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@this-is-fallout
Tags
Headcannon - mostly made up, what I believe about fallout
Tim Cain: any time I mention Tim Cain
Analysis: analysis of the game.
Project Restroom: the remake I am making.

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Gun nut should have been a dialogue perk. Like, a lot of people will react differently to being asked about their guns, and talking about guns in the wastes is pretty useful, but itâs something that all sorts of people would react poorly to.
Also companions who like weapons? Holy shit I just thought about having a whole list of convo options for companions, getting to know them info about the area, people ect. Like hidden lore/context helpful info but you literally just have to talk to people instead of 'my charisma is high enough that I can just move on without killing you'
FNV did this a lot. Specifically making it so that speech wasnât the only dialogue skill check. My specific intent with this was to give the fallout 4 perks better uses, because enabling crafting is really boring. Gun nut in particular is such an inspired name for a perk that I feel like it shouldnât be tossed.
I envisioned the perk to be nerdy and academic, there are other perks in the series that allow players to be threatening or scary. I think this perk would get you into as much trouble as it got you out of because talking about guns can be perceived as something really threatening. Bringing it up without being friendly or having high enough charisma - or taking some of the more threatening perks - will start fights.
Iâm slowly realizing that the Bethesda East coast fallout games actually do fully explain why their settings are still mostly anarchy. Youâve just gotta dig and do some thinking. Like I donât think thatâs me giving Bethesda too much credit. I think the mistakes and ideas of the past holding back the present and the impossibility of balancing the old ideas with the new ones is an ongoing underlying theme in a lot of their work and I still donât like how dirty the settled areas are but the wider problems outside of the few safe towns are fairly well explained in a way that I think fallout 3 and 4 haters often overlook. In ways that Iâve overlooked before I actually took the time to talk to people in game and look at the full picture. Itâs like. Almost subtlety? I mean itâs not subtle at all not even a little bit because this is Bethesda weâre talking about but itâs a Bethesda attempt at being subtle.
First off, we donât really know what life is like in the Midwest, but people are there. We know that. People talk about having been there.
And when weâre talking about population density in the mainland US the area west of the Mississippi in general is usually less populated. The northeast is and usually has been the most densely populated portion of the country. Which actually explains why thereâs less people there in the fallout universe if you think about it.
More cities with more people likely means more bombs per square mile. More death, more radioactive fallout, more buildings getting leveled.
Nevada sucks, generally, for creating large amounts of population density. Las Vegas and Reno are monuments to manâs hubris, generally, and an exception to the rule of the southwest which is that itâs hard to create large scale societies there. And Las Vegas was protected by Mr. House. He shot down or deactivated most of the bombs that targeted it.
The west coast generally got a lower density of bombs. The west had large scale governments fighting over resources. Concrete yards, supply chains, cities and towns built around vaults, cities run by crime families, generally less radiation in the water supply at least in some areas.
The northeast though got more bombs, more fallout, and two major additional issues. Super mutants and the institute.
The DC area has a bunch of unintelligent and extremely violent super mutants that are not only eating people but also kidnapping people to turn into more super mutants. They have fucking machine guns and suicide bombers and are nearly bulletproof. How do you set up supply lines in that kind of environment? And despite all that people are still trying to set up caravans. Megaton, despite looking kinda gross and being under the thumb of a weird Irish businessman, is a functioning society. Rivet City is a center of scientific research.
Smaller lightly fortified communities like Big Town frequently get raided by super mutants and raiders. These people have been under constant attack for like two centuries. West coast super mutants are generally smarter and can be talked to. Reasoned with. Not so in DC.
And in Boston? They tried to set up a convention to negotiate out a new government but then the institute sent in a synth to kill everyone. And theyâve got synths everywhere. Everyone knows it. Nobody knows who to trust. Nobody knows if the institute will try to kill everyone again if they try to organize. The region clearly wants to get back to society a bit and organize themselves. But forces beyond the ordinary personâs control keeps kicking them in the face again and snuffing all progress. The institute is really good at union busting is what Iâm saying.
I will largely always give the east coast supermutants the benefit of the doubt because I donât agree with how Bethesda treats them so a lot of this is my own read of the situation.
We know that the Boston supermutants are the direct result of the institute. That process is traumatic and violent in a number of ways that are just left unexplored by Bethesda, but the most important fact about them is that they are abandoned after the tests are complete. Sure they are left in specific locations but as other blogs have suggested thatâs likely because teleportation follows some inverse square law. The fact that there are super mutants at the MIT building is not because they are working for the institute but that they are just being left there.
This is also why I find the supermutant attack on diamond city so interesting, because there is the interpretation that the supermutants attacked diamond city, but the representation of supermutants in fallout 3/4 echos so many 1950s ideas about race that I canât take it seriously. Supermutants are victims of crime against humanity. I think itâs far more likely that they learned to be at least defensive around humans because humans donât react well to big green people.
This is also why I think a lot of supermutants occupy heavily radiated areas that arenât the glowing sea. A lot of humans donât want to salvage at scrap yards because radiation is one of those threats that are dangerous sure, but also really scary.
Honestly I could see a fallout vault(s) where somebody at vault tec wanted to prove communism wouldnât work by putting it and a capitalist vault in the same connected system with the same amount of resources only the overseer of the capitalist vault is tasked to sabotage the communist vault at every opportunity metatextually showing how communism historically only fails due to capitalist interference and how that even the âexperimentâ was rigged due to capitalisms hostility to cooperation. Only Todd Howard would never want to do actually anti capitalist messaging in a fallout game
You and me get fallout more than Todd Howard ever will
Gun nut should have been a dialogue perk. Like, a lot of people will react differently to being asked about their guns, and talking about guns in the wastes is pretty useful, but itâs something that all sorts of people would react poorly to.

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One part of north eastern culture that fo4 really misses is the âhe might be an asshole but thatâs my assholeâ and âaye only I get to kill himâ and I think that itâs not that the commonwealth would like defend the institute - they wouldnât - But I think the minute men would tell the brotherhood to fuck off with guns.
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I think that bunker hill is a really cool idea, but I think it should start in shambles. I like to think that bunker hill didnât just form at the bunker hill for no reason. Like I understand itâs important that itâs a signal, but you donât just form at a monument like that because of the monument.
I think that reason is that it was a central location surrounded by a lot of large settlements that was close enough to the water for that to protect them from one side, but not enough for mirelurks to be a problem. Before you start you had 4 large farms and a major settlement to the north diamond city to the west good neighbor university point and Quincy all to the south. There are probably more that Iâm forgetting.
And I think they are in a sore spot right now because everything but diamond city is on fire and the mutants are doing their level best to remedy that situation. And the barely any farm is doing enough while dealing with raiders to give bunker hill nearly enough food to trade. This is why I think that every settlement had to grow food.
One element that I would love to see in fallout is dynamic relationships. Like sure this is definitely something that can or should be limited to select characters, but like. I have personally built really good relationships with several store owners. Real âI know a guy energyâ and I think that fallout would benefit a lot from introducing the ability for venders to have personalities and preferences. And then doing things for them builds a relationship with them.
Like one of the venders in diamond city - Solomon chemicare - has this one quest you can do where you have to go out and acquire some ferns for his chems. This quest leads you to a small flooded town with several dead bounty hunters who had the misfortune of running into ghouls trying to fufill Solomonâs order. Solomon will reward you pretty well for doing this quest, but I want more. This quest should create the beginning of a relationship between him and the player where he can rely on us to get something while he can get us chems.
Like in real life if you have a good relationship with your grocer you ask for specific items or if they can save a specific part of an item.
But itâs also what the core idea of the game is about. Itâs what the minute men believe that we are stronger together. And having merchants that can also be our friends and have a much more tangible connection with the play feeds into that.
I think that corporate stores in America distance Americans from groceries as a place of community. Trade is communal. Trust means that trade doesnât have to be for hard coin and sometimes currency is just as much what you do for the other as it is what you are willing to pay for it. âValueâ isnât something that you can capture with a number.
One element that I would love to see in fallout is dynamic relationships. Like sure this is definitely something that can or should be limited to select characters, but like. I have personally built really good relationships with several store owners. Real âI know a guy energyâ and I think that fallout would benefit a lot from introducing the ability for venders to have personalities and preferences. And then doing things for them builds a relationship with them.
Like one of the venders in diamond city - Solomon chemicare - has this one quest you can do where you have to go out and acquire some ferns for his chems. This quest leads you to a small flooded town with several dead bounty hunters who had the misfortune of running into ghouls trying to fufill Solomonâs order. Solomon will reward you pretty well for doing this quest, but I want more. This quest should create the beginning of a relationship between him and the player where he can rely on us to get something while he can get us chems.
Like in real life if you have a good relationship with your grocer you ask for specific items or if they can save a specific part of an item.
I have a difficult time figuring out why people hate the railroad in fallout 4 so much
Common complaints Iâve seen:
Boring
Uhm? You get to be a spy and start a slave uprising?
Bad characters
Deacon is a compulsive liar that you can eventually get to trust you and opens up to you about his past and you still donât even know for sure if heâs lying about that and Glory is a supposed spy that goes in loud and guns blazing into every situation and PAM is an artificial intelligence thatâs implied to be kinda lesbian about Glory and the whole H2-22 storyline makes me cry donât look at me
Itâs just the institute storyline with a few changes
And the Yes Man storyline in New Vegas is just the House storyline with a few changes whatâs your point

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Looking up what Danse Fallout 4 likes because Iâm trying to get in his power armor in this run and apparently he likes violence.
You know, I generally donât take the word of the author after the fact as law when it comes to interpreting media. And this guy only worked on the first game of the series. His intention can be valuable insight but thereâs hundreds of other people who have worked on it since then and the authorâs word is not law in the land of media literacy or media interpretation.
Yes the series is a critique of war generally. But thereâs also a lot of elements to it clearly satirizing American exceptionalism which both these days and in the 1950s-60s era the game is based on have connections to corporate capitalism, including corporations that make stuff that fuels the military industrial complex.
Series can be about more than one thing at a time and there can be meaning in a work that the author(s) didnât intend. If you look everywhere in fallout you see the destruction brought on not just by capitalism and communismâs dick measuring contest, not just by incompetent politicians, but greedy corporations, lack of regulation, hoarding of resources.
Of course not all of these issues are necessarily unique to capitalism and much of it is about war in general but itâs nearly impossible to walk through a fallout game and not be confronted by the destruction also caused by corporate greed. Much of the radiation in the fallout universe is caused by inappropriately disposed of nuclear waste that was already a problem pre-war. Nuclear fallout doesnât last for 200 years but leaking barrels of toxic waste sure do.
Even if none of this was intentional by anyone who has ever worked on fallout somehow then itâs still very very easy for a casual observer to at the very least see a critique of unregulated corporations operating with the incentive of profit over people. War never changes may be the main message of the series but it also hits you over the head over and over and over again with stories of corporate greed. The main mascot of the series is a symbol of a corporation that experimented on people without their consent at the behest of a fascist wing of the US government for christs sake. If you think that nobody is going to read that as even a light critique of our current system then idk what to tell you
If you wanna get red string cork board conspiracy theory about the Fallout universe how about the fact that the song Take Me Home, Country Roads exists in that universe apparently.
Look, I learned how to sing on John Denver songs. That manâs music is very much a product of the political climate of the 60s and 70s even if he was kinda tame in comparison to some others. His music has very explicit environmentalist themes and he directly references getting high in some songs.
The fallout universe very specifically stagnated culturally around the 50s to early 60s.
But wait. Eulogy Jones in Fallout 3 has a disco inspired outfit. Disco was a very 70s thing.
These two details together paint a reality where the massive counter cultural and environmentalist movement of the baby boomer generation still happened but somehow got brutally suppressed. Or perhaps society culturally regressed back to the 1950s at some point.
We know that in the fallout universe the transistor wasnât invented until the 2060s whereas in our universe it was invented in 1947. In the fallout universe at the point of the Great War they had 1980s level internet. Basically just company-wide message boards and local email.
So somehow the email not being invented until the 2070s stopped society from fully embracing new cultural ideas but still created disco and John Denver.
Iâm slowly realizing that the Bethesda East coast fallout games actually do fully explain why their settings are still mostly anarchy. Youâve just gotta dig and do some thinking. Like I donât think thatâs me giving Bethesda too much credit. I think the mistakes and ideas of the past holding back the present and the impossibility of balancing the old ideas with the new ones is an ongoing underlying theme in a lot of their work and I still donât like how dirty the settled areas are but the wider problems outside of the few safe towns are fairly well explained in a way that I think fallout 3 and 4 haters often overlook. In ways that Iâve overlooked before I actually took the time to talk to people in game and look at the full picture. Itâs like. Almost subtlety? I mean itâs not subtle at all not even a little bit because this is Bethesda weâre talking about but itâs a Bethesda attempt at being subtle.
First off, we donât really know what life is like in the Midwest, but people are there. We know that. People talk about having been there.
And when weâre talking about population density in the mainland US the area west of the Mississippi in general is usually less populated. The northeast is and usually has been the most densely populated portion of the country. Which actually explains why thereâs less people there in the fallout universe if you think about it.
More cities with more people likely means more bombs per square mile. More death, more radioactive fallout, more buildings getting leveled.
Nevada sucks, generally, for creating large amounts of population density. Las Vegas and Reno are monuments to manâs hubris, generally, and an exception to the rule of the southwest which is that itâs hard to create large scale societies there. And Las Vegas was protected by Mr. House. He shot down or deactivated most of the bombs that targeted it.
The west coast generally got a lower density of bombs. The west had large scale governments fighting over resources. Concrete yards, supply chains, cities and towns built around vaults, cities run by crime families, generally less radiation in the water supply at least in some areas.
The northeast though got more bombs, more fallout, and two major additional issues. Super mutants and the institute.
The DC area has a bunch of unintelligent and extremely violent super mutants that are not only eating people but also kidnapping people to turn into more super mutants. They have fucking machine guns and suicide bombers and are nearly bulletproof. How do you set up supply lines in that kind of environment? And despite all that people are still trying to set up caravans. Megaton, despite looking kinda gross and being under the thumb of a weird Irish businessman, is a functioning society. Rivet City is a center of scientific research.
Smaller lightly fortified communities like Big Town frequently get raided by super mutants and raiders. These people have been under constant attack for like two centuries. West coast super mutants are generally smarter and can be talked to. Reasoned with. Not so in DC.
And in Boston? They tried to set up a convention to negotiate out a new government but then the institute sent in a synth to kill everyone. And theyâve got synths everywhere. Everyone knows it. Nobody knows who to trust. Nobody knows if the institute will try to kill everyone again if they try to organize. The region clearly wants to get back to society a bit and organize themselves. But forces beyond the ordinary personâs control keeps kicking them in the face again and snuffing all progress. The institute is really good at union busting is what Iâm saying.
I think this also mean that they had some hand in Quincy.
On another note - Iâm unfortunately unfamiliar with the other fallout games - but I also think that ferals are a huge Boston problem. (I play on very hard or survival) ferals are generally impossible to deal with early game and I canât imagine what it was like to deal with a feral attack without quick saves. They arenât restricted to the subways like in other games - from what Iâve seen. They just lie and wait almost always in groups. There are a few places I just avoid because ferals have so much heath and they canât be dealt with as a group. Iâll walk into stores or places and just walk right out because one feral means many ferals and itâs just a problem.
Not to mention the ammo sink. Raiders give you 308 and 38 plus shotgun ammo on the side. Same with super mutants but at a lower return. Institute gives you laser ammo. Triggermen give you 45 and 10mm. Gunners give you everything thatâs good. But ferals give you nothing
I think thatâs what you often encounter mine fields near ferals. Itâs not because people want to keep you out.
And a pipe pistol or a shotgun is sufficient for most raiders. I mean level one is still a pain, but they donât work against ferals. You canât run from them once theyâre on to you. They are basically living minefields. There are a few early spots designed to teach the player this, but like ferals are something I think most traders would be hard pressed into walking into and itâs not like there are a lot of well equipped npcs in the common wealth.
Idk. My inexperience with the other games is a weakness in this analysis but alas.
Specific examples crossed my mind. Lexington is the first place that that the player hears about and then has a chance to see. The last of the minutemen made their way through Lexington only to be ambushed by ferals and that super mart is a horror story/shitshow. And when I first played fallout I started on easy and I didnât understand why all those people died but like holy shit ferals are dangerous. But the thing about Lexington is that that store is only a taste of what ferals are like.
There are a few buildings right outside that house ferals (they also exist near raiders with a mini nuke - cheers) and they are quite aggressive. Itâs best to go around.
If you go to the corvega plant youâll get the military broadcast radio station and if you listen to it youâll start a quest that will take you to one of the police stations. If you head there directly from corvega you come across a small medium density town whose first welcome in it is mines, but next to that is a very large feral population. They also happen to inhabit the subway station in the city but Alas. If you make the mistake of waking all of them up, you have a problem.
The quest takes place at a police station less than 1 kilo away from the town and you come across three survivors, brothershood of steel. Who are doing their best to stay alive during a pretty bad feral attack. You can hear their lazars go off pretty much constantly while you make your way to them. And you have to ask how does a soldier in a mech suit struggle with unarmed assailants?. I think itâs here to demonstrate how much ferals are a problem.
Ok this is kind of out of hand, but I think that there are two other things I need to mention.
The first is that [no spoilers - I donât care that this is a 10? Year old game] the treasure of Jamaica Plains is guarded by feral ghouls. Itâs a town - an entire fucking town - littered by a creature that will literally throw themself at their target [think zombies in movies that are fast and hordish]. In the lore - mainly the minute men - they will actively chase and pursue their targets.
One of the more dangerous problems that I didnât spell out is that one of the problems with feral ghouls is that when and if youâre good at stealth you can find yourself in the middle of the pack. When you see a ghouls in the wasteland their is non zero chance that your in the middle of the pack and not infact outside of it. Meaning that if you fire on it - you will die to the swarm.
The second part of that is that not all ghouls are feral. There are a lot of ghouls that are just normal people, often they are old. Like before the bombs old and even even then by the time you get to the wasteland in the modern games itâs still at least a hundred years.
But these are people, and they have to deal with the perception other people have about ferals. I donât get the impression from the ghouls in goodneighbor that people donât meet ghouls all that often. I think without the previous reblogs I would/did - not think about all the violence that non ferals deal with. But I think it makes me all the more empathetic. There is and should be a lot of emotion when ghouls talk about.
This isnât the best wording I know. But itâs just a thought I had while thinking about this.
Itâs fucked that fallout 4 didnât have a scene where you have to ride from Quincy to concord saying âthe gunners are comingâ or âthe brotherhood is comingâ

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I think the thing with Bethesda games that make me frustrated in a way that I donât know how to describe, is the way that they have a time system that you canât interact with any more than waiting.
Like, in the elderscolls series, they have a whole bundle of months, but nothing changes between them. Not the weather, not what NPCs say to you, and what things are intractable. I have thousands of hours in these games and i still canât tell you the months or the eras or any of it l, because it doesnât matter and that disappoints me.
In fallout 4, Boston, has some pretty intense weather and this should likewise be represented in game. Even without the snow and the cold in winter and late spring, rad storms that blow up from the glowing sea feel like some random number generator wished them into existence instead of a actual weather pattern, that you could see the storm front approach. I mean itâs a storm that showers you in rads, youâd think it would be something people would plan around. Hell, they would have weather stations. Sure that would take people, but diamond city would have the means and the motivation to predict and forecast storms. Same with good neighbor and just about any settlement worth their weight in salt.
Isnât it kind of weird how in fallout 4 all the âlocations are super close to each other?
Like, finch farm is literally not even a five minute walk between from both, some super fucked up raiders and a deployment of gunners and they make no comment about it. Or the fact that there are three <technically two> farms that might as well be connected together for a super farm but arenât. Iâd understand if there was a greater distance between the two, but itâs literally right there.