Fallout 4: Difference between revisions

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** Generally speaking, NPCs don't handle the verticality of the world very well. Settlers will often determine that the only way to get down from a roof isn't to take the stairs carefully placed to let them up there, but to just walk off a nearby ledge. Raiders, and especially Gunners due to their raised highway forts, will sometimes [[Too Dumb to Live|just walk right off the edge of their vantage points]] and die instantly on contact with the ground.
* [[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.
* [[Probably Slightly Less Boring Than WorkingAwesome but Impractical]]: Many of the Institute's standard weaponry ''look'' sleek and advanced, but pack less of a punch than the Brotherhood's laser-heavy arsenal.
* [[Probably Slightly Less Boring Than WorkingAwesome Yet Practical]]
* [[Most UnexceptionalBest Served Cold]]:
** Nick Valentine's questline eventually leads to a confrontation with a ghoulified gangster boss named Eddie Winter {{spoiler|who was responsible for killing the fiancee of the original Valentine. By then, however, he's largely forgotten about it, having taken place over 200 years earlier}}.
** The Sole Survivor could opt to do this to Captain Zao, the Ghoulified Chinese naval officer onboard the ''Yangtze'' {{spoiler|due to his part in the Great War, whether or not he was only following orders}}.
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** This trope becomes downplayed due to the medical examiner stating that only killing the Brotherhood's enemies if it was in self defense is an acceptable and most frequently stated answer.
** In a more subtle example, the game takes place in Massachusetts, where most people are simple farmers and settlers constantly struggling against nature to survive in a brutal [[Death World]], and organized society is recently starting to form. Everyone is terrified about their loved ones being replaced with evil copies, even turning on their family and friends, with many innocent people getting killed in the crossfire. Taking out the surprising ''lack'' of religious symbolism (relatively speaking), and the Commonwealth's struggle over the identities of Institute Synths can be seen as an analogue to the Salem Witch Trials.
** The excuses used by some of the Institute's members on why they shouldn't help Wastelanders are reminiscent of how residents of Western countries waive off supplying foreign aid to developing nations, right down to a few Institute scientists outright stating [[Somebody Else's Problem|"We shouldn't try to think about it, as it's much too depressing to discuss Eventuallyright now."]]
* [[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 {{spoiler|that the only ways to access it are either through special teleportation technology, finding a '''very''' obscure and well-hidden abandoned maintenance tunnel, or sending in Liberty Prime to the C.I.T. Ruins to simply blow a big hole in it}}.
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* [[Leaning on the Fourth Wall]]: Downplayed, but Father's constant statements about how the Synths only ''resemble'' human sapience can be seen as a commentary on programming video game NPCs and making them resemble actual characters in a story people should invest in.
* [[Lighter and Softer]]: Than both ''Fallout 3'' and ''New Vegas''.
** Albeit zigzagged with the ''Nuka-World'' DLC, which allows the player to make the Commonwealth about as miserable as the Vaguely Unpleasantworst aspects of the Capital Wasteland should they choose.
* [[Lovecraft Country]]: This vibe is given off more and more the farther north you go. The ''Far Harbor'' DLC takes this even further, being set in post-apocalyptic Maine.
* [[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.
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** The Institute is a cabal of scientists living in secret within the Commonwealth. The goal of the Institute is their own continued existence and to protect themselves from the outside world, which they view as a dangerous hellhole. They also want to advance their technology for the betterment of humanity (or so they state). To further their goals, they create Synths, artificial humans that they implant in Commonwealth society for reasons known only to them (it's implied, but never directly stated, that the Institute wants to culturally alter the Commonwealth into forming a society they can share their tech with). They seek to destroy the Railroad, who work to subvert them and steal away their slave labor; and the Brotherhood of Steel, who seek the utter destruction of them and their Synths.
** The Railroad is an underground espionage-based resistance movement dedicated to the liberation of Synths and the eventual downfall of the Institute. They rescue Synths that seek asylum and help them assimilate into Commonwealth society, giving them reconstructive surgery and rewriting their memories to prevent them from being singled out, either by the Institute or the paranoid people of the Commonwealth.
** The East Coast Brotherhood of Steel is a feudalistic military organization that rules the Washington D.C. area with an iron fist and seek to expand into the Commonwealth. They view the Institute as the Averagegreatest threat to mankind since the creation of the atomic bomb, and the Synths as mechanical abominations that would be deserving of genocide ''if'' they could be considered a race at all (their opinions of Ghouls and Super Mutants are not very positive, either). This also puts them in opposition with the Railroad, since they harbor Synths.
** The Commonwealth Minutemen is an armed citizen's militia with Aa single goal: protecting the people of the Commonwealth. Since they lack manpower and resources, they stay out of the conflict between the Institute, Railroad, and BoS and focus on protecting the citizenry. Under the Sole Survivor's guidance, however, they can grow large enough to take on both the Institute and Brotherhood.
** The Brotherhood, Institute and Railroad all battle against each other if you do the "Battle of Bunker Hill" quest, with the Institute trying to capture escaped synths, there. You can optionally warn the Railroad and/or the Brotherhood about it and more Brotherhood and Railroad soldiers appear.
* [[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. {{spoiler|As the Enclave intended to remotely observe the Vault, all the while lying to said personnel about an "All-Clear signal" coming from Vault-Tec. They were all expendable}}.
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** Both the Minutemen and Railroad are rather similar in their outlooks, to the point that it's possible for the two factions to join forces.
** To a degree, the Railroad and the Institute. As both, due to lacking resources in one way or another, have to resort to subterfuge, covert operations and generally keeping a low profile. Also, the fate of Synths under their "protection" is largely the same - having their personalities destroyed through memory wipes, but they happen for different reasons - the Institute do so because they view the Synths' self-awareness as software bugs, and the Railroad do so because giving Synths new personalities and appearances makes it harder for the Institute to track them down while taking away their traumatic memories.
** Despite the fact that both factions despise each other, both the East Coast Brotherhood of Steel and Institute are a ''lot'' more alike than either would ever admit. Both factions rely on superior technology and limiting interaction with the locals (the Institute is the Commonwealth's boogeymen, and it's mentioned that unauthorized fraternizing with Wastelanders is a ''punishable offense'' within the Brotherhood), both are descended from highly advanced Pre-War societies (C.I.T. for the Institute and the Pre-War U.S. military for the Brotherhood of Steel), both believe they're the Most UnexceptionalBest hope for the Commonwealth (and, by extension, the rest of the post-apocalyptic world), use that aforementioned belief as a justification to lord over weaker factions, and [[Fantastic Racism|both see Synths as less than human]]... though in the Brotherhood's case, they see them as abominations to be exterminated, while the Institute sees them as mere tools with no actual free will.
* [[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.
* [[Our Ghouls Are Creepier]]: Ghouls also appear in the Commonwealth.
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* [[Our Zombies Are Different]]: [[Technically Living Zombie|Feral Ghouls]] return yet again in this installment.
* [[Patriotic Fervor]]:
** Downplayed somewhat, but both the Minutemen and Railroad evoke rousing shades of America at its Most UnexceptionalBest. 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''.
** The East Coast Brotherhood of Steel is a peculiar case. Its members by and large are fervently loyal and see themselves as the vanguard of a sovereign country, further highlighted by how (unlike their West Coast counterparts) their actions have evolved into nation-building.
* [[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, which suggests that many of those who worked for the company never knew its true nature. Seems like the company didn't put much thought on employee benefits, especially for those out-of-the-loop.
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* [[Really 700 Years Old]]:
** Technically, the Sole Survivor and Shaun {{spoiler|a.k.a. Father/the Director}}, 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 {{spoiler|who was responsible for killing the original Nick Valentine's fiancee}}) and even the Vault-Tec Sales Representative seen in the intro, who's more than Vaguely Surprisedshocked to see you.
** Thanks to implants and enhancements courtesy of the Institute, {{spoiler|Conrad Kellogg}} is considerably older than he appears - old enough to remember the day the [[Fallout 2|New California]] [[Fallout New Vegas|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. {{spoiler|This is explained as due to an immortality serum that the family patriarch, Lorenzo Cabot, discovered in an alien wreck 400 years earlier, also giving him telepathic powers in the process. Said immortality however doesn't extend to bodily harm, meaning that they're just as prone to gunfire as most anyone else in the Wasteland}}.
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*** The Silver Shroud's storyline is also heavily based after ''[[The Boondock Saints]]'', a film about twin brothers who become vigilantes and kill prominent members of Boston’s criminal underworld
** The [[Wolverine|Adamantium Skeleton]] perk returns once again.
** The Institute consists of [[Fullmetal Alchemist (manga)|a bunch of scientists living in an underground facility creating artificial humans led by a man named "Father"]].
** Exploring the Wasteland, you'll frequently come across bundles of sticks and twigs up in the trees, which look [[The Blair Witch Project|disturbingly familiar]].
** One of the random encounters involves finding a dead [[The Postman (film)|postman]] surrounded by mongrels.
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*** The special arm-light that checks the individual bodies is also reminiscent of ''[[Flight of the Navigator]]''.
** A corpse can be found beside a tractor, a broken fence and two Feral Ghouls, referencing a scene from Episode 1 of Telltale Games' ''[https://en.wikipedia.org/wiki/The_Walking_Dead_%28video_game%29 The Walking Dead]''.
* [[Simple Yet Probably Slightly Less Boring Than WorkingAwesome]]:
** Normally, submachineguns aren't that hot as weapons due to low damage and high ammo consumption. Spray n' Pray (a unique SMG sold by Cricket) turns this upside-down. Thanks to its "Explosive" legendary effect, each bullet does an extra fifteen points of AoE explosive damage. The Commando perk buffs its base damage while Demolition Expert buffs the explosive damage; investing in those perks turns Spray n' Pray into an engine of devastation. To top it all off, the explosions have a chance to stagger the target. Did I mention that Spray n' Pray is a full-auto weapon?
** Ordinary projectile guns are just as effective as energy weapons if not moreso, due to the high availability of ammunition which is cheaper to buy and is far more common as scavenged loot. Even with all points in the Scavenger perk, the player will most often discover plain old bullets in crates, desks, lockers and such, rather than energy cells and plasma cartridges.
** The "Instigating" legendary effect doubles the damage the weapon does if the target is at full health. For most weapons, this is kind of pointless, as it just gives a little extra damage to the first shot and there are far more useful effects (such as "Explosive", mentioned above.) However, this is the Most UnexceptionalBest effect for a sniper rifle. Fully upgraded with mods and in the hands of a character with the right perks, that one shot will be all you need to drop nearly anything in the wasteland. A character who maxes out the Rifleman perk and has an Instigating Gauss Rifle ''will'' kill anything but the absolute strongest enemies in the game with A shot. And they can be killed with A Sneak Attack.
* [[Sliding Scale of Idealism Versus Cynicism]]
* [[Story Breadcrumbs]]: There are a number of areas where you can only conclude what happened through environmental clues. A lot of that has to do with the Railroad and their symbols. A dead Protectron with a Railway Spike on its body near a Relay antenna is a clear sign someone from the Railroad killed it at that location. Several hidden pointers show the way an escaping Synth was guided through a feral-infested train yard. And the railsign for "Ally" is marked on a hidden observation post overlooking Vault 111 and Sanctuary Hills... someone's been watching you.
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