Why Mothership Zeta is awesome

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But seriously, first Enclave Moonbase, now Mothership Zeta. Something tells me you need Mass Effect, not Fallout.
 
Mothership Zeta finds you in a clean beautiful spaceship which you get to shoot up and explore.

That's all it is, a shoot 'em up DLC. No way to negotiate or talk it over, nope. Execute all aliens on sight. (God why is there an alien DLC for Fallout?)

Also once you complete the DLC most of the "clean beautiful ship" is inaccessable. This is explained of course (destroyed) but that's kind of a waste don't you think?

2:] The Ambition of the DLC shows an actual love of the work

Part of what makes Mothership Zeta great is that it's not just an extensive retread of the main game. One of the biggest disappointments I had with Operation: Anchorage is that it was a bunch of snowy cliffs and murdered Chinese soldiers with no real insights into the Pre-War era and a bunch of Pre-War loot thrown out like singles at a strip club. MZ, by contrast, gives you a huge new location and host of new enemies in its own self-contained little adventure which is fun and has a direct but coherent plot.

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It feels like a complete expansion in the way other DLC doesn't. Point Lookout, for example, is beautiful but doesn't really have a central plot while Broken Steel is just cleaning up the mess of the main game's ending.

I would still prefer Anchorage over this DLC. Why? Not saying it's good either but it's still closer to what Fallout is about than friggin' aliens are. Host of new enemies? Aliens that shoot, aliens that run around screaming and alien-human hybrids that are essentially space ghouls (although the Invasion of the Body Snatchers reference is kinda neat).

As for the plot: Abduction - escape - fight - destroy - win. There's little inbetween. It doesn't make you consider the consequences of your actions.


3:] The Alien Equipment is Awesome

In the base game, you're basically a fool if you take Energy Weapons at the start but this nicely balances the skill with the Alien Blaster and a supply of ammunition which can be used right up until the end of the game.

I guess. Should still be an Easter Egg encounter instead of DLC weapons though.

4:] It has a zany 50s Science Fiction feel

Just as the Dunwich Building and Point Lookout has a lot of Lovecraft feel to them, this is a game which nicely has a B-movie science fiction feel to it. I would have probably felt bad about this if it was part of the main game but as a side-story, I felt it was perfectly enjoyable.

If this was treated as some kind of weird dream the Lone Wanderer had, I'd agree. But seeing as it's treated as actually happening I can't bring myself to like it. Also just because the Fallout series is set in a future imagined by the 50s that doesn't mean everything has to be from the 50s.

5:] There's some quiet character development going on

Somah is a Raider/Slaver from Paradise Falls but you don't learn this unless you're paying attention and even if it's just implication. You have to side with her, though, because it's a survival situation. Elliot is a survivor of Operation: Anchorage and gives a lot of perspective on the Pre-War era as well as his guilt for his government's involvement.

Sally provides the perspective of what it must have been like back then to be a child and relatively innocent. Even the cowboy character and samurai have somewhat tragic stories.

It's been quite a while since I've played this, but they don't really get much development. You're forced to side with Somah and then after that she doesn't really do a lot. Not really character development. The other characters I cannot remember apart from the cowboy (lost my family boo hoo), the samurai (which I did like the fact he spoke untranslated Japanese) and Sally. But again I only remember Sally because she's the only child on the ship and again another bloody Pre-War character (Bethesda really like the Pre-War world, or their version of it at least).

6:] A fun bit of Karma for Vault-Tec's CEO

After spending decades preparing human beings to be guinea pigs from a position of godlike authority, he's subjected to the exact same sort of karmic retribution. It may only happen in a holotape but it's an enjoyable bit of retribution which is sweet in irony.

Nitpick but that wasn't the Vault-Tec CEO, it was the Assistant CEO. Still I hate this whole abduction thing regardless. Don't you think it's more tragic that the people responsible for the horrific crimes committed in the Vaults got away with it?

7:] The Existence of Non-Combatants

The game could have easily made every single alien someone you're meant to gun down and slaughter but the developers nicely made it so there's a bunch of people just running around terrified during your rampage. It's a nice bit of humanization for what could have been presented as an existential threat.

Bethesda probably thought "We need to bring good and evil into this, I know, make some aliens wimps and if the player kills 'em it's bad karma!"

8:] Your Awesome New Base

I always felt Fallout 3 needed more bases to it and the opportunity to have your very own starship as a place to operate from is an amazingly good idea. My only regret is they close down large parts of the ship from your usage.

It's not worth using aside from (if I remember correctly) a healing gate. Even that's useless since you can just use a bed and regain all your health.

9:] Giddyup Buttercups

It is my deepest hope we'll eventually get a rideable Giddyup Buttercup in Fallout 5. Even so, I love their inclusion in Fallout 5. Robot horsies=awesome, especially when you have to wonder how many of those Raiders died trying to pet that one in that room.

You do realise the Giddyup Buttercups were children's toys right? Besides the idea is just ridiculous, Saints Row level.

10:] New Enemies

Bethesda enemy variety suffers when they don't bother to make new ones. I liked the Hillbillies and Tribals in Point lookout for the same reason I love massacring the Zetans. They're a new and fun enemy to slaughter.

What makes them fun to kill? The fact they are aliens, the fact you use energy weapons? As we've mentioned before one of the enemy types just runs around screaming.

11. Unexpected Gameplay Changes

I, for one, loved the fact this climaxes with a gigantic battle against a enemy spaceship. There's also the fact it takes advantages of its oddball premise with things like the space walk and other fun bits of oddity to break from the main shooting gallery elements. Quiet moments help keep the drama going strong throughout.

I can't remember much about it aside from the giant laser that you can fire against the Earth. It's just pushing some buttons though isn't it?

The spacewalk I have no complaints, it was a refreshing part of the DLC.


12.] The Mothership is an original unique location

We've been through ruined buildings, Vaults, and the desert many-many times. Mothership Zeta is a great contrast and memorable in a way which only Rivet City and Megaton really equals in the original game. You can go from Robotics labs to Cryogenic freezing chambers to bridges to engine rooms and all.

I'm not sure how an alien spaceship can be considered unique. Unique in that it's the first time it's appeared in Fallout, a post-apocalyptic world game? I suppose then it's unique, interior wise.

13:] It's a neat reference to the Easter Egg of the first game

Which it is. I will also point out Silent Hill also has similar in-game use of aliens and nobody makes a fuss over them.

They already referenced that with the crashed recon ship before the DLC came along. To add this as something that actually happened contradicts what the Fallout series is about and its tone.

Never played Silent Hill but I'd be willing to bet there's a good reason for them. There isn't in Fallout beyond a little reference or Easter Egg.


14:] It's visually spectacular in places

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Nuff said.

Yes it does look nice in places.

15:] You get to see Canada blown up

I love Canada and now it can enjoy the same post-apocalypse horror we enjoy here in the Capital Wasteland.

Err Canada would have been hit during the Great War or affected by the world-wide exchange. If anything taking this DLC as 100% canon Canada is now completely dead.
 
It's shit like this that makes me wonder if you're a troll :roll:

I'm being hyperbolic but I really would love to see an Enclave moonbase. I'd like it to be:

* A joinable faction
* Have good and evil sidequests
* Allow for Enclave members to show up in future games
* Have a giant space ray.
* MOON SETTLEMENT

All the people that say that Mothership Zeta is at least mildly ok, they cannot say sh*t of the NV DLC. "Ooooo, Dead Money and Old World Blues were SO not Fallout"
Wow, and masonic stereotipical aliens are, right?

Old World Blues is a favorite of mine. :)

Albeit, Dead Money just frustrated me with and made me unable to appreciate the DLC.
 
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Clearly, you can't appreciate the allure of the Tesla Gun or the beautiful Pew Pew of the Alien Blaster.
I don't know why the fuck I should appreciate a turd packaged in a fancy box with pretty ribbons.

EDIT: Come to think of it. Both Bethesda's Fallout games have a shitty DLC as the final one, heh.
 
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Given my love of Nuka Word, Mothership Zeta, and Old World Blues, I think you can safely say I have an appreciation for the over-the-top and ridiculous in my Fallout.

K9, Goris, The Super Mutant Magician, your hillbilly shotgun wedding, fighting Lo Pan in a Kung Fu duel, Hubologists, and more are all things I adored in Fallout 2.
 
Given my love of Nuka Word, Mothership Zeta, and Old World Blues, I think you can safely say I have an appreciation for the over-the-top and ridiculous in my Fallout.

K9, Goris, The Super Mutant Magician, your hillbilly shotgun wedding, fighting Lo Pan in a Kung Fu duel, Hubologists, and more are all things I adored in Fallout 2.

Ok, but the difference is that Fallout 2 and OWB are actually funny.
 
Ok, but the difference is that Fallout 2 and OWB are actually funny.

When the Nuka Cola podcast comes out, it'll be hilarious because there's this conversation.

@RangerBoo

"Ugh, let's start with the number one thing which bothered me--the return of Hubologists!"

Me: HUBOLOGISTS ARE AWESOME!

"What is wrong with you!?"

:)
 
I'm being hyperbolic but I really would love to see an Enclave moonbase.
Ignoring the moon base for the moment, why do you like the Enclave so much? I will admit I actually like the Enclave in Fallout 2, but they should never have been able to come back in any threatening capacity. The remnants in New Vegas I can accept, but a big force like Fallout 3's shouldn't have been possible.

Have something new instead of recycling the old.

I'd like it to be:

* A joinable faction

Unless you're pure human or the Enclave undergoes a change in recruitment that's not happening. The command structure is completely gone.
* Have good and evil sidequests
Black and white is not as interesting as grey.
* Allow for Enclave members to show up in future games
After the NCR/Brotherhood's efforts are there really going to be any left? Maybe Chicago but that's stretching it.
* Have a giant space ray.
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* MOON SETTLEMENT


Ok fine I'll ask, what purpose would an Enclave moon base serve? You do realise that even if they had the resources to build one before the War, they'd spent the majority if not all of their time and efforts on the Poseidon Oil rig. There wouldn't be enough food, water or genetic diversity to sustain a moon base, especially for 200+ years. Not to mention maintenance, I doubt the post-war Enclave had the resources to carry out regular shuttle trips to the moon.




Unless this is all a joke, ha ha?

EDIT: I know the Enclave considered colonising another planet, but I doubt they considered the moon (it's not a planet for starters).
 
I am starting to believe that @CT Phipps is a very well versed troll. No, wait, I want to believe it. A troll that managed to fool us all. Good going.

If not, then he is an utter idiot. Opposite spectrum of idiotic that Dragonborn (or whatever his name) was on, but idiot.
 
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Ignoring the moon base for the moment, why do you like the Enclave so much? I will admit I actually like the Enclave in Fallout 2, but they should never have been able to come back in any threatening capacity. The remnants in New Vegas I can accept, but a big force like Fallout 3's shouldn't have been possible.

Have something new instead of recycling the old.

For me, the Enclave works well as a embodiment of the evils of the Pre-War world. They are the personification of American exceptionalism, jingoism, and warmongering. It's interesting to have a primarily American audience deal with the exclusionary self-interested smugness of a country which has the best weapons and best economy yet uses those qualities to justify why it should take whatever resources it needs to continue fostering that attitude.

America in RL has many qualities to offset this but the Pre-World America is uncomfortably true to life in many respects. The Enclave thus work as both social satire and excellent foes in-universe due to their hateability, competence, and fascinating world-view/in-universe history.

As for their ability to rebuild themselves, 100 years is a long time. It's one of the few handlings of the numbers that is realistic as we see the Khans become the New Khans from one survivor in Fallout 2. This could be an entirely different branch of the Enclave which didn't get involved in Dick Richardson's activities but were cut off from rejoining their fellows at Poseidon Oil Rig for example.

You could also have survivors of the East Coast Enclave somehow discover a means of contacting their moon brethren and then them taking over.

Unless you're pure human or the Enclave undergoes a change in recruitment that's not happening. The command structure is completely gone.

Both of which could be possible.

Black and white is not as interesting as grey.

Good and evil are value judgements which are made on the individual level. I wrote an essay about the myriad flaws of the Lyons BoS and Bethesda turned them into the Maxson BoS in a surprising bit of foresight on my part. So, people are very complex but condemning them or exalting them as good or evil is a thing we humans do.

In short, Mister House is a deeply complex person but it's up to the player to decide whether his actions (murdering so many in Freeside) make him evil or (his works to rebuild New Vegas) good.

After the NCR/Brotherhood's efforts are there really going to be any left? Maybe Chicago but that's stretching it.

If there's a Moonbase of them, yes.

:big stupid grin:

Ok fine I'll ask, what purpose would an Enclave moon base serve? You do realise that even if they had the resources to build one before the War, they'd spent the majority if not all of their time and efforts on the Poseidon Oil rig. There wouldn't be enough food, water or genetic diversity to sustain a moon base, especially for 200+ years. Not to mention maintenance, I doubt the post-war Enclave had the resources to carry out regular shuttle trips to the moon.

I found the idea the Enclave was confident enough of their capacity to colonize outer space enough that they recklessly pursued a path of nuclear aggression as well as set up massive numbers of horrid scientific experiments to be carried out post-bomb drops to be fascinating. It means the leadership had enough technological know-how and equipment to make this plan feasible even if it didn't work. A moon base and a possible target (Mars?) for colonization seems plausible in-between steps for the Enclave.

I also would love to know what the equivalent of a militarized NASA would do for the Enclave.

EDIT: I know the Enclave considered colonising another planet, but I doubt they considered the moon (it's not a planet for starters).

Probably as a forward base for colonizing Mars, assuming they didn't plan to go further.
 
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