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2) Depends on your definition of Dirty Work, unless you're using the kind of playstyle that'll kill anyone for caps or on a whim just because you wanted to it's not really dirty work unless it goes against morals
3) Well yes, but mostly abominations or people whom deserved it, Kellog killed people and didn't care if they were an abomination, raider, or just a normal person that was picked as a target, didn't matter to him as long as he got paid.
Blue cheesecake
Silver spoon on the side
The seaweed barks at me
The protagonist of fallout four isn't such a good person either, and the game just sort of shoves players into that. Kellog is a mirror by design.
The world they both live in doesn't have much in the way of justice or due process. It generally runs - be victimised and either (one) retaliate or (two) be a victim some more in some fashion. Or - be the one doing the victimising from the start. Whether or not that's for someone else's benefit is neither here nor there.
There's too many hoops and mental gymnastics to be pulled with trying a totally passive playthrough- as in there isn't one. Not truly. Befriending a companion then walking them into situations so that they do the slaying and have the blood on their hands rather than the PC isn't pacifism. It's just another way of pointing a different sort of weapon at whatever problem comes along.
The game makes players decide who deserves what from the start, and this is how bethesda wants it. It's why they've added in more colour speech, even from raiders so that they aren't just cardboard cutouts any more. They have friends. They tell stories. They have fears and regrets. Anxiety attacks and such where if you're sneaking through lairs you hear them speaking regretfully or trying to rationalise the things they've done to others to survive.
It comes down to where players are personally willing to draw a line when it comes to who and what they shoot and whether they consider those targets human enough to matter. Otherwise who decides what an abomination is? Who should? There certainly isn't enough of a unified society left in fallout to determine that. Yet certain groups go about doing just that and they want their own personal visions to carry for the other groups. Who's vision is the worthiest?
Whether it's an attack the BoS for its inflexible stance against mutants, a bomb set off in the Institute, or having wiped out every raider camp -what does that say about the PC? Any of those is still taking lives without hope for change or some sort of redemption. Cait's a raider. But there's opportunity to give her a choice about the life she's leading. On the other hand the PC could just never bother visiting combat zone and assume she ends up a drugged out corpse in a ditch somewhere.
It's just choices. Action or inaction. But few in betweens. Such that as I play I often wonder whether it's even the player character's responsibility to step in and right every wrong? Good, bad, better, or more innocent than the next? They're just sort of worthless distinctions in this setting.
Kellog had a moral compass once, he wanted the good things in life and he wanted them for others beside himself. He was willing to work for them. Then for whatever bad luck or personal decisions he lost them and his way. Perhaps if he'd had friends looking out for him? Who knows?
It's easy to judge someone's story from a distance and say, 'They should have just picked themselves up by the bootstraps.' But life is scarcely ever that simple. It's just what it is. There's more than enough bodies in cemeterys across the world belonging to hard luck cases taken before their time- folks who either never had a choice in ending up where they did, or who had it taken from them- to prove that.
The player character is still alive.
OHHHHHHHH
You can't ♥♥♥♥♥ slap your bad son when he told you his mom/dad is just a collateral damage.
You can't ear pull your son back home and have him grounded for life.
Instead, join the dark side or gtfo. Pretty much OP's title is correct. You're just Kellog, after all.
I liked the character, and he was somewhat relatable. But that by no means makes him a good person, nor does his bad childhood justify his actions. Most of the raiders you slaughter likely had it just as rough (if not more so), but I don't see you shedding any tears for them.
Shaun didn't choose to be kidnapped, nor did he pull the trigger and killed your wife. Kellogg did. No one forced you to kill Kellogg either, other than you yourself. Have you forgotten the length you had to go through in order to find him?
Regarding Shaun, that's a whole other story, but I think he explains himself thoroughly enough for the player to make sense of the situation.
Think about it.