And then Mr New Vegas keeps referring to Dean Martin and Bing Crosby in ways that imply that those figures are common knowledge to listeners
To be honest, the radio stations in nu-Fallout have always bugged the shit out of me. There's absolutely no logical sense that the only music remaining from before the bombs fell would be music produced pre-1960. Maybe it happens once because of some odd turn of events, but in every single location? I understand
why they picked those old songs, considering they can be licensed fairly cheap, but it's the Ian Malcolm thing of, "Just because you can doesn't mean you should."
Ain't That a Kick in the Head? - 1960
Blue Moon - 1961
Hangover Heart - 1960 (doesn't actually appear, but was planned to)
Heartaches by the Number - 1960
It's a Sin to Tell a Lie - 1979 (there's older versions, but the 1979 version is used in game)
All the Joshua Sawyer originals - 2010 (Aside from the public domain stuff, the base for Green Clouds and Dust Whirls is the 1993 Cobwebs and Rainbows. I do agree this sort of post-war takes on songs is something Fallout should do more.)
(Also Take Me Home, Country Roads is from 1971)
Of course, the practical reality is that most really old music is
way cheaper to license than newer stuff in that old style.
I find the criticisms of Fallout 2 to be extremely overblown, especially when being compared to the dogshit tripe in Fallout 3 and when people are trying to pass them off as "equally bad". The main difference between the two games is that aside from the very notable exception of San Francisco (thank Feargus for making that location almost totally indefensible), every major location is played almost entirely straight, even if there is retardation to be found under the surface (oftentimes quite literally with the big brain molerat encounters). Yeah, you could probably name one or two things from each location that are silly or "don't fit Fallout", but those things are almost never a major focus of the area (talking Deathclaws in Vault 13 and the Kung Fu shit/Hubologists in San Fran aside) and in-fact the major focus of most areas in the game involves slavery, drug addiction, racial tensions and regional political intrigue. Klamath is played entirely straight, Redding is played entirely straight, Vault City is played entirely straight and deals with serious themes, Gecko has a talking molerat but the rest is played straight with serious themes, The Den has a lorebreaking Ghost to contend with and the rest is our first sight of proper slavery in Fallout's post-apocalpyse, Modoc and the Ghost Farm are played straight aside from Laddie the dog and le epic funny toilet explosion that all the jewtubers that never actually played the game like to mention ad nauseum, Broken Hills has a fucking race war going on but oh no not the talking spore plant. There are serious themes and subplots spread throughout the game that wrap their tentacles around several locations' sidequests and stories. These are not the one-note locations from Fallout 3 that only exist because someone wrote "how about a town that only has kids that has existed for 200 years" or "how about a tower full of rich people not letting the dindu nuffin ghouls in" on a napkin.
Compare this roster of areas with Fallout 3 and you've got Tenpenny Tower; the pristine tower still standing in the middle of a flattened barren wasteland, full of posh people which inexplicably are rich and have money despite being in the middle of a post apocalypse 200 years removed from when the money existed, led by a fucking British guy that somehow managed to cross the atlantic ocean and retained a British accent, who is somehow wealthy despite the game never explaining how he is wealthy. Little Lamplight the cave full of kids which has somehow not been overrun by mutants or slavers for 200 fucking years despite the fact that they kick out anyone who becomes a teenager and they have 1 guard on either entrance. Megaton built around an unexploded atomic bomb and nobody there really batting an eye at it, the Sheriff sees you walk into town and it takes one minute to convince him you're the man for the job for finally disarming the bomb they've built their community around for decades. Republic of Dave. Dueling superhero town. Arefu's vampire larpers. Supernatural cthulhu mythos shit (that tons of people inexplicably seem to be completely okay with despite hating the ghost in the den btw). Almost every single location in Fallout 3 has an equal amount of retardation to San Francisco, if not more, and there is almost no value to Fallout lore/worldbuilding to be found in any of it, the same absolutely cannot be said for Fallout 2.
But because some zoomer saw a reference (which they didn't realize was a reference until they read a wiki page) in a piece of dialogue for a Fallout 2 location it's suddenly been agreed by the useful idiot Bethesda-rimming consooming masses that Fallout 2 is just as bad as Fallout 3, or equally as often that Fallout 3 is dark and gritty and takes the setting seriously unlike Fallout 2.
Fallout 2's horrific inconsistencies in tone and lore (Even on the crit path the Enclave is woefully inconsistent: You can bluff your way in as a new hire.) can be blamed on the fact that the game was made in 8 months, while Bethesda has no excuse