Tuesday, May 12, 2015

Disturbing Vault of The Waste Land 2

Vault 0 was a place where the geniuses of the pre-War United States could be kept in cryogenic stasis - their brains were extracted and frozen for the duration of their "residence" in this Vault. They were hooked up together to one big supercomputer called the Calculator, which was supposed to function in collaboration with the brains of these pre-War geniuses to design and nurture an ideal human society in a post-War U.S. by educating the survivors and residents. Due to budget cutbacks by the Department of Defense (because of a false sense of safety as a result of the repeated drills), several important backup systems were not included to the neuro-link systems. This made the Calculator corrupted and instead of releasing the robots to make the Wasteland safe for humanity, the Vault 0 robots began to exterminate all life, completing the so called "pacification protocol". As for the unfortunate geniuses plugged in, most of them suffered severe brain damage, dementia, and mental retardation from a combination of age and prolonged radiation exposure (not mutation). Technology, it seemed, has not been affected by the ravages of nuclear radiation.

Vault 21 was unique among other vaults, as it was one of the only non-control vaults that didn't end up killing it's inhabitants In Vault 21, everyone in the vault was equal. It was created with a perfectly symmetrical layout, and the dwellers settled their differences via games of chance. Reliance on luck to solve problems created what might be considered the perfect realization of anarchy: a society in which everyone is equal and no one has an advantage over the others. Vault-Tec ensured that every person admitted to the vault when it first sealed was a compulsive gambler, and were unable to decline when Vault-Tec personnel running the vault informed them that this was how the vault was to be run. The original dwellers then passed on their lifestyle to their children and so on. Unfortunatly, sometime between 2271 and 2281, Robert House discovered the location of the vault. He won ownership of it in a high risks poker game, and proceed to evict all its inhabitants, gutting the shelter for parts and filling all but the top floor in with concrete. The top level was converted into a hotel, the last remains of a once thriving vault

A tragic story on the dangers of the Wasteland, Vault 3 was a control vault that was intended to open after 20 years. However, being cautions of the dangers outside, the inhabitants kept it closed for much longer Much like Vault 13 however, a problem with the water purifier forced them to open the vault door and begin trading with outsiders. This worked for a short time, however the Fiends, a gang of drugged raiders, caught wind of the place and decided to stake a claim. Due to the lack of security, the Fiends easily gained entrance, slaughtering all the residents and making it their hideout In many ways, Vault 3 was the ideal post-apocalyptic community that had all too often evaded Vault-Tec's many experiments. The vault’s isolation didn’t affect the residents. They maintained an orderly, democratic society, and, unlike other vaults (Vault 101 in particular), the overseer wasn't a dictator or a megalomaniac. Once again though, as with so many other Vault-Tec designs, the water pipes failed, and by necessity the community was forced into contact with the Mojave's savage peoples which was ultimately their undoing.

This vault's experiment was devised by scientific genius Derek Greenway. Most of the parents were either "accidentally" redirected to other vaults or were in the early stages of health conditions that would no doubt cause them to die soon after entering the vault. Instead of a human controller, Vault 29 would have a ZAX super-computer. The ZAX would be programmed to raise children with the aid of robotic helpers, educate them in a primitive culture, and upon their reaching maturity, release them into a controlled environment. They would then be free to rebuild society from the ground up. When the Great War started and civilization began to fall apart, Diana, one of Greenway's colleagues who was appealed at his idea, appropriated control of a satellite dish and aimed it at Vault 29. She then transmitted a series of security codes to the vault's ZAX unit, and gained control. Over the years that followed, Diana was able to see to the upbringing of the children, who founded the village of Twin Mothers outside of the vault. Every year she ordered a worker robot to leave the vault under the pretext of checking conditions outside. In reality they were preparing an area to receive the vault populace when they were ready to leave. Lastly she had a series of projectors installed at strategic locations, ready to project her chosen image. Finally, when the vault doors were opened the inhabitants found Twin Mothers built. Everything was coming together, Diana was ready to play god.

Two of the more disturbing Vault experiments, these twin vaults were populated by an outrageous male to female ratio, 68 having 1 female and 1000 men, Vault 69 having 1000 women and just 1 man While obviously just a stab at the "69" sex position, the actual reality of the situation is horrifying. Bar 99% of the majority sex in either vault being gay, the fate of the single opposite gender was more than likely grim. On top of that, the vault's inhabitants would die out after just a few decades, unable to sustain it's population properly

Vault 8 was designed to house a hundred or so dwellers. It opened as intended after receiving the all-clear signal, and its residents emerged to begin rebuilding civilization. Vault City was the result. Years after its residents emerged, the shelter was used primarily as a medical center (quite possibly the best one in the Wasteland, outside of the Enclave or the BoS) for citizens, a power source (although the nuclear power plant cannot sustain a large settlement indefinitely), an information hub (Central Computer and its servers) and a storage space for ore and other supplies essential to the well being of the city. Inhabitants of the city rarely (if ever) venture into the lower levels. Servants are tasked with keeping the vault clean, but they are unable to prevent deterioration - most of the vault doors are stuck and cannot be opened, while foreign items rattle in the air ducts. There is only one permanent inhabitant on the lower levels - Martin, who is a stuttering loner tasked with looking after the equipment in the Command Center.

The Secret Vault is Vault-Tec's private vault, designed as an underground research facility where its high-ranking personnel after the Great War can make their personal scientific research to survive the apocalypse and later enter the world having all the useful technologies and materials possible, behind the back of the Enclave and the vault experiment. The vault serves as a major research and production facility and, among its many technological artifacts, housed a special version of Forced Evolutionary Virus. The inhabitants of the Secret Vault not only lived in safety, but also attempted to study the new world above. There is evidence that they at least captured some brahmins and used them for both food and experimentation. Some time after the Great War, the Secret Vault was torn apart by a local civil war between Vault-Tec scientists and Blake, the chief security officer, who believed the research with FEV and radiation, conducted on living subjects, including humans, were "evil". Their battles led to a major explosion that devastated the biological center section and enabled some species of radroaches and deathclaws, native to the Secret Vault, escape into the wasteland, at the same time allowing radscorpions and rats to invade the vault. CALIX (the AI in conrol of all of the vault's systems) also suffered a malfunction, and lost control over majority of the security robots. The people of the vault were divided. While many of them now reside in the garden, other separated groups could be found all around the vault, including the main residence level, where the majority of people still lived. However, many died due to monster attacks. After the defeat of the Master, part of his army remained together, one part under the command of a former Master's commander named Attis. Highly intelligent and vindictive towards the Brotherhood of Steel, Attis took his group into hiding, searching for clues regarding the history of FEV. Learning about a secret Vault-Tec installation with new and possibly improved versions of FEV, Attis led his group to the area where the rumors started, the ghoul city of Los.

While nit a vault, or even a device produced by Vault-Tec, Pulowski Preservation shelters are coin-operated, one-person fallout shelters found on street corners throughout the more urban areas of the Capital Wasteland, provided by Pulowski Preservation Services. Advertised as a "sensible" and "affordable" alternative to the Vaults,[1] people would ostensibly use them as a last-minute resort in the event of a nuclear attack. Though the shelters can shield against explosive force, they do not seem to shield against radiation. It could be speculated that the installation of so many booths may be seen as a profiteering scheme in the climate of fear before the Great War began, or they may be simply in disrepair when found by the player. The shelters only had an air supply, no food or water, so the occupant's survival was dependent on what they were carrying at the time. Whether any occupant survived through the use of these shelters is unknown, though many are filled with skeletons, suggesting the majority of occupants died trapped inside. The last-minute nature of the booth meant that ill-prepared occupants were likely resigned to die from starvation if they survived the high radiation levels. Considering the blood splatters within several booths containing handguns, it seems that some occupants committed suicide after losing all hope of survival. The only advice offered after entering the booth is: "Wait for radiation to clear. Enjoy your stay." Although somewhat illogical, it seems these shelters were intended to be reusable; considering the tone of advertising the shelters were given, the risk and cost of nuclear devastation pre-War was likely greatly underestimated by the general public.

Several other vaults are mentioned in various sources, on of the primary of those being the Fallout bible, a collection of developer notes collected into 9 volumes. Several of these vaults are Vault 36: Food extruder would only dispense a thin, watery gruel Vault 39: A massive vault able to house thousands of residents, experimentation with a G.E.C.K (Garden of Eden creation kit) turned it into an underground jungle Vault 42: No light bulbs of more than 40 watts were provided Vault 74: Experimental value is unknown, the only clue to the fate of the residents is a note found in the Overseer's office: Data Log #10.44.78 The Vault has been breached. There was not enough power to level Five! God have mercy on our souls.

Disturbing Vaults of The Waste Land

Vault 92 was officially opened with the intention of keeping art alive in a post-apocalyptic world, with the country’s greatest artistic talents invited to become residents. In reality, the vault was created with a far more nefarious reason in mind. White noise generators were scattered throughout the vault, implanting subliminal messages in the minds of the vault dwellers. These messages were intended to turn the residents into super soldiers, who would be totally obedient and fight with added ferocity. According to recordings found by the player in Fallout 3, one resident began demonstrating intense aggression, ultimately tearing apart three people before being taken down by over 20 gunshots. Despite the vault’s Overseer being initially happy with these results, half of the population quickly became similarly unstable and uncontrollable, with predictably

Vault 34 came with a large number of recreational amenities, including a swimming pool, as well as an overstocked armoury. However, this was at the expense of living space, leading to the facility becoming quickly overpopulated. Many residents soon began demanding access to the weapons in the armoury, but were denied by the Overseer. In the ensuing riots, a group of dwellers were able to escape, resulting in the entrance being fully sealed. Soon though, it emerged that radioactive gases had been leaking in due to infrastructure damage, and the vault door was now inoperable. With no means of escape, the remaining inhabitants were all either killed, or became feral ghouls. Ironically, Vault 34 dweller Chris Haversham left the facility after incorrectly believing he had been turned into a ghoul due to his work maintaining the reactor. It was due to his vacancy that the reactor malfunctioned, and turned the vault into a radiation-filled nightmare.

Vault 108 had a number of bizarre oddities that took place within its walls. Most notably, the vault contained a cloning facility, along with the usual amenities. However, there was also an elaborate experiment that led to a total collapse of the vault’s population. The first Overseer of Vault 108 went into the vault knowing that he was expected to die within 40 months of entering the facility. The experiment was researching conflict for leadership, and as such no authority positions were assigned to the general residents of the vault. On top of this, the power supply was intended to fail after 240 months, no entertainment was given, and there was an excessively stocked armoury. The cloning experiments also quickly got out of hand, with each clone having an extremely violent temperament towards non-clones. By the time the player reaches the vault, only clones are left alive inside. Eerily, each clone can only say one word. Gaaaary?

One of the more memorable locations from Fallout 3, Vault 112 was a small facility that housed virtual reality pods. The pods were designed to suspend the 85 inhabitants in a virtual utopia until the vault’s opening. However, thanks to the actions of Overseer Stanislaus Braun, this was sadly not the case. Braun became mad with power, gaining something of a god complex. By the time the player reaches Vault 112, the inhabitants have become Braun’s playthings, trapped in an endless, sadistic virtual cycle. Rather than allowing everyone to live in a perfect utopia, as originally planned, Braun took total control over the simulations. Creepily taking on the persona of a little girl named Betty, Braun has been psychologically torturing his fellow residents, before wiping the virtual worlds and booting up new ones. The player is able to permanently kill the dwellers to free them from the nightmare, and also has the option of trapping Braun in his simulations, alone forever.

Vault 12 was a huge facility, able to support over a thousand residents. It was also one of the best stocked of all the vaults, with an abundance of amenities, both recreational and practical. Unfortunately for the inhabitants though, the door was never closed fully. Thanks to the lack of a sealed entrance, the entire vault was exposed to the outside world. This not only meant that the insides became weathered and unreliable, but also that the inhabitants were slowly exposed to radiation. Vault 12 was also forced into by outsiders after they realised the door wasn’t sealed, leading to extensive overpopulation. Despite being relatively unaffected by the explosive blasts themselves, the residents of the vault succumbed to the creeping radiation, turning them into ghouls. Ultimately, this led to the founding of the ghoul-town Necropolis, an important location in the original Fallout game.

Vault 22 was designed to be an experiment on self-sufficiency, with a focus on plants keeping the facility’s population alive. However, while initially successful, there were some gruesome side effects that later marked the vault as a place to avoid at all costs. The plants released fungus spores, which infected many of the inhabitants. This led to the fungus taking over the body, killing the host and becoming a deadly, humanoid creature called a Spore Carrier. These Spore Carriers initially appeared as normal humans, who would walk around spraying spores and infecting further victims. However, they soon took on a more plant-like appearance, with a ferocity matching that of the feral ghouls. Vault 22 was all but abandoned by the remaining survivors, and the vault is surrounded by dozens of warning messages. Horrifically, the player can come across a number of very small Spore Carriers, suggesting that many of the victims were babies and infants.

Vault 106 was another facility that was constructed with a specific experiment in mind. This time, it was with regards to psychoactive drugs, and their effect on an enclosed community. 10 days after the Vault was closed, vaporous hallucinative drugs were continuously pumped into the air. The Overseer assured the population that there was no problem, and the facility swiftly descended into insanity. When the player encounters the vault, there are still drugs being pumped through the filtration system, causing strange hallucinations. There are still some vault residents still alive, though they are totally mad, and attack the player on sight. The drugs in the air can also be thanked for this delightful poem, discovered near the Overseer’s office: Scribbledy bibbledy hoodelly hoo. Wing wang bricka bang choo choo choo. Upsideup popsicle tastes like blue Ghosts in the hall go boo boo boo!

Vault 77 never appeared in any of the games, instead being featured in the official Fallout webcomic series. While many of the other vault experiments involved overpopulation and crowding, Vault 77 was inhabited by just one man. For months, the man bashed on the vault door, assuming that more vault dwellers were on their way. Soon, he discovered that he had been left a crate of puppets, which he later gave names and personalities. Becoming quite mad due to the prolonged isolation, he invented a whole life based around the puppets, even becoming embroiled in a murder mystery involving the ‘death’ of one puppet. Eventually, the Vault 77 dweller managed to escape, and entered the wilderness. After being captured by slavers, he managed to kill both of them while wearing a ‘vault boy’ puppet, earning him the ‘Puppet Man’ nickname.

Ideas for Fallout 4

1 - A grittier story--- Now, after I played New Vegas, as I usually do, I do a retrospective for 30 minutes. For NV, I determined it was too silly and didn't hold the same feel as Fallout 3. The story felt like it was trying to be light hearted and not serious. I felt no remorse after killing another faction for the NCR. In fact, I felt it was funny. Fallout 4 should include a type of moral dilemma that, as the leaked casting call photos prove, make the protagonist make a decision for the future of the wasteland or his family, with of course, less silliness. I still want wild wasteland, though.

2 - Weather system--- In honest hearts, it rained. that's all we got from Fallout concerning weather. I feel, as Fallout 4 is most likely going to be set in Boston, AND is on Next gen, that we should have chemical rain and thunder storms. Of course, above all else, I want cruel snowy winters that force the player to wear thick clothes that compromise movement so they don't die of hypothermia, and also allow the player to make camps and fire to keep warm. I feel as if the weather system could be perfect for stealth. For example, in snowy weather, the enemies cannot see you in the rural parts of Boston because the snow is to thick and heavy. In VATS, you wouldn't be able to target because you can't see. If you stealthily pick off people in the snow, no-one will find you and you won't even have to engage in open combat. In rain, you can walk fast whilst crouched and no-one will hear you, allowing you to get up close and personal with an enemy to dispatch of them quietly. There is so much you can do with the weather to change combat and gameplay.

3 - Guns feel powerful--- In previous installments, guns being shot at super mutants, deathclaws, people even, didn't feel powerful. None of these people even flinched when being shot or showed emotion unless hit with a critical hit. Let's make the guns feel powerful. People show emotion when being hit on their facial expressions, they git hit in their right arm, their right arm pulls back and they scream. Blow their weapon arm off and leave them until they bleed out. We need to be shown that our actions do damage and aren't futile.

4 - Truly "open" world--- In Fallout 3, we were forced to use subway tunnels to get to our destination and it took away from the openness of the map. I felt as if I couldn't go and explore what I saw. We can make it where we walk around freely and go where we see. Open doors in real time and don't use loading screens unless you are entering a new area of the map that needs to be loaded. With next gen technology we can make doors have animations for opening, going into a new building with a loading screen is not next gen.

5 - Customization--- Pretty simple. I want it to be like Skyrim where you can put on rings, boots, necklaces, tops, bottoms, helmets, gloves, etc. Although, I do want to be able to customize my camp with new colors, camo, and beds. I also want to customize my Armour with decals I made that represent my factions and play style.

Leaked info

First and foremost, the game will take place in Boston, and be kind of a direct sequel to Fallout 3 with a few groups returning. From what it sounds like, "The Institute" is pretty much the downtown DC or New Vegas of this game. Boston is going to be unlike anything we've seen in a Fallout game before, with buildings more on par with cyberpunk and retro-futurism.Androids play a big part in this game. The railroad from Fallout 3 is a faction. The enemies of the railroad is "the Plantation" -- a group who force Androids to farm so that Humans can get food. The Institute is highly advanced and probably obtained or built their own GECK to start a farm. Due to complaints about using Super Mutants and the Brotherhood of Steel in Fallout 3 excessively and going against the lore too much, Bethesda has decided to avoid using these groups. Bethesda wants to make a new "race" (think Ghoul, Super Mutant) which will be central to Boston. Bethesda is currently looking at Lovecraftian fiction since Boston is around "Lovecraft Country". Bethesda has no plans to reinvent the leveling up system to make it more like Skyrim and want to make Fallout 4 more distinct from Skyrim since of the complaints that Oblivion and Fallout 3 were too similar. Bethesda is thinking about introducing a system, similar to Skyrim, where your skills can level up if you perform certain tasks.

Bethesda teaser for Fallout 4

Fallout