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** Part of the Brotherhood's rationale behind stopping the Institute, according to Elder Maxson, is to make sure that it doesn't become ''even more'' of a threat.
** The Minutemen are a benevolent example, as they can go from being almost wiped out to the last man at the start of the game's plot to becoming ''the'' dominant force in the Commonwealth.
* [[Great Offscreen War]]: Averted, as for the first time, you get to witness the Great War ''as it happened.''.
** Played straight with the espionage war waged between the Institute and Railroad over the freedom of Synths, as the Sole Survivor's intervention will '''permanently''' decide the conflict's result - one way or another.
* [[Grey and Gray Morality]]: The fact that the player can choose ''any'' of the game's main factions - [[Absolute Xenophobe|the East Coast Brotherhood of Steel]], [[The Conspiracy|the Institute]], [[Underground Railroad|the Railroad]], and [[We Help the Helpless|the Commonwealth Minutemen]] - without feeling like they're picking "the evil choice" highlights that ''everyone'' is pretty flawed (even more so than ''New Vegas'', which primarily relied on [[Black and Grey Morality]]), and it's up to you as the Sole Survivor to decide which faction is, in your eyes, [[A Lighter Shade of Gray|the lightest shade of grey]]. Instead, the conflict between the Brotherhood and Institute falls more along the lines of [[Romanticism Versus Enlightenment]], with the Brotherhood as Romantics and the Institute as Enlightened. The Minutemen and Railroad, while not actively fighting each other, also fall along the above lines.
** Even [[Always Chaotic Evil|''Raiders'']] are significantly humanized via conversations the player can overhear between them when they haven't been detected, and terminals in various Raider-controlled setting show countless shades of villainy among them.
** There's also the conflict between Honest Dan and the [[Town with a Dark Secret|town of Covenant]]. {{spoiler|Dan is just trying to rescue Amelia Stockton as per his contract with Bunker Hill. However, the citizens of Covenant are made up of the survivors of Synth assassins, who infiltrated their families &and friends before brutally killing them. As a result, they're trying to develop a psychological test to root out Synths. However, not only are they torturing dozens of innocent people in the process, but their test doesn't discriminate between the innocents rescued by the Railroad and Institute infiltrators. }}.
** The ''Far Harbor'' DLC has the conflict between the Church of the Children of Atom, the inhabitants of the titular Far Harbor, and even {{spoiler|[[Town with a Dark Secret|DiMA's Acadia]]}}. Far Harbor's inhabitants are distrustful of outsiders (particularly the Children of Atom), but the main reason for their hatred and ignorance is that they've lost numerous loved ones as the radioactive Fog drove them to the docks. The Children of Atom, despite their [[Church Militant]] nature and wish to blanket the entire Island with the Fog at the expense of Far Harbor, are {{spoiler|'''not''' [[Not Me This Time|responsible for the Fog]]}} and only became more hostile due to being led by an extremist leader like Tektus. While DiMA and the Synths of Acadia live in peace and even provided Fog Condensers to Far Harbor to help them hold back the Fog, {{spoiler|DiMA himself killed Captain Avery and replaced her with a mind-wiped Synth in the manner of the very Institute he had fled from. Despite his reason for that being peace between Acadia and Far Harbor, he can get called out on being [[Not So Different|Not So Different]] from the Institute}}. The story ''does'' have a [[Golden Ending]], but it involves {{spoiler|either killing Tektus or [[Talking the Monster to Death|convincing him to leave]] so he can be replaced with a Synth to prevent a war between Far Harbor and the Children of Atom}}.
* [[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]]'': Itit's strongly suggested if not outright stated that the New California Republic crushed Caesar's Legion at the Second Battle of Hoover Dam. It's even shown in-game that people in the Commonwealth are at least aware of Caesar's failure and the NCR's existence. The continued existence of the West Coast Brotherhood (it's even mentioned that the Brotherhood is operating on the surface again back out west) also implies that the peace treaty between the Mojave BoS and NCR has expanded to include ''all'' western BoSBrotherhood of Steel chapters.
* [[Heroic BSOD]]: The Sole Survivor is strongly hinted at undergoing this through a good deal of the game, being that they're suffering from PTSD by consequence of [[Trauma Conga Line|the game's prologue]]. [[Fridge Brilliance|Which can]] [[Alternate Character Interpretation|plausibly explain]] his/her at-times muted emotional reactions.
* [[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.
* [[Iconic Item|Iconic Outfit]]: Two, actually - the [[Super Prototype|T-60]] [[Powered Armor|Power Armor]] and the [[Badass Longcoat|Silver Shroud costume]].
* [[Insistent Terminology]]: Due to a case of [[Future Imperfect]], the residents of Mount Desert Island in Maine (the setting of the ''Far Harbor'' DLC) only refer to it as "the Island.".
* [[Internal Homage]]: The Minutemen's resurgence under the Sole Survivor's leadership, in conjunction to them all but uniting the Commonwealth under one flag, bears more than a passing semblance to how the New California Republic ultimately came to be, paralleling how the Vault Dweller and Shady Sands under Aradesh helped lay down the foundations for a stable regional identity to arise.
** Arthur Maxson was selected to be his chapter's Elder at the age of ''16'' - the same age that the Vault Dweller of ''[[Fallout 1|Fallout 1]]'' could be.
** The default appearance of the Male Sole Survivor (Nate) looks more than a little like Albert Cole, one of the pre-made player characters for ''Fallout 1''.
** While [[Player Character|the Sole Survivor]] is called such in all of the game's promotional and meta material, they're actually described as "the Vault Dweller" by Diamond City Radio's Travis Miles in yet '''another''' reference to ''Fallout 1''.
** The Children of Atom's more villainous characteristics now paint them as an analogue to the Children of the Cathedral from ''Fallout 1''.
** The possible fate of ''Nuka-World's''s [[Church of Happyology|Hubologists]] is almost identical to their fate in ''[[Fallout 2]]''.
*** Speaking of ''Nuka-World'', the [[Happy Ending|positive ending]] to the story is the quest [[Good Is Not Soft|"Open]] [[Earn Your Happy Ending|Season."]]. This quest has the Sole Survivor metaphorically [[Storming the Castle]] and [[One-Man Army|massacring]] the '''entire''' [[Badass Army|Nuka-World Raider army]]. Considering how both Nuka-World and Paradise Falls are both utter [[Wretched Hive|Wretched Hives]] (even by the standards of the Wasteland) ruled over by enslaving scumbags who're actively spreading their power &and influence throughout the region, "Open Season" is pretty much [[Fallout 3|"Rescue From Paradise"]] turned [[Up to Eleven]].
* [[It Will Never Catch On]]: {{spoiler|Conrad Kellogg's memories}} revealed that his parents didn't really believe that the then-newly founded NCR would really amount to anything, especially given how it progressively becomes more powerful and stable by ''Fallout 2'' and ''New Vegas''. The Institute, however, averts this, doing whatever it can to keep a NCR-like Commonwealth from becoming a reality {{spoiler|in part due to the failure surrounding their "Commonwealth Provisional Government" plan decades earlier}}.
* [[Jerkass Victim]]: The Mayor of Boston is revealed to have commissioned an underground shelter for himself, his family and a handful of guards using taxpayers' money. When the Great War finally happened, the survivors topside weren't too happy knowing about that, resulting in said Mayor, family and supporters dying a brutal death. Which would be tragic, if they weren't so sleazy.
* [[Just Before the End]]: The prologue sequence is 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. {{spoiler|Not to mention the rebuilt Liberty Prime, [[No Kill Like Overkill|who '''will''' guarantee]] that democracy is non-negotiable!}}!
** The Mechanist in the ''Automatron'' DLC is this to a tee. {{spoiler|It's also revealed to be a way for the woman behind the mask to cope with her social phobias, which becomes evident once she drops the act.}}.
* [[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 worst 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.
** The ''Automatron'' DLC meanwhile adds robot construction and customization into the mix. While the ''Vault-Tec Workshop'' DLC allows the Sole Survivor to become the ''de facto'' Overseer of his/her own Vault.
* [[Melee a Trois]]: Aside from the usual Super Mutant collective and Raider gangs, the Commonwealth is on the brink of an all-out war between three major powers - the East Coast Brotherhood of Steel, the Institute, and the Railroad. The Commonwealth Minutemen can also potentially take the stage, either aiding in one faction ruling the Commonwealth or taking over the entire region for themselves (optionally wiping out the competition in the process).
* [[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.}}.
** The Institute doesn't particularly care how many Synths are destroyed so long as they get the job done, given how any losses incurred could be replaced. The Institute also doesn't seem to care about how many people they abduct and replace with Synths, either.
* [[Monumental Damage]]: Several historical landmarks in and around Boston are still standing more or less intact, and in the case of ''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.
** While having sustained some damage and decay over the centuries, the Bunker Hill Memorial still stands tall. {{spoiler|Even Liberty Prime is able to recognize it.}}.
* [[Multiple Endings]]: Based on the different factions the Sole Survivor sides with at the game's end.
** The East Coast Brotherhood of Steel: {{spoiler|Thethe Brotherhood leads a brutal raid on the Railroad's secret headquarters and decapitates their leadership. Then, after repowering Liberty Prime, the BoSBrotherhood of Steel follow him on an attack on the Institute, culminating in the Brotherhood personally invading the facility before detonating the Institute's reactor.}}.
** The Institute: {{spoiler|Usingusing the Sole Survivor as their inside man, the Institute has them infiltrate the Railroad before assassinating their leaders. The Sole Survivor then leads a massive army of Synths on Boston Airport (the BoSBrotherhood of Steel's headquarters in the Commonwealth), reprogramming Liberty Prime to target and destroy ''The Prydwen''.}}.
** The Railroad: {{spoiler|Thethe Railroad secretly infiltrates the Brotherhood, placing a bomb aboard ''The Prydwen'' and causing it to crash into Boston Airport. Then, using their contacts inside the Institute, the Railroad simultaneously launches an invasion and spark a Synth revolution, evacuating the Synths inside and detonating the facility's nuclear reactor.}}.
** The Commonwealth Minutemen: Essentiallyessentially the game's [[Fallout: New Vegas|"Wild Card" ending]] for [[Take a Third Option|if the player sufficiently alienates the other factions.]] {{spoiler|Using an abandoned maintenance tunnel, the Sole Survivor leads the Minutemen on an invasion of the Institute, storming their reactor and taking their technology for themselves in order to unify the Commonwealth.}}. Some decisions made during this event can decide the fate of the other factions.
*** [[Golden Ending|Minutemen-Railroad-Brotherhood]]: Thethe "normal" ending. {{spoiler|This ending requires the Sole Survivor to not only ''not'' become enemies with the Brotherhood during the game, but to also issue the evacuation order when destroying the Institute. This allows the Minutemen to join the Railroad in helping Synths and getting the Brotherhood's help in domesticating the region.}}.
*** Minutemen-Brotherhood: {{spoiler|Thethe Sole Survivor is still friendly with the Brotherhood, but fails to throw the evacuation order while destroying the Institute. Furious for the Minutemen letting countless innocent Synths die, the Railroad declares war on them. This requires the Survivor to kill off their leadership before teaming up with the Brotherhood and taking over the region.}}.
*** Minutemen-Railroad: {{spoiler|Thethe Sole Survivor has both become the Brotherhood's enemy and still throws the evacuation order when destroying the Institute. This results in the Minutemen crushing the BoSBrotherhood of Steel by shelling ''The Prydwen'' with their artillery. They then team up with the Railroad and peacefully take over the Commonwealth.}}.
** The Joke Ending: Ifif the Sole Survivor [[The Dev Team Thinks Of Everything|fails to leave Sanctuary Hills quickly enough]] in the Pre-War sequence, the nuke drops immediately and [[Kill'Em All|kills everyone]].
** The {{spoiler|[[Offing the Offspring|Fillicide]]}} Ending: Quitequite possibly the '''darkest''' ending possible ([[Video Game Cruelty Punishment|and one of the most difficult to accomplish]]). {{spoiler|The Sole Survivor [[Go Mad From the Revelation|Goes Mad From The Revelation]] upon first meeting Father/Shaun in the Institute and kills him. This renders the Institute ''permanently'' hostile, meaning the Sole Survivor must also [[Kill Em All]] before they can leave, and the surface Commonwealth collapses into violent infighting and war between the Institute's remains, the Railroad, and the East Coast Brotherhood.}}.
** For the ''Nuka-World'' DLC, the Sole Survivor could opt to side with any of the dominant Raider gangs to wipe their rivals out and ultimately plunge the Commonwealth into darkness.<ref>However, you should try and wait to do this until ''after'' accomplishing the main storyline for the base game. This is one of the only ways to make the Minutemen hostile to the Sole Survivor, and will render you S.O.L. if you've already suitably antagonized the Railroad, Institute, and Brotherhood.</ref> The Sole Survivor can, of course, [[Take a Third Option]] and kill every single one of them.
* [[My God, What Have I Done?]]: Captain Zao's long since regretted his part in the Great War. It's also implied that his submarine, the ''Yangtze'', may have been responsible for launching the warhead that wound up landing in what became the Glowing Sea.
** You can get this reaction from the {{spoiler|Mechanist, but only if you convince them to accept the truth that their Robobrains are directing their bots to kill innocents.}}.
* [[Myth Arc]]: The majority of side quests, dungeons, and other locations throughout the Commonwealth are (in some way) tied into the Institute and their Synths, even if some cases are more distanced than others to the central focus of Synths.
* [[Mythology Gag]]: Quite a few appear.
** The first trailer begins in a manner similar to the intro of [[Fallout 1|the first game]], by slowly panning out from a TV set to show the ruins of the Wasteland around it.
** In the ''Vault-Tec Workshop'' DLC, you can make your own Vault Gear-doors. However, they look like the smaller doors with the side-arm pulling them away, as they were in the art style for the original two ''Fallout'' games.
** Porter Gage calls Mirelurks "Mudcrabs" in a reference to ''Fallout's''s sister series, ''[[The Elder Scrolls]]''.
** The relationship between the Commonwealth Minutemen and the Settlers they protect is heavily based after that of the Desert Rangers from the original ''[[Wasteland (video game)|Wasteland]]''. The ''Fallout'' series is generally seen as the [[Spiritual Successor]] to ''Wasteland''.
** Looking at ''The Art of Fallout 4'' will show that the design of the [[Demonic Spiders|Fog Crawler]] in ''Far Harbor'' is based on a [[Dummied Out]] design for the [[Giant Mook|Mirelurk Queen]].
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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 & 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 BoSBrotherhood of Steel), both believe they're the best 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.
** This trope does zig-zag somewhat, depending on whether one is referring to sentient ghouls and ferals. Sentient ghouls look much more human than they did in ''Fallout 3'' and ''New Vegas'', the point of having decent hair and much more normal sounding voices, albeit ones still tinged with a slight rasp. Ferals, on the other hand, only got creepier, as they are now faster and much more agile, and coupled with a higher level of details due to the game engine, look horrifying close up. Especially the severely mutated tougher versions that are bloated up and have charred flesh.
* [[Our Orcs Are Different]]: Super Mutants, the ''Fallout'' Verseverse's analogue to Orcs, appear in ''Fallout 4''. Here, they seem to [[Homage|generally draw more inspiration from]] the Orks of [[Warhammer 40,000|Warhammer 40K]] (tying in with how the Brotherhood of Steel are now based after the Space Marines of the Imperium of Man, to a certain extent).
* [[Our Zombies Are Different]]: [[Technically Living Zombie|Feral Ghouls]] return yet again in this installment.
* [[Patriotic Fervor]]:
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* [[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.
** Similarly, most of the Institute's countless scientists are quite friendly and pleasant to the Sole Survivor, despite the horrific actions that their experiments have accomplished on the surface. This is partly due to both [[Believing Their Own Lies|cultural indoctrination]] [[Bigger Bad|started by the Institute's founders]], and that most of the Institute's residents [[Locked Out of the Loop|genuinely haven't the faintest idea about ''any'' of their atrocities.]]
* [[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. Implicitly [[Justified Trope|Justified]], with it being implied that Boston was ''especially'' "prepared for the future,", even when compared to other American cities.
** A number of places in the Commonwealth are also shown to have survived by design. Whether it's the {{spoiler|time capsule}} in Jamaica Plain or the pyramid-shaped, radiation hardened Sentinel Site in the Glowing Sea.
* [[Really 700 Years Old]]:
** Technically, the Sole Survivor and Shaun {{spoiler|akaa.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 shocked 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.}}.
* [[The Remnant]]: Initially, all that's left of the Minutemen (at least who still openly identify as such) are Preston Garvey, a handful of volunteers and a small group of wasteland refugees. It's up to the Sole Survivor, however, whether the Minutemen can rise into new heights or disappear forever in blood.
* [[Retcon]]: Quite a few, as noted below:
** Vertibirds and [[Power Armor]] more advanced than the T-51 (the T-60, which is explained away as being a [[Super Prototype]] that was around before the Great War) appear, though only in limited quantities and present solely during the ''last'' years before the bombs fell post-Battle of Anchorage. The T-60 in particular is also described not as a wholly new model, instead as being a more refined upgrade on the T-45 as seen in ''Fallout 3''.
** Drugs like Jet, which were implied to have existed prior to their discovery in ''Fallout 2,'', are confirmed to have been around in the Pre-War world, implying their rediscovery by Myron was a coincidence. Since the crafting recipe is pretty much poop fumes (fertilizer + plastic), it's likely that Myron wasn't the first one to come up with it.
* [[Revenge]]: Part of the main plotline involves finding the man who killed your spouse and stole Shaun. {{spoiler|And you get to confront that man, Conrad Kellogg, who even admits to expecting such a situation to be inevitable.}}.
* [[Right-Handed Left-Handed Guns]]: Some of the guns are modeled this way, notably the Thompson and, particularly glaringly, the bolt-action hunting rifle. Possibly [[Justified Trope|Justified]], as [[Truth in Television|current militaries often ''do'' supply bolt action rifles with opposite to normal actions,]] with the intent of the wielder using their left hand to cycle the weapon & their right to operate the trigger, allowing for faster shooting. [[Rule of Cool|Or it might have been done to just give the reload animations a more unique look]].
* [[Romanticism Versus Enlightenment]]: The East Coast Brotherhood of Steel and Institute fall along these lines, respectively.
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* [[Self-Deprecation]]
* [[Shout Out]]: As with any good ''Fallout'' game, it's pretty [[Reference Overdosed]].
** The Silver Shroud is an [[Affectionate Parody]] of old-time radio serials and comics like ''[[The Shadow]].''. His more violent attitude, however, is closer to [[The Punisher]].
*** 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|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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** In the C.I.T. Ruins, you can find an old mop and bucket along with the clothes of a janitor [[Good Will Hunting|next to a chalkboard with a complicated math equation]].
** One of Hancock's random conversations with unnamed Goodneighbor residents involves [[The Simpsons (animation)|a traveler attempting to sell the town a monorail]].
** The main Raider boss at Malden Center is named "[[The Beatles (band)|Helter Skelter]]." .
** Captain Ironsides' vendetta against the Boston-based Weatherby accounting firms that [[Makes Just as Much Sense in Context|the ''U.S.S. Constitution'' repeatedly crashes into]] is a reference to the [[Monty Python]] short film ''[[Monty Python's The Meaning of Life|The Crimson Permanent Assurance]]'', which also features a gang of unlikely pirates (elderly accountants in the film rather than robots) in a flying ship who attack American accounting firms.
*** Relatedly, one of Codsworth's combat lines is [[Monty Python and the Holy Grail|"'Tis but a scratch!"]] .
** As pointed out on the "Factions" page, the Robobrains have been reworked into [[Expy|Expies]] of the [[Doctor Who|Daleks]], and the information given about the experimental subjects is inspired by ''[[RoboCop|RoboCop 2]].''.
*** In another example from ''Automatron'', the sequence of doors at the entrance to the Mechanist's stronghold is straight out of the opening sequence of ''[[Mystery Science Theater 3000]]''.
** At ''Nuka-World'', there is the “Vault"Vault-Tec: Amongst the Stars”Stars" exhibit found in the Galactic Zone. The exhibit also has Vault-Tec experimenting on both their employees and visitors to the exhibit. One of their employees is called [[Mystery Science Theater 3000|J. Hodgson]].
** The Deliverer, a unique silenced pistol given to the Sole Survivor by the Railroad (the faction of the Commonwealth most heavily based on espionage agencies) is heavily based on the Walther PPK, the iconic pistol used by [[James Bond (film)|James Bond]].
** [[Continuity Nod|Just like in]] ''Fallout 3'', the Church of The Children of Atom’s religion is based around nuclear technology in a similar way to the worship of unexploded nuclear bombs in ''[[Planet of the Apes|''Beneath The Planet Of The Apes'']]''. Also, many of their newer and more antagonistic mannerisms are deliberately based after various cults from the works of [[H.P. Lovecraft]].
*** [[Author Appeal|And it wouldn't be a Bethesda game without a ''ton'' of Lovecraft references!]] Let's go into some of them!
**** One side mission has you looking for a [[Mad Artist]] [[Serial Killer]] named Pickman, who makes macabre and disturbing paintings and has creepy tunnels under his studio.
***** Pickman himself, being a [[Serial Killer Killer|Serial-Killer Killer]] and [[Soft-Spoken Sadist]], also seems to draw from ''[[Dexter|]]''Dexter'']].
**** In the [[The Dunwich Horror|Dunwich Borers Quarry]] (itself already a [[Shout-Out]] to H.P. Lovecraft), there's for some reason four Feral Ghouls all named after famous rock musicians.
**** A ''third'' reference to Lovecraft is the Kingsport Lighthouse. Kingsport was the earliest fictional town in what became known as [[Lovecraft Country]], and in ''The Festival'', a group of cloaked cultists perform pre-human rites there.
**** A ''very'' obscure one involving Cabot House. {{spoiler|The House may be named after the Cabot Museum from the H.P. Lovecraft and Hazel Heald story ''Out of the Aeons''. The museum is located in Beacon Hill and used to be a mansion before its conversion.}}.
**** The Mirelurk Kings seem to resemble the [[The Shadow Over Innsmouth|Deep Ones]], what with their human-fish-frog look. Another (lesser) example would be the Lurkers.
** The Bloodworms found around Nuka-World (especially at Dry Rock Gulch) are more or less the Graboids from the ''[[Tremors|]]''Tremors'']] franchise, albeit scaled down heavily in size.
** The caricature of Father that appears in the quest pictures looks exactly like [[Mega Man|Dr. Light]].
** The creation process of Gen 3 Synths seems to be partly based after both Leeloo's regeneration scene from ''[[The Fifth Element]]'' and the famous construction sequence from ''[[Ghost in the Shell (1995 film)|Ghost in the Shell]].''.
*** 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]''.
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** 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 best 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 single shot. And they can be killed with a single 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.
** In general, the game is really fond of this, intentionally leaving many details vague about the story, setting, and characters so the player can fill it in with environmental details.
* [[Super Soldier]]: The Institute's [[The Dreaded|rightfully feared]] Coursers '''definitely''' count as this.
** Considering their [[The Spartan Way|impressive training]], superior armaments compared to most other factions, and usage of [[Powered Armor|Power Armor]], Brotherhood Paladins &and Knights ''also'' count as this.
* [[Take That]]: One can sometimes find tiny hairbrushes on dead Deathclaws, which might be a jab at [[Fallout Tactics Brotherhood of Steel|Fallout Tactics']] infamous "hairy Deathclaws" redesign.
* [[Take That, Audience!]]: [[Crystal Spires and Togas|The Institute]] can be seen as a subtle middle finger by Bethesda towards the residents of Western nations (who make up the majority of their audience), in how they implicitly accept the abuse of developing nations by their own countries in return for pampered lives and (relative) comfort.
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* [[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 (rationally) wary of outsiders. {{spoiler|But its original purpose, as a testing ground for diseases and bioweapons, was never implemented in the first place. The first Overseer sealing away the few scientists meant to conduct the experiments, while said scientists developed a conscience and willingly accepted their fate}}.
** [[Stepford Smiler|Covenant]], however, plays this straight.
* [[Troubled Production]]: An In-Universe case. You discover that [[Meaningful Name|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 [[Ninja Pirate Zombie Robot|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. [[Bilingual Bonus|Their entirely Norwegian dialogue]] even highlights how they want to be left alone and just want to get home.
** The Children of the Atom in ''Far Harbor'', a formerly bizarre yet harmless [[Cult]] version of this, have become much more deadly and dangerous than they started as. {{spoiler|Especially since they began as pacifists in ''[[Fallout 3]]'', albeit with an obsession for worshiping nuclear weaponry like bombs}}.
** The Hubologists, [[The Bus Came Back|previously seen]] in ''[[Fallout 2]]'' make a return in the ''Nuka-World'' DLC, only this time even more deluded. Somehow.
* [[Weak but Skilled]]: The Institute makes up for their lack of resources with a massive spy network and being excellent at espionage warfare.
* [[Wetware Body]]/[[Wetware CPU]]: The Generation 3 Synths are seem to be mostly, but not entirely, organic. {{spoiler|Paladin Danse}} is outed by DNA records, implying that they have actual flesh and blood; Father confirms this inside the Institute, stating that Gen 3s were based on {{spoiler|Shaun's Pre-War, and thus un-mutated, DNA}}. Those with the Cannibal perk can eat them just as they would normal humans, and they are shown to be constructed with cloned blood, muscle, bones, and tissue in the Institute's Robotics Division. However, when killed, Synths will have an inorganic "Synth Component" on their corpses, and they differ enough from humanity (such as [[The Needless|not needing food or water to survive]]) that they're clearly not perfectly organic creations. Nick Valentine also references that they have mechanical components to them when referring to the Broken Mask Incident.
* [[Whole-Plot Reference]]: The entire set-up of ''Fallout 4's''s story is virtually lifted wholesale from ''[[Do Androids Dream of Electric Sheep?]]''[[Do Androids Dream of Electric Sheep?|.]] It's a future where humanity has been devastated by a nuclear apocalypse, a group of people simply decided to leave the resultant wasteland (though these guys live underground) and make android slaves that are almost perfect "replicants" of humans to where you can't even tell their identity unless you kill them, many attempt to escape to gain freedom, often having their memories replaced to do so, only to be hunted down by other androids and hired bounty hunters.
* [[World Half Full]]: Compared to the [[Crapsack World]] that's the Capital 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''. 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. The people in the Commonwealth even come across as largely more idealistic and friendlier than the residents of the Mojave and especially those of the Capital Wasteland.
** 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 "[http://i.imgur.com/Ttxhs7e.jpg 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.
 
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