So I've just played Fallout: NV, and Fallout 3.

Post » Wed Dec 18, 2013 3:54 pm

So This is probably foolish, But I have played all of the fallout games and not once have I seen a Vault meet a good end unless I was from the thing.

The Fiends Vault (Vault 3) in NV and the Vault 92 in 3 Really spring to mind.

I'll Stick to Vault 92 for this.

I was doing the quest Agatha's Song in Fallout 3 and I'm stumbling around the Vault I'm level 12 on hard so the Mirelurks are just demolishing my health bar and I go sprinting into a bathroom.

Well I'm waiting for my health to regen, (I've got two Stim-packs but I'm saving them for crippled limbs) using this mass of food I've been picking up for awhile. and while I wait I do my stall check, in which I basically go down the line of stalls in a bathroom open the doors and search the toilets and any bodies for loot.

I get to the end.

It's not a stall.

It's just a gap between a stall wall, and the vault wall itself.

Crammed in that gap

A little skeleton and a teddy bear.

I have a bit of an imagination, I stopped. And all I could actually see was this kid running from mommy and daddy 'cause they don't love him or her anymore, and they've cornered him or her and the child just can't understand.

I started crying. I'm 21, I'm a Jaded Cynical berk, and I cried.

If anyone with input for the Design of Fallout 4 reads this please let us have the option of saving a Vault. Maybe they're being attacked by Raiders. Maybe the Reactors are failing or a slaver guild is slowly pushing into the Vault.

I get that the Vaults Represent old world corruption. But let us avert at least one bad end for people who shouldn't have had to fear.

User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Wed Dec 18, 2013 9:25 am

Me and you both. :) There's some skeletons in a home (forgot where) They are in bed, in a cuddle position, and they have med-x on the nightstand. You put the pieces together. A lot of gamers won't notice these little details, they just barge in, loot, run out.

I won't mind an option to save a vault, if it's correctly implemented though.

User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Wed Dec 18, 2013 3:49 pm

Well, some of Vault 15's descendants managed to form an entire nation.

Some of Vault 13's descendants managed to form a tribal village which fared well for a time and eventually the rest of the survivors and the tribals formed a flourishing city. (I do realize that you come from the vault in the first game but in the second game you don't, and in that end the humans from the tribal village and the humans from the vault managed to form a city which flourished. Since we're talking about good endings for the vaults or the inhabitants of the vaults (original inhabitants) I'd say it turned out well.)

Vault 8 managed to form a city of their own which was a marvel to many in the wasteland.

Vault 21's population lost a deal with House and left the vault out of their own volition. Whether they managed well in the wasteland or not is unclear but they didn't meet a horrible end like a lot of other vaults.

The puppet guys' vault also ended in a good way, he left and turned into a psychopathic saint that instilled fear raiders and slavers.

I'd say those vaults met good ends. Sort of.

User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Wed Dec 18, 2013 9:03 am

The Doc mentions because of life in the Vault, they didn't have immunity to a lot of disease and sickness, and that's how his wife died.

Also House was such a sore winner that he filled most of the Vault with concrete ensuring no one could ever use the vault in any capacity beyond a hotel ever again.

User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Wed Dec 18, 2013 12:00 pm

Vault 101 lasted for 250 years and can continue indefinitely, unless some rogue resident ruins it. Depending of how you play ms16 it can close again and continue as before for 250 more years.

Vault 21 didn't come to a bad end. The game doesn't say what happened to the residents once they left the vault. I expected more of them would reside in New Vegas, not only 3 of them but nothing indicates they were slaughtered

And we don't know the fate of many vaults.

And do not look for too much consistency or take it seriously. (the guy locked with 999 women is obviously a joke. After some generation the genders should become balanced).

edit : You above speak of Vault 21, not vault 22. Vault 22 went to an horrible end, tranforming people in brainless monsters.

User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Wed Dec 18, 2013 7:27 am

the vault on the strip in new vegas met a good ending thats something i guess ... think it was 21 or something its a hotel and you get to do quests and bring them more jump suits for a reward in caps and something ... else ;)

User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Wed Dec 18, 2013 1:12 pm

The problem is House promptly kicked the residents out of 21 and filled the lower levels with Concrete. Not horrible on the surface, but what must they have felt.

However, Gabriel you make good point. I guess I shouldn't have Generalized.

What I'd like to see is the option to stumble on a Vault in distress with the option of helping them prepare. Not part of the main quest, but something you can sort of just amble into, completely by accident, with no prior motivation and then just help.

User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Wed Dec 18, 2013 1:57 pm

It should be pointed out that the Vaults weren't designed to withstand a nuclear holocaust, however contradicting that sounds. If Vault-Tec truly believed that nuclear armagedddon was likely to happen, they would've designed far more vaults and each vault would be much bigger. Not to mention that they would've likely discontinued their test vaults, if not scrapped the idea alltogether.

Oh and Vault 13 went to hell mostly because of the Enclave (not because of its own problem, of which it prevailed due to the acquisition of the Water Chip). It was more or less just the Vault Dweller who survived Vault 13, due to him being exiled. In Fallout 2, the cutscene you see where the Enclave massacres the people coming out of the vault - that's Vault 13. The intelligent deathclaws of Vault 13 were originally sent there by the Enclave.

User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Wed Dec 18, 2013 7:40 am

I still wouldn't consider it a horrible ending for the vault, at least no in comparison to other vaults like 22, 34 and next to every vault in Capital Wasteland.

User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Wed Dec 18, 2013 9:43 am

I think that there may be some misunderstanding about the Vault experiments and how they are a commentary on actual history. They were not simply a fictional depiction of corruption and they were not merely intended to show how pre-war America was corrupted. They are a commentary on the fairly common process of unethical experimental research on human subjects.

For more information, you may want to read the CDC's summary of the infamous http://www.cdc.gov/tuskegee/timeline.htm. A different http://www.infoplease.com/ipa/A0762136.html offers much more detailed information about the abuses of this study. This is only one of many examples, but it is one of the best known examples and is often referred to as the fundamental impetus for current Institutional Review Boards (IRBs) and University Human Subjects Review Committees (UHSRCs) for any research involving human subjects.

Note the time frame when the experiment was finally ended (1972). In other words, not too long ago, and certainly long after the time frame of the 1950s where the Fallout franchise is set.

User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Wed Dec 18, 2013 2:16 am

Interesting. But sort of parallel to my idea being, can we please save a vault, as a person completely outside it's influence.

User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Wed Dec 18, 2013 6:38 am

It was something like 116 of the 122 vaults where experiments some where mainly for the purpose of shelter from a nuclear holocaust but as you said it wasn't the main function of project safehouse.I'm sure that President Richardson says these experiments were conducted to see how(or who) we could recolonize the earth so there was some intentions for having vault dwellers post-war even though the success rate of each vault was like 2-4%?

User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Wed Dec 18, 2013 10:04 am

The beauty of Bethesda games have always been, "There is a story in this cell, find it".

We are not always hit over the head with this story, for sure they are rarely part of the plot of what ever quest I am doing at the time, but there is always a story. I am reminded of Hemmingway's masterpiece book in 6 words. For sale. Baby shoes. Never worn. A simple placement of a skeleton and a prop, and we have a story that can invoke an emotional response. That is powerful.

My goal in the game is really, what is the story about what happened here?

We do get to save a couple of Vaults, Vault 101 and Vault 19. In both cases, we can give the inhabitants a better way of life, or at least a chance at it. Granted, Vault 19 was filled with interlopers and not original inhabitants. We also get to save a family from Vault 34, who are original dwellers (IIRC).

User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am


Return to Fallout Series Discussion