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Amata Almodovar is just a teenage girl with the sins of her megalomaniac father and a broken community caused by his actions on her shoulders. Leave Her Alone
I've seen this one on my Dashboard a few times and ... honestly, it makes me a little sad.
I mean, I get it: Bethesda = bad. They're a big game publisher (now owned by Microsoft!). They'll skimp on the QA so the damn dragon skeletons will stalk you across Skyrim. They'll try to sell you an ugly, cosmetic-only hat for your character that costs more than a real, physical hat you could put on your own head. "I played for two whole hours and it didn't crash to desktop once!" is stunningly high praise for a Bethesda game. I'm on board with the criticism, where it's warranted.
But this ... this looks more to me like a desire to prove that Bethesda is stupid is genuinely interfering with someone's ability to actually engage with what the game is saying. And honestly, these things are so much more enjoyable if you try to delve into the story.
What do I mean? Well, what is Fallout 4 about? There are a few threads, but one really major one is the threat of misinformation.
When you arrive in the Commonwealth, it is a deeply paranoid, disorganised mess. Most of its major settlements have fallen, and its failed attempts at West Coast-style unification and mutual defence are a distant dream.
The game's major antagonist is the Institute: a shadowy organisation that is the subject of much rumour and almost infinite terror. While there are a few occasions where they get what they want by brute force (University Point, the Switchboard), mostly they operate via deception. Their whole deal is that they replace people with Institute-loyal Synths, who then act in the interest of the Institute, and against the interests of the communities where they live.
Everyone in the Commonwealth is terrified that the person to whom they are speaking is lying to them about everything â including their identity â and this constant threat of identity theft is why Synths face almost insurmountable prejudice everywhere, even when they are actively fleeing the institute.
In political terms, the most significant replacement is Diamond City's mayor, McDonough. The Great Green Jewel is actually run by the Institute ("Pay no attention to the man behind the curtain!" â as while Diamond City is partially referencing the baseball diamond, yes, it is clearly also referencing The Emerald City from The Wizard of Oz). McDonough's opening "I am not a Synth" speech references Richard Nixon â "I am not a crook". McDonough is a liar.
In emotional terms, the most significant replacement is the player character's own son, Shaun. The Institute has created a child doppelgänger of your missing boy and planted him in Diamond City, so you can spend a portion of the game believing that Shaun is a 10-year-old hostage of the Institute â rather than the guy in charge of this colossal mess.
Deception is rife in Fallout 4. It's built into the core of the narrative. And it pops up all over.
Early in the game, you'll hear a lot about how Diamond City is the finest city in the Commonwealth, and Goodneighbor is a den of criminals. Explore a bit and you'll discover that, despite its polite veneer, Diamond City is a dangerous place: it has already expelled all its ghoul citizens, it has become highly stratified along class lines ("The Colonial Taphouse would like to remind everyone that you are not welcome here. Upper Stands residents only!"), and its police force not only refuses to investigate disappearances, but will blacklist citizens if they object to this policy. Meanwhile, Goodneighbor has ousted its former gangster rulers and is working its way toward becoming a stable community â one that gives sanctuary to everyone.
What people told you, and what's actually happening, are not the same.
Vault 81 is initially presented as a safe place, if a little rickety. Do their quests and you will uncover a whole hidden section of the vault â and that these people are actually the very lucky survivors of a failed Vault-Tec experiment: they intended to use them to test deadly diseases, but were thwarted by the first Overseer.
Is this place really what it looks like?
Deacon, your Railroad companion, and an apparent survivor of multiple Institute purges, is obsessed with the nature of deception â and he spends a significant amount of his dialogue tree warning the player character not to just trust what people tell them. Piper, the journalist in Diamond City, discovered a conspiracy that killed her father and threatened to destroy her whole community in her youth â and consequently is driven to uncover lies and deception elsewhere via her newspaper.
This is a thing.
So why does Moe Cronin matter? Because it's a rare occasion where Fallout 4 gives you an immediate heads up about the bullshit.
Usually, if this is your first playthrough, you have no immediate way to know if a character is telling the truth or not. Your character has spent the last 200 years in a vault. You, the player, may have played previous Fallout games â but this is the first one to be set in Boston. Maybe you know what a Super Mutant is, but you know nothing about the area's history. You have to play the game: do the quests, talk to the NPCs, read the terminals, to find out whether a thing is true or not. Sometimes, at the end, you still don't know for sure. It's just your best guess. People can just say anything to you.
Here, though. Well â you can't immediately tell if Moe is lying or mistaken when he talks about baseball. But is it plausible? For a start the Fallout games have always been mildly satirical, so it's worth noting that â yeah, up to a point this is intended to be funny. But also:
Despite what the tweet says, there are in fact no Ghouls in Diamond City that anyone could ask. There have not been for some time. It's a fairly significant plot point that they were all driven out years ago. People with long memories are not welcome there.
There are robots! Most of them do not seem baseball oriented â neither Percy nor Miss Edna have anything to do with sports. I have no doubt that Nick Valentine could at least give an overview of how baseball worked, but it is abundantly clear that Nicky is on thin ice in Diamond City. There are people who are profoundly grateful to him, sure; there are also people who mutter darkly about the dangers of allowing a Synth to live in the city. Nick is also deeply ambivalent about his implanted memories, and only confides in the player character about them once you've had time to develop a rapport. So I don't really think picking fights with the Diamond City merchants about pre-war crap is high on his priority list.
There are almost certainly books and holotapes about baseball somewhere in the wasteland â vault dwellers talk about playing baseball â but there is no evidence that there are any in Diamond City, or even anywhere reasonably accessible to Diamond City residents. The library is currently occupied by hostile Super Mutants.
What Moe says is actually completely consistent with the way you see baseball bats used in the wasteland. You don't see a lot of people playing baseball games. You do see a lot of raiders defending their territory with baseball bats.
Moe is a salesman, and he is specifically selling the bats as melee weapons. His story is tailored to appeal to the kind of person who already wants to beat people to death with baseball bats.
But here, for once, you the player actually know better. You are a primary source on how baseball was played. So you know what he's saying is nonsense. And you know what you can do? You can tell him that! You can describe the actual rules of baseball to him. Know what he says if you do that? "I like my version better". So now you know. You've told him how baseball works, and Moe is going to keep on telling lies about it â because those lies are both more interesting, and more profitable to him.
This is, you know, thematically relevant.
I know this is a lot. I know I'm going on. But what I'm trying to say is: this isn't one of the things that's bad about Bethesda. This is one of the good things! Moe is a minor character. You don't even have to talk to him. But his dialogue leans in to Fallout 4's major theme, and once again warns the player character not to just believe everything they hear.
Someone writing this cared enough about the story they were telling, about the minor characters and setting, and the theme they're establishing here, to do that.
I'm not trying to take a swing (so to speak) at the author of the tweet either. I'm really not. I'm sad. Because "Bethesda is stupid!" is a narrative that can just consume everything else going on. It's so much more interesting if, instead of leaning into that, you look at a character like Moe and ask: "Okay, why would he say that, in universe as a character?" and beyond that, given that he is a made-up person serving a larger narrative "Why would they make him say that? What are they trying to say about their world?"
Sometimes Bethesda is just stupid, sure. But sometimes ... there's a reason why the characters do what they do.
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itâs nothing that a nap and a fresh apple and a super stimpak and a box of fancy lads snack cakes and 10 beers and a nuka cola and some dirty water and a trip to gommorah and some jet and a cazador sting and killing myself canât fix
2077 notes
đ¤ prospect-deez-nuts
just found this cool new container near clark field while prospecting! iâm gonna open it up and update you guys on whatâs inside!
đ¤ prospect-deez-nuts
medkâŚ.
5 notes
đ¨ââď¸followeroftheapocalypse
Bored at work again and my courier friend wonât stop taking photos of me on her Codac R9000.
đconfirmed-bachelor
i think i hauve radiation poisoning
23 notes
đlucky-69
honestly if you think the NCR is going to do any good for the wasteland if they win at hoover dam unfollow me right now.
đťthebearbitesback
No. Just no.
Anyone who says that President Kimball is just as bad as Mr. House or Caesar isnât paying attention. If you donât vote for President Kimball, then youâre giving your vote to Caesar, plain and simple. I hope when youâre all enslaved or murdered you can find solace in your âmoral purity.â
Vote NCR no matter where you are!
đlucky-69
girl iâm a freeside local đ i couldnât vote even if i wanted to
đťthebearbitesback
Of-fucking-course youâre from Freeside. No wonder your town is a warzone, people like you have no initiative to do anything about your situation and just mope around instead. Bunch of junkie degenerates.
đď¸ crepitu-petat-LXIX
All of you are degenerates. I canât wait to watch as your filthy cities fall and all you profligates are hung from crosses or enslaved as you deserve.
đ¤securitron-38392919
HO&T SINGLES LO4OKING TO #%FUCK NASTY xSEE PUSSY CL$$Ick NOW
âŁď¸bigirononhisdick
anyone in this thread huff jet
2281 notes
đď¸wastelandwandering
everybodyâs a big, tough wastelander until i ask for someone to come to quarry junction with me then all of a sudden itâs âthe last guy who went got torn in halfâ and âdeathclaw eggs arenât even worth that many capsâ đ
đŚdeathclaw-fucker
i would go with you!
đď¸wastelandwandering
âŚno thank you
13 notes
đľbarrelcactusfruity
âcannabalism as a metaphor for love is trite and overdoneâ ok but do you even understand what it means. to me.
in all seriousness i love that one fnv quote thats like 'patrolling the mojave makes you wish for a nuclear winter' bc its coming from a generation of people who came well past the Big Nukening, to them its history, its so irrelevant that theyre making joking remarks about it. its kinda like approaching someone and they say 'ah fuck i dont wanna go to work i wish it was 9/11 again'
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The two most popular reads of the synth plight in Fallout 4 are that of the race allegory and the Red Scare/McCarthyist allegory. In the former example, synths get racialized in a similar way to Black Americans in the late 19th and early 20th century, but just barely. The Underground Railroad is quite literally remade, synths are subjected to slavery at the hands of their human creators and punished harshly for escape attempts. Others have likened synths to fears of immigrants or asylum-seekers from nonwhite majority populations. Synths in these imaginings of Fallout 4 are painted as needing to be saved at the same time as they are vilified and dehumanized â sometimes by the same character over the course of the story. This duality could be a great opportunity for a dive into how white saviorism tends to play out, but in reality it ends up being a messy, deeply uncritical exploration of the impact of race and racism in society. The factions doing the racialization and/or saviorismâs motives are never questioned, and there is a very clear depiction of âgood vs. evilâ being the end-all-be-all of anti-racism work (again, with no critical thought as to how the âgoodâ side is made almost completely of non-racialized people making decisions on behalf of a marginalized group). Worse yet, itâs contrived. The android-racism analogy has been a thorn in the side of the science fiction genre ever since Isaac Asimov wrote the 3 Laws of Robotics. Thereâs very few iterations on the idea that have come from popular (white, Eurocentric) media that arenât riddled with the same aftertaste of white guilt and fundamental misunderstandings of how racism plays out in day-to-day life.
The less common, slightly more agreeable interpretation is that of the Red Scare â which, given Falloutâs inspirations and the settingâs original critique of reliving Americaâs âgood old daysâ, makes perfect sense. In this example, synths take the role of the Soviet spy: watching over everything Americans are doing and reporting back to a secret base that is plotting to overthrow the world as we know it. Psychological screenings as well as inhumane tortures are utilized to pick synth âspiesâ out from the good, red-blooded residents of the Commonwealth. A neighborhood is founded entirely around the protection of the âold ways of lifeâ, complete with a white picket fence comically decorated with automatic machine gun turrets. While this is a more charitable analogy thatâs grounded in a slightly-deeper-than-surface-level exploration of American history, the Red Scare interpretation is victim to the same pitfalls that plague the racism interpretation.
Midway through the game, the player discovers that there actually is a secret base of evil villains hiding underneath our feet, plotting to annihilate our beautiful Commonwealth lives. People do get taken and replaced by synths, they are in our governments, there is an actual reason for synths to be feared. Sure, some synths are perfectly fine people with no wish to be made tools of the Instituteâs tyranny, but that is greatly overshadowed by the fact that the Instituteâs stated goal is to use synths to gain control over the Commonwealth. There is no real critique of McCarthyism, there is no ideology to be challenged, because the Communists are here and killing your loved ones in their sleep.
[ID: tags by missfroggish that read: "in my fallout 4 rewrite i leaned heavily into the latter interpretation, but got rid of the institute, making synths a prewar invention. their leader would be DiMA, one of the first and only remaining prewar synths. gen 3s were created by DiMA for companionship. all synths have autonomy and CAN be detected premortum but only through maiming or dangerous surgery, meaning that in order to "find out" if someone is a synth, they have to do a witch trial. by which point the suspect is basically dead or deformed. regardless of outcome, there's no secret shadow organization replacing people with communists. just a prewar ghost who wanted some friends." End ID]