Bethesda - Tumblr Posts

1 year ago

I am still not doing the main missions

I Am Still Not Doing The Main Missions

And is so cold outside that I want to do the same thing


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1 year ago

The new fallout show is kinda shit honestly, I don't know why I waited 2 full episodes before accepting that. Even if it gets better immediately right now at episode 3 on the 10:32 mark (when there's literally a dude named 'Petty Officer Shortsight") i'm not gonna tell someone "yea you just have to get through 3 hours of really underwhelming and boring content and then the good part starts." I don't know why I keep expecting stuff connected to the Bethesda name to actually be good


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6 years ago

from top to bottom

Bethesda Developers Modders Players

Hol Up A Sec

hol up a sec…


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1 year ago

mehrunes dagon is an angry kitten and you cannot convince me otherwise. khajiit lore is supreme and I love it

normalize defining TES cosmology by the khajiit pantheons

fuck the empire every god is a cat for sure


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1 year ago

The original Fallout had one group of raiders. That was the name the game map gave to them - 'Raiders' - but they were in fact known as the Khans. They were a relatively minor faction, being tied to quests in the first town the player is likely to visit, but we learn a lot about them in their brief appearance.

Many of the Khans are given names and dialogue, and will tell the player about their history - including how they came from the same place as the people of Shady Sands, Vault 15, and feel entitled to share in the town's wealth. Some see their raiding life as a way to claim control of the post-war world - ruling through strength and fear, believing that old ideas of morality died with the rest of the world. Others treat it as just another job - they support their group by trading, maintaining equipment, preparing food, and other everyday tasks.

In short, the Khans are a fully-realised community, as much a part of the story as any other. We learn that their brutal leader, Garl Death-Hand, took command after killing his abusive father. The player can kill him, or negotiate with him, or impress him with acts of cruelty, or even challenge his nihilistic views by convincing him that they're his father, back from the dead. Killing Garl and destroying his compound is treated as the best choice for the region as a whole, and is confirmed to have happened in the next game in the series, but it's certainly not the only option.

Fallout 2 has two groups of raiders. One - again marked 'Raiders' on the map - turn out not to be raiders at all, in that they're not attacking towns to steal their wealth. Instead, they're a mercenary company, hired by a disreputable businessman from one town (New Reno) on behalf of another town (Shady Sands again, now the capital of the New California Republic) to harass a third town (Vault City) to convince them that they need outside help in maintaining their defences. It's part of the game's major subplot about the three societies competing for control of northern California and western Nevada.

The other group are the New Khans, founded by Garl's son Darion after the original Khans' defeat. These Khans aren't nearly so fearsome as their predecessors - they mostly operate in secret, hiding behind a group of squatters who have moved into the ruins of Vault 15 and pretending to help them restore it for use. Darion is wracked with resentment over what happened to his father's crew and guilt for having survived, and his gang ultimately present little real threat to the outside world.

What I'm getting at here is that, in the world of Fallout as it existed in those early games, 'raiders' were not a major factor. There was one group who conducted raids as part of their regular economic activity, but only against particular communities - Shady Sands saw them as raiders, but to the Hub, they were just traders. Raiders only existed in a particular context - they had particular interests, beliefs and opportunities that would not always be possible or applicable.

Most of the games' conflict came not from the existence of raiders but from bilateral political and economic competition between groups with overlapping but not identical interests, which was reflected in their respective ideologies. We see this in Killian and Gizmo fighting to control the future of Junktown, and in the Master's attempt to reshape the world with the Unity while the different groups of New California try to retain their independence.

We particularly see it in Fallout 2, with its three-way battle for economic domination between the constitutional democracy of the New California Republic, the mafia-ruled narco-state of New Reno, and the elitist technocratic slave state of Vault City. Which of these groups continue to rule and expand, and which crumble, is what ultimately shapes the region's future - with control of Redding and its gold supply as the linchpin.

While the Enclave are the story's primary antagonists, they're chiefly characterised by their refusal to engage with this new socio-economic order - they believe that all outside authorities are illegitimate, and all outsiders non-human, and their only plan is to release a bioweapon into the atmosphere and kill literally everyone on Earth but themselves. The Enclave's defeat is necessary for New California's survival, but, otherwise, they change very little about how people live their lives. They're like Darion's New Khans on a larger scale - relics of a fallen order, robbed of their purpose, hiding in an old bunker and driven by nothing but resentment of having been left behind.

I might, in future, talk about the contrasting depiction of raiders in Fallouts 3, 4 and 76, and about New Vegas's use of raider and bandit groups like the Khans, the Legion, the Fiends and the White Legs. For now, I think I've made my point - that raiders are not a fact of life but a product of a particular place and time, and much less relevant to the universe of Fallout than other forms of competition and violence.


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You know what I would really like to see in Fallout 5? A state that’s gone almost completely tribal. I want to be a Vault Dweller coming out from underground into a wasteland in, say, Ohio or Wyoming, in 2350 or 2400, so that nature has started to reclaim the land. Where robots are broken down and rusty but still seen as unholy monsters. Where buildings are the exception, not the norm. Where pre-war garbage like bottles and cans are carried and treasured as good luck charms. Where Nuka-Cola is seen as nectar of the gods. Where Stimpaks and energy weapons and combat armor are considered witchcraft. Where a gun is as considered as deadly to them as a Fat Man is to the rest of the wasteland. Give me bows and Spears and hatchets. Give me leather armor you can customize to look like different wasteland creatures. Give me Native American legends and show me how they’ve come to life through rads or old technology. Give me a world where you can either learn their ways or teach them about Science!. I want a town full of ghouls that will take one look at you and, if you’ve made certain decisions, say ‘how the hell did a tribal get a Pip-Boy’ and you look at yourself and realize that you are truly one of them. I want mobile killer plants. I want wastelanders that have tiny little mutations like fangs or pointed ears or slit eyes and they call them blessings from the gods because there’s low-level rads everywhere but they don’t know what rads are. I want valleys and chasms and hills and a truly wild environment. I want Fallout 5 to be completely unique and so different from everything they’ve done so far!


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11 months ago

Still thinking about the time that one Bethesda guy said: "It just works," followed by the best stock sitcom crowd laughter I've ever heard

They know.


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9 years ago

A thought

So hey Nick Valentine fandom, I was talking to my mom about how much I desperately want to romance Nick because [insert 1000000 reasons here]

And she told me a thing.

So his entire existence is detective/film noire-styled, straight out of Casablanca The Big Sleep and all the classics, right? Well, if we follow those stories and the plot tropes within them, then at every turn the guy and girl - no matter how perfect they are for each other - just can’t seem to get together. Until the very end.

Then by that logic: if Bethesda is as good at what they do as I think they are, then all we have to do is wait until Far Harbor. Despite how much Bethesda likes to jerk us around sometimes, I still believe in them and the beautiful stories they create. But this time, they’re playing the long game, true to the style that Nick embodies. All we have to do is wait for the right case to come up.


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2 years ago
Front Yard Porch DC MetroLarge Trendy Tile Porch Photo With A Roof Extension

Front Yard Porch DC Metro Large trendy tile porch photo with a roof extension


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1 year ago

I'm gonna go out on a limb here and say that this is Emil Pagliarulo, lead writer of every Bethesda RPG from Oblivion to Starfield, saying killing the rich people is good. Yes even the more empathetic rich people, who were willing to let the ghouls in. They deserve to die according to Emil. People all to often take this as a whoopsie to the morality system in Fallout 3, I think it was intentional. Me, I always kill the ghouls in the Tenpenny Tower quest. If you are going to kill someone after they generously open up their home to you, you are evil and need to be taken out.

micahbellfan - Untitled

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2 years ago

Bedroom Guest in DC Metro

Bedroom Guest In DC Metro

Inspiration for a mid-sized transitional guest dark wood floor bedroom remodel with blue walls


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2 years ago
Outdoor Kitchen Outdoor Kitchen DC MetroPatio Kitchen - Mid-sized Craftsman Brick Patio Kitchen Idea

Outdoor Kitchen Outdoor Kitchen DC Metro Patio kitchen - mid-sized craftsman brick patio kitchen idea with a pergola


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