Sorry, let me explain. Fallout: Tactics is great; I really do love the whole idea of different type of people joining the Brotherhood in exchange for resources and such (and going on missions). But what completely through me off was that there wasn't much connections to Fallout 1 & 2 and it was more combat oriented. Not only that but it's more like a post-apocalyptic version of CoD in terms of gameplay; to me it didn't feel like an RPG.
So, I guess I don't have a problem with the Midwestern Brotherhood in an upcoming game per se...I'm more worried with how they will be fleshed out if they are. I love my RPGness games.
However, the intro is a classic. LOL
I am with you on that one. But the game wasn't an RPG though, that's why there are no RPG features in it except building your character which actually is pretty limited since it's a waste of skill points if you put them in anything that isn't a combat skill, hehe. Well, the game is a bit flawed in that area, it's very linear and it's not really my kind of game. I like the tactical aspect of it, but since it's so linear and not an RPG, it doesn't really appeal to me that much. I think it would have been awesome if we'd have the same, or more, of the RPG elements of Fallout 1 and 2 thrown in with the gameplay of Fallout Tactics. So my favorite skill, Speech, wouldn't be useless, it wouldn't be just linear missions, and you could choose between turn-based and real-time, it'd satisfy most people.
But what I do like, though, is the general story and the endings (specifically the Barnaky ending, hear Styles out on that one). The endings are really Fallouty, they tell everything that happen in the future to everyone, the wasteland and factions, just like all Fallout games except Fallout 3 does.
And actually, when you think about it, it is more tied to Fallout 1 than than Fallout 3 is. Basically, Brotherhood argue about letting new blood in to survive or not, so elders send those people away in airships to hunt down the fleeing remnants of the Master's Army. If you look at Fallout 3, the mutants there kind of retconned the origin of FEV and that it only existed in Mariposa, they are a different breed of mutants from a different strain of FEV apparently. Then the Brotherhood is there too, they travelled 3000 miles by foot because... I'm probabably wrong here, I don't know why, but because they knew there might be tech in D.C.? And then there's the Enclave showing up too, in the same city, but this is unimportant for my argument here. My point is that Tactics' background story makes a better job of connecting to the Fallout 1 story than Fallout 3. But that's about it, other than that, it is as you say, more combat orientated, and that is because it is called Fallout Tactics, and not an RPG (though I have no idea why Micro Forté kept the Fallout RPG template in the game, like all the skills that are useless but still there. They could really have polished on this one more, but I guess there was something about deadlines as with all games that got rough edges.)
Have you read Styles idea about a plot involving MWBoS? If not, you ought to