They also optionally take out the Brotherhood by shooting down their airship with artillery and then holding the Castle against a massive aerial assault. In the end-game, they infiltrate the Institute, hijack their teleporter to call in troops, take all records they can find of Institute tech (including those on Synth construction, teleportation, and laser weaponry) fight their way through to the Institute's reactor, and set it to blow behind them. The Minutemen also have access to Pre-War howitzers, letting them shell enemy forces into dust should conventional firepower prove insufficient. But don't be fooled by their ramshackle appearance, though, as they're deceptively competent, determined, pragmatic and very numerous. As a citizen army, the Minutemen are varied in their equipment, though pipe weapons or laser muskets and a modicum of leather or metal armor is most common. Commonwealth Minutemen - Balanced/Ranger.A Commander Is You: A rare non-strategy game example.Ironically, it can be seen that they still don't truly respect Synths since they're fetishizing Synthkind as the ultimate victim of humanity (and therefore, the ultimate innocent). They are willing to sacrifice countless human lives to save a single Synth. The Railroad: The Railroad have a very bleak outlook on humanity itself, instead putting Synths up on a pedestal.The Commonwealth Minutemen: Having easily the most "simplistic" outlook, the Minutemen generally have a homo politicus definition - If the person acts like a civil member of human society, than they deserve to be treated like a human just as much as everyone else does. ![]() So, "being human" ends up meaning here "being a privileged member of an isolated ruling class." The Sole Survivor can gain a place by being exceptional and then through playing by their rules, but some of them still view them with the contempt of nobles for a parvenu. The Institute's authoritarian society also means that disobedience can easily cost this status of "humanity" for their own citizens. As the surface world is a lost cause in their eyes, no Wastelanders deserve to be awarded human status (except if they prove themselves to be worthy enough for the Institute's standards). The Institute: The Institute seems to view humanity as an exclusive club, only fit for them and them alone.Elder Maxson outright says that the Brotherhood supports only "those born from the womb of a loving mother." ![]() The East Coast Brotherhood of Steel: The Brotherhood of Steel stick to a basic biological definition, disliking mutated life (such as Ghouls, Super Mutants and heavily mutated Wastelanders) and despising the Synths for being an "unholy" mix of technology and humanity.In fact, the entire central conflict of the game boils down to each faction having their own idea of what makes someone a "human", and being unwilling to accept any other outlooks on this issue. The four main factions are also all based around different interpretations of human nature.Central Theme: As with the rest of the game, each of the factions are heavily based around the concept of moving on from trauma and struggling with/searching for an identity.4.17 The Mechanist's Army and Robobrain Generals. ![]()
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