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The Commonwealth Minutemen Ending Is the Best Choice

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A faction players can literally build from the ground up, the Commonwealth Minutemen can lead to the best, most peaceful ending of Fallout 4.

In in Fallout 4, there are four main factions fighting for control of the Commonwealth: the Minutemen, the Railroad, the Brotherhood of Steel and the Institute. Each has their own ending depending on who players ultimately side with, as they become the dominant force of the region. All of these factions have pros and cons (some more than others), but siding with the Minutemen is generally considered to provide the best possible outcome for the Commonwealth.

The Commonwealth Minutemen is a ragtag militia with colonial-era inspiration that once operated everywhere and was a force to be reckoned with. That all changed with both the loss of their headquarters, and the Quincy Massacre, which saw the majority of Minutemen either dying or becoming raiders themselves. When players first emerge from Vault 111 and make their way to Concord, they’ll come across Preston Garvey, the last surviving Minuteman. If players rescue him and his group, they can eventually work to rebuild the militia as its leader.

Related: Fallout: New Vegas – Every Faction, Explained

Choosing to side with the Minutemen is the most peaceful option since the only faction they’ll have to destroy is the Institute. So long as players don’t participate in any missions that would make them enemies with the other factions (and make sure to issue an evacuation protocol while attacking the Institute), the Minutemen will be able to coexist with both the Brotherhood and the Railroad. Additionally, with the threat of the Institute gone, none of the surviving factions will be hostile to each other.

As a citizen militia that draws recruits from settlers local to the area, the Minutemen also stand as the faction most wastelanders might be inclined to join, or at least support compared to the others. The Brotherhood, despite their seemingly noble intentions, can be seen as imperialistic or militaristic given their overwhelming firepower and the fact that they’re not local to the Commonwealth.

As for the Railroad, it’s far too small an organization to ensure the safety of the various settlements across the wastes, and it’s generally more preoccupied with helping synths than wasteland communities. The last remaining option is the Institute, which has kept the Commonwealth divided for decades, fearful and hateful of them for kidnapping countless settlers and turning them into super mutants or by having them replaced with synth replicas to spy on the populace.

Related: The Five RAREST Events in Fallout 4

Both in terms of story and gameplay, it’s beneficial to have as many of the main factions active and allied to you as possible. They all hold outpost and patrols across the Commonwealth, often engaging raiders, mutants and other monsters, and generally making the land safer. It’s also important to remember that the Minutemen aren’t a proper military force, and occasionally they might need powerful allies to help against powerful foes.

Since players act as their general, they will sometimes be able to determine what path the Minutemen take in the conflict and which factions they fight. Every other Commonwealth faction already has their respective leaders, and while players can join and rise through the ranks by completing quests, they’ll still have little to no sway in regards to the direction these factions take. The Brotherhood, for example, can’t be influenced to spare the Railroad and vice versa during their respective main quests. And, despite family relations to the Institute’s Director, there’s no way to convince him to fundamentally change the Institute’s policies regarding synths or the other factions.

The Minutemen might not have the military might of the Brotherhood, the intelligence gathering capabilities of the Railroad or the advanced technology of the Institute, but what it does have is the love of the people. This is a faction that shows promise for future Fallout titles and generally bring hope to wastelanders stranded in a hopeless world.

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