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Fallout 3 Evil Playthrough – Evil Skills Equals Evil Thrills

In my newly discovered quest to be evil for the sake of experience, I decided that being evil meant having a particular skillset to go along with it. This would help me keep that evil feeling even while doing main quest stuff, where I more or less have to do at least a few good things (Braun and his ‘chores’ excluded).

What Would Raiders Do?

These despicable assholes are my heroes.

These despicable assholes are my heroes.

Every time I hear the Three Dog public service announcement about raiders, it makes me think about why raiders do what they do. I suppose they murder people so they have more stuff than just ammo, weapons, and booze in their hideouts, even though that’s all I ever seem to find.

I decided to base my weapons of choice on raiders’ preferred ones. I already had several levels under my belt, but luckily, the only weapons I had skilled up were Small Guns and Explosives, two things raiders LOVE. However, this didn’t really feel evil enough. The real assholes always had missile launchers. I always HATED those raiders, mostly because fights with them tended to occur in open spaces where the range of a launcher could really come to bear.

I also wanted to try out melee weapons. Raiders or Super Mutants occasionally like to charge with pool cues and nail boards across open ground. I endeavored to be a little smarter about it. There’s something very evil about walking up to someone and just beating them to death with a blunt object. I also discovered later that if  you really were unhappy with someone you had recently dispatched, you could mutilate their corpse by beating on the head or limbs. No bad karma for doing so, but it was pretty gruesome!

Silver-Tongued Devil

The last place I wanted to focus on was getting people to do what I wanted without having to threaten them. Sometimes it’s fun to convince someone to do something I’ll enjoy watching. Speech is generally the best way to get this done, and it has the added bonus of sometimes extracting more caps from those who needed my services. I had already taken Lady Killer, and found I enjoyed its many small benefits.

Evil Adventures Update

I’ve been quite busy being evil. Immediately after blowing up Megaton, I travelled to it to examine the carnage. There is now a permanent fog surrounding the area. It makes landmarks tough or even impossible to see, and really gives the feeling of being in an entirely new Wasteland. Sadly it does not persist everywhere like I had hoped.

I found Moira outside, ghoulified (I’ll let this pass since Moira is cool, but afaik, this isn’t how ghouls are made). After a brief conversation, she took off for Rivet City, and god dammit if she didn’t attract the attention of every baddie in the area. I protected her for a while because I did eventually want to complete the Wasteland Survival Guide for some extra crit, but eventually I got annoyed and just let her run off down the road.

Welp, it's up to the wife now!

Welp, it’s up to the wife now!

I also realized that I failed to pick up the Strength Bobblehead before nuking Megaton. I almost wanted to start over because I didn’t get the 20 bobblehead achievement yet, but instead I just looked at my wife and told her “It’s up to you, honey.” She’s over 10 now and hasn’t closed the door on any yet (think Raven Rock).

Eventually, I wandered back to Tenpenny, making friends with the Outcasts on the way so I could later loot everything in their fort. I had killed in cold blood from afar; it was time to do it up-close. I cut a deal with Gustav to kill Roy Phillips and his friends, and after the deed was done, Three Dog more or less made me feel terrible about it. I held all the caps I had earned up to my ears, and tried to ignore it.

That’s it for now. I’m actually farther than this, all the way up to Vault 112, but I’m going to leave how awesome Tranquility Lane can be for next time.

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Fallout 3 Evil Playthrough – The Power of the Atom

Being evil has consequences, some strange, some dramatic, but the decision to go evil has breathed new life into my Fallout 3 experience.

The Power of the Atom

After leaving the Vault I walked straight to Megaton. When Lucas Simms greeted me, I took a hard line with him, and learned my first lesson about being evil.

Nice to meet you sheriff. By the way, screw you!

Nice to meet you sheriff. By the way, screw you!

Choosing the mean response during conversation often earns a rebuke, but being a dick usually doesn’t close doors (or open others) in terms of quest progression. Still, it’s pretty hilarious to insult someone, have them speak to you angrily for a few seconds, then go back to being helpful.

I decided to leave Simms alive. I had bigger fish to fry. Mr. Burke was waiting for me at Moriarty’s.

I actually wondered if I could destroy Megaton. I usually hate making permanent decisions in video games. In most of my playthroughs of Fallout 3, the only reason I chose to destroy Raven Rock was because no matter my choice, I could not return afterward anyway. I’m also a total completionist, and blowing up Megaton might mean I would miss some skill books!

I tried to think about how blowing up Megaton would serve me. Well, to start, there was a fair amount of caps in it for me (I even passed the speech check to make my reward 1000 caps!). Getting rich early isn’t easy, and while I could steal everything in sight and slowly sell it back to vendors, it was a long and very boring process. It was evil as well, but it felt more like the Diet Coke of evil than the Surge of evil. Why should I grind hours upon hours when I could have the caps in hand just for walking over to Tenpenny Tower?

Easily the most evil soft drink ever created. I may have ruined a small child's future by constantly buying him cans of this ambrosia.

Easily the most evil soft drink ever created. I may have ruined a small child’s future by constantly buying him cans of this ambrosia.

There was also the knowledge that I would get a free suite in Tenpenny. I’ve never liked the Megaton house. It feels cramped and looks like shit no matter how it’s set up.

I admit, mostly it was the caps. It was hard to see a clear reason besides cash that justified doing the deed. Yes, I needed to justify it. I was trying to be evil, not insane. I attached the charge Mr. Burke gave me to the bomb, looked at the worshippers from the Church of the Atom, walked past The Brass Lantern, where someone was sitting at the bar eating, and left Megaton for the last time.

Instead of walking directly to Tenpenny, I headed into Springvale. I needed some extra ammo and gear to cross the wastes to my future home. I knew from chatting with Moriarty (a guy I wouldn’t mind blowing up no matter my goals) that a chick named Silver resided in a shitty house here, and that she had caps. I convinced her to give me some caps to tell Moriarty she was dead, then made it a reality with my trusty baseball bat when she turned around. I took everything of value in her home and sold it all to one of the travelling vendors outside Megaton.

The trek to Tenpenny went quietly. I was only level two, so nothing nasty tried to stop me. The only interaction I had was killing Raiders near Fairfax, and trading with the Outcasts at Fort Independence.

At the gate to Tenpenny, a ghoul named Roy Phillips was yelling to be let into the Tower. I ignored him, mostly because I hadn’t decided whether I was killing him yet, and ascended the Tower. The weirdly normal Alistair Tenpenny and Mr. Burke were waiting for me on an east-facing balcony under the night sky. There was a briefcase on a table. I was granted the honor of pushing the button.

I wish I had saved my game before pushing that button. I didn’t know exactly where Megaton was  because it was dark, so I just sorta stared at the landscape to the northeast for a moment.

Then, BOOOOOOOOM! ::the video below is not mine. thanks str00py::

The explosion was sublime, illuminating the night  sky as a mushroom cloud rose up out of the horizon. Smoke, dust, and debris blew out from the explosion, covering a huge chunk of the wasteland in an eerie fog (actually far more than in the video). I thought about how much it looked like a pyroclastic flow from a volcano, and if anyone could survive it. A shock wave knocked all the clutter on the balcony off their resting places. Burke practically lost it, talking about the beauty of the whole thing. The Roy Batty in me was gleeful at the murderous spectacle I had unleashed.

I was taken aback by how awesome the whole experience was. Sure, it was super evil, and that was the overall goal, to get the ‘evil’ achievements, but blowing up Megaton had already plummeted my karma to as low as it could go. I had worried that once I hit very evil, I would stop doing evil things because the numbers said I didn’t need to anymore.

But now, after seeing that awesome display, I wanted to see it all. I wanted to be evil just to experience different outcomes. Evil for the sake of experience was my new goal!

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Fallout 3 Evil Playthrough

I’ve always wanted to play the bad guy in games with moral systems. In Mass Effect, I loved going renegade and punching that bitch reporter in the face. In SWTOR flash points, I loved picking the snarky response to NPCs in  group full of high-minded Jedi. Even in political board or card games, I love playing bully by waving whatever big stick I have around, threatening mutual destruction to anyone who crossed me.

But those examples are all executed to express the attitude of a Han Solo-like character, or simply because it’s an effective way to play a competitive game. It’s not easy to play a character, especially in a single-player RPG, that is completely selfish, has no regard for other beings, and will lie, cheat, and steal without needing any justification whatsoever other than doing what’s best for themselves, including just having fun.

I’ve been playing Fallout 3 for almost six years. It’s about time I finished up those achievements by doing an evil playthrough. Well, I won’t actually be getting every achievement. Those neutral karma ones are really just beyond me. I just don’t have a character I can look at that I can apply to the Fallout universe to help guide my decisions. Sure, I could just play do good things and then steal a bunch of stuff like Robin Hood, but the problem is that the only two places I can think of to steal tons of stuff are at Tenpenny Tower and the Citadel, but even there it’s sort of a grey area on whether it’s right to do that. After five years, you need character motivation to play this game, and I just don’t have it.

Evil is doable though. I knew exactly who to base my character on in terms of how to make decisions. My evil character, fresh from the Vault, is an amalgamation of several characters.

VILLIANS

  • Roy Batty from Blade Runner, a man with the emotional development of a four-year-old that was curious about the world, but also understood that the world was a sick place.
  • The Kurgan from Highlander, who always said what was on his mind, wasn’t afraid to go against norms, and above all, was uncompromising  about achieving his goals.
  • Snake Plisskin from Escape from New York, a cynical renegade who holds absolutely nothing sacred, and is willing to do anything to survive.

Looking out over the Capital Wasteland, I sensed a new world of possibilities. If I needed stimpacks from a random Scavenger but didn’t have the caps, I could just cap him and take what I wanted. When I see Roy Phillips and his gang in the subway system, I might decide I just don’t like pushy ghouls and slaughter them.

Most of all, there’s Megaton. Fuck Megaton. Never liked that town much anyway. Too sprawling and tough to navigate, and the house you can get there really sucks. I may be dropping by Moriarty’s, to pay Mr. Burke a visit, and talk business.

 

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