Leaving devastation in her wake.
Megaton was reduced to a smouldering crater, the waters of Project Purity were poisoned with a modified strain of the Forced Evolutionary Virus, the honourable Brotherhood of Steel were slaughtered where they stood, and The Citadel was obliterated by an orbital strike. There’s not much else that can be done to make the lives of the irradiated inhabitants of the Capital Wasteland any worse, besides leaving the remnants of the Enclave to seize control of the Capital Wasteland in the Brotherhood of Steel’s absence. Which is what I’d like to believe happens if the Enclave survives.
It fits my twisted narrative perfectly.
These events are only made worse when you consider that they never needed to happen. No-one benefits from them. And there is no conceivable reason to knowingly encourage them, as inciting senseless violence and exhibiting soulless depravity earns fewer rewards than helping others.
Naturally, this build, named for its murderous inclinations, would commit these atrocities without question. But most would lean towards a morally good outcome. Which is curious, as RPGs often offer comparable rewards for either morally good or morally evil outcomes, but Fallout 3 clearly defines the morally evil outcome as the lesser, and rewards far less for it. Karma quickly becomes the measure of your character, and dictates how (or even if) NPCs will interact with you. Or whether they’ll be hostile to you. Affording you the freedom to make decisions, but also ensuring that there will be repercussions for your actions, with the most severe removing NPCs (or settlements) from the map. Even if the preceding decision made absolutely no sense. But then it would hardly be senseless violence if it made sense.
For that reason, Homicidal Harriet is the most diverse build that I’ve ever attempted. I expected an atypical close quarters build, but instead I was able to experience Fallout 3 from a fresh perspective and in a way that I’d not thought possible. Which resulted in numerous misadventures. Trekking through the perilous Deathclaw Sanctuary to recover Vengeance, completing Operation: Anchorage to acquire the Chinese Stealth Armor, trudging through the eerie swamps of Point Lookout, and waging an intergalactic war with extraterrestrials in Mothership Zeta to name but a few.
It’s an interesting build.
One that I’ve enjoyed writing about as I’ve overcome its many challenges. I hadn’t intended for Murderous Mabel to result in a series of posts, but I was hoping that I could reproduce an equally as entertaining series of posts for Homicidal Harriet. And I believe that I’ve managed to do so.
Following the conclusion of the misadventures of Homicidal Harriet, and those of Murderous Mabel, both Fallout 3 and Fallout: New Vegas now feature prominently on Moggie’s Proclamations, which I couldn’t be happier about. They’re both very dear to me. Not only because they’re both exhilarating post-apocalyptic RPGs, but because they’ve influenced my interest in different gaming experiences. I’m glad that they’ve finally found their place on the blog. I’m also hoping that I’ll be able to write about them again, as I’d like to revisit each more thoroughly with a build that can experience the majority of the content. But, for now, we bid farewell to the Capital Wasteland and to Fallout 3, which is still an incredibly enjoyable and deceptively complex post-apocalyptic RPG that I can’t recommend highly enough.
Have a nice week, all!