Fallout 4

Fallout 4 is an open world action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. The fifth major installment in the Fallout series, the game was released worldwide on November 10, 2015 for PC, PlayStation 4, and Xbox One.

Sanctuary Hills, Massachusetts, circa 2077 is a pleasant place to live in. You've done your service to your country and are just happy to settle down with your spouse and newborn son. And despite the worries of the age, it seems at long last that peace has finally come. That is, until the Great War finally arrives, forcing you and your family to flee to nearby Vault 111, making it just in time...only to be frozen as part of the Vault's experiment. By the time you wake up, your family's gone, centuries have passed, and you're desperate for answers in what's left of the old Commonwealth.

Fallout 4 is set in a post-apocalyptic Boston in the year 2287, 210 years after a devastating nuclear war, with a prologue set on the day the bombs fell in 2077. Gameplay is similar to Fallout 3, though significantly builds on the improvements introduced in Fallout New Vegas. The player completes various quests and acquires experience points to level up their character. With first- and third-person perspectives available, players can explore the Fallout 4 open world setting at will, allowing nonlinear gameplay. Companions can accompany the player on their voyages to assist them in battles and help with scavenging. Players have the ability to construct and deconstruct buildings and items, and use them to build a settlement, which can attract and be inhabited by non-playable characters.

Fallout 4 was rumored several times prior to the game's announcement. The game was announced on June 3, 2015, and the first gameplay footage of the game was shown at Bethesda's own conference at the 2015 Electronic Entertainment Expo. The game features full voice acting for the protagonist, a first in the series.

On February 16, 2016, Bethesda revealed details on the planned DLC for Fallout 4. The first of these, Automatron, was released on March 2016. This was followed by Wasteland Workshop in April, Far Harbor in May, Contraptions Workshop in June, Vault-Tec Workshop in July, and the final DLC, Nuka-World, in August.


 * Adorkable: Travis, the owner and DJ of Diamond City Radio, is very shy and constantly bumbles his delivery yet still tries to do his job.
 * Alternate History: Further expounded upon, in addition to the existing lore. Scollay Square, where Goodneighbor is located, was a major Boston attraction before it was demolished and remodeled in real life. Likewise, in the Fallout continuity, the Boston Red Sox still hadn't won a World Series since 1918 by 2077, when in reality, the team finally did so in 2004.
 * Artistic License Nuclear Physics: As in every other game in the series, the laws of physics have more in common with 1950s pulp Science! than reality.
 * Best Served Cold: Nick Valentine's questline eventually leads to a confrontation with a ghoulified gangster boss named Eddie Winter.
 * Cool Airship: The Prydwen. Also, potentially,.
 * Cool Boat: USS Constitution..
 * Continuity Nod:
 * The East Coast Brotherhood of Steel incorporate elements of the Midwestern chapter in addition to some of the reforms Owyn Lyons implemented in Fallout 3. They're also mentioned as being in contact with (and ultimately answering to) the original Lost Hills Elders in the West Coast.
 * The Prydwen, the Brotherhood's Cool Airship and HQ in the Commonwealth, is mentioned as being built using parts from Rivet City and assembled in the former Enclave stronghold at Adams Air Force Base.
 * The Institute can be described as what the Think Tank and Big MT would be like if fully sober and sane.
 * The Minutemen are akin to a prototypical NCR crossed with the Desert Rangers seen in the first Fallout games. The founding of the NCR itself is captured in a flashback sequence via someone else's memories.
 * The Railroad were previously introduced in Fallout 3 but play a much larger role here in opposing the Institute and its "slaving" of Synths.
 * In one particular section from Kellogg's memories that's accessible later on, news of the formal founding of the New California Republic and Aradesh's election as its first president can be heard on the radio.
 * Dunwich Borers, the same company that owned the infamous Dunwich Building in DC (as seen in Fallout 3), had operations around Boston that are just as Lovecraftian.
 * Quite a few characters from Fallout 3 make a return.
 * Arthur Maxson, who was just a young boy and very minor character in 3, is now Elder of the East Coast Brotherhood as well as leading the fight against the Institute.
 * Dr. Madison Li, who's now a chief scientist at the Institute.
 * Robert Joseph MacCready, last seen as the annoying, bratty mayor of Little Lamplight, has grown up to be a mungo. And a rather pleasant, if skilled, one at that.
 * It's implied that Travis of Diamond City Radio is friends with Three Dog from the Capital Wasteland, given how he's taken "fighting the good fight" to heart.
 * The family TV in the Pre-War sequence will occasionally play some of the Retraux viral commercials for Fallout 3 before returning to the news broadcast.
 * Combined with Brick Joke. But long after being teased at in one of the viral promotional videos for Fallout 3, you finally get to see Jangles, the Moon Monkey.
 * The Mechanist from the Automatron DLC is implied to be from the Capital Wasteland and shown to have taken inspiration from the same comics that cause the mess in Canterbury Commons.
 * Crap Saccharine World: The Pre-War world is this, in keeping with classic Fallout tradition. But this time though, it's deconstructed, as you get to glimpse for yourself how life in Pre-War America was like. On the one hand, America is shown as rife with near-constant shortages and economic turmoil even as the stand-off with China intensifies, with civilization elsewhere on the verge of collapse; and that's not getting to the Enclave's original plans of leaving Earth altogether. At the same time however, society has noticeably changed since The Fifties, with the American Dream being pursued by anyone regardless of gender, race or even sexual inclination so long as they're not Communist. For all its flaws, people still managed to live good lives before the world as they knew it ended.
 * Dead Man Writing: Not only memories.
 * Averted in the case of Arlen Glass however. As while his logs can be found across the Commonwealth, it's revealed that he's still very much alive as a ghoul.
 * Death From Above: Getting in the Brotherhood's good graces can allow the Sole Survivor to not only call in a Vertibird but also use it as transport.
 * Death World: The Glowing Sea, ground zero for the nuke that was intended for Boston during the Great War.
 * Dirty Communists: Downplayed with Captain Zao, a ghoulified Chinese naval officer who's been stranded with his Yangtze submarine off Boston since the Great War. Although he's far more concerned with getting back to his homeland than continuing a conflict that ended centuries earlier, he still refers to the Sole Survivor as "capitalist" and an "American."
 * Driven to Suicide: The dark secret of the once-exclusive Boylston Club. Where it's revealed that just after the Great War ended, the Club's patrons (made up of some of the most distinguished figures in the Pre-War Commonwealth) committed suicide rather than face the post-apocalyptic world.
 * Elaborate Underground Base: The Institute is so well hidden.
 * Empire with a Dark Secret: It's a relatively open secret among the Commonwealth's denizens that there are some shady goings-on within the Institute, enough to prompt the East Coast Brotherhood of Steel to intervene. But the full extent of its plans are so insidious that even those within the Institute try to downplay it, instead focusing more on their pretensions of progressing humanity.
 * Every Car Is a Pinto: Similar to Fallout 3, cars will still explode if shot more than a few times. Also counts as an example of Artistic License Nuclear Physics, as said cars are fusion powered, and produce a miniature mushroom cloud.
 * Fictional Counterpart:
 * The Parsons State Insane Asylum is this to the real-world Danvers State Hospital.
 * CIT, the Commonwealth Institute of Technology, is an alternate version of the real Massachusetts Institute of Technology, aka MIT.
 * Film Noir: Nick Valentine's whole persona and questline are a Fallout rendition of this, which goes beyond having his own office in Diamond City or being a synth with a Pre-War police officer's memories. Though unlike most Noir protagonists, he's rather friendly and kind-hearted for a gumshoe detective, especially compared to most everyone else in the Commonwealth.
 * Fish Out of Temporal Water:
 * The Sole Survivor himself/herself, being an American citizen from before the Great War.
 * Nick Valentine, a Synth gumshoe detective who, despite his appearance acts like he's straight out an old Film Noir piece ala Humphrey Bogart. It's justified however in that his personality is that of a Pre-War police officer, whose memories and final case form part of his personal quest.
 * Vault 81, one of the handful of (if not the only) functional Vaults left, is a living microcosm of Pre-War America frozen in time. Of course, there's much more beneath the surface than meets the eye.
 * Averted with Shaun, the Sole Survivor's son.
 * Foil:
 * The Minutemen are this, after a fashion, to the Enclave. While both evoke patriotic memories of Pre-War America and were thought to be dead, the Minutemen legitimately seek to help the Commonwealth and make a difference, all the while harkening back to what America wished it was. They also serve as this to the East Coast Brotherhood of Steel by being everything Lyons wished he could turn the Brotherhood into but ultimately failed in achieving, and with far less technology, resources, and influence.
 * The Brotherhood are this to themselves, or rather their incarnation in Fallout 3. Although concern for the people and their well-being remain part of the East Coast Brotherhood's creed, the main priority is once more the acquisition and preservation of advanced technology, much like the Midwest and West Coast.
 * Vault 81 is this to Vault 101. Whereas the latter was slowly dwindling into oblivion with each generation while following its stated purpose, Vault 81 remains a thriving and sane, if secluded community despite not following its intended directive.
 * Great Offscreen War: Averted, as for the first time, you get to witness the Great War as it happened.
 * Ham-to-Ham Combat: It's possible for the Sole Survivor to do this against the Mechanist in the Automatron DLC while dressed as the Silver Shroud. The ensuing dialogue is practically a contest on who can overact who.
 * Happy Ending Override:
 * Played with for Fallout 3. The East Coast Brotherhood of Steel seized the day in the Capital Wasteland, with no small thanks to the Lone Wanderer. On the other hand, both Owyn and Sarah Lyons died not long after, many (but not all) of their reforms undone as the current Elder, Arthur Maxson once more reunited with the Outcasts and the previously estranged West Coast Brotherhood in the Lost Hills. It's also implied that the Brotherhood rules over DC like feudal overlords.
 * Averted for Fallout New Vegas: It's strongly suggested if not outright stated that the New California Republic crushed Caesar's Legion at the Second Battle of Hoover Dam. To the point that people in the Commonwealth are at least aware of Caesar's failure and the NCR's existence.
 * Heroic BSOD: The Sole Survivor is strongly hinted at undergoing this through a good deal of the game suffering from PTSD.
 * Husky Russkie: Vadim and Yefim Bobrov in Diamond City are this, giving the impression of being a post-apocalyptic version of The Mafiya despite actually being rather amiable and friendly. They're likely descended from Soviet immigrants or delegates around Boston when the Great War happened.
 * It Will Never Catch On: revealed that his parents didn't really believe that the then-newly founded NCR would really amount to anything. The Institute however averts this, doing whatever it can to keep a NCR-like Commonwealth from becoming a reality
 * Just Before the End: The prologue sequence set in 2077, on the very day of the Great War.
 * Large Ham: The Sole Survivor can be this, whether it's impersonating the Silver Shroud or taking too many chems.
 * The Mechanist in the Automatron DLC is this to a tee.
 * Lovecraft Country: This vibe is given off more and more the farther north you go.
 * Medium Blending: The game's intro is done in live-action. While gameplay-wise, it not only builds on the RPG/FPS fusion introduced in previous entries, but also incorporates certain elements like settlement construction. The Automatron DLC meanwhile adds robot construction and customization into the mix.
 * A Million Is a Statistic: It's revealed in the Vault 111 logs that it was never meant to sustain the staff, guards and scientists overseeing the experiment for more than six months.
 * Monumental Damage: Several historical landmarks in and around Boston are still standing more or less intact, and in the case of the USS Constitution, stuck on top of a building with rockets strapped on. It's justified in that the warhead meant for Boston never hit its intended target, instead landing in what's come to be known as the Glowing Sea.
 * Fenway Park has seen better days, though has long since found new life as the site of Diamond City.
 * Not So Different:
 * The Institute have some surprising similarities with Caesar's Legion. For all its scientific, enlightened and technocratic pretensions, it also seeks to purge what remains of the "corrupted" Pre-War world and create a new order. All the while treating synths as slaves and maintaining a rather effective network of infiltrators, much like the Legion.
 * Both the Minutemen and Railroad are rather similar in their outlooks such that it's possible for the two factions to join forces.
 * One Nation Under Copyright: It's implied that corporations under the Enclave's influence like Vault-Tec behaved like this in Pre-War America, to the point of feigning authority over the actual government in the event of nuclear war.
 * Patriotic Fervor: Downplayed somewhat, but both the Minutemen and Railroad evoke rousing shades of America at its best. Also portrayed much more positively than both the hyperjingoistic, fascist Enclave of Fallout 3 and even the mostly positive and yet still checkered variety portrayed by the NCR of New Vegas.
 * Punch Clock Villain: The Vault-Tec Sales Representative in the intro, the same one the Sole Survivor stumbles upon in Goodneighbor centuries later, had nothing to do with Vault-Tec's shady activities. Seems like the company didn't put much thought on employee benefits, especially with those out-of-the-loop regarding its true nature.
 * Ragnarok Proofing: Utilities seem to have held up remarkably well, given a nuclear war and over 200 years of neglect. Some buildings still have working water fountains, and working lights, computer terminals, and recorded announcements are ridiculously common.
 * Really 700 Years Old:
 * Technically, the Sole Survivor and Shaun, though they Slept Through the Apocalypse.
 * Several ghouls are around who were alive when the Great War happened. Examples include Arlen Glass (a renowned toymaker responsible for Giddyup Buttercup), Kent Connolly (a diehard fan of the Silver Shroud living in Goodneighbor), Eddie Winter (an intentionally ghoulified mob boss ) and even the Vault-Tec Sales Representative seen in the intro, who's more than shocked to see you.
 * Thanks to implants and enhancements courtesy of the Institute, is considerably older than he appears. Old enough to remember the day the New California Republic was formally established.
 * The enigmatic, intellectually-minded and seemingly human Cabot family have managed to maintain a Pre-War lifestyle and have clear memories of how life was like generation before.
 * Retcon: Quite a few:
 * Vertibirds and power armor more advanced than the T-51 were around before the Great War, though only in limited quantities and present only during the last years before the bombs fell post-Battle of Anchorage.
 * Drugs like Jet, which were implied to have existed prior to their discovery in FO2, are confirmed to have been around in the per-war world, implying their rediscovery in FO2 was a coincidence.
 * Revenge: Part of the main plotline involves finding the man who killed your spouse and stole Shaun.
 * Right-Handed Left-Handed Guns: Some of the guns are modeled this way, notably the Thompson and, particularly glaringly, the bolt-action hunting rifle.
 * Scenery Gorn: In addition to the blasted ruins left behind by the War, there's the Glowing Sea, an irradiated hellscape where the nuclear bomb meant for Boston actually landed.
 * Scenery Porn: Both the Pre-War and 2287-era Commonwealth are a sight to behold, to say the least.
 * Screw the Rules, I'm Doing What's Right: The biggest reason why Vault 81 continues to thrive is thanks to the first Overseer
 * Shout Out: The Silver Shroud is an Affectionate Parody of old-time radio serials and comics like The Shadow.
 * Tech Demo Game: Has become one for Bethseda, who have recursively used the improvements made in the engine for a backport to Skyrim, as well as serving as a test bed for their own built in mod support and delivery platform. Nvidia even used the game with Bethseda's approval as a platform to show off their graphical capabilities with the Vault 1080 mod.
 * Town with a Dark Secret: Vault 81 is a rather benevolent example. On the one hand, it's a rather upbeat time capsule of Pre-War America that's a control vault in all but name, though it's rather wary of outsiders.
 * Troubled Production: An in-verse case. You discover that Hubris Comics was trying to make the Silver Shroud radio serials into a successful TV show. Unfortunately, it was rife with infighting, drama, and backroom passions - which proved to be all for naught as the nuclear apocalypse put said show and its creators off the air permanently.
 * Wacky Wayside Tribe: The Viking ghoul raiders around the FMS Northern Star wreck. They're much less wacky however in that they're strongly implied to be what's left of a Norwegian ship crew who've been stranded in the Commonwealth since the Great War. Their entirely Norwegian dialogue even highlights how they want to be left alone and just want to get home.
 * The Children of the Atom, a formerly bizarre yet harmless Cult version of this, have become much more deadly and dangerous than they started as..
 * World Half Full: Compared to the Crapsack World that's the Capitol Wasteland and even the (relatively) thriving Mojave, the Commonwealth has quite a bit going for it. Only one nuclear warhead was ever launched at Boston and missed it. While despite the chaos and turmoil (as well as the deliberate machinations of the Institute), there is a stronger sense of continuity with the Pre-War world as well as a more stable semblance of civilization getting back on its feet.
 * Applies in a meta sense to what the player can do to change things, since they were unable to have a direct hand in actually rebuilding civilization, with they can now do, with the effects immediate and apparent due to the settlement mechanic.
 * Wretched Hive: It's implied that at least some parts of America had become this by 2077, justifying the existence of pipe guns even in Pre-War times. With a gun magazine even featuring the "Street Guns of Detroit."
 * Yellow Peril: Averted with Captain Zao. As while he hails from Pre-War China, he's an otherwise honorable if ghoulified officer who sincerely regrets his role in the Great War and just wants to return home.