I'm sure everyone remembers ye olde "Stormcloaks vs Imperials" debate that raged during Skyrim. That topic had legs for a couple of reasons...the first being Skyrim's absolutely absurd popularity and longevity, the second being it was actually a pretty difficult choice. Both factions had numerous pros and cons, and I agonized about it for tens of hours before finally picking one and feeling depressed about it.
So I thought I'd run down Fallout's factions du jour, and maybe look back on a couple of New Vegas factions while I'm at it, to see how well they were put together. There will only be three ratings given out. TERRIBLE, for actively lousy factions, MEDIOCRE, for problematic ones, and UNREALIZED POTENTIAL, for ones that were almost good but hey...Bethesda.
There will be spoilers below straight to the end of the respective games, so be warned.
[HEADING=2]FALLOUT 4[/HEADING]
BROTHERHOOD OF STEEL - UNREALIZED POTENTIAL
I'm going to go out on a limb here...BoS in Fallout 4 is as close as we've come to a good/interesting faction in a modern Fallout game. There was a nice blend of the kind of inherent nobility that attaches itself to "peacekeeping" forces ("We're here to help!"), mixed with a militaristic zeal and proto-facist aspirations. I never felt comfortable supporting the Brotherhood, but I never felt comfortable opposing them either. I was wary of their membership when meeting them and running missions, and felt remorse when I was eventually forced by plot machinations to openly attack them. Tonally, I'm not sure I see many areas for improvement. Obviously writing and characterization could be better across the board.
THE INSTITUTE - MEDIOCRE
The Institute has a lot of promise...a bunch of scientists, cloistered away from the perils on the surface, working "for the betterment of mankind", and increasingly the "betterment of mankind" begins to resemble "the betterment of the Institute". There was fertile ground there for exploring the slippery slopes involved in anointing oneself a savior. And of course, they wanted to explore some popular science fiction themes about whether or not AI's have free will, etc. The fact your Son is down there leading things had the potential to give things some extra emotional heft...really complicate matters.
How could it have been improved? Well, it was cartoonishly evil, for starters. You meet them well into the game, after being exposed to a near non-stop parade of their varied unprovoked depredations, and after meeting a variety of extremely kind and caring Synths who CLEARLY have both free will and a capacity for emotion. Your son acts like a creepy wacko and freely admits to using you as an experiment. The scientists all sound like budding Mengeles. It's silly. Even as an evil faction they're not terribly compelling, because they lack the sang froid and fuck em all attitude that "Raider" characters would naturally gravitate towards.
Had your son acted like a human being, greeting you with love and compassion, and had he viewed the Institute as a problematic entity that he was CERTAIN the two of you could "change from the inside" together, it could have been a very interesting grey area. Alas.
THE RAILROAD - MEDIOCRE
Tempting to slide them down to terrible, for the simple reason that they're overly sympathetic. Binary factions are boring, and The Railroad are clearly positioned as "The Good Guys" almost from the start. They're all charismatic and friendly, and seem to be engaged in a genuinely good cause. Clear parallels are drawn to various resistance movements from history. They get a bit antsy towards the end, but ONLY after being attacked. They get a bump to mediocre because Tinker Tom, Glory and Deacon were all engaging characters.
Could've been greatly improved if you'd gotten into the grey, murky waters that rebellions are often forced to swim in. The Railroad needed to get some blood on their hands, and make the player question whether they were truly on the side of the angels. Rescuing a clearly murderous synth, perhaps, and be asked to protect it all the same because its flaws were the sins of its creators. Or killing some otherwise lovely people who happened to be anti-synth propagandists.
THE MINUTEMEN - TERRIBLE
I hesitate to even call them a faction. Bunch of bland do-goodniks.
[HEADING=2]NEW VEGAS[/HEADING]
THE NCR - MEDIOCRE
The NCR has some potential...a large, not terribly focused governmental body starting to groan under the weight of its own bureaucracy. Alas, this was more of an informed quality than one we got to see in action. The NCR were generally polite, seldom showed meaningful instances of corruption, and were positioned against a field of extremely evident maniacs. "Do you want to side with this GOVERNMENT, which has the same issues ALMOST EVERY GOVERNMENT HAS, or do you want to side with some SLAVING, RAPING LUNATICS? Or this MEGALOMANIACAL TYRANT? Oooh, choices!
In a more interesting dichotomy, the NCR could and should have been positioned as more or less safe, but ever so gradually pressing their boots down on everyone's neck. Unnecessary restrictions on freedoms, heavy taxes, demonstrate some of the worst excesses of a ruling body. Have them show little awareness of or compassion for the individual. And then have the Legion as a gang that celebrated the individual and always had your back, wanted to solve all your problems, but believed in some pretty violent and xenophobic ideals. Alas.
THE LEGION - TERRIBLE
Honestly, these guys are a fuckin' joke, and one of the strongest arguments against the suggestion that New Vegas is a "well written" game. If The Institute eventually appear to be cartoon villains, then Caesar's Legion are a collection of cartoon Hitlers. They are utterly irredeemable in every aspect. Vicious, hierarchical, mono-gender, brutally restrictive and conservative, wildly paranoid, hilariously bigoted, the list goes on and on and on. They slave and pillage and murder without compunction, but unlike Raiders (who do it for hedonistic reasons) or The Institute (who do it in service of a cause) they're never really properly motivated. Is it a cult of personality? Caesar seems like a bit of a soggy biscuit, however much I enjoy his voice actor, and they carry on just fine once he's gone. What kind of society do they imagine they are building? What's the reward for the individual members? If this was a small gang observing this strict privation and violent militaristic routine, you could maybe believe it, but these guys are suggested to be a vast army, of a size enough to legitimately threaten the NCR and BoS both.
It's ludicrous. They're stupid. And they infect the entire game too, this is not a fringe faction.
I won't touch on House, he's a man, not a faction. He was ok I guess. Nothing to write home about.
So I thought I'd run down Fallout's factions du jour, and maybe look back on a couple of New Vegas factions while I'm at it, to see how well they were put together. There will only be three ratings given out. TERRIBLE, for actively lousy factions, MEDIOCRE, for problematic ones, and UNREALIZED POTENTIAL, for ones that were almost good but hey...Bethesda.
There will be spoilers below straight to the end of the respective games, so be warned.
[HEADING=2]FALLOUT 4[/HEADING]
BROTHERHOOD OF STEEL - UNREALIZED POTENTIAL
I'm going to go out on a limb here...BoS in Fallout 4 is as close as we've come to a good/interesting faction in a modern Fallout game. There was a nice blend of the kind of inherent nobility that attaches itself to "peacekeeping" forces ("We're here to help!"), mixed with a militaristic zeal and proto-facist aspirations. I never felt comfortable supporting the Brotherhood, but I never felt comfortable opposing them either. I was wary of their membership when meeting them and running missions, and felt remorse when I was eventually forced by plot machinations to openly attack them. Tonally, I'm not sure I see many areas for improvement. Obviously writing and characterization could be better across the board.
THE INSTITUTE - MEDIOCRE
The Institute has a lot of promise...a bunch of scientists, cloistered away from the perils on the surface, working "for the betterment of mankind", and increasingly the "betterment of mankind" begins to resemble "the betterment of the Institute". There was fertile ground there for exploring the slippery slopes involved in anointing oneself a savior. And of course, they wanted to explore some popular science fiction themes about whether or not AI's have free will, etc. The fact your Son is down there leading things had the potential to give things some extra emotional heft...really complicate matters.
How could it have been improved? Well, it was cartoonishly evil, for starters. You meet them well into the game, after being exposed to a near non-stop parade of their varied unprovoked depredations, and after meeting a variety of extremely kind and caring Synths who CLEARLY have both free will and a capacity for emotion. Your son acts like a creepy wacko and freely admits to using you as an experiment. The scientists all sound like budding Mengeles. It's silly. Even as an evil faction they're not terribly compelling, because they lack the sang froid and fuck em all attitude that "Raider" characters would naturally gravitate towards.
Had your son acted like a human being, greeting you with love and compassion, and had he viewed the Institute as a problematic entity that he was CERTAIN the two of you could "change from the inside" together, it could have been a very interesting grey area. Alas.
THE RAILROAD - MEDIOCRE
Tempting to slide them down to terrible, for the simple reason that they're overly sympathetic. Binary factions are boring, and The Railroad are clearly positioned as "The Good Guys" almost from the start. They're all charismatic and friendly, and seem to be engaged in a genuinely good cause. Clear parallels are drawn to various resistance movements from history. They get a bit antsy towards the end, but ONLY after being attacked. They get a bump to mediocre because Tinker Tom, Glory and Deacon were all engaging characters.
Could've been greatly improved if you'd gotten into the grey, murky waters that rebellions are often forced to swim in. The Railroad needed to get some blood on their hands, and make the player question whether they were truly on the side of the angels. Rescuing a clearly murderous synth, perhaps, and be asked to protect it all the same because its flaws were the sins of its creators. Or killing some otherwise lovely people who happened to be anti-synth propagandists.
THE MINUTEMEN - TERRIBLE
I hesitate to even call them a faction. Bunch of bland do-goodniks.
[HEADING=2]NEW VEGAS[/HEADING]
THE NCR - MEDIOCRE
The NCR has some potential...a large, not terribly focused governmental body starting to groan under the weight of its own bureaucracy. Alas, this was more of an informed quality than one we got to see in action. The NCR were generally polite, seldom showed meaningful instances of corruption, and were positioned against a field of extremely evident maniacs. "Do you want to side with this GOVERNMENT, which has the same issues ALMOST EVERY GOVERNMENT HAS, or do you want to side with some SLAVING, RAPING LUNATICS? Or this MEGALOMANIACAL TYRANT? Oooh, choices!
In a more interesting dichotomy, the NCR could and should have been positioned as more or less safe, but ever so gradually pressing their boots down on everyone's neck. Unnecessary restrictions on freedoms, heavy taxes, demonstrate some of the worst excesses of a ruling body. Have them show little awareness of or compassion for the individual. And then have the Legion as a gang that celebrated the individual and always had your back, wanted to solve all your problems, but believed in some pretty violent and xenophobic ideals. Alas.
THE LEGION - TERRIBLE
Honestly, these guys are a fuckin' joke, and one of the strongest arguments against the suggestion that New Vegas is a "well written" game. If The Institute eventually appear to be cartoon villains, then Caesar's Legion are a collection of cartoon Hitlers. They are utterly irredeemable in every aspect. Vicious, hierarchical, mono-gender, brutally restrictive and conservative, wildly paranoid, hilariously bigoted, the list goes on and on and on. They slave and pillage and murder without compunction, but unlike Raiders (who do it for hedonistic reasons) or The Institute (who do it in service of a cause) they're never really properly motivated. Is it a cult of personality? Caesar seems like a bit of a soggy biscuit, however much I enjoy his voice actor, and they carry on just fine once he's gone. What kind of society do they imagine they are building? What's the reward for the individual members? If this was a small gang observing this strict privation and violent militaristic routine, you could maybe believe it, but these guys are suggested to be a vast army, of a size enough to legitimately threaten the NCR and BoS both.
It's ludicrous. They're stupid. And they infect the entire game too, this is not a fringe faction.
I won't touch on House, he's a man, not a faction. He was ok I guess. Nothing to write home about.