Mutants add to anything?

Since when is super mutant presence in a Fallout game obligatory? It made sense in the first two and in New Vegas, but I'd have preferred for there not to be super mutants in FO3.
 
Personally, I agree, Bethesda could've done something new for Fallout 3. But I can already hear the BAWing of people wanting Super Mutants in Fallout 4 if they aren't in. I bet a Broken Steel-like DLC would patch them in if enough people whined about it.
 
Its the same lot that wants the Enclave back for no other reason than that they want Power Armor wearing soldiers overruning the wasteland, and kill them for their gear.
 
It's not so much that Super Mutants are in FO3 that bugs me, it's the way they were used. As implemented, they're just big squishy targets with loot.

It would have been much better if they were something mysterious and unknown at the beginning of the game. Used as a more sinister background threat that is revealed near the end of the game. Then, they could have turned out to be tougher and more dangerous than they were in the released game. But then, Bethesda didn't ask me. Nobody listens anyway.

A bigger question for me is, what did the Outcasts add to the game?
 
I always thought the "Vault Experiments" was stupid, and even so, there should be somewhere like half the vaults should be Control vaults like the one that produced Vault City. perhaps with a range of years underground before opening to resettle.

As for Super Mutants, they are part of the franchise, along with Death-Claws and other critters.

As for Fallout 3, I just say that it happened 20 years after the war, not 200, which is just a typo, and Fallout 3 makes a ton more sense. :wink:
 
drgong said:
I always thought the "Vault Experiments" was stupid, and even so, there should be somewhere like half the vaults should be Control vaults like the one that produced Vault City. perhaps with a range of years underground before opening to resettle.

As for Super Mutants, they are part of the franchise, along with Death-Claws and other critters.

As for Fallout 3, I just say that it happened 20 years after the war, not 200, which is just a typo, and Fallout 3 makes a ton more sense. :wink:

If its a typo why is the date in the game listed as 2277?
 
White Knight, I am well aware that Fallout 3 is set at 2277, it just that the game would be more logical set in 2097 then 2277. (As in no real post-war society except for a isolated city or two, tons of pre-war material to be salvaged, and so on.
 
I can understand you ignoring the dates to make it more believable. But wouldn't the prescense of BoS and the Enclave kind of ruin it for you. Both would only be just beginning, and neither would be on the east coast(the enclave dosen't come out of hiding until 2241)
 
Probably necoring but it works here for the last few pages. If you did something to change the BoS to something else (US Military Remnant Faction I don't care) with sporadic suits of power armor (give them more combat armor). Keep the Enclave but move them to T-51b Power armor (as APA MK1 or MK2 would not have been made yet) the game could actually function as a setting only 30 or so years after the war. In fact it would make a lot more sense. Call it a crappy plot device but it isn't out of the realm of possibility for the Enclave to be on the East Coast after the war with the main base at the Oil Rig. And it would be possible for them to lose communication with the Oil Rig (call EDEN the emergency directive or whatever). If Supermutants could be replaced with Enclave personnel and Talon company with the redesigned BoS (or keep them in I don't care). It would be an interesting setting with two post war US military factions trying to take back the capital.

Just my two cents if someone has the modding capabilities to actually do this. Hell 80 years after the war would be sufficient to at least give a new generation the reigns and make some of the ghoul dialogue make sense.
 
Make the super mutants some other hidious mutant monsters, and the brotherhood a big group of tech scavengers and the enclave just an outpost desperately clinging on to the enclave's mission or if not that then a group of crazy patriot vault people or wastelanders. Problem solved?

Bethesda really was just trying to make it a 'real' fallout with the super mutants, enclave and BoS because that's what fallout is all about.
 
Mjolnir said:
Bethesda really was just trying to make it a 'real' fallout with the super mutants, ENCLAVE and BoS because that's what fallout is all about.

Then why did they not appear in tactics or van buren? The guys at BI clearly did not have any intention of bringing them back. (At least not then...)
 
I dislike the mutants because you can't find any (except Fawkes) who isn't hostile and/or an retarded. At least in all the other fallouts you could find ones to talk to.
 
WelcomeToNewReno said:
Mjolnir said:
Bethesda really was just trying to make it a 'real' fallout with the super mutants, ENCLAVE and BoS because that's what fallout is all about.

Then why did they not appear in tactics or van buren? The guys at BI clearly did not have any intention of bringing them back. (At least not then...)

I think he meant it sarcastically, like that a Fallout game to Bethesda means that these factions or groups need to be included in some way.
 
Would have worked better if they renamed Fallout 3 to Fallout: Capital Wasteland, Fallout: New Vegas to Fallout 3, and removed the Enclave, BoS and SM out of the current FO3, oh, and Harold too. Not that i have a problem with Harold, but in DC? Come on, a little far wandering from the West coast to the east...
 
I've heard it said that part of the reason they set the game in 2277 was so that it would be plausible for Harold to make an appearance, and that originally the game was supposed to be set earlier in the Fallout timeline. I can't remember where I saw that, though, and I can't find any mention of it on The Vault, so you probably want to take it with a grain of salt.

As for the mutants, one could easily (if cheesily and by way of a technicality) explain away their presence in the Capital Wasteland by saying that Vault 87 wasn't testing actual FEV, but was conducting their own clandestine tests as a continuation of the Pan-Immunity Virion project that FEV eventually sprung from. Given the space-faring goals of the pre-war Enclave, it would make sense that they would want to continue with their own experimentation on a project that promised to make the human race smarter and hardier, and though the Enclave may've heavily infiltrated the military-industrial-governmental power structure, they didn't have airtight control of it, so it's logically justifiable that they could've been running their own tests away from prying eyes that the boys at West-Tek and Mariposa would've been none-the-wiser about. Their "mutants aren't people" stance likely wouldn't have been adopted until after it had been determined that PVP and FEV weren't going to pan out as planned.

That being said, it doesn't matter exactly how many minor tweaks you could make and how much of a huge difference just that little bit of injected logic would have made to the story. As it stands, the answer to the question of whether the mutants played any role in F3 that couldn't have been better fulfilled by the Outcasts or Talon Company (or even the BoS itself) is a resounding "no." It's easy to justify their presence, but there's no reason the mutants should've been in the game in the first place.
 
The Dutch Ghost said:
Its the same lot that wants the Enclave back for no other reason than that they want Power Armor wearing soldiers overruning the wasteland, and kill them for their gear.

I really hope the Enclave aren't back again in the next game simply because excited gamers with short attention spans enjoy fighting baddies in cool looking armor.
 
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