Fallout 4: Difference between revisions

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(Added some tropes I felt were worthy of mention.)
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** The peculiar obsession of the Cabots with a "Mysterious Serum" {{spoiler|that's allowed them to live for centuries}} bears more than passing semblance to drug addiction.
** The peculiar obsession of the Cabots with a "Mysterious Serum" {{spoiler|that's allowed them to live for centuries}} bears more than passing semblance to drug addiction.
** 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 right now."]]
** 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 right now."]]
** The Institute's efforts to control the Commonwealth from the shadows, up to and including propping up proxies and creating manufactured crises {{spoiler|such as the Super Mutants}} to keep the region's populace divided are reminiscent of both Cold War-era covert operations the and [[Conspiracy Theories]] involving enigmatic organizations like [[The Illuminati]].
* [[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.
* [[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}}.
* [[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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* [[Patriotic Fervor]]:
* [[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''.
** 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''.
** 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.
** 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. Seems like the company didn't put much thought on employee benefits, especially with those out-of-the-loop regarding its true nature.
* [[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.
* [[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.