History VideoGame / Fallout

9th Apr '18 1:13:21 PM rmctagg09
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* IndestructibleEdible: All the packaged foodstuffs you find are 80-210 years old, and perfectly edible, although irradiated, and the soda is "warm and flat". Perhaps justified, because irradiated food won't spoil (although the preservatives should have turned toxic by then).
** Parodied in 4, where Nick Valentine tells you that he wouldnt trust a preserved slice of pie that's been sitting out for 200 years.

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* IndestructibleEdible: IndestructibleEdible:
**
All the packaged foodstuffs you find are 80-210 years old, and perfectly edible, although irradiated, and the soda is "warm and flat". Perhaps justified, because irradiated food won't spoil (although the preservatives should have turned toxic by then).
** Parodied in 4, ''4'', where Nick Valentine tells you that he wouldnt wouldn't trust a preserved slice of pie that's been sitting out for 200 years.
9th Apr '18 12:04:28 PM SilentStranger
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** The Brotherhood of Steel, founded by Captain Roger Maxson and his squad of U.S Army soldiers, who defected from the U.S goverment when they discovered that their superiors had been experimenting on human test subjects to create the F.E.V just before the War broke out.


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** Parodied in 4, where Nick Valentine tells you that he wouldnt trust a preserved slice of pie that's been sitting out for 200 years.
5th Apr '18 1:41:34 PM SilentStranger
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* {{Nerf}}: Power Armor got this treatment immediately after the second game, and [[UniquenessDecay seems to get more plentiful across the wasteland with each Fallout installment]]. At first, it was [[ArmorOfInvincibility nearly]] [[PurposelyOverpowered impenetrable]] and could only be gotten through a [[ThatOneSidequest particularly difficult sidequest]] for the [[TheOrder Brotherhood Of Steel]]. By ''Fallout 4'', even the ''Raiders'' have it, and the player can get any armor by simply [[FakeUltimateMook killing the wearer and walking away with their suit.]]

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* {{Nerf}}: Power Armor got this treatment immediately after the second game, and [[UniquenessDecay seems to get more plentiful across the wasteland with each Fallout installment]]. At first, it was [[ArmorOfInvincibility nearly]] [[PurposelyOverpowered impenetrable]] and could only be gotten through a [[ThatOneSidequest particularly difficult sidequest]] for the [[TheOrder Brotherhood Of Steel]]. By ''Fallout 4'', even the ''Raiders'' have it, and the player can get any armor by simply [[FakeUltimateMook killing the wearer and walking away with their suit.]]]] On top of that, it's also gotten much more difficult to maintain and use.



* RegionalRedecoration: During the Great War in ''Fallout'''s backstory, it's said that entire mountain ranges were created as the ground buckled and moved under the strain of thousands of atomic explosions.

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* RegionalRedecoration: During the Great War in ''Fallout'''s backstory, it's said that entire mountain ranges were created as the ground buckled and moved under the strain of thousands of atomic explosions. It's unknown if this is true or not, as none of the locations shown in the actual games are all that geolocially different, aside from the occasional craters.


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* TakingYouWithMe: While no-one knows for sure who first let the nukes fly, documents in ''Fallout 4'' implies it was China. If this is true, China was likely trying to invoke this trope due to the U.S sending troops into mainland China after beating them in Alaska. With the war about to be lost, China preferred facing nuclear annihilation.
31st Mar '18 1:45:15 PM SilentStranger
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* NewEden: ''Van Buren'' was going to feature "The Nursery", a side-project of a group of Vault-Tec scientists who were concerned about preserving the flora and fauna of Earth and not just humanity (not being privy to the real plot behind the Vaults). They created a self-sufficient oasis in the middle of the Arizona desert, far away from any nuclear target zones, sparing it from radiation and nuclear fire. Unfortunately, the scientists never made it back, and while the Nursery has survived okay on it's own, it's been infested with mutant carnivorous plants, leaving it up to the player to wipe them out and restart the various computer equipment needed to bring the oasis up to maximum effectivenes. Part of this concept was recycled for Vault 22 in New Vegas, while making it a whole lot darker.



* NiceJobGuidingUsHero

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* NiceJobGuidingUsHeroNiceJobGuidingUsHero: If the Vault Dweller recruits water merchants to send supplies to Vault 13, they will extend the water chip deadline with 100 days, but it allows the Master's super mutants to find the Vault earlier.
27th Mar '18 12:52:48 AM rmctagg09
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* TheOutsideWorld: This applies to a surprisingly large amount of characters, even player characters. The protagonists of F1 and F3 were both raised in Vaults, while the Chosen One from F2 was raised in a tiny, isolated village. All the characters who grew up in the Vaults had no contact with the outside until the Vaults opened, exposing them to a huge but very dangerous world.

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* TheOutsideWorld: TheOutsideWorld:
**
This applies to a surprisingly large amount of characters, even player characters. The protagonists of F1 and F3 were both raised in Vaults, while the Chosen One from F2 was raised in a tiny, isolated village. All the characters who grew up in the Vaults had no contact with the outside until the Vaults opened, exposing them to a huge but very dangerous world.
26th Mar '18 7:40:33 PM SilentStranger
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* CargoCult: An interesting version of this was slated to appear in ''Van Buren''; the Ciphers. The tribe was descended from a group of scientists and soldiers from Los Alamos after the Great War, but the original survivors did not have enough resources to actually rebuild like other factions eventually would. Instead, using what pre-War tech they had managed to bring with them, the scientists imparted enormous amounts of mathematics and technology schematics to their descendants, who became experts at fixing and maintaining pr-War technology, even though they mostly live as your average Wasteland tribals. The tribe has passed down the knowledge they had been taught, but only know HOW things work, not WHY it works, and even use wall paintings to write their knowledge down.
26th Mar '18 6:43:15 PM SilentStranger
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* DangerousDeserter: Subverted with Captain Maxson and his squad. During the last few days before the Great War, they deserted the U.S army and declared independence after having uncovered exactly what kind of experiments were going on at the Mariposa Military Base (their original commander comitted suicide just before the bombs fell). After the War, they would found the Brotherhood of Steel at Lost Hills bunker.


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* TheOutsideWorld: This applies to a surprisingly large amount of characters, even player characters. The protagonists of F1 and F3 were both raised in Vaults, while the Chosen One from F2 was raised in a tiny, isolated village. All the characters who grew up in the Vaults had no contact with the outside until the Vaults opened, exposing them to a huge but very dangerous world.
** Virtually nothing is known about the world outside the U.S, with the only minor exception being Raul from ''New Vegas'', as he is a Mexican ghoul who survived the Great War and it's immediate aftermath, which was mostly the same as the U.S. Aside from him, the only non-U.S characters are pre-War like the remaining Chinese ghoul insurgents or have gone native like the Shi from Fallout 2. Despite 200 years having passed since the Great War, there have been no recorded communications with the outside world.


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** The Brotherhood of Steel is technically a Remnant of the U.S Armed Forces, though their founders deserted the goverment just before the War.
24th Mar '18 11:19:11 AM Samothrace42
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** ''Fallout 4'' also has heavy Wild-West undertones - the [[WeHelpTheHelpless Commonwealth Minutemen]] are pretty much an entire knightly [[TheOrder order]] of CowboyCops - but adds in influences from Colonial and Civil War-era Americana.

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** ''Fallout 4'' also has heavy Wild-West undertones - the [[WeHelpTheHelpless Commonwealth Minutemen]] are pretty much an entire knightly [[TheOrder order]] of CowboyCops {{Cowboy Cop}}s - but adds in influences from Colonial and Civil War-era Americana.



* RunningGag: In ''New Vegas'', Sunset Sarsaparilla is immensely popular, but was a commercial failure on the east coast (HandWaving why it isn't available in ''3''). In ''Tactics'', the description for Cherry Nuka Cola states that it was met with sub-par sales and generally considered mediocre, but ''4'' establishes that it's really popular in the Commonwealth. One ride in Nuka World mentions that Nuka Cola started producing their own root beer to compete with Sunset. Cow tipping is also a recurring joke across all the games. And after Bethesda Game Studios took over the series, [[Creator/HPLovecraft Lovecraft]] references [[AuthorAppeal are often found throughout the Wasteland]].

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* RunningGag: RunningGag:
** Localized soda brands.
In ''New Vegas'', Sunset Sarsaparilla is immensely popular, but was a commercial failure on the east coast East Coast (HandWaving why it isn't available in ''3''). ''3'' and ''4''). In ''Tactics'', the description for Cherry Nuka Cola states that it was met with sub-par sales and generally considered mediocre, but ''4'' establishes that it's really ''really'' popular in the Commonwealth. One ride in Nuka World Nuka-World mentions that Nuka Cola started producing their own root beer to compete with Sunset. Sunset, and the ''Far Harbor'' [=DLC=] for ''Fallout 4'' shows that New England had its own popular brand of soda - Vim! - which the locals preferred to drink over Nuka Cola.
**
Cow tipping is also a recurring joke across all the games. games.
**
And after Bethesda Game Studios took over the series, [[Creator/HPLovecraft Lovecraft]] references [[AuthorAppeal are often found throughout the Wasteland]].



** In ''New Vegas'', Caesar's Legion are heavily based after the Roman Empire InUniverse} - and it can actually be pretty hard at times to tell them apart from the real thing.

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** In ''New Vegas'', Caesar's Legion are heavily based after the Roman Empire InUniverse} InUniverse - and it can actually be pretty hard at times to tell them apart from the real thing.



* SicklyGreenGlow: Nuclear waste in general, but also the Glowing Ones- Feral ghouls who have adapted to ''extremely'' radiated areas.

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* SicklyGreenGlow: Nuclear waste in general, but also the Glowing Ones- Feral ghouls Ghouls who have adapted to ''extremely'' radiated areas.



* SuperSoldier: The original and current point of creating Super Mutants, Deathclaws, and Power Armor. This was the US's hat before the war. The Institute have since taken up that hat with their creation of [[TheDreaded Coursers]].

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* SuperSoldier: The original and current point of creating Super Mutants, Deathclaws, and Power Armor. This Really, this was the US's hat before the war. The Institute have since taken up that hat with their creation of [[TheDreaded Coursers]].



* TimeSkip: Each ''Fallout'' game takes place a (more or less) decreasing number of years after the previous one. ''Fallout 1'' begins in December of 2161, ''2'' begins in May of 2241 (80 years after ''1''), ''3'' begins in August of 2277 (36 years after ''2''), ''New Vegas'' begins in October of 2281 (only 4 years after ''3''), and ''4'' begins in October of 2287 (6 years after ''New Vegas'').



** Inversion - while searching Vault City's database for your vault in Fallout 2, your character will notice a Pip-Boy hole if his/her Perception is above or equal to 7. Shoving your Pip-Boy in will give you the location of nearly all the locations. (Normally, finding the vaults would be an ardous task with several middle men involved.)

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** Inversion - while searching Vault City's database for your vault Vault in Fallout 2, your character will notice a Pip-Boy hole if his/her Perception is above or equal to 7. Shoving your Pip-Boy in will give you the location of nearly all the locations. (Normally, finding the vaults would be an ardous arduous task with several middle men involved.)
13th Mar '18 11:21:43 AM khalcyon2011
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* DriveInTheater: You find a few in ''3'' and ''New Vegas''. In the latter, it's where you start off the Old World Blues DLC.

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* DriveInTheater: You find a few in ''3'' and ''New Vegas''. In the latter, it's where you start off the Old World Blues DLC. You can start a settlement at one in ''4''.
10th Mar '18 1:43:32 PM PRH
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The original ''Fallout'' games were notable early examples of [[WideOpenSandbox open-world]] {{Western RPG}}s, and the later Bethesda installments helped codify the modern ActionRPG[=/=]WideOpenSandbox hybrid. You ''can'' just follow the critical path to the ending, but you'll barely scratch the surface of what the games have to offer. Each game starts with character creation that lets you specify the player character's age, race, sex, special talents, skills, and so on. The player is then dumped into the wasteland with a distant objective, no clear means of reaching it, whatever paltry supplies your friends hand you, and directions that only lead as far as the nearest settlement. You can now do what you want: pursue your quest, help civilization prosper, aid the innocent and impoverished, burn down towns, shoot random passersby in the head and rob their corpses, join the local technology cult, hoard soda and canned beans -- you name it. Along the way you'll meet mutants (humanoid and animal alike), raiders, robots, cyborgs, tribals, cannibals, and more. Karma and reputation meters track your good to evil alignment and standing among various factions and towns, but you're free to ignore them and do as you please.

to:

The original ''Fallout'' games were notable early examples of [[WideOpenSandbox open-world]] {{Western RPG}}s, and the later Bethesda installments helped codify the modern ActionRPG[=/=]WideOpenSandbox hybrid. You ''can'' just follow the critical path to the ending, but you'll barely scratch the surface of what the games have to offer. Each game starts with character creation that lets you specify the player character's age, race, sex, special talents, skills, and so on. The player is then dumped into the wasteland with a distant objective, no clear means of reaching it, whatever paltry supplies your friends hand you, and directions that only lead as far as the nearest settlement. You can now do what you want: pursue your quest, help civilization prosper, aid the innocent and impoverished, burn down towns, shoot random passersby in the head and rob their corpses, join the local technology cult, hoard soda and canned beans -- you name it. Along the way you'll meet mutants (humanoid and animal alike), raiders, robots, cyborgs, tribals, cannibals, and more. Karma and reputation meters track your good to evil alignment and standing among various factions and towns, but you're free to ignore them and do as you please.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Fallout