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>Is a satire riffing on a specific point in the creators country's history
>Comedic notes and absurdity to balance the dark, miserable tone
>Secondaries that only know of it from memes and their youtube griftdaddys dropping the latest culture war payload to tell them to be upset will get very upset about changes "as a member of the X community"
>Almost always turn out to be full of shit because they get all their info from secondary sources.

Is Fallout the Warhammer 40k of /v/?
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>>732338198
Troonout: Neo Vagina
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>>732338198
Fallout is for retards
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It's a series that really doesn't actually make any social commentary other than "nuclear weapons are bad, cold war's consequences could've been terrible, war is bad". And when it does it fails hard at it.
Anyone else who thinks this series takes platforms or has ideas to say are utterly retarded. Fallout 3, as much as I hate it, kind of understood it, but in a retroactive way where you look at how awful the choices are in the game and go "the extremes of these people are stupid". Colonel Autumn is a stupid character who's evil.

The dark, miserable tone of 1 was kind of toned down a lot by 2, and 1-2's tone is replaced with grimy environment and general desolateness but absolutely batshit dialogue and writing, New Vegas isn't as desolate or anything (ironically, Mojave makes it seem more alive) and its writing/dialogue is a little more thought-through but what makes it better than 3 is that it has more to lean on with the state of the actual place and the decisions you can make. Factions are generally more desperate or you can see failures in real time.

4 also does what 3 does except the dialogue sucks, the factions all suck and aren't really in any peril except the minutemen (who you're more or less forced to solve problems for, then they're back to being somewhat stable), the cities/locations don't undergo any crisis and the factions are just pre-set endings that don't have any philosophy which you can impact. If they have any in the first place.
Even 1 had factions that were simply born from the necessity of survival. The Followers are the Minutemen (except the interesting things haven't happened just yet), the Unity have some generic belief about what makes them more fit for survival, the Brotherhood are isolationists crazy about weapons and tech which they use to defend themselves better and the ghouls are raiders that can be reasoned with when they're fed up with other people sticking around and use you for their personal gain. There's little real nuance.



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