The entire basis of Fallout was and always has been the projection of the fears and doubts of Americans, namely the Nuclear fear of the Cold War. In Fallouts universe we progressed scientifically much faster but at the same rate socially, resulting in the world blowing itself the hell up.Kair said:A projection of this world, only a lot more corrupt. In the dark world you can not rely on the moral integrity of anyone. It is close to the primal state. These dark worlds are a lot more familiar to people living in hostile societies, such as the United States. This is why I do not like when attempts at these dark worlds are so focused around the American audience that it is no longer a completely fictional dark world, but a projection of the fears and doubts of Americans.ChupathingyX said:Out of curiosity, what do you consider a "dark world"?Kair said:How the hell did you deduct that I was a casual numbwit gamer from my criticism of a poorly executed dark world?
The game is about America. Set in America. Made by Americans. ABOUT Americans. If American sentiments offend you that much play something else. I suggest STALKER or Metro 2012, both very good games without an ounce of Americanism in them, both effectivly Russian versions of Fallout.
Also, the United States is a hostile society? Well, i'll admit we have our problems, but any society does, and at least our problems are the 'social discomfort' sort and not the 'i'm going to kill you and all your people because you are my traditional enemy' sort or the 'theres no food' sort.
I'm not trying to be an elitist America prig here, just saying- we don't exactly have a hostile society. Violence is actually way down, our discontent is entirely social and economic.
Onto the Main Topic, I never got that far but I understand what your describing, I call it "The Fontaine Effect". Here's some Bioshock spoilers, the game is years old so suck it if you havn't played it yet your not going to. You spend all of Bioshock persuing Andrew Ryan as the big bad, but when you finally do you get a suprize twist, he wasn't all along, and spend the last 1/3rd of the game in a somewhat drawn out sequence trying to get the real baddy who wants you dead for...Some reason. Because he's a Baddy.
Andrew Ryan is a far more interesting opponent then Fontaine, but the came doesn't climax with him as it feels like it naturally should, it drags on for an ackward final act as you fight an enemy that hasn't really dogged you or made itself your enemy until just that moment. It's the weakest part of an otherwise very stellar game.
But the thing about the Fallout games, and the reason I never finish them, is by they're nature they're huge sprawling toy castles filled with lots of things to do and doodads to play with. The plotline is just an impetus to get you wandering around to experiance the side quests, where most of the games enjoyment shines through. Ultimatly the main plot is a staid morality piece, which would be more believable as a grey v grey v grey struggle if you didn't earn "positive" and "negative" Karma for your actions, effectivly pointing out to you theres an invisible godlyness scale that -REALLY- tells you whats right and whats wrong. Even games with mostly stellar moral systems like Mass Effect fall into this trap, where you can choose what otherwise seems like an inept choice purely because you know it's the 'positive karma' or "paragon" choice and thus the RIGHT choice for the 'good' ending, no matter the subject matter.
In the case of F:NV, helping the NCR = Good Karma. And yes, I agree with you, that is a flawed design decision on Obsidians part. NCR should not necessarily = good. But a great many people, myself included, like to find the 'good' path and it can become ackward or even discouraging if one doesn't exist, so developers feel pressured to create one.