this post was submitted on 12 Apr 2024
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Fallout

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The show is apparently canon. It's not like the All Roads comic, Fallout Tactics, or the Fallout Bible where it's considered flavor materials and only elements of it are later added to the canon.

"We view what’s happening in the show as canon," Bethesda director Todd Howard told Vanity Fair. "That's what's great, when someone else looks at your work and then translates it in some fashion."

https://www.gamesradar.com/is-the-fallout-tv-show-canon-bethesda-games-todd-howard/

The show takes place in 2296 making it the furthest along we've seen the world of Fallout so it might gives us some leads on canon endings of Fallout 3, NV, and 4.


I've only watched through the show once but I am wondering what you felt were significant additions to the canon or lore of Fallout?

Here's some stuff I thought of:

  • We knew there were Vault-Tec brand vaults in Canada following the annexation because of letters found in mailboxes outside of Vault 101 in Fallout 3 but a lot of people assumed this would be limited to major cities. Some people believed the settlement to the north mentioned in The Pitt DLC was a reference to Toronto and thought there might be a vault there. The map in one of the latter episodes seems to suggest there are a lot more vaults up there than people thought.

  • I feel like there were enough references to the situation the Brotherhood of Steel is currently in with the early episodes to suggest what happened to them in the non-isometric games but I'd need to rewatch it to dig deeper. I don't know if there are mentions of their command structure or the Mojave chapter. Either would likely be a giveaway. I don't think the destruction of the Prydwen in Fallout 4 is out of the question. In Fallout 4 Captain Kells talks about the prior construction of airships on the West coast and Scribe Rothchild from Fallout NV mentions a rogue detachment of the Brotherhood of Steel that might be able to fill emerging power vacuums.

  • Even with Shady Sands gone I feel like the NCR might still exist elsewhere. The population of the NCR according to a holotape in Fallout 2 is around 700,000 and with around 30,000 people in Shady Sands I feel like that means there were a lot of people outside this region. Unless this is being retconned. The whiteboard in the show, if I recall correctly, had a note that said the fall of Shady Sands was in 2277 which would have put it during Fallout 3 and before Fallout NV.

  • I think it has finally been confirmed that Vault-Tec kicked off the nuclear war in some way like the cancelled Fallout film from back in the day originally wanted.

  • New Vegas might may have been destroyed. It looks like it isn't lit up and the buildings have been further damaged.

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[–] dejected_warp_core@lemmy.world 0 points 5 months ago* (last edited 5 months ago) (1 children)

I haven't played all of the more recent games. I'm much more familiar with 1, 2, and New Vegas^1^. Some additions I found interesting that might already be covered in game lore:

  • The day-to-day of the Brotherhood was interesting, if not bleak. The characterization of the members in the Brotherhood of Steel hierarchy would have fit right in to Fallout 2.
  • T60/T61 Power armor, despite being ridiculously overpowered, is full of logistical, tactical, and technical drawbacks, complete with a weak point. At the same time, we get a really good idea of how much a person's strength is boosted while piloting one.
  • Turns out that a radbear is a decent match for an un-prepared T60 pilot. Also, radroaches are big problem for a T60's soft-spots.
  • Stimpaks are no longer hand-waved away as miraculously adding HP back. They really do impart some impossibly amazing healing qualities. Somehow.
  • A fully functioning vault is actually a very big place that can somehow manufacture all manner of foods, clothes, and other engineering materials from raw materials, for at least 200 years. But farming is still a thing. And yet, a failed water chip is still a death sentence ^2^.
  • New Vaults with completely new, screwed up, experiential designs.
  • Terminal hacking really is like that in-universe, and no longer a contrivance for a video game.
  • Mr. Handy and Matt Berry are a match made in heaven and I hope he voices all appearances of that robot from here on out.
  • Apparently, 200+ years of grinding armed combat gives you VATS superpowers.


This show also kinda/sorta shows that a game with radically different starting points make for interesting storytelling in this setting. BoS squire, Enclave scientist, Vault dweller, and Ghoul wanderer all look like compelling backgrounds now.

^1^ - Yup, I skipped Tactics. But I did play Fallout Shelter for a bit, so there's no accounting for taste.

^2^ - I never did beat Fallout 1. I'm pretty sure Vault 33 is never going to logistically recover from this.

[–] setsneedtofeed@lemmy.world 0 points 5 months ago (1 children)

I have gone through a rollercoaster of opinions about Goggins shooting the weak spot on the T-60.

It was cool in the moment, but on reflection it makes no sense. A design and specific manufacturing flaw that stayed identical between multiple radically different designs is strange. It’s like a guy who drove an M-48 Patton tank talking about design flaws in the M1 Abrams.

But then I thought, Goggins did have that bandolier of different specialist ammo. What if he only had one extremely potent anti-armor round? He could make up some nonsense about the armor having a weak spot, shoot it, and then the BOS soldiers would be freaked out thinking that he had an advantage.

Which is a lot of head canon, but I like it.

[–] GONADS125@feddit.de 0 points 4 months ago

And was this weak spot not present when fighting Maximus in Filly?.. Was Maximus wearing a different armor set, or was this a plot hole??

[–] argh_another_username@lemmy.ca 0 points 5 months ago (1 children)

Since you guys know what’s going on, may I ask what’s with the vials the ghoul has to take? I don’t recall that in the games 3, NV and 4…

[–] electric@lemmy.world 0 points 5 months ago (1 children)

I thought it was Med-X. Not sure if addicted or just in constant pain from being a ghoul. Probably needs a constant supply since ghouls are chem-resistant.

[–] argh_another_username@lemmy.ca 0 points 5 months ago (1 children)

I understood they need to take that or they become ferals, that was clear. I thought ferals or non ferals was more of a random thing after a huge exposure to radiation.

[–] electric@lemmy.world 0 points 5 months ago (1 children)

Other ghouls need it? I have only watched to episode 3. I guess it's Rad-Away then. Explains why it was orange. I cannot recall a specific source but ferals are created from too much exposure to radiation as a ghoul in the games. Sure you might not die from rads anymore, but it screws with your brain. I guess in the show they stave off the feral-ness by being hooked up Rad-Away constantly instead of avoiding rad baths. Pretty neat.

[–] setsneedtofeed@lemmy.world 0 points 5 months ago* (last edited 5 months ago) (1 children)

It seems to be a new drug invented for the show. I don’t actually mind it or think it is a retcon. It makes sense that after 200+ years of ghouls existing, somebody figured out a drug to brute force ghouls from turning feral when they otherwise would.

The show doesn’t say that all ghouls constantly need a daily supply of it, just that Goggins does. He is the oldest Ghoul we’ve ever seen, so with that in combination of other factors he probably would have turned long ago but is forcing it back.

That other ghoul was begging for it as he was turning, but that also doesn’t indicate all ghouls constantly need it.

[–] GONADS125@feddit.de 0 points 4 months ago (1 children)

That ghoul and the one in Super Duper Mart saying their own names trying to retain their last shred of human consciousness was a nice touch.

It reminded me of Admiral Keyes losing his mind to the Flood in the 2nd Halo book, where he just kept repeating who he was as it stripped his mind away.

[–] setsneedtofeed@lemmy.world 0 points 4 months ago (1 children)

That quick snap from turning relatively normal to feral is something I have to adjust to. Maybe that’s even how it happens in the newer games and I’m just not recalling it, but I always envisioned turning feral to be a much slower and more sporadic process. Like someone falling into worsening dementia over the course of many years, as opposed to a quick turn like in a zombie movie.

[–] GONADS125@feddit.de 0 points 4 months ago

I do agree with your sentiment. I think it should be a more gradual shift to madness. That makes a lot more sense to me, and it's how I always imagined it.

I liked that they are saying their name trying to maintain that last shred of humanity, but they present as more rabid extreme shifts. Like the ghoul that's killed and cannibalized going from having fluent conversations and vivid recollections to screaming his name is a bit much...

I think they should be in a confused and disoriented state like in dementia, and they should be near totally nonverbal by the point they're trying to remember who they even are. If it's caused by an irradiated brain essentially rotting away, then they shouldn't be able to articulate and be reminiscing at that point...