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Showing posts with label imperialism. Show all posts
Showing posts with label imperialism. Show all posts

Thursday, 8 January 2015

Fallout: New Vegas - pt 1

Factions and Planning

I plan to play this with very specific goals in mind, which involve me somewhat creating spoilers for myself and looking up the factions and some of the outcomes in advance. A few of the choices I will make might not have been the choices I'd have made had I not known the outcome of my actions.


So here are the impressions I got from the main factions. I won't tell you my intentions of what to do with them until I get to that part in my gaming experience. There is a good chance I will fail to do everything I want (speech checks etc) in which case I will let you know what I had planned, and how my failure affected my experience.


This is a really long post which will involved spoilers about the choices I make, so I will understand if you skip it.

My Character's Aims as an Anarchist


My character (Seregon) would like to be an Anarchist Communist, but in a capitalist wasteland she will have to do her best in Libertarianism and Socialism, possibly as separate entities. She will struggle against the ruling class wherever possible. She should avoid stealing from and fighting with her own class wherever possible, (and offer help and aid when asked) but not think twice about stealing from the majority of what remains of an upper class. She will try to convince them around to her way of thinking, but not hesitate to wipe them out should it make tactical sense. She is an anti fascist. Whilst she may decide to give bigots a chance or knock them straight out, any out-and-out fascists can burn on sight. This is sad in some ways, given that many of the fascist soldiers in this game are victims of slavery, ethnic cleansing and brainwashing by the core members, but it must be done. Seregon will avoid imperialism and groups which seek dominance particularly over other tribes and cultures. She may avoid engaging with military struggles and have a hostile relationship towards those who see themselves as police, armies, sheriffs or rangers, depending on the situation. She will live and let live factions she does not believe in but do not heavily oppress their own people or others. She will aim for racial harmony, even from Super Mutants and Night Kin where possible, and will act against Ghoul-haters. She is a feminist, anti trafficking and slavery, but in favour of sex workers choosing their own line of work. She is pro-drug legalisation, but against those who take advantage of addictions. She will eat vegan and not attack animals which are not attacking her. Above all, she will avoid the reformation of one large state.



FollowersApocalypseLogo


List of Factions

I am using the Fallout Wikia as a basis for figuring out potential allies and enemies. Have a look at the links if you wish, for a fuller account of these groups

Major factions

The following factions are the three major players in Fallout: New Vegas. During the course of the game, there will be an option to side with one of them or to go independent, to the expense of relations with the other major factions.

Minor factions

The following factions can be recruited as allies (of you and the major faction one allies with, if any.)

The Strip factions

In addition to the Brotherhood of Steel and the Great Khans, the following are parties one can choose to destroy or spare if one chooses to go it alone instead of siding with one of the three major factions. All three of these factions run casinos on The Strip.

Other factions


Analysis of the Groups from A-Fem Perspective

Major Factions

It goes without saying that Caeser's Legion will be my main enemies in this game. Open militaristic fascists who believe in absolute authority and discipline, and survival of the fittest, who imperialistically take over other tribes and cultures and commit acts of genocide to the ethnicity through killing, brainwashing and slavery. They execute homosexual people, and have separate misogynistic roles for men and women. Interestingly most people view Romans as one of the positive modernising tribes, but Caeser's Legion, based on ancient Rome, puts in in a context which puts him alongside Franco, Mussolini and Hitler. They are, however, anti-consumerist, and dislike value of character being decided upon by birth and wealth and greed. This is what leads them away from traditional democracy. They also have a reputation for having the safest and stable environments, so I will need to plan for alternatives which best fill that gap.

As for the NCR, obviously I am against a new government forming and restoring the old world of parliamentary failure. However, many within this group mean well and value democracy for understandable reasons, so I would if possible prefer to lead their downfall without open hostility and instead create something better. They have egalitarian aims and show no hostility towards women or ghouls, and want to "abolish" *cough* slavery. They allow religion, but don't allow religion into politics. Much like the Legion, NCR is creating a feeling of stability under one larger body of people. It is also trying to establish electricity and water. I am hoping I will have a chance to do these things without creating a state, rather than leading to "anarchy" as the media calls it. The NCR is in some ways doing a good thing in protecting the trader caravans, but this is done in exchange for taxation. On a wider scale, this essentially means businesses and those with money, are who the military forces are paid to protect. We again will have the police protecting capitalist interests from the people. They are known to be swayed by private financial and ogliarchal interests. This also encourages corporatism. Also, whilst the punishments for small crimes are generally liberal, larger crimes are punishable by death, and working in forced labour camps, discussed in the earlier post, and things you can be arrested for include gambling, drugs and drinking sex work, and owning guns (in a dangerous wasteland). Essentially they are what people fear about social liberal democrats, at the same time as mirroring the far right. Whilst I would pick them over Caeser's Legion in a heartbeat, I am rather glad this game does not force me to choose between the two.


NCRPropaganda8NCRPropaganda2

MR House is essentially a capitalistic figure. Whilst he represents independence in some ways and does not make huge demand for authority over those under this reign, the things he allows are questionable. Everything seems to have been done for the sake of a dream of his. He is a sympathetic character from what I can see, and nice towards the player character, however he is not a creature of interest towards libertarian socialism. I have no specific interest as of yet to wipe him out, but I would were it tactical. I hope towards coming to some other arrangement, but unlike the NCR, House is a one-man show. The members of his society all running businesses, many of which are shady in themselves, and preying upon addiction for the sake of money, etc.

I believe the ending I want involves a robot called Yes Man. It feels counter intuitive having somebody under my full control, but this is the only way to strive for an Independent New Vegas. "This is going to be great! I'm going to help you accomplish so much, whether I want to or not!" Independence of course, does not necessarily mean less authoritarian and more anarchistic however. It simply means that the power is devolved, leaving more chance for the political power to be grass roots. It's hard to say whether New Vegas is better off "independent" under House, or the robots. Whilst this is the obvious choice for anarchists, it seems fairly undemocratic. The NCR is made up of a huge body of people who support them, and many civilians like the NCR. The installation of the robotic-ruled "independent" Vegas will be created purely because it was the player's choice, rather than the will of the people in any form. Either way, the law is kept by Securitrons. Who gets to create these laws is another matter. You may delete all securitrons' personalities other than Yes Man's. I am not sure how sentient these personalities were or their level of intelligence. If you do not do this, however, there will be "chaos". Independent New Vegas has been called the "Anarchist Ending" by a few out there, but it seems rather limited. However, as the player only represents one person, so unless Libertarian Communists were one of the major factions, an anarchist revolution is not possible. This ending shows how much can be achieved by a single individual in the wasteland. Let's see if it is more anarchistic when paired with other factions and quests.

Minor Factions


Now, the Followers of the Apocalypse were, as previously mentioned, my main inspiration for this blog. As such, I plan to stick close to them and prioritise their success as much as possible. As well as humanitarian and medical aid, they want to spread education, science and technology. Other groups do this, but they work without hierarchy and on the basis of promoting mutual aid and peace. The quote used "Those in positions of power often regard them as seditious anarchists; though such accusations are not entirely without truth, the organization as a whole has no interest in seizing power."  is kind of funny. Mostly because Anarchists have no interest in seizing power as such. They are my kind of Anarchist. Pacifistic by nature, but being willing to defend themselves and fight inherently bad dominating forces. It is said that they have the technology but lack the resources. If only I could inspire them to a bit of syndicalism. We could occupy some power source and create something. Ah well! From the looks of it, not siding with the NCR could automatically give me a less pleasant ending for FOTA.


Terrifying Anarchists

The Enclave were essentially power-hungry neoliberal patriots, and whilst it doesn't look as though they are out to cause trouble with me, I am not especially bothered about their wellbeing. They might have been useful if I were planning on fighting for the NCR. As I'm likely not - meh to them! I'll leave them be.

I'm viewing the Brotherhood of Steel as somewhere between there and the NCR. They aren't the same as the ones in Fallout 3, who were a split off from the main group. The main group is more insular, quasi religious, and like the split, descended from ex-servicepeople and operated in a way resembling knights. They are basically good people who are looking to restore knowledge to the world, but they are anything but a grassroots organisation, entrusting this knowledge only to themselves to keep safe.

The Boomers are interesting. On the plus side, they are self sufficient, sustainable and eco friendly, and mind their own business and have created their own society. But the outweighing negatives are that they are quick to kill any "savages" they see approaching, being xenophobic and paranoid, and are highly militaristic. Their leader also wields authority over them. It would be the best ending for them for them to integrate and be left alone otherwise. But the Independent Vegas option will make that difficult.

I'm likely to allow the Great Khans to live in peace as they have a decent relationship with FotA. However, they have often acted as raiders and have poor rapport with other groups, and would consider joining Caeser to spite the NCR, so again, I'm not bothered.

Strip Factions


WOW SUCH CHOICE

The White Glove Society is essentially the epitome of the bourgeoisie anarchists hate: privileged, rich supremacist people who believe their lives to be more valuable than that of others, happily exploit those in less fortunate positions and will kill a person just to say they've tried the meat, and for the pleasure of being that human meat, one must meet elitist and eugenic requirements. Only the best! On top of that, they can side with Caeser only.  I'm looking forward to gunning them all down! Though they seem like interesting characters, so I'd like to have a chat to them before going hostile.

The Omertas run Gomorrah, which involves exploitation, forced drug use, and sex slavery. All of which they were doing before they came to reside on the strip. They also have hands working with Caeser. Being "ghoul friendly" is no consolation. There is even evidence of torturous murder for snuff films. If I can do so without turning the victims of sex slavery (these are not willing sex workers) hostile, then I look forward to destroying this misogynistic cesspool and pretty much everybody inside it.

The only strip faction I don't immediately want to kill are the Chairmen, and I am not especially bothered about this "macho posturing" group of suited white men playing business! That certainly takes the Vegas out of the game for me, but at least I can have some guilt-free shooting sprees.

Merchant Companies

Of course support for capitalist ventures is a strange ponderance in the first place. But without a state or sustainable communities and production lines, the merchants represent communication between groups and the way to get provisions from one place to another. Unfortunately the clients pay for more than the trouble of the merchant and trading tit for tat. But the wasteland is the US, and the doctors are all charging. In absence of society it's the only way to afford to use the medical equipment. But still, coming from the UK it's a shock the first time on a game when you are charged for aid.

The caravans are mostly involved in competing with each other in underhand and deadly manners to gain the upper hand, therefore choosing to side with them may not be in my interests. The Van Graffs outright kill their competition and so will be brought down. The Gun Runners on the hand, operate as a collective and specialise in having the best products and in defence rather than attack. This makes them the best of a bad bunch for me. The Happy Hearts Caravan Company don't play a significant role. The Crimson Caravan company may be brought down in a peaceful manner along with the Van Graffs, but I won't necessarily let the latter off the hook.
They should go into graphic design, really.

Raider Gangs

Most raider gangs will be hostile upon seeing me, so I'm not terribly invested. The Fiends are typically violent and apparently drugged up. The few you can engage in conversation will make it clear they side with Caesar if anyone, so no favour from me. The Jackals are cannibalistic and opportunistic, attacking those weaker than themselves. Scorpions have nothing notable about them and will attack the player on sight. So the fates of these three groups are decided already. The exception is the group called the Vipers, who are shamanic stealth killers, with bizarre and curious origins and religious rites, which is far more interesting to me. All the same, another violent gang attacking the player on sight.

Towns

It's a bit strange to characterise all civilians of a town under the same banner, so I'll be brief. It seems like I hate most factions on the strip, and ultimately I won't be fighting for Mr House. Therefore I will not be aiming for positive reputation in that area.  Novac is fairly un-noteworthy. I will try to save it from Caeser etc. I'd like to stay on the nicer side of Goodsprings purely due to it being the first town I encounter, which helps me out. Unfortunately though, that means I will likely scavenge the shit out of it for caps. Not very anarchist of me! Prime basically makes a decision about the Powder Gangers for me. But I won't give that away yet. 

Jacobstown is a fascinating idea, which involves a place in which supermutants and night kin live in peace with humans and ghouls. Whilst no anarchist utopia, I would like the best ending possible for the place. Freeside too, is a happily independent community. It is 'ruled' by the Kings in many ways, but it is also the base for the FotA. Therefore it is of importance to my quest how this place turns out. More about the Kings in a moment.
Reminds me of Liberty from The Tribe series. Anyone?

Others

Okay, moment passed. So the Kings are not ran along anarchistic lines in any way. But they are resisting imperialism by the NCR and Mr House and have set up a decentralised community, which is basically helpful and friendly to others, and are very well liked. The worst thing about them is that they are Elvis. I will be looking to ease tensions between them and the NCR whilst fighting for independent Vegas. In a positive light, it looks like the game will at least let the "Anarchist" ending work out fairly well for the decentralised, independent and sufficient communities, even if it brings chaos outside of them.

The Westside Militia, is in a similar position, growing its own crops in a tight community, and wanting to remain independent, whilst at odds with the NCR over their water supply. The Westside is  known as a co-operative, and is somewhat communistic in nature, with members working hard through poverty for the sake of the common good. They produce enough to sell and keep themselves fed. I would like to protect this group if possible, and join their co-op.

With the Powder Gangers, I don't think I can keep positive reputation, but I think I can avoid outright hostility and give them a not entirely awful ending. I have spoken already about my issues with the Powder Gangers in the first post.

The Bright Followers, whilst probably deluded in their religious beliefs, want only to journey to a place free of prejudice against their kinds. They will be supported in their Journey.

The State of Utobitha is the flip=side to Jacobstown, and tbh testament to the sense of humour in this game. Essentially Tabitha is a night kin running a dictatorship, which is therefore opposed to my anarchist values. However it is in my interest to support communities which keep the race relations positive and violence to a minimum. It appears possible to bring Tabitha down in a peaceful manner and redirect night kin and supermutants towards Jacobstown.
Because anarchy = chaos, right?

There are some other noticeable groups, but they are available through the add-on game. 

Intro
Pt 2
Pt 3
Pt 4

Tuesday, 30 December 2014

Fallout: Why am I doing this?

Overview

(In which I talk about what led me to FALLOUT: NEW VEGAS as my first game of choice)

So my main inspiration for this blog came about when I first tried out Fallout: New Vegas. It's old by now. I'm the kind of person who buys games a long time after they come out, and only gets to play occasionally, amassing a collection of games I mean to get around to eventually but getting attached to one for a really long time instead. I've only had any sort of real gaming system in the last couple of years, but was at university, so I was far too distracted to get involve myself too heavily. I played a few of the earlier DOS games and some Nintendo, but you can list me down as a causal gamer.

I'm pretty much going to presume the readers have an understanding of popular games and characters. And obviously there will be spoilers!

My first Xbox game was Skyrim. This was for me an introduction to what gaming could be like. I loved the worlds, being a massive Tolkien fan, and as someone who likes pretty environments. I loved the character creation as someone who loves the Sims, and also as someone who likes to play as as a female character who defies gender norms. I loved the gameplay as someone who liked point and clicks and visual novels, and doesn't like being told there is only one way to do things. I literally played this game for years, as a couple of different characters - often, having completed the game, not to do any missions, but just to walk around and look at the scenery. I absolutely love this sort of Northern European mountainous aesthetic, so I would come home after a hard day of work, and wander around the snowy woods and lakes, looking up at the clouds and moons in the sky etc.
Why would I actually go outside?


However something was lacking for me, in the main story line. My choices. The Nords and the Imperialists. Winston Churchill or Nick Griffin. Most of my liberal minded friends chose the Imperialists after run-ins with the Stormcloaks in Windhelm and their explicit racism and xenophobia. Never mind that these Imperials were conquering all the nations and destroying cultures under an apparent well-meaning aim at unity, and false pretence of progressiveness nor that they were working with the actual racial supremacists, the Aldmeri Dominion of the Thalmor in order to do so! I thought I had better grin and bare it and follow the working class Nords just protecting their lands from invasion. Unfortunately I couldn't make a point by killing or knocking out this bastard for good, or change ignorant attitudes within my faction, so that was something I was already unhappy with.  

Don't scapegoat the Dunmer. Bring down Ulfric!

There was this typical classist depiction which involved "white trash" alcoholic jobless people complaining about foreign scroungers and the sense of 'irony' supposedly involved, because the immigrants are productive members of the capitalist society, whereas the racists are "inbred, thieving chav scum". This is somewhat of a problem in the middle-class Liberal Left and Right. They do not take into consideration what led these people into this position where they turn to racism to find a cause to rail against. But I digress!

  I was not especially impressed, even as a Nightingale, member of the Thieves Guild and the Dark Brotherhood (and all factions ever at the same time) that my decision meant basically installing a crime mafia boss in Riften, but was far less impressed to find that the Nords had gone a long way into wiping out another more indigenous culture. The Forsworn are a strange culture which sacrifice animals and chill with Hagravens and attack the player on sight. But after being arrested and learning more about them you come to understand why so many of them are resisting the Nords. Unfortunately there is but one Forsworn lair  you can make friends with. You will still be attacked on site after this, which creates a bit of cognitive dissonance. 


BUT I'M TRYING TO PROTECT INDIGENOUS PEOPLE!!

Also, as well as verbal racism, you will see in Windhelm that an underclass of Dark elves has been created. The ignorant understanding about them, and about immigration in general, has left them in actual lower social positions and housing and alienated from everybody. I was also upset that despite appearing neutral, I overthrew the Jarl of Whiterun and replaced him with a stubborn old man, and created war and chaos in a place which I loved for being so independent of the fighting in the first place.

Essentially you are given the options between a rock and a hard place. I think there was supposed to be some kind of statement in there, that in all wars there is no good or bad team, and both sides have points and weaknesses. The problem is that in reality, the points are strong enough by both sides that people do sympathise with one side or another very often, and many people are in between. As a player, I can make a few concessions, but ultimately I must choose, and both sides make me unhappy. What's more, there are Skyrim inhabitants who seem to feel the same as me, but are largely privileged enough to try and ignore whatever these factions are doing, and hoping to just go on as before under whichever side wins. None of them consider doing anything else. Most of them seem happy enough with the Imperials wiping out their culture and if anything appear to feel safer with them around, which honestly is fairly unusual. I wanted so badly to side with those people who were saying "fuck you all, trying to rule over us!" and start a movement to separate ourselves from both the king system and the empire, without these figureheads.

But whilst there was a message of pacifism, it was largely drowned out by the message of inevitability. Just run with the Nords taking over the Forsworn lands. Just run with the Imperials wiping out the old feudalism and turning it into one NWO empire. Just run with neoliberal global capitalism. It's the future. I'm not even sure why the Dragonborn got involved at all. We were clearly not supposed to be able to truly relate to one side and fight for it whole heartedly unless we truly believe ourselves to be superior to the other inhabitants of Skyrim.

The next big game I played was by the same developers. Fallout 3! My first attempt at this game I could not get into the world, or handle the fact that the levels were somewhat realistic and I could hardly roam out of Megaton due to the fact 7 or 8 gun shots would not kill a simple mole rat. As you need to explore and do things in order to level up it seemed rather impossible. I restarted the game when I had more time and energy to put into it, and I was not disappointed that I did. The world and its music and its humour and characters were great. The choices you made had more of an effect than in Skyrim, and once I decided to master my sneak kill skills, like in the other game, I was able to advance and complete the game. I had tried to play by my own morals. I began with a little petty theft, but no killing for fun. Cautiously, cautiously. I didn't have the speech points to play out Tenpenny Tower as I had wanted to, but after some reading I found out that the ghouls would kill everybody anyway, so with that in mind, I decided "kill the rich and prejudice" and sided with the maligned. I felt pretty awful, however, about killing the nice old ladies whose minds I had changed and well-meaning Herbert Dashwood. If only diplomacy had won out! I do worry what message it sends out about situations like, for example, Palestine or South Africa. That if you do manage to change people's minds and try to live in harmony, that it is just too little too late and the 'savage' maligned group will murder everybody eventually? Certainly whatever you choose, Mr Tenpenny is a man who blows up whole towns of civilians just to improve the skyline. Hrmm... 

Just on note about Tenpenny Tower, don't tell me none of you 'narkos out there didn't find this face far too familiar from the Trot and Tankie scene and do an eye-roll!
Not my Comrade
So much about the game and its lore felt real and continuous but the path of the Lone Wanderer from Vault 101 itself had a few issues. You really could make a lot of decisions which affected the outcome of the game. You could be wonderful or you could be horrible. But you couldn't affect the outcome of the game itself. You couldn't be in favour of the Enclave like a good little Patriot. You would, one way or another, deliver free clean water to the world. You would ally with the companions. It didn't matter if I would gather slaves for profit or kill slavers, if i would shoot ghouls on sight or become their ally. I would still be a socialist giver of water and life to the majority of the Capital Wasteland. It wasn't my problem. I wouldn't use water to seize control of a nation, or charge for it, but it must have been a problem for the assholes that would, or people who wanted an evil character.

But then, visiting a friend of mine, he whipped out Fallout: New Vegas for me to play. It wasn't quite as finished looking and personal as the previous game. Houses were just named "Primm House" and decoration was minimal. But the world was huge. And what's more, my actions actually mattered. This game could go in multiple directions and endings. A note flashed up on my loading screen saying that there was a group called the Followers of the Apocalypse, who identified as Anarchists! From the name I had presumed they were nihilistic bomb-throwers without goals and rules, as often we are depicted in the media. But no! It is a group largely mirroring Médecins Sans Frontières. I was pretty impressed by that representation to be honest. I realised after a little searching that there are various choices which I, or at least my character, could play comfortable as a fully realised anarchist. However, I would have to be very careful if I wanted choosing these paths to turn out in a positive way, or not to just reflect "Market Anarchism" or pure pacifism and fence sitting. 


No Gods No Masters
"No Gods, No Masters" is actually a mission!

The first real mission I played around my friends' place involved the Powder Gangers. This gang was trying to kill a courier over money and gang turf issues. The nice town I was in was against them and in favour of the courier and for the most part, the NCR.

The NCR faction feels like the easy statist liberal protagonist group of imperialist do-gooders. I don't like these groups much, but usually this is my best option for my character to have a clear conscience in games. It felt like a fairly straightforward choice. Save this man from a violent gang and win favour of the town. However, the player quickly finds out that the Powder Gangers are escaped prisoners. You may find out that ringleader, Joe Cobb was convicted not just for theft, but for arson and murder, and think "fair enough". But my anarchist senses did not like the idea this NCR is going about creating prisons based on its own belief and justice system without consent of people regardless. I can see why in this world they would form some sort of crime control, and there is little room for rehabilitation centres et al, but I'm still essentially an abolitionist. What's more, you find out that the NCR were using the prisoners as part of a chain-gang, working them hard in slave labour. For a group which is against slavery and later tries to abolish it, you can't help but see the irony.

Of course there is logic in using prisoners as construction workers if ordinary workers cannot be controlled or kept safely in order to do so. However it still is slave labour. What's more, this game is set in America. Chain gangs built the USA, along with very poor immigrant people in poor working conditions, and slaves. And there is huge crossover between these groups. Race and class and intertwined in US in a unique way. African Americans and other POC are convicted of crimes far more often and with harsher sentences, if they are not being shot at for facial reasons. Prisoners were used in slave labour. and the Prison system essentially replaced slavery. There are more African Americans in prison today than were ever slaves. And their labour is still being stolen from them. This is not something you can take lightly as an anarchist. Also, Joe Cobb is listed as an African American.

I realised when I bought this game and started over an an anarchist character I would have to think VERY carefully about my choices.

Pt 1
Pt 2
Pt 3
Pt 4