See, that's the thing. They were finished. It's like the Red vs. Blue vault. It's over. All the original inhabitants are gone, and the only thing left are some journal entries and the powder gangers that moved in. Boring. Or Vault 3, which they didn't even seem to bother creating an interesting story for. It opened, the Fiends gang killed everyone a long time ago, now they live there. They didn't even kill them in an interesting way. Yawn.Little_Robot said:In Fallout 1 and 2, the Vaults were much closer to NV than they were to FO3. FO1 and 2 had the experiments for the vaults more subtle, or at least they had finished. The original games had vaults where the doors opened early, where they were intended to stay closed for a much longer time, where they had to repopulate the wasteland, and so forth. There were some sillier ones mentioned in the bible, but they weren't in the game (at least as locations you could visit).
That's not what the vault experiment was, though. The vault experiment was about human cloning. The result was the experiment getting out of control. The player is coming into the aftermath."Here's a Vault experiment.... EVERYONE IS ONE GUY AND THEY ALL SAY GARY! Spooooooooky!"
I have a theory about the gary vault: People that didn't enter it until toward the end when they had high powered weapons and power armor have a very different experience than when I first entered it as comparatively low level. When you have the power armor and minigun, the Garies aren't a threat at all, so you can just run through and mow them down. While they still weren't exactly a challenge, at lower level, they could do significant damage when they'd jump out from different directions. If you rush through it guns blazing, it's not creepy at all.
But heres the thing: You got experience the vault. It wasn't just a bunch of corridors and some journal entries.
Those were two different vaults, though both were mind-control experiments. One was to use drugs, the other ultrasound. Mind-control with drugs is straight out of the 1950s MK Ultra. When the wanderer finds it, the drug fumes are still there, but the inhabitants are long dead."Nice, bro! Here's another.... let's take the concept of the hallucinogenic vault from the Fallout Bible.... and make everyone inside an AWARD-WINNING MUSICIAN! It makes sense, right?
The ultrasound one needed to have individuals or small groups isolating themselves in sound-proof chambers for prolonged periods in order to work. How do they get them to do that? Use musicians. Musicians do that all the time to practice. But I found that vault to be the least interesting of the F3 ones, again, because it was just like most of the FNV vaults: It was over and done with, except for some journal entries.