lore chronicles over two hundred years of post-apocalyptic drama, and in that period, countless factions have emerged, evolved, and been wiped out by monsters, natural disasters, or yet more nuclear bombs. The march of time can purge even the mightiest civilizations from memory, so it’s no wonder that some of the franchise's most interesting factions have been sidelined in recent years. is still a long way off, but it has the opportunity to excavate some of the best forgotten groups from previous games.
While it would be interesting to bring back some major factions like the Brotherhood of Steel, NCR, or Caesar’s Legion for, these groups have already been thoroughly examined in past media. Smaller or more obscure factions, on the other hand, are usually less developed and thus better suited for a sequel. Extrapolating on what Acadia or the Sorrows might look like after a few decades – or even centuries – offers a deeper creative potential than simply resurrecting the Enclave yet again.
Bethesda remakes of the original Fallout games might sound interesting, but there's already a project that could stand a better chance of success.
The Great Khans have been around in one form or another since the very beginning of the canon. Originally just the Khans, they were a hostile gang of vault-dwellers-turned-raiders that the player can encounter and wipe out in the original. Ever determined, they pop up again in as the New Khans, only to be slaughtered again by the Chosen One. Finally, they re-emerge as the Great Khans in, prideful raiders and chem-dealers with an understandable persecution complex.
Little more than raiders in the first two games, the Khans are one of the best factions in . Despite their poverty and identity struggles, the group is in the process of transitioning from a gang into a fully-fledged culture with its own art, history, and ideological goals. If the Courier decides to spare the Khans from the NCR and Caesar’s Legion, they can be prompted to
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