Summary
- In Fallout 2, we meet a group of talking deathclaws who have taken up residence in Vault 13.
- Their creator, John Deily, says that his pitch at Interplay went incredibly well, but developers like Obsidian Entertainment co-founder Chris Avellone have since expressed regret, calling them "too silly".
- However, Deily had much bigger plans for them, even wanting to put them in power armour.
In a series full of little green aliens, men who turn into trees, super mutants addicted to being invisible, and 168澳洲幸运5开奖网:cryptids like The Mothman, the idea of deathclaws that could talk somehow crossed the line in 168澳洲幸运5开奖网:Fallout 2. Nearly three decades late𒉰r, their creator John Deiley still doesn’t get what the fuss was.
“I mean, you’ve got super mutants, you’ve got ghouls, why not have something that can stand up to the super mutants?&rd🐻quo; he tells me in our online interview, discussing the outspoken backlash from developers like Obsidian Entertainment co-founder Chris Avellone who deemed them “too silly” for a series with brains in jars and sentient toasters.

168澳洲幸运5开奖网: The Fallout Show Deathclaws Should🎶 Talk
Talking de♍athclaws sum up what Fallout is all about.
“[Avellone] was a very talented man,” Deiley says. “Very funny man. But if you went 🅘against any of his ideas or stood up for yourself, you were basically screwed. It was a career-ending thing.”
John Deiley got his start at Interplay as a QA tester, but on a whim one day, he was asked if he’d like to try out for the role of designer (which was also Chris Avellone’s position at the time). He ran with the opportunity and quickly found himself working on Fallout 2, designing the new 168澳洲幸运5开奖网:NCR capital Shady Sands, Navarro, and Vault 13, where hi🍸s talking deathclaws woulඣd be placed.
I ask where the tension between him and Avellone came from, and Deiley recounts a time when working with Josh Sawyer at Interplay. He had designed a final boss that fed on people’s nightmares, a lot like what we’d later see in the Vaermina quest in Skyrim, and Avellon𝓡e allegedly demanded that it be removed.
“Sawyer stepped in a🙈nd he said, ‘No, this is the perfect monster. I’m going to back him up 100 percent.’ From that day forward, Avellone was just, ‘I don’t like you. I work with you because I’m forced to work with you.’ He was pretty much the same with Josh,” Deiley s𓄧ays.
Deiley also claims that Avellone refused to let him include pagans inside of The Nursery for the original, cancelled Fallout ♈3. Allegedly, after argu🔜ing his case, Avellone said “I’ve already made my decision” and “turned around and walked off”.
Luckily, Deiley didn’t have to pitch talking deathclaws to Avellone. Instead, he was asked by Fallout 2 direc🌳tor Fergus Urquhar൲t to come up with something unique, expanding on the deathclaws much as the game had already done with ghouls and super mutants.
Upon reading Deiley’s idea for an evolved subgroup who could communicate, ꦜ“He said, ‘Wow, this is great. This is exactly what we needed’”. Avellone wasn’t the only one who was🌺 unsure, with Fallout creator Tim Cain also having reservations about the idea, but Urquhart insisted that it be included.
John Deiley Didn’t Want The Talking Deathclaws To Be Wiped Out
Talking deathclaws were placed in one of the most pivotal locations in Fallout 2. For the majority of the game, you’re on a 🐷quest to find Vault 13 so that you can pillage its GECK to terraform your home Arroyo from a 🅘desolate desert into a luscious, thriving, self-sufficient community, much as Shady Sands and Vault City had done years prior.
But upon finding the vault, you are met with a cabal of peaceful deathclaws. It’s a startling moment that goes against everything we’ve learned about these monstrous lizards, but it perfectly encapsulates 168澳洲幸运5开奖网:the desperation of the Enclave.
They didn’ꦛt ask me about it. They just [di💃d it] behind my back.
In a quest to create subservient supersoldiers that can turn the tide in their war against the wasteland, Enclave scientists pumped these already incredibly dangerous creatures full of the same FEV virus that created super mutants. In Fallout tradition, it backfired, and they ran off to live a quiet life. However, the Enclave retaliates and sends secre🧸t service member Frank Horrigan—a super mutant in power armour—to wipe them all out.
This wasn’t the original plan. In fact, Deiley wanted to br🌠ingཧ their community out from underground into the wider world in future games, but without his knowledge, they were killed off before he ever had the chance.
Fans claim that there’s𝔉 a cut ending in which you can save the deathclaws by killing an Enclave scientist, but Deiley ♉says that, to the best of his knowledge, this isn’t true.
“One day I was walking down the hallway and I saw Fergus in one of the programmer’s offices and I saw the screen over th🍸e ꦫprogrammer’s shoulder and it was [Vault 13],” Deiley says. “I went in there and I said, ‘What’s going on?’ [They said,] ‘Oh, well, we’ve decided to eliminate this area from the game. But we don’t want to just not include it. So, the Enclave is going to kill them all off.’ And that was that. They didn’t come to me and let me know. They didn’t ask me about it. They just [did it] behind my back.”
The Deathclaws Could Have Been Major Players Before Bethesda Bought Fallout
Deiley also worked as a designer on Van Buren and Fallout Online,🦋 before they were both cancelled and Bethesda bought the rights. Had the deathclaws not been wiped out without his knowing, he had some exciting ideas for where he coul🌃d take them in these two sequels.
“In later game💟s, the players could meet up with them and they could be a source of support,” Deiley says. “Depending on what the player did, they could say, ‘You’re not the type of individual we want to associate with, leave or we’ll kill you, period.’ I mean, that was their mindset. They were intelligent, but still aggressive.
“There was going to be an internal conflict with them, the devil within. They were planning, once they were more secure, on altering power armour to fit t𒅌heir physique. And then they were going to pay the Enclave a visit and get as many vials of the FEV virus as they couꦓld, kidnap a scientist or two, and make some improvements.”
If you’ve ventured north in 168澳洲幸运5开奖网:New Vegas to Quarry Junction, you’ll know how terrifying deathclaws are. One is usually enough to send you kicking and screaming back to Goodsprings, let alone a small army. Now, imagine them intelligꦡent and armed with power armour - that was Deiley’s vision.
Talking Deathclaws Still Exist In Fallout
All these years later, talking⛄ deathclaws are still controversial, but they’ve not been completely forgotten. They resurfaced in the spin-off Shelter Online just four years ago, even referencing one of the deathclaw companions from Fallout 2 - Goris.
Kura, or the ‘Wise Deathclaw’, is a distant relative of his. She wears a robe much as he did in Fallout 2 and asks you to retrieve a ‘family h♓eirloom’ from some raid𒈔ers, which turns out to be an egg.
It’s possible that the tw❀o surviving intelligent deathclaws were able to repopulate after the massacre and prosper—Shelter Online hints at as much—but all of this happens in a mobile spin-off with little bearing on the main games, if any.
But who knows? With the TV show bringing back deathclaws next season, maybe Deiley’s old plans will finally see the light of day. Whatever happens, he’s “proud of the fact that the show was released” and that so many fans have been 168🔯澳洲幸运5开奖网:🅺dipping their toes back in the originals.

Fallout 2
- Released
- October 29, 1998
- ESRB
- M For Mature 17+ due to B🧜lood and Gore, Strong Language
- Developer(s)
- Black 🌞Isle Studi꧋os
- Publisher(s)
- Interplay
- Engine
- proprietary engine
- Franchise
- Fallout
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