Is there supernatural elements in Fallout?

Post » Sat May 04, 2013 8:26 pm

I was in the dunwhich building, and I know it can all be explained threw gasses and all that, But I found a log that I never read before...and it's this,

It's dated 2074, before the bombs dropped.

Spoiler

How the hell do you explain that?!

Anyway's is it possible that there's supernatural elements in Fallout?

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emma sweeney
 
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Post » Sun May 05, 2013 3:52 am

Fallout 2 had real ghosts. But to be fair the supernatural element is not something that the series is focusing at.

And don't forget your character is effected by the gases in the Dunwhich building too :wink: .

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Teghan Harris
 
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Post » Sun May 05, 2013 2:04 am

There are psychic abilities as well, and the beastlords. If you consider mental powers supernatural, which I guess they could be.

But I better point out those are the result of mutation and not outer world Nylathrotep type stuff.
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FirDaus LOVe farhana
 
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Post » Sun May 05, 2013 2:33 am

This might be nothing, but since the Fallout universe split from ours in the 1950s.. It might include some aspects of the Cold War yeah? In which case, it was believed that the Russians were researching ESP and psychic powers for military use (MGS did a cool twist on it in MGS3 too). Anyway! There has been some minor use of supernatural powers in previous Fallouts so who's to say?

Personally I wouldn't welcome such a thing in Fallout. Some mention of powers? Yes. Some supernatural aspects in Fallout? Yes. Giving the character supernatural powers and the ability to "shoot beams" and such? HECK NO! I can accept some perks like Glowing One powers, or developing some mutant abilities, but nothing so much as shooting beams, performing fus-ro-dah or anything that incorporates yet another bar like they did for hunger, dehydration and sleep deprivation.

I'd give a very warm welcome, however to mention of some psychic research that the United States had done in order to battle communism. Perhaps even some legendary boss/mutant that can wield long range abilities and something that causes mental breakdowns that increase the dafuq factor (I'm looking at some effects seen in Vaults in Fallout 3). ---NOTE--- Not something major, more of an obscure side quest or something to stumble upon for unique loot or abilities.

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Kat Lehmann
 
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Post » Sun May 05, 2013 12:20 am

Have you ever gotten to the depths of the Dunwich building? It isn't called Dunwich for nothing you know.

However I imagine that it is more of an easter egg than something serious.
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Marlo Stanfield
 
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Post » Sun May 05, 2013 5:29 am

If posed towards me, then yes. But last Fallout 3 playthrough that I could actually stick to enough to explore again was quite a few years ago.

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loste juliana
 
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Post » Sun May 05, 2013 12:54 am

Don't eat the Punga fruit. You may just hallucinate something as ridiculous as being abducted by an alien mothership or something.

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Alberto Aguilera
 
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Post » Sun May 05, 2013 6:56 am

Yep as already pointed out Fallout 2 has a ghost and there are people with psychic and telepathic abilities.

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Nitol Ahmed
 
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Post » Sat May 04, 2013 11:38 pm

Ghosts, sure, but i chalk the FO universe psychic and telepathic abilities up to sci fi elements, not supernatural.

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Skrapp Stephens
 
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Post » Sun May 05, 2013 11:27 am

Sci Fi how? Every person with such abilities are able to do so without the aid of technology.

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Becky Palmer
 
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Post » Sun May 05, 2013 12:03 pm


Well, because the powers are result of mutation.

Which is the sci-fi way of doing it. The book of the dead, evil dead army of darkness way, or demons is the supernatural way.

The best example I can give is Beneath the Planet of the Apes, where the mutants have psychic powers.
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El Khatiri
 
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Post » Sun May 05, 2013 4:09 am

Ah that makes sense. But can we really say that they mutated because of the Great War? Or does it really matter?

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Emmanuel Morales
 
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Post » Sun May 05, 2013 1:24 am

Well it doesn't really matter when or what caused the mutation. As long as it not demons or evil spirits from beyond or some such thing it wouldn't be supernatural.
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Ally Chimienti
 
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Post » Sun May 05, 2013 2:43 am

my thoughts exactly. it's the difference between sci-fi and fantasy.
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Kelly Tomlinson
 
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Post » Sat May 04, 2013 8:37 pm

But there is an ancient book of horror in fallout...

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Josh Lozier
 
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Post » Sun May 05, 2013 5:42 am


No, there is a book we have no idea what it is. Could be a pre-war recipe book for all we know. I have a copy of Necronomicon, doesn't mean I can summon demons. Or......hmmmn mwuuaaahahaha.
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Sara Lee
 
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Post » Sun May 05, 2013 2:39 am

Im going to go ahead and suggest that most of the supernatural elements in FO are easter eggs/nods to supernatural types of fiction.

The whole dunwitch thing. Its a location that was put in because some of the devs undoubtedly worked on the call of cthulhu, coupled with BGS bassically being located in the new england region, where a lot of Lovecraft's stories were set.



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Tiffany Carter
 
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Post » Sat May 04, 2013 8:12 pm

The book can only be destroyed in a dark and obviously ancient shrine in the dunwhich building....and in cut content you could also destroy it be having a priest sacrifice his life...

Sounds pretty evil to me...

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LADONA
 
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Post » Sun May 05, 2013 9:16 am

woulda been awesome if the player had a choice of dialogues containing and slightyly vayring from "Klaatu barada nikto" where if you used to wrong one, a mass of ghouls would attack.

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Juan Cerda
 
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Post » Sat May 04, 2013 9:08 pm


Cut content is cut content. And cook books can be pretty evil.
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Monika
 
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Post » Sun May 05, 2013 10:50 am

Well Hakunin does say he came back from the other world or whatever to tell us what happened to Arroyo...

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Roisan Sweeney
 
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Post » Sun May 05, 2013 8:32 am

Wait what? I don't recall having to take the book to the building for it to be destroyed and that it could only be destroyed there. Also evlbastrd is right, cut content is cut content, doesn't really count.

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Suzy Santana
 
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Post » Sat May 04, 2013 11:22 pm

The book had to be pressed against that creepy obelisk. Doing so destroys it, and I'm not sure, but I believe it also kills the remaining feral ghouls nearby.

Plus, the mention of Ug-Qualoth by both the ramblings in the Dunwich Building and by Obadiah Blackhall seems to suggest that something Lovecraftian is going on.

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Jessica Lloyd
 
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Post » Sun May 05, 2013 1:12 am


Yeah well he is uhhhh. Ya know, hanging in his garden too much.
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Jeff Turner
 
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Post » Sat May 04, 2013 11:58 pm

So you're saying we have to destroy that book or else what exactly? We haven't see it do anything. For all we know it was some pre-war thing from a movie and since the great war some odd cult formed around it. We haven't seen it control or do anything.

:tongue:

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Manuel rivera
 
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