Wannamingo, love them, or hate them?

The EPA give an explanation for them but it is unnofficial content.
do you remember the EPA's explanation?
I'm glad they didn't use them. Aside from the usual lore-breaking issues just look at the proposed design for 'em:

latest
Jesus fuckin' Christ. what is it with Bethesda and designing entirely NEW creatures and giving them OLD names? it just doesn't follow. not too lazy to design a new creature but too lazy to give it a new name? WTF?
 
Creatures made by US scientist and meant to bd used agains't chinese a weapons. (which ironically isn't so much different than the xenomorph in the alien franchise)

But the EPA is made by modders, whom i don't know the writting process. I don't know if they took those information from developers notes, or if they put the explanation that made more sense for them.

PS: It wouldn't be the first time for Bethesda. See their ghouls, centaurs and super-mutants. Also the Mirelurks family in their own Fallout 3. Two designs. One creature name.
 
Fallout 1.5: Resurrection actually tried to explain the origins of the Wanamingos, and yes they mentioned the thing had a kill-switch to wipe them out after a period of time has passed.

Based on Kodex Konsensus™ the expositions given in F1.5 were generally acceptable, and iirc some even mentioned how it felt natural (didn't feel like fanfiction at all) and actually respects the lore, but also with their own twists.
 
They seem kind of unnecessary considering they kind of fulfill the same role as Deathclaws, from the role in game to the lore of badass motherfuckers associated with them by npc. Yet, they bring some critter variety in a game that throw you the same critters a bit too often (and even more with the RP)

There is no such thing as overlapping roles or being unnecessary in terms of bestiary of the Fallout Universe, especially with how scarce of actual exotic and badass creatures in the modern installments, I welcome anything fucking new to the plate instead of "Supah mutantz and..er...DOG!". Could easily have mutated Trapdoor spiders being the size of cars hiding in plain sight or mutated fat toads the size of large boulders that can potentially insta-kill an unwary player.
 
Sorry to resurrect an old thread, it's just that I was looking in to threads to do with Wannamingos, and remembered this.
Fallout 1.5: Resurrection actually tried to explain the origins of the Wanamingos, and yes they mentioned the thing had a kill-switch to wipe them out after a period of time has passed.
What exactly was the explanation?

I know it had something to do with the Mutant Hunters, but I've always either done the Imperial City or the Anonym questline, so IDK what it is.
 
This is one of those creatures that vanished with time. I like the Wannamingos, and I like them more because they didn't explain them to much other than "Hey they gonna kill you dummy" and "They might be a bio-weapon?"

Overall I enjoyed the overt nod to the Alien franchise. Its a well earned nod and if you look at how the Alien movie is built its all about the unknown. So explaining the Wannamingos would actually subvert the point of them being in the game.
 
I don't like them. They don't fit in Fo2 at all. They should've just been kept as an Easter egg.
 
I don't like them. They don't fit in Fo2 at all. They should've just been kept as an Easter egg.

Bioweapons resembling a giant mouth with tentacles don't fit in the game where there's giant killer chameleons, giant floating flatworms which can fly somehow, 10 foot tall green men, powered armour, and Seymour the talking plant?
 
I like them enough to keep them in FO2.
Its a well earned nod and if you look at how the Alien movie is built its all about the unknown. So explaining the Wannamingos would actually subvert the point of them being in the game.
I agree with you 100%. However, just so you know, you are giving a definitive reason for Ridley Scott's Prometheus to not exist.
 
I like them enough to keep them in FO2.

I agree with you 100%. However, just so you know, you are giving a definitive reason for Ridley Scott's Prometheus to not exist.

Ridley scott should have given up the Alien franchise after Alien.

Both of his recent films are garbage.
 
I like them enough to keep them in FO2.

I agree with you 100%. However, just so you know, you are giving a definitive reason for Ridley Scott's Prometheus to not exist.

I don't see any reason why it should, The Alien franchise took a major blow when that movie came out, not to mention the continuation of stupidity in the newer one.

Don't fix what I ain't broken.
 
What exactly was the explanation?

I know it had something to do with the Mutant Hunters, but I've always either done the Imperial City or the Anonym questline, so IDK what it is.
Well, damn, it's been awhile since my last playthrough. But, iirc, you don't need to join the MH to get the explanation. Just fuck around with the buried facility in the southwestern part of the map (forgot the name), south of Rathole, although you need some Rad-X, high Science and high Repair. Also, if you get the quest from Imperial City (or Anonym) to get rid of MH from their vault, you can talk with the MH scientists there even if you're not with MH. That's as far as I could remember, you should play and find out yourself.
 
Bioweapons resembling a giant mouth with tentacles don't fit in the game where there's giant killer chameleons, giant floating flatworms which can fly somehow, 10 foot tall green men, powered armour, and Seymour the talking plant?
Apples and oranges, mate. Mutated geckos and bloat flies can be explained through mutation due to radiation. Fallout gives extensive analysis and explaination for the super mutant race and their origin. Same with power armor.
There's no explanation whatsoever for wanamingos. They stick out. Notice how they weren't implemented in New Vegas (let alone Fo3). They're merely a nod to the Alien franchise.
 
Apples and oranges, mate. Mutated geckos and bloat flies can be explained through mutation due to radiation. Fallout gives extensive analysis and explaination for the super mutant race and their origin. Same with power armor.
There's no explanation whatsoever for wanamingos. They stick out. Notice how they weren't implemented in New Vegas (let alone Fo3). They're merely a nod to the Alien franchise.
Actually, if you've played Fallout 1.5: Resurrection, the game explained Wannamingos pretty well, and from what I've heard the explanation is quite in-line with the official explanation and doesn't feel like fanfiction.
 
I hear the creators of fallout kinda regret adding what are basically parodies of the Xenomorph, but I personally quite like their design and backstory.

Its interesting that they managed to make a super-lethal blatantly alien looking organsim, which had a built in killswitch, resulting in a limited amount of generations of the critters.

I've fought a few thus far, and they're tough bastards! Easily capable of outperforming a deathclaw, if in numbers.

What about you guys? Love them? Or hate them?

I love them because the more diversity when it comes to enemies, the better the game. It's too bad they don't have acid for blood though. That would make them a lot more fun to fight.
 
I love them because the more diversity when it comes to enemies, the better the game. It's too bad they don't have acid for blood though. That would make them a lot more fun to fight.

Could that even be programmed in Fallout?

Maybe make an invisible/acid detonation upon death?
 
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