Reviews for The Legend of the Wandering Pair from Vault 101
Guest chapter 3 . 6/9
I won’t even cap I got so fucking excited when you mentioned the fallout survival book I couldn’t even I legit squealed
Manus Dei chapter 30 . 11/1/2020
Well, that ending was more climactic than the one we got, but in some ways it was even more of a kick than the regular Vault 101 storyline. I see you posted the first chapter of a sequel, but that was a long time ago. Hope you'll pick this up again eventually.

As for the concerns with quality and length, I can relate. I suffer from a perpetual case of thinking my writing is never good enough and sometimes I revise all the chapters in a story from start to finish until the execution is somewhat closer to my standards.
Manus Dei chapter 23 . 11/1/2020
I like it how you managed to make even side material like Tactics fit into the greater whole. I wish the current owners of the property would take this much case with internal coherence.
Manus Dei chapter 18 . 10/31/2020
And some people unironically defend the Enclave and wanted to support it ingame. Autumn may try the whole reasonable man spiel but he's just another jackboot thug.
Manus Dei chapter 17 . 10/31/2020
So Lloyd's grandfather is Dr. Henry. Didn't see that coming. Maybe we'll see a certain courier somewhere down the line? James having been with the Followers explains how a wastelander would have such an education level too. It's also interesting to see both sides of Harkness analyzing every circumstance.
Manus Dei chapter 15 . 10/31/2020
Wow. That was amazing. You turned a place that was basically a shooting gallery filler dungeon (even if a bigger one than usual) into a meaningful plot point. This is exactly the kind of writing a game of this caliber needed, instead of one off quests that don't lead anywhere and stupid arbitrary limits on companion numbers.
Manus Dei chapter 14 . 10/31/2020
Here comes the Super Robot Harkness C! I can't figure out if the changes you made to the Meresti plot were cut content, a reference to something else or original material, but either way it always felt to me that this quest line was a bit too short and Arefu couldn't be called a trailer park, let alone a town.
Manus Dei chapter 13 . 10/31/2020
If the effects of that mutation could be copied, that would effectively end the ghoul problem and make stimpacks obsolete. Of course there's the matter of whether it could even be copied and the question of whether Lloyd is going to end up outliving everyone else.
Manus Dei chapter 12 . 10/31/2020
Alphonse is an even bigger scumbag than anticipated. He did everything wrong and his answer is to do even worse. Guess Amata leaving removed the final thing keeping his sociopathic tendencies in check.
Manus Dei chapter 11 . 10/31/2020
Didn't expect that Harkness would want to leave. At this rate they'll have an army following them everywhere.
Manus Dei chapter 9 . 10/30/2020
Wow. Some thoughts. I definitely like how you weave the main thread and the others together and have them change things as they go instead of just doing things and moving on. I like it how you gave the whole thing pacing when most players probably never stop any longer than they need to. You're also giving the characters agency and development, which is something they sorely lack in Bethesda's usual stunted writing style. I do get the feeling that Lloyd is getting overconfident due to his regenerative abilities and that's going to bite him sooner or later.
Manus Dei chapter 8 . 10/30/2020
Interesting. The plot thickens. Or maybe James just used the console to give Lloyd Quick Metabolism at level 1.
Manus Dei chapter 7 . 10/30/2020
Natural 20 on intimidate check! Holy crap!
Manus Dei chapter 5 . 10/30/2020
Dogmeat! And wow, that part with the mines... I FELT it. I see the Outcasts are still the same turds as ever. I sure hope they get theirs too.
Manus Dei chapter 4 . 10/30/2020
It's interesting what you did with Burke and the Talon Company. Instead of the former being an encounter that was settled for good after gunning him down when he tried to shoot Simms and the latter being just random encounters after disarming the bomb, you've made them recurring foes. Of course with two wanderers instead of one, the advantage still belongs to the home team. Interesting what you did with Jericho too. I never bothered with him on account of karma (and because companion AI tends to be horrid). I wonder if all the other possible companions are going to be involved and if they're going to get some character development.
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