Institute indepth, it deserves more attention !

Post » Sat Jan 09, 2016 6:08 am

We also remember how the Enclave killed innocent wastelanders, tried to invade Vault 101 then learned about how they wanted to destroy all life on earth using a similar FEV strain they wanted to use to kill wastelanders in D.C.

There is also the whole thing of the Institute is not wasteland nazis nor anywhere close. They don't have a genocidal "kill everything we deem impure" line of thought like the Enclave had. Like, using the term Wasteland Nazis for the Enclave is not even using Godwin's Law, the Enclave's design mirrors that of Nazi Germany with the whole ideal of "racially purity" being used to justify eliminating all life that isn't Enclave.
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Emmi Coolahan
 
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Post » Sat Jan 09, 2016 1:48 am

The Institute are killing innocent people and replacing them with puppets. Performing experiments on communities. Enslavement of sentient peoples. Creation of Super Mutants. They are literally just as bad as the Enclave.

And on the contrary. The Enclave's motivation is:

As the embodiment of the executive branch, I bear the burden of ensuring the survival and prosperity of the United States and of humanity itself. A heavy burden and yet if it means the return of the earth to our children and to their children, I bear it gladly.

The Enclave's motive is their own propagation. Like do you really think that if everyone on the mainland weren't mutants then the Enclave would be live and let live? Of-course not. They are just willing to do what-ever it takes to ensure their own survival. There goal is perfectly rationale, it's the methods that they are willing to take to ensure it that are the problem.

What's the Institute's main goal? Science for it's own sake? Experiment on people, not even to ensure your own future, just for the "science" of it. That's far more amoral and pointless to me.

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Natasha Callaghan
 
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Post » Sat Jan 09, 2016 3:02 pm

With the exception of Father's unexplained continuation of the FEV program. The Institute's experiments do have a point.

The Warwick Homestead initiative is a test of improving crop growth and agricultural efficiency on the surface, for the eventual future in which The Institute emerges. Along with plant growth improvements they could immediately use to increase food production in Bioscience.

The Watcher program is a spy program. Meant to ensure the Institute has an extensive network of spies and informants, some which are Synths others which are human, to identify and report on possible threats to The Institute.

The Synth program is two-fold, to ensure they have both a military contingent without risking their own people, and a labor force.

Phase-3 is meant to ensure they always will have enough power to meet their needs, and will be energy self-sufficient.

Etc.

Ultimately The Institute's goal is the same as the Enclave's: survival and protection of its own people. The primary difference is The Institute, under Father, want to wait the surface-world out all while building up their underground science utopia: believing the surface is eventually doomed to extinction anyway. The Enclave on the other hand, believe in taking an active roll in ensuring the wasteland arrives at that same extinction much quicker.

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Eric Hayes
 
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Post » Fri Jan 08, 2016 11:41 pm

Its different mainly on two aspects:

1st being the fact that with the enclave you couldn't interact at all, on the gameplay side, except for the kill-loot aspect of it.

Sadly as it was.

2nd being how they were portrayed to you, from the game side-story.

The enclave being represented as

While some traits of this are shot-off on the institute as well, you get into their base discovering their progresses and feeling somewhat involved in their plans, getting a deeper understanding of what their plans are, seeing a more-human side of it, understanding their reasons and so on.

Thats where FO4 its largely superior compared to FO3, after all.

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Soph
 
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Post » Sat Jan 09, 2016 2:22 pm

I reckon many of them are doing great, running around the Commonwealth with their friends and dogs, killing and eating any of those pesky inferior humans they can find! :P
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Horror- Puppe
 
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Post » Sat Jan 09, 2016 1:05 am

The Enclave's goal in Fallout 2 was literally release an FEV strain into the atmosphere that would kill everything on the surface but them, plants and animals. Their goal was the extermination of anything impure so they can come out as a master race lol. The Institute, while they do bad things, still has the potential to do more good and they didn't have the whole "we are the pure, master race destined to be humanity's future" ideology the Enclave had.

This was the Enclave's ending if you found out the Enclave's goal and ended up dying https://youtu.be/JSXJyLaP-4s?t=40s without the Chosen One, this is what happens if the Enclave win.
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J.P loves
 
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Post » Sat Jan 09, 2016 3:15 pm

For me it makes perfect sense. They are directly responsible for the death of my wife, the kidnapping and corruption of my son. Countless others throughout the Commonwealth have been affected by their "misguided" behavior and after talking with them it was clear that nothing was going to change. Thus the best way to insure their total destruction, poooffff mushroom cloud.

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Tessa Mullins
 
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Post » Sat Jan 09, 2016 5:03 am

But if you side with the Institute you are given control over it and can take them the right direction. Not to mention seeing the world blow up kinda happens quite recent for your character because being frozen kinda makes time meaningless. People also mention you probably screw Diamond City and Good Neighbor with radiation downpour on them because of your vendetta.

I support the option to take over the facitity not blow it up lol. One reason why for this is because does our 10 charisma mean nothing to this game, when something like that occurs why can't we use charisma checks to convince them it would be better just to kick them out of the place and take it over as a base of operation.

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Hearts
 
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Post » Sat Jan 09, 2016 5:03 am

I would like an underground institute lab DLC as I have suggested in earlier threads, I think it would be a great addition to the game if it were a huge laberinth of tunnels under the institute and have a way to get down to it if you did not side with the institute by having the creator collapse draining the Boston river and only being able to fall down the massive seemingly bottomless hole with power armor or Freefall boots and having the telliporter in the wreckage of the institute still active from built in backup utility fusion cores
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Alexander Lee
 
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Post » Sat Jan 09, 2016 9:51 am

I hate cannon endings. For those knocking Bioware's I have to say that Mass effect series handled it VERY well. Important decisions you made in each game carried over very well to the next, to include main NPC's that died, because of choices you made not be available later in the story. Not to mention your general reputation that affect how the game played out. What TOTALLY po'ed me was how after 6+ years and three games of free will and choices my character made, meaning nothing as they 'cannon'ed' the very end.

With that said choices would be very hard to carry over in the Fallout world considering they are not concurrent. Each game is a stand alone game based in the Fallout world, I can not image how you could write a story based on past game decisions as the 'base' story could be drastically different depending on what you did in the others.

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Chenae Butler
 
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Post » Sat Jan 09, 2016 12:54 am

I want a peace option DLC of sorts, free dlc to that or super cheap because it would require high charisma to use effectively. I only say peace option for a dlc because it doesn't make sense we can't use charisma checks to talk them into a peaceful or less destructive option. Peace Option DLC would at most make it where you take over the facilicty not just outright go "screw it, blow it all the hell" so by Peace option I just really mean not blowing up the Institution or other factions lol.

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Anna S
 
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Post » Sat Jan 09, 2016 7:23 am

But only limited control and it just takes one to off you and return it to it's present course, or worse. No With or without you at the head, the Institute was evil, driven by the same people who lead the world to war in the first place, as far as my character sees it there is only one option.

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Darren Chandler
 
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Post » Sat Jan 09, 2016 5:34 am

Don't know why anyone would support the institute. They are the biggest psychopaths in the entire game and that is saying a lot since there a long list of psychopaths. They were kidnapping and forceably subjecting innocent unsuspecting people to the FEV and transforming them into supermutants, they murdered everyone at university point when they could have achieved the same or better by just occupying it and interrogating the key players. They employed the Kellogg for decades to do much of their dirty work which shows their ethics. Then to top it all off their vision of humanity is all humans DEAD and replaced by Synths. That is what the institute represents. Sure they have brilliant scientists but so did the Nazi's and there is little difference between the two except the institute is more dangerous since they ultimately want to kill every man woman and child on the planet and replace them with synths. In fact there is good reason to believe they will destroy all live on earth and make the earth 100% synth. Look at the research being done in their Bio lab for evidence of that.

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elliot mudd
 
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Post » Sat Jan 09, 2016 10:25 am

No, no they don't.

This is never stated anywhere as a goal of The Institute, and makes zero sense given what we here from Institute scientists.

Where people are getting this idea is beyond me. Because I can guarantee you its nowhere in-game.

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Kortknee Bell
 
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Post » Sat Jan 09, 2016 3:35 am

Who saids Institute supporters actually support the place, they just support not setting off another nuke in the city that is still recovering from radiation. Realistically we screw Diamond City and Good Neighbor and probably most settlements in the area by setting off another nuke.

No I just say why can't the factions agaisnt the Institute do things right without setting off another nuke in a already fragile area.

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Guy Pearce
 
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Post » Sat Jan 09, 2016 3:13 pm

spt, exactly how I feel. They speak all goody goody about helping out the people of the Commonwealth but all you have to do is look at their actions to see they do NOTHING to help people, only take from them. They are a totally corrupt group of people who left unchecked, with their advanced science, not only will the people of the Commonwealth fall to them but all in the Fallout world.

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Noely Ulloa
 
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Post » Sat Jan 09, 2016 2:25 pm

the Institute is for people who think Synths are tools to be used for the betterment of mankind and not poor misunderstood creatures or abominations also they believe the surface is a lost cause and the future is underground or their judgement is so clouded by their son and shiny floors that they ignore their intentions completely.
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Emily abigail Villarreal
 
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Post » Sat Jan 09, 2016 1:37 pm

They aren't too far off about underground part, we see this with radiation storms.

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Alex Blacke
 
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Post » Sat Jan 09, 2016 11:56 am

thing is radiation dissapates over time and I personally think getting robots to wait on you hand and foot makes you unfit to survive in the real world, the people above have a much brighter future with 200 years of wasteland survival experience than someone waiting underground for Synths to eventually turn on them when they get too fat and lazy to move. I mean you keep capturing Synths who run away how long until they get frustrated with trying to leave and start lashing out in anger at scientist who are unequiped to defend themselves? I would give them a year, maby 2 before all the scientists are dead in their hole in the ground.
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Sara Lee
 
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Post » Sat Jan 09, 2016 3:38 am

Well I just don't believe in blowing up the institute to be completely honest, not having an option to take it over instead of blowing it up is lazy writing.

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Lalla Vu
 
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Post » Sat Jan 09, 2016 1:36 pm

no its just for "ooo cool explosion" like blowing up Megaton even though it takes away most of the people in Fallout 3 (the world was sooooo empty in that one)
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Laura-Jayne Lee
 
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Post » Sat Jan 09, 2016 8:42 am


Again, as I've been saying the system mass effect and dragon age use are half-assed marketing ploys that do nothing but add in filler text and exposition. There is no meaningful change that happens, there are no branching questlines based on what you did in pass games it's just small nods and filler text. That's it. Making a system like that to be useful and meaningful would drain to much on resources to actually be worth a damn and it's nothing but a big "SCREW YOU" to continuity.
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Aliish Sheldonn
 
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Post » Sat Jan 09, 2016 2:24 am

Yes it is, you were not paying attention in game. it is absolutely clear if you ready all the terminals and speak to everyone at the institute. Synths are a replacement for a humanity the institute holds in contempt.

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Rinceoir
 
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Post » Sat Jan 09, 2016 10:18 am

I've read all The Institute terminals, and spoke to all the named characters in The Institute.

Nothing points to any plan to "replace humanity with Synths." The Gen-3 Synth program is two-fold 1. Provide a manual labor force/military program for The Institute and 2. Provide Synths for The Watcher program. In which certain individuals are Synth-replaced to act as spies and informants to keep The SRB abriast of developments in The Commonwealth and threats to The Institute.

Never is any mention given to some sort of ridiculous "World-wide replacement" of humanity by Synths. The Institute sees them as tools, not replacements or even an evolution of humanity.

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MARLON JOHNSON
 
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Post » Sat Jan 09, 2016 4:20 am

I am fine with the canon-ending because the alternative--where the choices the player made make a difference--means that you basically have to prevent the player from really changing anything substantive (e.g. Dragon Age 2), making decisions that look like they ought to be hugely important turn out to be rather trivial in later games (like whether or not you do the Dark Ritual with Morrigan). I'd much rather have my roleplaying choices affect the game I'm playing than be railroaded to a functionally equivalent ending no matter what I do.

Of course, Bethesda have generally placed sequels far enough away in time and/or place that the player's impact wouldn't have been huge anyway--as in it really doesn't matter for FO4 purposes what happened in New Vegas. But if FO5 were to spawn a sequel or a post-game expansion in the Northeast, there's just no way they could accommodate the player ending choices unless they put it so far in the future that whether the BoS or Institute survive is moot. You're basically asking either for four completely different games, or a game that says--well, yes the Boston chapter of BoS was utterly destroyed by the institute, but they came back.

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Thema
 
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