The Factions of Fallout: New Vegas
The Fallout games tell stories about a lot of things. Fallout: 1 and Fallout: 3 tackle themes like the strength of the human spirit
through tremendous adversity, Fallout: 2 is
a story about self-discovery and the weight of expectations, and Fallout: 4 is a semi-successful
statement about the worth of family and the failings of corruptible world
powers.
Fallout:
New Vegas, however, the fourth canonical entry in the series, focuses
its narrative attention on a topic that is much more philosophical in its approach:
the misinterpretation of symbols, and the lengths people go to for causes
greater than themselves.
Before I jump into the
meat of this dissection, some context for the world that the game is set in: (if in-game history isn't your thing, the article continues as normal after the italics:)
The Fallout games take place around 200 years after nuclear Armageddon has wiped out most of the civilized world.
This so called “Great War” was brought on mainly by the rampant misuse and
total depletion of natural resources, helped along by a minor, history-changing
event that is missing from Fallout’s
divergent timeline compared to ours: the invention of the transistor.
The transistor as we know
it was developed in late 1945 by a team of engineers in New Jersey and allowed
the world to turn to convenient, electrical commodities in a world currently obsessed
with a Jetsons-like, nuclear-dependant future. In Fallout’s timeline, the invention of the transistor was
unintentionally buried by the American government in a bid to intimidate Russia
and other world powers with a show of nuclear nationalism that would eventually
lead to the Great War.
From 1945 onwards, Fallout’s timeline alters from ours in a
few significant ways: The Cold War never really ends, electric commodities are
replaced with shiny, retro-nuclear versions, and China climbs to the top of the
nuclear-powered food chain.
By 2077, nuclear
materials like Plutonium and Uranium are all but gone, leaving a world
dependant on their existence desperate for just a little more time with the
lights on. Political alliances fray, and the world erupts into world-wide
conflict, armed with nuclear-powered weaponry, armour, and nationalistic pride.
The details on who launched the first missile are unknown, but the result is
the same any way you hash it: desperation, corruption, and greed have plunged
the world into another dark age and burned society as we know it back to square
one.
A nuke detonates just outside Boston, Massachusetts, the setting of Fallout: 4 |
Cheery, right? It would be easy to look at these events and assume the games prod the worst of humanity. But at its core, the Fallout games aren’t about simplifying humanity’s past, future, or current failings: your experience in Fallout is a collection of stories about what we as a species do after our own, self-inflicted annihilation- and more to the point, the good that you, the player character, can achieve during your stay in Postapocalyptia.
And it’s in this
wasteland where our theme comes into play. In Fallout: New Vegas, the atomic fire that scorched the rest of the
world was prevented from destroying Las Vegas, Nevada, by a man named Mr. House,
a genius inventor from before the war who’s still around and kicking during the
time that the game takes place. The game revolves around a few factions pitting
their might against each other to secure the preserved “utopia” of Vegas -and the
nearby power source, Hoover Dam- for themselves.
The three main powers
vying for Vegas that the player can aid are: the violent, slave-owning Caesar’s Legion, who are an army of conquered tribes fashioned after the Roman Empire,
the corrupt, self-styled democratic military force of the New California Republic, and the savior of Vegas himself, Mr. House.
Each faction stakes its
claim to Vegas by pointing to old-world powers to justify their evils:
The New California Republic (NCR) laud themselves as ‘democracy reborn’ and have institutionalized a democratic format
for their government. But just like the world that was, they are slowly overplaying
their hand and running out of resources, forcing the NCR to colonize
smaller, independent settlements to acquire enough resources to keep them afloat.
Sound familiar?
Caesar’s Legion is headed
by a man named Edward Sallow, and is a society that relies on the slavery and persecution
of those seen as ‘unworthy’ to be a part of the new world. Sallow, or Caesar,
as he calls himself, takes points from old regimes like ancient Rome to
maintain his dictatorial power, but only seems to take one self-serving lesson from them:
might equals right. Caesar, through his childhood in the wastes, has seen the
horrors of what people can do to each other without control from an authority
figure, and set out to bring order to the wasteland, ironically, through
violence.
Mr. House is a relic of
capitalistic might from before the war (and is an egotistical maniac besides).
His unparalleled genius, paired with the fact that he has kept his mind
preserved for over 200 years through world-wide Armageddon, have made him see
himself and his achievements as the sole hope for humanity’s future. The
governments and systems of the world before the war are gone because of their
own mistakes, but here he is, still kicking, so why not become an undying dictator, bent on resuming humanity’s
technological progresses? It was his technology that allowed him to live this
long, after all.
Each faction is so
embroiled in their own small successes, that they can’t see the eventual
collapse that comes for each of them. The NCR is hurtling towards civil war and
reliance on materialism, Caesar’s Legion is so dependent on Caesar’s unifying
power that the moment he dies of the tumor eating away at his brain, his entire
empire comes down with him. House’s reliance on technology over everything else
has left him cold to what makes people human-
progress has become the bottom line for him, and anyone who can’t contribute to
his grand future isn’t worth the life they have managed to make for themselves
in the wasteland.
Eventually, the growing conflicts come to a
boiling point so volatile that all it takes to shift the balance of power would
be a single person; that person being you.
The wonderful thing about
RPG’s (Fallout: New Vegas especially)
is the ability to make your own story. Taking the side of any one of the
factions presented to you makes for a fun playthrough and has room for the
player character to adapt their own playstyle and sense of morality within the
game that can constantly be evolving with the state of New Vegas’s world.
Maybe you feel like
Caesar has a point, and that the best thing for the wasteland right now would
be a strong leader to rally around. Maybe you can ignore the little evils,
right up until you are sent on a mission to burn a town and crucify its
residents for defying Caesar’s will. You’ve had enough, so you sell out Caesar’s
battle strategies and troop movements to the NCR in exchange for a pardon to
shift the tide against the Legion.
Or maybe you’re a bounty
hunter fallen on hard times, and don’t take too kindly to having been stolen
from and shot at the start of the game. You track down the one responsible, find out he’s working
against Mr. House from the inside of Vegas, and join House to crush your
enemies and usher the wasteland into the next age of technological revolution.
Maybe you feel that all
the power of Vegas held in the hands of a single person is wrong, so you set
out to broker peace between the factions. Caesar proves to be stubborn, so you
call on Mr. House to send an army of robots to rout his military camp, and organize
trade deals on Vegas’ behalf with the NCR to keep their democracy running
smoothly?
The Fallout games have always been complex, but New Vegas hits all the beats that the other games do, and more.
From involved side-quests, to charming character interactions, to political
maneuvering, the game has everything it needs to create one of the most
adaptable and captivating stories I have ever experienced in a game.
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