The world of Western RPGs has some names that live on in gaming history no matter how many years pass. Fallout, created by Interplay and later continued by Black Isle, Bethesda, and Obsidian, is one of them, and with good reason. Its post-apocalyptic world has captured the imagination of more than one, and their shelters They are some of the most emblematic places in the history of video games. Now, thanks to one of the game’s original creators, we know the hidden purpose that the latter had.
It has always been said that Vault-Tec, the company responsible for creating the shelters and filling them with people before the nuclear holocaust, wanted to experiment with the inhabitants of its facilities. This, within the sharp criticism of corporatism and brutal capitalism that we found in the first Fallouts, was not too out of place. But did you know that Vault-Tec had deeper plans after your experiments?
The true purpose of shelters in Fallout
The producer, programmer and co-creator of Fallout 1, Timothy Cain, now has his own YouTube channel where he is dedicated, among other things, to talking about the video game industry and great works of his time, as Arcanum or, well, Fallout. In one of his latest videos, titled “The true purpose of Vaults in Fallout”, he has released a pearl of interesting information for fans of the RPG saga.
And it is that beyond simply experimenting with the human being for purely sadistic reasons. The notion of repopulating a planet Earth that has been utterly devastated by nuclear war has always seemed a bit strange and impractical, and for a reason: Originally, Fallout wasn’t about fixing our planet, it was about take humanity into space.
As Cain comments, the Vaults were a way to get humanity to practice and perfect all the techniques they would need to thrive in space, which is why they exist for such disparate purposes. From those who focus on grow plants in confined spaces (New Vegas Vault 22) to huge cryogenic complexes (as we could see in Fallout 4), the original plan was for each of these to perfect something that humanity would need in the future, even if it was at the cost of the well-being of a few.
It must be said that this is the original plan that Timothy Cain thought of when creating the concept of the shelters, but it is clear that, along the way, something of this essence was lost. Proof of this deviation are some of the strangest places in the Fallout saga:
- Vault 11which offered a martyr from time to time until the residents objected to these practices, after which they would pass the test and go abroad.
- Vault 29whose purpose was to create an experimental society composed only of children and adolescents.
- Vault 53with equipment designed to break down every few months.
- Vault 92whose population were renowned musicians who were experimented on thanks to mind control techniques.
- Vault 108in which all the residents are clones of the same person: Gary.
- Vault 112which offered a completely virtual life disconnected from the horrible post-apocalyptic world.
As you can see, it’s hard to find a use for many of these bizarre experiments in order to get humanity into space. Even so, this is an idea that makes it very easy for us to think about what it would be like. a crossover between Fallout and Starfieldthe new space RPG from Bethesda.
Being able to go to one of the planets and find evidence of future Vault-Tec installationsand even the ruins of some failed space shelter would not only be something that would fit perfectly with the approach of the game, but would open up many possibilities for Bethesda create winks to the following games in the post-apocalyptic saga. Even so, I don’t think this is the case, but having a small headcannon never hurts, right?
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