Plot Holes of Fallout 4 - Spoilers

Discussion in 'Fallout 4' started by SportBrotha, Dec 13, 2015.

  1. SportBrotha

    SportBrotha First time out of the vault

    Dec 12, 2015
    So I recently finished the Fallout 4 main quest line by siding with the Minutemen, and aside from being utterly underwhelmed by nearly every aspect of this game I've been thinking about all the various plot holes I've discovered.

    Here's my personal favourite. If you play the game siding with the BoS, Minutemen or Railroad you are forced to destroy the Institute by planting a 'fusion pulse charge' on the Institute's nuclear reactor. You fight your way deep into the Institute through a conveniently forgotten and poorly hidden secret tunnel (if you side with the Railroad or Minutemen, I believe the BoS just make a giant hole in the ground with Liberty Prime). Once you reach the reactor, in an exemplification of lazy and linear level design that plagues this game, an ally from either the BoS, Minutemen, or Railroad teleports you and your party to the tallest building in the Commonwealth to detonate your nuclear bomb (shameless plot point ripped straight out of FO3 to be used once again, just like many other tropes in this game).

    But what I really want to talk about is this teleportation issue. The Institute is built up as being so technologically advanced that they can teleport their synth coursers anywhere in the Commonwealth and in the last 5 minutes of the game we learn that people can be teleported by any individual that controls the Institutes teleportation system. So seeing as how the Institute is capable of teleporting people against their will, they are able to plant teleportation devices within synths and they can use this anywhere in the Commonwealth, why don't they simply install teleportation devices on every 3rd Gen synth. If the synth runs away, just teleport them back to a holding cell to be reformatted. You don't need coursers anymore, and synths don't need to know they are implanted with teleportation devices.

    Furthermore, the player, no matter what, has one of these devices implanted in their Pip-Boy. Why isn't it the case that as soon as you turn against the Institute they don't just teleport you to a room filled with lazer turrets, immediately disintegrating to upon arrival, or if Shaun has grown too emotionally attached to you to let this happen, why not transport you to a prison cell where he can attempt to reason with you. Indeed, if you antagonize the Institute you receive a quest which asks you to teleport back to the Institute. If you do so, you find yourself locked in a small room with Shaun accosting you through an intercom. At this moment I thought I would be treated with maybe a brief cutscene, such as the one we receive in Fallout 1 if we succumb to the Master's plan and join his army. We get dipped in an FEV vat, and our Vault is found and its residents are forced to join as well. Even Fallout 3 had an option similar to this. When Colonel Autumn is interrogating you in order to obtain the Project Purity passcode, giving him the correct passcode results in him using the passcode to unlock Purity and then killing you (ignore Autumn's horrible writing for the moment, at least we see that we as a player are not protected from death just because we are the protagonist. Fallout 1 and to some extent even 3 understood that there are sometimes wrong choices, particularly in dialogue that can get the player killed). But enough with that digression. Instead of trying to reason with you, to see his point of view, or simply eliminating the biggest threat to the realization of his dream, Shaun simply teleports you back to the Commonwealth.

    So that's the most glaring plot hole to me. The player has a teleportation device implanted in their Pip-Boy which could be used to instantly kill or capture them should they ever wrong the Institute and this is completely ignored. At least give me a moment where I remove this device, dooming myself to never return to the Institute, but ensuring some safety should I betray them. And then why is there a Railroad at all? There should be no escaped synths, there should be no coursers. The Institute, instead of sensibly saving resources by installing teleporters on potential runaways, invents a whole new synth with the same teleporter to chase and runaways AND THEN teleport them back anyway?

    There are so many other plot holes as well, I've left some others out that I found. What do you guys think? What's the worst plot hole in FO4?
     
    Last edited: Dec 13, 2015
  2. SaucyLad

    SaucyLad Stuck in a Fridge

    Nov 20, 2015
    Yeah there are so many holes in Fallout 4's plot I honestly stopped trying to make sense of it. Apparently Shaun has the ability to remotely let you out of cyro-stasis at Vault 111 at the start but he can't remotely deal with rogue Synths or the player when they're against the Institute.. :shrug:
     
  3. Spacemunkey

    Spacemunkey Vault Senior Citizen

    Dec 4, 2015
    The one that gets me is when you meet Shaun and he explains that the Institute needed DNA that was untainted and that's why he was kidnapped, yet the "scientists" that thought that was necessary let the rest of the vault die eliminating a pretty diverse gene pool in the process. Had they posted synths there to maintain the cryo-pods and there was just a malfunction allowing you to escape, imo, would have felt more organic.
     
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  4. TheVaultKeeper

    TheVaultKeeper Deliciously Demented

    Apr 22, 2007
    It's called a Deus Ex Machina my friend, and only skilled writers should only ever attempt to use it because there is serious risk of it coming off as cheesy and/or lore breaking. But Bethesda and Emil probably don't even know that it's called a Deus Ex Machina. I'm telling you.... watching Bethesda trying to write a coherent story is like watching children with rocket launchers. They have no clue what they're doing, but you can bet that at some point something big and dramatic is going to happen, and most likely it's going to result in a giant mess.
     
    Last edited: Dec 14, 2015
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  5. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    You know... the clean DNA reminds me of something...

    Master and Lou-Tenant anyone?
     
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  6. Someguy37

    Someguy37 Mildly Dipped

    Nov 18, 2015
    Putting teleportation devices on every synth is a horribly retarded idea for various reasons.
    A. Its a massive waste of resources to outfit every synth with one when The Institute has limited resources, and only the small minority of synths ever run away.
    B. Teleportation costs a massive amount of power, something they are in short supply of due to their main reactor being incomplete.
    C. Putting teleportation devices on every synth just vastly increases the chance that some outside force such as the Railroad, or the BoS, could get their hands on one and infiltrate the Institute doing massive damage before they realize someone stole one from a synth.
     
  7. MercenarySnake

    MercenarySnake Kept you waiting huh?

    Aug 22, 2015
    Yeah if they needed untainted DNA then why didn't they keep everyone alive? Why did they choose Shaun of all people and what would've happened if you died and Shaun was unsuitable as a subject? Why didn't they head to a different vault in order to find viable subjects and why Vault 111 of all vaults was "so special"?
    So many questions and from what some of you are saying, plotholes as well.
     
  8. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    You can just make Synths have smaller short range teleporters and then have a Synth who infiltrates society and has a kind of teleportation device that can draw in Synths who have teleporters in them, acting as sudden attack troops in case of failed diplomacy and attempted takeover. Imagine, one moment you're walking down the street before a group of Synths come out of nowhere causing chaos and panic.
     
  9. Someguy37

    Someguy37 Mildly Dipped

    Nov 18, 2015
    Says who? Nothing indicates that they can built smaller transport hubs using disguised synth around the commonwealth.

    The transporter Virgil has you build is absolutely massive, and requires quite a bit of energy.
     
  10. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Hmm I'm just surprised. They can make organic Synths and mass produce them and prolong their life and yet... can't make better transportation.
     
  11. Someguy37

    Someguy37 Mildly Dipped

    Nov 18, 2015
    Big MT. made machines that can recombine the matter of poker chips into edible food, yet they still require a massive satellite device to teleport things.

    Teleporting things seems to be difficult for even the best of minds.
     
  12. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    The machines don't remake matter from poker chips to food.... where did you get that from?

    The Big MT went crazy. And became shit scientists in the process.
     
  13. Someguy37

    Someguy37 Mildly Dipped

    Nov 18, 2015
    Yes they do... they are explicitly described as using the poker chips you put in them as a fuel source and raw material to make the item the user requests. They are literally Star Trek replicators.

    Big MT are probably the smartest people alive, even while crazy, they are pretty smart.


    http://fallout.gamepedia.com/Sierra_Madre_vending_machine
    "Assembly stations. Schematics are stored within... dispensers with unlock codes. They use the Chips scattered around as batteries... alloys and raw material embedded in the shell. They resemble the vending machines of the Mojave, but they are crafting devices of tremendous versatility. Once an Old World convenience, now... ...now, they are a means of survival. Use the Chips to power them. Select from the holographic display, the device will assemble it."

    That is why they have unlimited stock so long as you have enough chips to buy from them.They use to chips as matter to make whatever you want.
     
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  14. SaucyLad

    SaucyLad Stuck in a Fridge

    Nov 20, 2015
    Well teleportation aside why did they not add in a means of remotely deactivating a synth? Before security reasons are brought up I'd like to say that their current method which involves a spoken code-word, isn't really that secure either.. At least with remote deactivation they'd have less trouble rounding up a rogue Synth..
     
  15. MercenarySnake

    MercenarySnake Kept you waiting huh?

    Aug 22, 2015
    Synths sound like more trouble then they're worth, how come they didn't just stick with Mr. Handy sand Securitrons instead of wasting valuable resources on these synths?
     
  16. Someguy37

    Someguy37 Mildly Dipped

    Nov 18, 2015
    Likely for the same reason they rely on couriers to get reports from their infiltration units, such as Mayor McDonough, instead of just downloading the data from his head. They lack the equipment for such long range wireless communication sending.
     
  17. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Wow... that is interesting...

    The smartest person alive doesn't know that his creations can mate and easily escape.
     
  18. Someguy37

    Someguy37 Mildly Dipped

    Nov 18, 2015
    Neither did the guys at Jurassic Park, seems to be a common trend among scientists playing god.

    Because Mr. Handy bots and the like are retarded machines, with limited programming, that need constant input anytime anything changes in the situation, since they can't think for themselves.

    Synths are designed to be able to go without eating, sleeping, recharging, and have the ability to think at a near human level, allowing them to adapt to any situation that may arise on a job with minimal input from their overseers. They are the perfect workforce that can work nearly forever, without any supervision, or the hassle of the more primitive robots.
     
    Last edited: Dec 14, 2015
  19. Dr Fallout

    Dr Fallout Centurion

    Aug 17, 2015
    Yeah I wonder why...
     
  20. SportBrotha

    SportBrotha First time out of the vault

    Dec 12, 2015
    This is a good point. I would reply by saying this should have been explained. As it stands now, we can only speculate as to why the Institute used the strategy of reclamation that they do. Nevertheless, they are supposed to be extremely intelligent scientists and should be able to install teleportation devices based on the expected chance a synth will escape. Even then, I didn't finish the Railroad main quest line, but a short period into it one of the synths that wishes to escape mentions he knows a few others as well. These free thinking synths, according to him, number in the teens. That's not a huge amount. And how many coursers are there? They all have teleporters.

    So I guess it boils down to how many gen 3 synths there are that could possibly escape, how many coursers they would no longer have to build if there was no need for them and whether there is a net gain or loss in power due to the teleportation of runaways.

    On your other point, I don't think the capture problem stands, because you would simply teleport any lost synths back. Sending out coursers to find various hidden runaways is much more risky. it's high profile, and you risk losing both a synth and a courser.