Also, there are going to be corpses everywhere. How is the Enclave going to reclaim America with 1000 people? You couldn’t claim Reno with 1000 people. ![]() There are hundreds of thousands on the mainland. How is the Enclave going to reclaim the mainland without mutating themselves? Will they all live in bunkers? Then why leave the oil rig? Are normal soldiers at Navarro being mutated too? This is never, ever addressed despite being the first question anyone would ask about their plan.įurther, there are only 1000 people living on the Oil Rig. But there’s still abnormal background radiation in the Fallout universe. The President explains that background radiation has turned all mainlanders into near-humans. The issue is that the Enclave’s basic motivation doesn’t make any goddamn sense. and tells you to destroy the Enclave base, so this never happens again. Change is an integral part of the natural order.” Seeing the error of his ways, the scientist infects his own people with the toxic F.E.V. To this you reply “ The cow, as a species, has grown stronger. “ You are no more like me than a mutated, two-headed cow is to a normal heifer,” he says. The issue is how easy it is to change his mind. It’s honestly a little underwhelming since he doesn’t have a talking head, but that’s not the issue. What can we do to stop them? Well you can talk to the chief scientist. The chief scientist even explains to you that while there are differences between humans and near-humans he doesn’t fully understand them.Īlright so the Enclave is several times worse than Hitler. The Enclave wants to kill all these people to preserve the purity of the human race, yet no one (not even the lead scientist producing the chemical) can tell the difference between a human and a near-human without looking at their DNA. It’s not a matter of having extra toes or anything, near-humans are genetically different. Radiation has permanently changed humans on the mainland. What is a near-human you ask? It’s any human who hasn’t been living in a Vault-Tec vault for the past 164 years. In pursuit of this goal, they’ve been enslaving people from the mainland and kidnapping vault dwellers. The Enclave’s plan in Fallout 2, a plan they have spent nearly 70 years working toward, is to create a toxic airborne F.E.V strain that would kill all “near-humans” in North America. The reason I bring up the Master’s plan is because it set the precedent for interesting antagonists in the Fallout franchise. Genocide averted the hero’s journey is complete. As a final act of redemption, he ends the evil he created. When presented with evidence demonstrating the flaw in his plan, The Master has a moment of clarity. The goal was not to kill everyone, but to create a new era of peace through violence. ![]() In time, post-apocalyptic Orks would rule the world. ![]() ![]() The goal of the Master’s Army was send a green tide across California, capturing as many people as possible and transforming them into super mutants. Fallout 2 suffered from this problem as well, not because of the trope, but because the first game had already done that story. How much worse can it get? As a result, genre b-movies typically feature pointlessly genocidal antagonists. The problem with designing a credible threat in a post-apocalyptic setting is that the world is already destroyed. While there are a lot of interesting Enclave interactions in Fallout 2 (Salvatore’s deal, Navarro, etc), I want to focus on the main story and faction goals. That’s a great dynamic and it gets the point across. This makes Horrigan the Darth Vader of Fallout 2, a big scary robot inquisitor. Whoever this giant works for is brutal, vengeful, and secretive. The man and his family are mowed down without remorse. Horrigan gives the farmer an ultimatum: return to the Enclave or die. Some people in the wrong place at the wrong time.
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