I always imagined the armor either ran out of juice, finally broke down after the battle of Mariposa... or the Vault Dweller abandoned it because they didn't plan on surviving at first.
@@annoying_HK_guy The Overseer was in on it. He gave a heck of a reason for banishing the Vault Dweller, but it was all a ploy to keep the Enclave experiment going. No way in hell he's in heaven.
the vault would've been splintered between those who wanted to leave and follow in the vault dwellers footsteps, and accompany them on their journey, and make a life in the wastes, and the people who believed it safer to stay put in the vault. you don't need to be too smart to realize what would happen in this instance. if he were allowed in, it would've challenged the forced reality that vault-tec had in place, it would've been a revolution, the vault dweller could've gotten killed.
@@Hulbetley Along with a another vault dweller named Pat whom he/she spoused. It's in the "Vault Dweller's Memoirs" so his/her exile was known from Vault 13.
The Overseer had no right call in this situation. If he let the Vault Dweller back in, he'd want to eventually go out again, something hinted at by the text when you bring the water Chip back, it says when you enter the living quarters that they don't excite you as much as they used to, and if the Vault Dweller wants to come out again after the horrors he went through, then certainly others in the Vault would want to do the same, meaning that Jacoren's assumption about losing the best of a generation would be correct. And by sending him out forever, he martyrized him in the eyes of the other Vault Residents, making them want to go out with him anyways, which led to the events of Fallout 2. There wasn't a good choice to be made, and I think that's beautiful.
You encounter people throughout your journey, like Ian, who more or less return occasionally return to their settlement, but who otherwise live a nomad lifestyle. The Vault Dweller was meant to live outside of his Vault. He would have dragged others outside with him and broken the balance within the Vault for the rest of the community. Eventually that happens regardless, but this at least gave the Overseer time to plan. Not an easy choice indeed.
I really feel like maybe his “best” move he could try and pull would be to create some scouting or defense force within the vault with the dweller in charge, that way the dweller is satisfied with sometimes having something dangerous in their lives, that way the residents are satisfied with being able to explore the wasteland sometimes yet still having the comfort of their vault at the very back if things go wrong or if they decide the wasteland isn’t for them And finally the overseer is satisfied because he really doesn’t have any options other than let in entirely or kick the dweller out lol
@bluscout1857 It's not a perfect solution. None of his choices were. With this, eventually something would've faultered, likely after Albert Cole(the canon VD) died. Now that the Vault is public, raiders, mutants, radiation, and everything the denizens of the vault are ill prepared for are now just a few steps out. Albert would've had a lot on his plate to train the security team, and he'd need to leave anyways to continuously find equipment and supplies. It's a temporary solution with a lot of chances to blow up in the Overseer's face. It would've been his riskiest solution. In the end, what he chose had the most guaranteed safe-ish outcome.
@@almightytwinkie2171 Honestly his best move should have been expansion by rationalizing they had someone who literally survived out there in the wildlands. Even with risk factor, they had a hero return and a hero was one of their best weapons in these dying times. Allowing the vault to expand reasonably would allow control of this younger generation which would be like facing with damage control. You as an overseer cannot say you didn't see this coming, so by logic the best practice is to accept that reality and make the best of it. Acknowledge the change of this reality -- to save your people resulted in an act of desperation and through that no reality could ever hope to make what was once a comfort remain the same... It was better to welcome this Hero, acknowledge the new potential there was, grasp it, cease it, and proceed to expand on this generation and maybe... maybe then. Your vault 13 would have had an actual chance of truely growing and becoming more than... discarding your best hopes of survival by hiding away in a cave hoping your people will stay by your side.
since no one replied this... you have a great point, and it goes even further "Maybe... you'll ask me... to come back again... and maybe I'll say maybe..." i interpreted this literally but also in the way of the Vault Dweller coming back and Overseer says maybe...
Ama keep it real if they did these game like shorts novels and never talk about places it would rembered even more but am not complaining about NV either
1:23 I love how the Vault Dweller randomly scratches his head right as the Overseer leaves. It’s almost like he’s trying to process what just happened. Like he’s thinking “What the actual fuck?”
He had a valid point, but he was wrong. Making the Vault Dweller leave most likely motivated the people to leave even harder. The Overseer essentially turned him into a martyr by accident.
@@DarkOmegaMK2not “most likely”, that literally did happen. Overseer Jacoren was overthrown by the residents of vault 13 for exiling the vault dweller.
What is even more sad is that the Vault Dweller probably felt like he lost everything for nothing as in canon all of their companions that they met out in the Wasteland died fighting against the Master.
Vault dweler: I experimented he11 on earth to get the water chip, I stared at my companion getting burned alive, my dog friend gets down by an electrical door, destroyed a mutant base and master just to get kicked out of my home...AND IT STILL MONDAY!!
that was the most logical thing that the overseer has done... people would want to leave thinking the wasteland is not as bad as people told them.. then they would die and then the people would be no more...
the NCR ranger Not if the vault dweller told them about what went on outside. What if raiders were to attack the vault by managing to bypass security in some way? Or some other faction. They'd have no possible defense and they'd either be massacred, enslaved, or forced into an extortion racket as victims. The only thing that kept them safe from the outside was the lack of knowledge of the vault the outside had and the lack of knowledge the vault had on the outside. Now that both of those factors are gone, they are vulnerable. Plus, with fallout 2, you already see that some of them left anyways.
Jangles The War Pilot Not really all this will do is make people more curious to what’s out there. Honestly this was a really dumb decision if we’re looking at it logically.
It was the most logical thing to do, yes. But it was also a bad idea because he can say that the Vault Dweller died outside and whatever, but he can't skip the fact that the Vault Dweller saved the people, which in turn, will up him to a status of martyr, which will make people look up to him even harder, people would've started asking questions, eventually find out the truth and then shit would've just went south from there. Either way the Overseer's intent was doomed from the start.
Now it feels like they take edgy 12 year olds and have them write a story and loads of dialogue and they make no edits other than grammar mistake fixes
A lot of people hate Jacoren and I can understand why. But I also understand the Overseer's reason. Not everyone can survive in the Wasteland like the Vault Dweller. There is a good possibility that they'd just face the facts and understand that the Vault Dweller was just someone out of the ordinary and they understand that they probably won't have the same outcome so it'd be a better choice to just wonder. They deem them as a hero. There is also a possibility that they'd want to leave, and you basically can see how this can fall apart especially since you've seen it yourself. You're the one who witnessed it first hand. All of those people you helped (and those who hurt). Those changes happened because of you. If I was the Overseer I would have done things completely different, but I can understand why he sent him back out the way he did.
In Fallout 2, you can discover what happened. Basically, Jacoren is arrested, judged by the vault citizens, and executed for high treason, for banishing the Vault Dweller.
Good logic however the overseer presumably had already sent out 2 others before you meaning obviously the risks were shown there as well. The vault dweller was basically abandoned in the first place I think it was just as good a decision to kill jechorian right there as it was for him to send the vault dweller off.
Fallout 1 banishment: Thematically appropriate and bittersweet ending. Everyone still remembers it fondly Fallout 3 banishment: Ham fisted and thrown in reference to the original Fallout that doesn't fit the tone. Everyone still hates it and by extension Amata to this day
F1, they kick their hero because it could lead people to go out. But you're their hero. F3, you clean the mess you and your father made and they still resent you for the said mess but also the death that these actions made. In the end you're still responsible for what happened. I don't see why people can't get their fact right.... seriously...
@@hasunoushasu9710 How can you be responsible for other people's actions? Your father was an asshole that left and the overseer was a hypocrite and an asshole, even if you end things nonviolently and save the vault you're still banished
@@No-Hassle Fallout 3, the quest where you return to Vault 101 to settle the anarchy. You're kicked out of Vault 101 because Amata had the same fear as the Overseer of Vault 13, but clearly she still sends out scavengers out to the waste from time to time, which renders the banishment pointless. And if you kill the Overseer, she kicks you out out of anger, which makes it petty.
Junk Mail I remember that now. You are absolutely right. She kicks you out and next thing ya know, you randomly run into Tunnel Snakes in the Waste. I thought it would have been good idea for the Vault 101 to get their hands on the Wasteland Survival Guide.
@@FanboyKisser did you know about all the foreshadowing in the alien captive holotapes? I think its super frickin cool. (Ik this isn't at all what you guys were talking about but I just recently realized the vault 76 lore in the holotapes.)
I didn't feel so bad about leaving. I had joined the brotherhood, I had a place to be, things to do, goals to work for. And would it have been so hard to wake up screaming and crying a few times in the vault? PTSD is one hell of a deterrent
@@supersani21 Where does that come from? Pretty sure a lot of people are glad that the Mutant Army was beaten and most people survived, like the Hub or the BoS
So in the Overseer's mind what would have happened would have gone like this: Vault residents: What was the wasteland like? Vault Dweller: It was horrible, there was radiation everywhere, raiders who wanted to murder me, horrid abominations made by radiation and through terrible experiments. I am lucky to have made it out alive Vault residents: ... Vault residents: That sounds awesome! We should try that ourselves
More like, they'll want to hear more and more about what he did out there, and may be inspired to go out and see it for them selves, maybe end up bringing more people back, not nice people. He'd be a constant reminder that life outside the vault is "possible" since he went through some of the worst of it and didn't die. He's scared that future generations will be doomed because of him being seen as a role model, and people trying to copy him. I find it unlikely that real people would be too eager to risk life and limb just to explore, but then again I have no idea how many people live there, maybe every life can make the difference between a stagnant gene pool and "continuing the species"
Skynet Sure this would make some people curious about the outside world, but I think others would be reassured when they hear how dangerous it is. The Overseer is definitely over stating the risk that the Vault Dweller brings, unless the Vault Dweller is actively telling people to leave the vault, but he has no reason to do that since he just spent so much time to save the Vault.
there are plenty of veterans constantly talking about how army life is tough and no one should experience war, yet this doesn't stop many from dreaming about it because ''it would be cool''
Hasan Kaya Well the difference here is that someone looking to join the Army will have the Government promoting it, along with several people in the Army who promote it against those who don’t. Here you have a bunch of people completely oblivious and probably scared to what the outside world is like with only one person who faces its horrors to tell what it was like. You definitely won’t be getting any military benefits for leaving your cozy vault for an unforgiving wasteland just because you were curious.
@@bobbyferg9173 The army also isn't comparable to the wasteland. Even for countries that use their militaries a lot, active military service is no where near as terrible as trying to survive on your own in the wasteland.
Well, this is not an "Undertale-like" story. The overseer does not deserve to be pitied nor be forgiven. Either way, he got executed by vault dwellers for this move as heard from Fallout 2
@@157OneFiveSeven Not pitited,but he did have everyone's best interest at heart.Plus after the enclave slaughter of the ex-vault residents to go by,both the tribals and the current vault members,he was right to fear the outside.
@@bearandthebull2372 Assuming he may have been afraid of the outside world and care for the safety of the vault's residents, he was also following Vault thirteen's agenda/experiment. The vault dwellers were subjects supposed to be preserved until they get needed by the Enclave, or keep the vault's door sealed for two centuries. The overseer never cared for his people, but he was forced to use send The Vault Dweller to find the water chip to fix the vault's purifier and end the supernatant threat that was seeking for the vault's location and use its inhabitants as subjects, despite the fact most of it gets to be killed if the protagonist chooses to provide the location of the vault.
That suit said a lot about the Vault Dweller at the start of the game. It was clean, intact, and non-threatening, almost like him in a way. Still yet to experience the wear and tear of the wasteland, and how regular people in the surface survived throughout it. But in that final shot, it was battered, torn apart, and stained, as is the Vault Dweller. But, through all of that damage, it remains to be a part of him. It survived, despite all the trials, tribulations, tragedies, and betrayals. Just like the vault suit, the Dweller carries on, able to pass that spirit on to the next wearer of the suit, whose whole journey parallels his in a lot of ways.
Now, that looks like a good ending, even thought it is extremely sad, It is still satisfying and complete. the one in Planescape: torment just leaves it open for a sequel and wasn't satisfying because Black Isles Studios rushed it, That is why Fallout is the better RPG for me.
@Jin Lee I played it a long time ago, but from my memory it felt like the ending was pretty satisfying. I mean, it doesn't "end just like that", but rather in a satisfying conclusion to the whole issue the main hero had. What I did find unpleasing in the game, however, is that this whole story with a lover's ghost from the beginning. I don't remember how exactly, but what I do remember is that it felt like a total letdown.
I'm not really sure how "stuck for eternity in a demon war with no hopes of ever walking the material plane ever again" leaves it open for a sequel, but I'd love to see it.
At first I was sympathetic of the guy, thought he really wanted to protect his vault. But after I played Fallout 2, I realized he was just another dumb Vault-tec pawn and was complicit in the atrocities commited by the company. The Vault Dweller should've killed this asshole. I killed him on my first playthrough and have absolutely no regrets.
Even if he wasn't working for them, he was an incompetent who told you in ones of his dialogues that the main reason for not open the vault is because he would get unemployed. A selfish incompetent and asshole old bag
Also, at some point in Fallout 1 when you talk to him about people having secret meetings and wanting to go out, he says something like "If people leave, I won't have a job and I'll be irrelevant"
This ending hit me hard, especially watching the Vault Dweller walking away slowly with his head hanging low…into nothingness, leaving back all he ever known.
In the end, the Overseer did actually make the right call here... had the Vault Dweller not left, and he and his followers founded the town of Arroyo, the Chosen One wouldn't have been able to save the Vault 13 residents from the Enclave.
If children do leave the vault in attempt to emulate the Vault Dweller’s achievements, they’ll unfortunately realize they don’t have the same time-altering abilities in which he used to avoid death hundreds of times.
"In the end... I dont belong in the Vault. The wasteland has sucked me into its chaos. I dont hold hate for the Overseer, only disappointment and contempt... And worry for my former vault dwellers... I belong to the wastelands now. But you know what? Im fine with that. I can die happy, knowing my people will prosper, and I am a wasteland legend. I am the Wandering Dweller of Vault 13. And Im not to be fucked with."
Wouldn’t having him leave the vault for good make kids idolize him and want to be like him more? They would imagine all the heroic things he’s done since he left and want to leave too. They’d be more likely to stay in the vault if he stayed and told them firsthand of the horrors of the wasteland and why they shouldn’t go out there. I understand the overseer’s logic, but I think it’s pointless to force player to leave.
Funny enough, canonically some people in Vault 13 learn of the Dweller's exile and follow him, and those that remain remove the Overseer out of power and form a council out of their disgust for his decision.
what a bittersweet ending. the emotions you feel after playing this game and fighting through many struggles, losing companions on the way, only to be banished from the place you fought for, the place you called home, absolutely brutal. i especially love the use of "maybe" at the end just as it was used at the beginning, i think it fits better than "i don't want to set the world on fire" which is what the devs originally wanted to use
@@mylifesogood217 it’s more like a satire take on the fallout games but I like that, you can even out the darker themes of pre-bethesda fallout and the funnier side of post-Bethesda fallout
This ending to a truly great game, though perhaps realistic and/or practical, always bothered me. It reminds me a lot of the essential themes of _The Hunted_ episode of ST:TNG, where they turn men into weapons and send them off to war, then basically put them in prison upon return. I don't know if humanity is worth saving, or even can or should survive, if the first thing it does with those who give their lives to try to save it is to throw them away because they've become inconvenient, or there's now a price to be paid in helping its protectors return from war. I'd point out that in acting so selfishly and in the process creating someone with nothing left to lose, you may have ultimately created the very thing that, acting in exactly the same way that it learned from you! - destroys you. Which is of course reflected in the other ending for the game - the "evil" ending. I also wonder if humanity, in this universe, lost some essential part of itself by trying to sequester itself away from the nightmares itself created, rather than dealing with the underlying issues that created them in the first place - in this case, unfettered vices like greed, selfishness, and hubris. "The most dangerous creation of any society is the man who has nothing to lose. " -James Baldwin
These are all based on instances from real-world history, for example many of the Red Army soldiers who captured Berlin were sent to the GULAG because they had been "exposed" to the capitalist Allies for a few weeks.
That episode was really cool because of the chase scene in the enterprise It's one of the few times the antagonist (at he was in those scenes, though you could argue he's actually the protagonist of the episode) completely out maneuvers the enterprise d crew A lot of episodes TNG are definitely competence porn (they are the best of Starfleet after all) so it was fun and kinda refreshing to see someone outdoing the crew At least he wasn't a bad guy in the end as far as we know
A number of older games in this sort of design really seemed to make up for shortcomings in mechanical design with outstanding writing and voice work, the Legacy of Kain games share similarly incredible voice work while being just as old as the original Fallout
such excellent delivery and such bitter sweet ending those last words "you are a hero...and you have to leave" they are ingrained forever into peoples hearts.
It's a very creepy game, but that's part of why I like it so much. It really adds to the vibe that life in a post-nuclear world sucks and is full of chaos and horror.
The fact that the overseer IS actually sad, Really sad because of his own mistakes and the fact that he just banished a guy that probally suffered to save his home, the vault
The scene of the vault dweller leaving the vault into the desert wasteland is a direct nod to the ending to the western movie “The Searchers” with John Wayne. You should check it out, you’ll see the parallel.
He might as well have before Fallout 2 comes around. He would go on to found the village of Arroyo, and vanish off the radar entirely. A great send off for a mad lad who saved mankind
@@SgtMjRomero fallout 2's story is nonsense compared to fallout 1. If fallout 1 was the harry potter series, then fallout 2 was jk rowling's twitter posts.
"Take the bloody mess perk so you can take revenge!" Nahh..Im comfortable with the idea of the other dwellers being like "What the hell do you mean?? you 'exiled' him?!?" Then proceeding to lynch the overseer.
“You saved us, but you’ll kill us. I’m sorry. You’re a hero… and you’ll have to leave.” Those sentences together filled with the fact that they completely and reasonably contradict each other is just a beautifully sad ending.
the fallout tv show is not going to be as well-written as the first fallout game, i'm calling it (edit: well they did good for a first season. but i was right; it's still not as good as this game)
It's almost as if the whole story hasn't been told, you can't really compare a full game with what has so far been the first chapters of the main quest
There is just something so sad and haunting about this ending. The final shot of The player character walking away, along with the stellar music selection. Gives me chills.
I genuinely forgive and feel bad for the Overseer. You can feel it in his delivery, how unfair the whole situation is to him. Just the manner in which he says "hero" is full of a man who understands how unjust life is, yet is begrudgingly forced to be the one to perpetuate it.
This ending is perfect. From the song choice all the way to how the vault dweller walks. He walks away defeated, which is reasonable after you lost everything.
There isn’t a good ending for vault 13 anyway, either the super mutants get them in fallout 1’s technically bad ending, or they get gunned down by the enclave in fallout 2.
@@derpyoctopus4217 not those ones, for the super mutants it is those ones, for fallout 2, some get gunned down, one gets punched into pieces by Frank Horrigan (the death claw dwellers)
@@Kai-1138 what do you mean those ones? For the cannon ending of the vault being saved the enclave captures most of the dwellers and take them to the Poseidon oil rig where they are saved by the chosen one and rejoin with the citizens of arroyo who were also captured rather than returning to vault 13
@@derpyoctopus4217 there’s deathclaw dwellers from fo2, and the original dwellers from fo1, in the part where the dwellers die, that’s me talking about the deathclaw dwellers, the one about supermutants is about the original dwellers, I already know that the original dwellers lost like 5 of their population in the intro of Fo2 and then were captured, but the deathclaw dwellers in Vault 13 during 2241 die to the enclave and the supermutant behemoth known as Frank Horrigan.
He did say "the best". That's not the idiots who might think the wasteland is a fun place for an adventure, that's the people who will hear how the Vault Dweller overcame the wasteland's difficulties and changed a lot of people's lives for the better and will want to do the same. If everyone brave and talented leaves, the vault very well might be doomed with no one there to solve any problems that might arise. Too bad we find out that both the Vault Dweller's and the overseer's anguish over this decision was for nothing, as it ended up being a complete failure of a half-measure according to information in the sequel. Instead of letting the Vault Dweller back in after making him promise to shut his mouth about his adventures or making him leave and just telling everyone how he was too contaminated with radiation to save, the overseer let everyone find out how the Vault Dweller is their savior and that he banished him, resulting in his own execution and half the vault leaving anyway, according to Fallout 2.
@@mrgrinderman8861 They dumbed down the RPG elements even more, and they neutered the dialog system. Something no Fallout game should go without. Its not like all that was complicated, if I could figure that shit out as a kid back then, I can imagine most can figure it out now. With the removal if the point system, the perk system had to pick up the slack. Meaning they had to put in perks that did nothing special besides increasing damage of a particular weapon type. Perks that simply make you hit the things harder is a boring upgrade. Fallout 4 was a shooter with very light RPG elements. That was why many hate it. People don't play Fallout for that. Obsidian knew how to create a believable world with amazing characters with plenty to say. Cesar alone is amazing, he has so many views he expresses through dialog. Last, but certainly not least they also neutered the ending. 3/4 of them in fact are the exact same. Fallout New Vegas' ending, depending on how much you did, can go on for ten minutes or more. The only thing Fallout 4 did better was having the companions speak to one another when swapping them out, revealing what they think of each other.
@@mrgrinderman8861 I’ll respect your opinion though I heavily disagree but I just want to say i never thought until now about how rare it is to see someone who like 1-4 and new Vegas and probably rarer yet that actually likes all of those and 76. It is crazy how divided if a series it is with its fans by changing genre and writing every other few games with 1 and 2 being isometric rpgs, 3,4, and no bring open world rpgs, and 76 being an open world mmo. Personally I think 1,2, and new Vegas are all around equal in quality and hold them in high regard. Fallout 3 has some flaws but still has some genuinely great moments in it that I love. Fallout 4 though I can’t think of a single moment I actually enjoyed besides the gameplay being decent. Fallout 76 is an abomination however
What's ironic about this is that the decision the Overseer made might have just increased the popularity of the Protagonist as a hero. It doesnt matter if he were to survive and prosper in the wastelands, or if he was to die as a martyr, because both would be win-win situations.
the vault dweller is my favorite fallout protagonist, he may not be the strongest but he was the most brave venturing into the waste he may have died a thousands times but his determination to save his people and the wasteland made him stronger and after all that he was expecting a hero's welcome but instead he was exiled , without the vault dweller the wasteland would never be the same
the fact that actually after that the vault dwellers get mad at the overseer for making their hero and savior leave, and they end up executing him and leave the vault to find the chosen one and join him
It’s a terribly shortsighted move on the overseers part. The Vault Dweller was the only one to leave, and cannon suggests that they succeeds in their mission. They’re already a hero, and saving the vault just builds the legend. We also know that in spite of his actions, tons of people left the vault anyway so he kicked out a bastion of humanity for pride and vanity.
-Gets kicked out -People in the Vault get pissed that h was kicked out so they rebel and half leave anyway -His grandson saves BOTH the descendants of those who left and the descendants who stayed in Vault 13 -NCR builds a statue to his Wasteland Legacy Jacoren was right: He was a Hero and everyone knows it😎😎
Jacoren's best solution would be to allow the Vault Dweller to stay. They wouldn't necessarily need to leave, as instead they could open Vault 13 to the wasteland and integrate themselves through the caravans. Vault 13 was the ultimate defence, featured air conditioned hallways, but above all else it featured an intact library system (that could be used to educate wastelanders) as well as selling the water as an alternative to the Water Merchants down at The Hub. Inevitably some dwellers would want to leave, though the amount of people who would give everything they had to live in a Vault would secure the vaults population long term. If anything, banishing the Vault Dweller was the worst course of action. In the end many dwellers left Vault 13, and those who remained sealed themselves inside, isolated from the world. Until, of course, the Enclave arrived 80 years later. In an alternative world, Vault 13 could have greatly aided a changing wasteland. The newly founded NCR in their capital not too far away would secure them as close partners. Educating as well as providing clean drinking water to the residents. After 80 years the dwellers could have expanded their population beyond what the Vault could manage, and in the end they could have migrated outside. Even without a GECK, the founding of a second Vault City would be all too easy. And unlike Vault City, founded by the dwellers of Vault 8, with 13's close ties to a rising NCR they would not have become an enclosed community. The Enclave, in trying to reach the Vault, would have to strike in the heart of NCR territory only miles away from the Capital Shady Sands. In the end of the Enclaves fate is less certain, with no founding of the city of Arroyo, and no Chosen One, who knows if the Enclave would be destroyed in 2242.
Just because you did the right thing, just because your baddest sob in the wasteland, doesn't mean everything is going to be peachy, you can still suffer, you will still lose.
1:37 "We had lost one of our own, and just as the Overseer had planned, we were safe once more. The water, the precious water was saved thanks to the new Water Chip. As for me, I grew to manhood. In the fullness of time I became the Overseer of the great Vault 13. And the Vault Dweller? That was the last we ever saw of him. He lives now, only in my memories."
Ironically, The Overseer gets killed by the other dwellers for this decision in the lore of Fallout 2, and people leave the vault, the remaining dwellers get killed by the enclave (by releasing the intelligent deathclaws into the vault)
@@Sarahsqueak wouldn't call cyberpunk a shitty ending, save for the arasaka ending, I admit that the endings are kind of downer, but have a rather existential positivity to them despite the dark aspect of them, particularly the nomad one and the phantom liberty one to a lesser extent. But it was consistent with the world and tone, themes of the game. The ending in fallout 1 is the same in that regard.
Let him live nearby if he wants. Train those who want to leave. Truly forcing him out was wrong. The most dangerous man alive is now desolate and alone. He might come back to take his flock.
Idk why everyone hates the over seer, he did what he had to do, you could hear in his voice and see it in his face the man felt sorrow kicking your out
Ypu know what. As much of a dick move that is, i get it. He's just scared after all. It's not lik Fallout 3 where the man is just a damn tyrant and condescends you. This guy really just sounds scared
To be fair, the Vault Dweller would inspire people in there to have a vault-opening rebellion movement. People knowing too much and sometimes this only choice to keep someone safe.
THE BEST FUCKING ENDING THE VOICE ACTING, THE FUCKING SCENE, THE FUCKING MUSIC, THE FUCKING REALISM, THE FUCKING REASON . EVERYTHING IS SO FUCKING PERFECT
“You’re a hero…and you have to leave.”
Those words…those words. I have no words for how bone chilling they are
It's sad, you did expect to be a hero of tales, have songs about you and all that. But this...this is cold, raw realism, hitting you like a truck
Fallout 3 has basically the same dialogue when you return to vault 101
@@SwirlyCurlyy and it’s not as impactful because it was already used here
@@K-11609 also because the person who said it kinda wasn't even voice acting. Just reading the lines. There was no soul in it
@@redroachofficial7388 That too
"You have to leave." Player proceeds to scratch head
In power armor, no less
Y'Alldabaoth I was about to say that XD
@Y'Alldabaoth Yeah what good would that do? He’s basically just scratching his helmet.
"Yeah, that happens"
And here I am thinking it was sorta salute gesutre lmao
Truly a game that stands the test of time. For such an old game, this has got to be one of the best endings I have ever seen.
Stand the test of time my ass. This is the most outdated game I have ever played
@@sillyfella2009 filtered
@@sillyfella2009🤡
@@sillyfella2009crazy take
"I'm sorry. You're a hero... and you have to leave."
"You saved us, but you'll kill us, You're a hero, and you have to leave"
overseer: you have to leave!
me: k, (*loads the game) hey Lou! I know a great place for your men to hang out
ending still hits hard
>Power armor spontaneously dissapates from the sheer universe altering sadness that ending had
Schlomo Shecklestein is there a video on youtube that we haven't both watched?
Plot twist: the person leaving was Jacoren
i am the 1000th like, fear me
@@JayJay-wf2oe Lmao
I always imagined the armor either ran out of juice, finally broke down after the battle of Mariposa... or the Vault Dweller abandoned it because they didn't plan on surviving at first.
"you will kill us"
Vault dweller: leaves
Enclave: its free real estate
Overseer(in hell):-_-
@@annoying_HK_guy The Overseer was in on it. He gave a heck of a reason for banishing the Vault Dweller, but it was all a ploy to keep the Enclave experiment going.
No way in hell he's in heaven.
@@StrawberryDonutKing Asked and you shall be receive.
I changed it
породоск
@@StrawberryDonutKing they dont even know the enclave
The image of the broken Vault Dweller walking away from his home will always stay with me.
The image of his bodacious booty bouncing along will always stay with me.
@@HarshDude126average fallout fan
@@HarshDude126I put the new forgis on the Highwayman
The irony is that by making the Vault Dweller leave, the Overseer martyrized him by accident even more and people would end up leaving anyways.
I think a better strategy would be to just ask the Vault Dweller to emphasize all of the horrific dangers on the outside when recounting his tales.
the vault would've been splintered between those who wanted to leave and follow in the vault dwellers footsteps, and accompany them on their journey, and make a life in the wastes, and the people who believed it safer to stay put in the vault. you don't need to be too smart to realize what would happen in this instance.
if he were allowed in, it would've challenged the forced reality that vault-tec had in place, it would've been a revolution, the vault dweller could've gotten killed.
@@devonesq.7533 yeah and the infighting could result in all of them fighting and killing each other like we’ve seen many times in other vaults
Ppl can go n stuff
He should have stepped down and let the Vault Dweller become the new Overseer
Children want to be like him.
Yet he leaves the vault, and kids start assuming he's become an even bigger hero in the wasteland.
He probably told them the vault dweller died in the wasteland
@@Ryu1ify The vault dweller started a commune of ex-vault members so they knew he was still alive.
@@doublem1975x Guess he is just a shithead then
@@Hulbetley Along with a another vault dweller named Pat whom he/she spoused. It's in the "Vault Dweller's Memoirs" so his/her exile was known from Vault 13.
@@Ryu1ify The Vault 13 population found out what Jacoren did. Many left the Vault; the rest put Jacoren on trial and executed him.
They even took your pipboy...
Can’t have shit
@@heyepicgamersprobably took that too
@@sarge4285
R.I.P The Vault Dweller's Shit.
21xx - 2161
"Best Shit In The Vault."
Cant have shit in the wasteland
No they didn’t, the pip-boy 2000 isn’t a wrist computer and more a tablet
The Overseer had no right call in this situation.
If he let the Vault Dweller back in, he'd want to eventually go out again, something hinted at by the text when you bring the water Chip back, it says when you enter the living quarters that they don't excite you as much as they used to, and if the Vault Dweller wants to come out again after the horrors he went through, then certainly others in the Vault would want to do the same, meaning that Jacoren's assumption about losing the best of a generation would be correct.
And by sending him out forever, he martyrized him in the eyes of the other Vault Residents, making them want to go out with him anyways, which led to the events of Fallout 2.
There wasn't a good choice to be made, and I think that's beautiful.
You encounter people throughout your journey, like Ian, who more or less return occasionally return to their settlement, but who otherwise live a nomad lifestyle. The Vault Dweller was meant to live outside of his Vault.
He would have dragged others outside with him and broken the balance within the Vault for the rest of the community. Eventually that happens regardless, but this at least gave the Overseer time to plan.
Not an easy choice indeed.
I really feel like maybe his “best” move he could try and pull would be to create some scouting or defense force within the vault with the dweller in charge, that way the dweller is satisfied with sometimes having something dangerous in their lives, that way the residents are satisfied with being able to explore the wasteland sometimes yet still having the comfort of their vault at the very back if things go wrong or if they decide the wasteland isn’t for them
And finally the overseer is satisfied because he really doesn’t have any options other than let in entirely or kick the dweller out lol
@bluscout1857 It's not a perfect solution. None of his choices were. With this, eventually something would've faultered, likely after Albert Cole(the canon VD) died. Now that the Vault is public, raiders, mutants, radiation, and everything the denizens of the vault are ill prepared for are now just a few steps out. Albert would've had a lot on his plate to train the security team, and he'd need to leave anyways to continuously find equipment and supplies. It's a temporary solution with a lot of chances to blow up in the Overseer's face. It would've been his riskiest solution. In the end, what he chose had the most guaranteed safe-ish outcome.
@@almightytwinkie2171 Honestly his best move should have been expansion by rationalizing they had someone who literally survived out there in the wildlands. Even with risk factor, they had a hero return and a hero was one of their best weapons in these dying times.
Allowing the vault to expand reasonably would allow control of this younger generation which would be like facing with damage control.
You as an overseer cannot say you didn't see this coming, so by logic the best practice is to accept that reality and make the best of it.
Acknowledge the change of this reality -- to save your people resulted in an act of desperation and through that no reality could ever hope to make what was once a comfort remain the same... It was better to welcome this Hero, acknowledge the new potential there was, grasp it, cease it, and proceed to expand on this generation and maybe... maybe then. Your vault 13 would have had an actual chance of truely growing and becoming more than... discarding your best hopes of survival by hiding away in a cave hoping your people will stay by your side.
Lp
The song really resonate with this ending. Especially as it plays as he leaves.
"Maybe... You'll think of me..."
since no one replied this... you have a great point, and it goes even further
"Maybe... you'll ask me... to come back again... and maybe I'll say maybe..."
i interpreted this literally but also in the way of the Vault Dweller coming back and Overseer says maybe...
Game developers rarely have the balls to write an ending like this. It's so perfect, and personally have yet to see it rivaled.
Drakengard
Nier
Metal Gear Solid
God of War
Last of Us
Spec Ops The Line
Transistor
Arkham City
Fallout new vegas, outter world's
@@batfreeze56 Big Gey
imagine if the franchise didnt get more games after FO1, this wouldve been the most heartbreaking and perfect start and end to a story.
Nah Albert Cole Would Of Moved On With Or Without Vault 13
Ama keep it real if they did these game like shorts novels and never talk about places it would rembered even more but am not complaining about NV either
1:23 I love how the Vault Dweller randomly scratches his head right as the Overseer leaves. It’s almost like he’s trying to process what just happened. Like he’s thinking “What the actual fuck?”
Lo chistoso es que se rasca la cabeza aún llevando un jodido casco de metal XD
I mean he has a point, and he just seems genuinely sad of making you leave, there should be an option to appropriately say goodbye.
He had a valid point, but he was wrong. Making the Vault Dweller leave most likely motivated the people to leave even harder. The Overseer essentially turned him into a martyr by accident.
@@DarkOmegaMK2not “most likely”, that literally did happen. Overseer Jacoren was overthrown by the residents of vault 13 for exiling the vault dweller.
@@throg4657 Yeah, I guess "most likely" was not the right expression.
politician saving his comfortable position needed to eliminate the threat to his power, talking you into leaving was his only way to keep control
What is even more sad is that the Vault Dweller probably felt like he lost everything for nothing as in canon all of their companions that they met out in the Wasteland died fighting against the Master.
Vault dweler: I experimented he11 on earth to get the water chip, I stared at my companion getting burned alive, my dog friend gets down by an electrical door, destroyed a mutant base and master just to get kicked out of my home...AND IT STILL MONDAY!!
that was the most logical thing that the overseer has done... people would want to leave thinking the wasteland is not as bad as people told them.. then they would die and then the people would be no more...
the NCR ranger Not if the vault dweller told them about what went on outside. What if raiders were to attack the vault by managing to bypass security in some way? Or some other faction. They'd have no possible defense and they'd either be massacred, enslaved, or forced into an extortion racket as victims. The only thing that kept them safe from the outside was the lack of knowledge of the vault the outside had and the lack of knowledge the vault had on the outside. Now that both of those factors are gone, they are vulnerable. Plus, with fallout 2, you already see that some of them left anyways.
The ENCLAVE!!!
Jangles The War Pilot
Not really all this will do is make people more curious to what’s out there. Honestly this was a really dumb decision if we’re looking at it logically.
We don't get Fallout 2 if this not happen.
It was the most logical thing to do, yes. But it was also a bad idea because he can say that the Vault Dweller died outside and whatever, but he can't skip the fact that the Vault Dweller saved the people, which in turn, will up him to a status of martyr, which will make people look up to him even harder, people would've started asking questions, eventually find out the truth and then shit would've just went south from there.
Either way the Overseer's intent was doomed from the start.
"Your a hero... and you have to leave" I miss when fallout had good dialogue.
*You're. Your is possessive, used to describe something belonging to someone.
What are you talking about? I've heard that line a thousand times from other media.
@@jar6264 from what? Even then though that line itself isn’t alone that good it is only good because of all he said leading up to that line
-I miss when X was better than Y
-I miss when X had a good Z
Now it feels like they take edgy 12 year olds and have them write a story and loads of dialogue and they make no edits other than grammar mistake fixes
A lot of people hate Jacoren and I can understand why.
But I also understand the Overseer's reason. Not everyone can survive in the Wasteland like the Vault Dweller. There is a good possibility that they'd just face the facts and understand that the Vault Dweller was just someone out of the ordinary and they understand that they probably won't have the same outcome so it'd be a better choice to just wonder. They deem them as a hero.
There is also a possibility that they'd want to leave, and you basically can see how this can fall apart especially since you've seen it yourself. You're the one who witnessed it first hand. All of those people you helped (and those who hurt). Those changes happened because of you. If I was the Overseer I would have done things completely different, but I can understand why he sent him back out the way he did.
awkward & depressed Bloody mess perk achieved. (Bad Karma Ending)
In Fallout 2, you can discover what happened.
Basically, Jacoren is arrested, judged by the vault citizens, and executed for high treason, for banishing the Vault Dweller.
@@Destroyer2150 Niiice
Good logic however the overseer presumably had already sent out 2 others before you meaning obviously the risks were shown there as well. The vault dweller was basically abandoned in the first place I think it was just as good a decision to kill jechorian right there as it was for him to send the vault dweller off.
at least it was written better than the shit in vault 101 during fallout 3
Fallout 1 banishment: Thematically appropriate and bittersweet ending. Everyone still remembers it fondly
Fallout 3 banishment: Ham fisted and thrown in reference to the original Fallout that doesn't fit the tone. Everyone still hates it and by extension Amata to this day
Fuck Amata
Fuck Amata.
F1, they kick their hero because it could lead people to go out. But you're their hero.
F3, you clean the mess you and your father made and they still resent you for the said mess but also the death that these actions made. In the end you're still responsible for what happened.
I don't see why people can't get their fact right.... seriously...
@@hasunoushasu9710 In fallout 3 it doesn't fit the tone at all
@@hasunoushasu9710 How can you be responsible for other people's actions? Your father was an asshole that left and the overseer was a hypocrite and an asshole, even if you end things nonviolently and save the vault you're still banished
Change da world... my finial message goodbye
some dude brings tears to the eye
oh man it’s been a while
"every youngster will want to emulate you"
1 INT Vault Dweller: "nnrgh... Mom?"
Interesting how Bethesda tried to emulate this in a side quest, and failed spectacularly.
Junk Mail which quest
@@No-Hassle Fallout 3, the quest where you return to Vault 101 to settle the anarchy. You're kicked out of Vault 101 because Amata had the same fear as the Overseer of Vault 13, but clearly she still sends out scavengers out to the waste from time to time, which renders the banishment pointless. And if you kill the Overseer, she kicks you out out of anger, which makes it petty.
Junk Mail I remember that now. You are absolutely right. She kicks you out and next thing ya know, you randomly run into Tunnel Snakes in the Waste. I thought it would have been good idea for the Vault 101 to get their hands on the Wasteland Survival Guide.
@@No-Hassle In the end, it's what 'sounds cool' counts. Bethesda did it in Fallout 3 and they already did it Fallout 4.
@@FanboyKisser did you know about all the foreshadowing in the alien captive holotapes? I think its super frickin cool. (Ik this isn't at all what you guys were talking about but I just recently realized the vault 76 lore in the holotapes.)
There was more emotion in this 2 minute clip than the entire game of Fallout 4
inb4 Fallout 5 opts for a linear style of gameplay, pay-per-emotion, and details the exploits of Preston Harvey’s ever-expanding settlement range.
Ok fanboy
@Midas how did you recognize me
@Midas only fanboys would shit on other people's tastes in video games
Companions were the only well written ones lol
I didn't feel so bad about leaving. I had joined the brotherhood, I had a place to be, things to do, goals to work for.
And would it have been so hard to wake up screaming and crying a few times in the vault? PTSD is one hell of a deterrent
Canonically speaking though, The Vault Dweller lost all his friends except for Tandi and Aradesh after beating the Master
@@supersani21 Where does that come from? Pretty sure a lot of people are glad that the Mutant Army was beaten and most people survived, like the Hub or the BoS
@@TheTSense Memoirs of the Vault Dweller which is in Fallout 2
@@TheTSense Yeah, they're grateful to him but you can't call them his friends. Maybe I'm wrong though
@@TheTSense in the vault dwellers memoirs in fallout 2, it's said that both Ian and dogmeat died.
So in the Overseer's mind what would have happened would have gone like this:
Vault residents: What was the wasteland like?
Vault Dweller: It was horrible, there was radiation everywhere, raiders who wanted to murder me, horrid abominations made by radiation and through terrible experiments. I am lucky to have made it out alive
Vault residents: ...
Vault residents: That sounds awesome! We should try that ourselves
More like, they'll want to hear more and more about what he did out there, and may be inspired to go out and see it for them selves, maybe end up bringing more people back, not nice people. He'd be a constant reminder that life outside the vault is "possible" since he went through some of the worst of it and didn't die. He's scared that future generations will be doomed because of him being seen as a role model, and people trying to copy him. I find it unlikely that real people would be too eager to risk life and limb just to explore, but then again I have no idea how many people live there, maybe every life can make the difference between a stagnant gene pool and "continuing the species"
Skynet Sure this would make some people curious about the outside world, but I think others would be reassured when they hear how dangerous it is. The Overseer is definitely over stating the risk that the Vault Dweller brings, unless the Vault Dweller is actively telling people to leave the vault, but he has no reason to do that since he just spent so much time to save the Vault.
there are plenty of veterans constantly talking about how army life is tough and no one should experience war, yet this doesn't stop many from dreaming about it because ''it would be cool''
Hasan Kaya Well the difference here is that someone looking to join the Army will have the Government promoting it, along with several people in the Army who promote it against those who don’t.
Here you have a bunch of people completely oblivious and probably scared to what the outside world is like with only one person who faces its horrors to tell what it was like.
You definitely won’t be getting any military benefits for leaving your cozy vault for an unforgiving wasteland just because you were curious.
@@bobbyferg9173 The army also isn't comparable to the wasteland. Even for countries that use their militaries a lot, active military service is no where near as terrible as trying to survive on your own in the wasteland.
I wish there was an option to hug the overseer before leaving
I mean especially how sad he was at making you leave
Well, this is not an "Undertale-like" story. The overseer does not deserve to be pitied nor be forgiven. Either way, he got executed by vault dwellers for this move as heard from Fallout 2
@@157OneFiveSeven Not pitited,but he did have everyone's best interest at heart.Plus after the enclave slaughter of the ex-vault residents to go by,both the tribals and the current vault members,he was right to fear the outside.
@@bearandthebull2372 Assuming he may have been afraid of the outside world and care for the safety of the vault's residents, he was also following Vault thirteen's agenda/experiment. The vault dwellers were subjects supposed to be preserved until they get needed by the Enclave, or keep the vault's door sealed for two centuries. The overseer never cared for his people, but he was forced to use send The Vault Dweller to find the water chip to fix the vault's purifier and end the supernatant threat that was seeking for the vault's location and use its inhabitants as subjects, despite the fact most of it gets to be killed if the protagonist chooses to provide the location of the vault.
damn that too good to make it since is hug last time make it ever sader
That suit said a lot about the Vault Dweller at the start of the game. It was clean, intact, and non-threatening, almost like him in a way. Still yet to experience the wear and tear of the wasteland, and how regular people in the surface survived throughout it.
But in that final shot, it was battered, torn apart, and stained, as is the Vault Dweller. But, through all of that damage, it remains to be a part of him. It survived, despite all the trials, tribulations, tragedies, and betrayals. Just like the vault suit, the Dweller carries on, able to pass that spirit on to the next wearer of the suit, whose whole journey parallels his in a lot of ways.
Remind me of that one undertale quote.
It's you.
Despite everything, it's still you.
Now, that looks like a good ending, even thought it is extremely sad, It is still satisfying and complete. the one in Planescape: torment just leaves it open for a sequel and wasn't satisfying because Black Isles Studios rushed it, That is why Fallout is the better RPG for me.
@Jin Lee I played it a long time ago, but from my memory it felt like the ending was pretty satisfying. I mean, it doesn't "end just like that", but rather in a satisfying conclusion to the whole issue the main hero had. What I did find unpleasing in the game, however, is that this whole story with a lover's ghost from the beginning. I don't remember how exactly, but what I do remember is that it felt like a total letdown.
I'm not really sure how "stuck for eternity in a demon war with no hopes of ever walking the material plane ever again" leaves it open for a sequel, but I'd love to see it.
At first I was sympathetic of the guy, thought he really wanted to protect his vault. But after I played Fallout 2, I realized he was just another dumb Vault-tec pawn and was complicit in the atrocities commited by the company.
The Vault Dweller should've killed this asshole. I killed him on my first playthrough and have absolutely no regrets.
Azurite that oldie is an ass. If the main character saved hunanity they would be a powerful guard
Even if he wasn't working for them, he was an incompetent who told you in ones of his dialogues that the main reason for not open the vault is because he would get unemployed. A selfish incompetent and asshole old bag
Killing him is what he wants you to do. Sparing him is what YOU want to do.
@@codyrawiri-pettit5526 awesome comment.
Also, at some point in Fallout 1 when you talk to him about people having secret meetings and wanting to go out, he says something like "If people leave, I won't have a job and I'll be irrelevant"
This ending hit me hard, especially watching the Vault Dweller walking away slowly with his head hanging low…into nothingness, leaving back all he ever known.
I mean, the sad part is he's not wrong for his reasoning.
But damn, all that hard work just to be kicked out again.
In the end, the Overseer did actually make the right call here... had the Vault Dweller not left, and he and his followers founded the town of Arroyo, the Chosen One wouldn't have been able to save the Vault 13 residents from the Enclave.
yeah, a lot of things in the fallout universe would not have come to be if Jacoren had let him back in
Well.. At least there's that.
If children do leave the vault in attempt to emulate the Vault Dweller’s achievements, they’ll unfortunately realize they don’t have the same time-altering abilities in which he used to avoid death hundreds of times.
"In the end... I dont belong in the Vault. The wasteland has sucked me into its chaos.
I dont hold hate for the Overseer, only disappointment and contempt... And worry for my former vault dwellers...
I belong to the wastelands now.
But you know what? Im fine with that. I can die happy, knowing my people will prosper, and I am a wasteland legend.
I am the Wandering Dweller of Vault 13. And Im not to be fucked with."
Now rewrite it for 1 Intelligence.
@@set1237
Assuming an INT 1 VD can write something........
@@set1237 "Duuuuhhhh!!! Uhhh...uhhh...duhhh.... Uh huh!"
0:16
tfw your grandchild literally saves the world from the Enclave (in their prime)
enclave femboys in power armor
Wouldn’t having him leave the vault for good make kids idolize him and want to be like him more? They would imagine all the heroic things he’s done since he left and want to leave too. They’d be more likely to stay in the vault if he stayed and told them firsthand of the horrors of the wasteland and why they shouldn’t go out there. I understand the overseer’s logic, but I think it’s pointless to force player to leave.
You cant put the paste back in the tube, might as well have the dweller try to teach the others how to survive to make it a safe transition
@Guilherme Almeida Yeah, I agree.
Yea, but that fucker is just another pawn to the Vault-tec. They wants to let them stay for 200 years, remember?
Funny enough, canonically some people in Vault 13 learn of the Dweller's exile and follow him, and those that remain remove the Overseer out of power and form a council out of their disgust for his decision.
I do imagine that the overseer lied about the exile of the vault dweller.
man, what a fucked up ending.
1:16 when one of your friends pretends to be gay so he can get into the girls sleepover and he try's to sit back with you.
Underrated coment
This comment is Gold... And I'm leaving...
Twist: he's actually gay for you
what a bittersweet ending. the emotions you feel after playing this game and fighting through many struggles, losing companions on the way, only to be banished from the place you fought for, the place you called home, absolutely brutal.
i especially love the use of "maybe" at the end just as it was used at the beginning, i think it fits better than "i don't want to set the world on fire" which is what the devs originally wanted to use
Let's face it, classic Fallouts are a lot more mature than Fallout 4.
Yeah but It doesn’t mean games like fallout 4 can’t be fun
@@TWG31 I like Fallout 4, but it's not "Fallout" in its classic guise.
@@mylifesogood217 it’s more like a satire take on the fallout games but I like that, you can even out the darker themes of pre-bethesda fallout and the funnier side of post-Bethesda fallout
This ending to a truly great game, though perhaps realistic and/or practical, always bothered me. It reminds me a lot of the essential themes of _The Hunted_ episode of ST:TNG, where they turn men into weapons and send them off to war, then basically put them in prison upon return. I don't know if humanity is worth saving, or even can or should survive, if the first thing it does with those who give their lives to try to save it is to throw them away because they've become inconvenient, or there's now a price to be paid in helping its protectors return from war. I'd point out that in acting so selfishly and in the process creating someone with nothing left to lose, you may have ultimately created the very thing that, acting in exactly the same way that it learned from you! - destroys you. Which is of course reflected in the other ending for the game - the "evil" ending.
I also wonder if humanity, in this universe, lost some essential part of itself by trying to sequester itself away from the nightmares itself created, rather than dealing with the underlying issues that created them in the first place - in this case, unfettered vices like greed, selfishness, and hubris.
"The most dangerous creation of any society is the man who has nothing to lose.
" -James Baldwin
These are all based on instances from real-world history, for example many of the Red Army soldiers who captured Berlin were sent to the GULAG because they had been "exposed" to the capitalist Allies for a few weeks.
That episode was really cool because of the chase scene in the enterprise
It's one of the few times the antagonist (at he was in those scenes, though you could argue he's actually the protagonist of the episode) completely out maneuvers the enterprise d crew
A lot of episodes TNG are definitely competence porn (they are the best of Starfleet after all) so it was fun and kinda refreshing to see someone outdoing the crew
At least he wasn't a bad guy in the end as far as we know
Overseer: hey thanks for saving everyone now get the fuck out
The bully after seeing the "No bullying" sign
This voice acting is amazing man his reading of the lines is so perfect.
Are we just going to ignore the really good voice acting? Its amazing even though its the first game!
A number of older games in this sort of design really seemed to make up for shortcomings in mechanical design with outstanding writing and voice work, the Legacy of Kain games share similarly incredible voice work while being just as old as the original Fallout
such excellent delivery and such bitter sweet ending
those last words
"you are a hero...and you have to leave"
they are ingrained forever into peoples hearts.
This game creeps me out….
It's a very creepy game, but that's part of why I like it so much. It really adds to the vibe that life in a post-nuclear world sucks and is full of chaos and horror.
The fact that the overseer IS actually sad, Really sad because of his own mistakes and the fact that he just banished a guy that probally suffered to save his home, the vault
The scene of the vault dweller leaving the vault into the desert wasteland is a direct nod to the ending to the western movie “The Searchers” with John Wayne. You should check it out, you’ll see the parallel.
How old is the movie?
@@Nombrenooriginal it’s from the 50s
Imagine if this is the ending for Lucy in the 2024 series.
Or better, Norm becomes a hero
It's inevitable, once you've experienced the rest of the world you can never really go back home.
Ngl, given how sad this ending was, I thought in the end the character was going to get shot or otherwise just randomly die to the wasteland
He might as well have before Fallout 2 comes around. He would go on to found the village of Arroyo, and vanish off the radar entirely. A great send off for a mad lad who saved mankind
@@SgtMjRomero fallout 2's story is nonsense compared to fallout 1. If fallout 1 was the harry potter series, then fallout 2 was jk rowling's twitter posts.
@@SyndicateOperative fallout 2 had awesome tribal aesthetics tho
Here before UA-cam puts this in everyone’s recommended, to see how damn good this game was
classic fallouts best fallouts
True @@mylifesogood217
What a good fucking game this is...
Fallout 1
"Take the bloody mess perk so you can take revenge!"
Nahh..Im comfortable with the idea of the other dwellers being like "What the hell do you mean?? you 'exiled' him?!?" Then proceeding to lynch the overseer.
its the perfect ending though thematically, you don't get what you want in the wastes.
“You saved us, but you’ll kill us. I’m sorry. You’re a hero… and you’ll have to leave.”
Those sentences together filled with the fact that they completely and reasonably contradict each other is just a beautifully sad ending.
the fallout tv show is not going to be as well-written as the first fallout game, i'm calling it
(edit: well they did good for a first season. but i was right; it's still not as good as this game)
I think they did a good job
It's almost as if the whole story hasn't been told, you can't really compare a full game with what has so far been the first chapters of the main quest
There is just something so sad and haunting about this ending. The final shot of The player character walking away, along with the stellar music selection. Gives me chills.
I genuinely forgive and feel bad for the Overseer. You can feel it in his delivery, how unfair the whole situation is to him. Just the manner in which he says "hero" is full of a man who understands how unjust life is, yet is begrudgingly forced to be the one to perpetuate it.
You must not be familiar with what comes after this
This ending is perfect. From the song choice all the way to how the vault dweller walks. He walks away defeated, which is reasonable after you lost everything.
Welp off to goodsprings
There isn’t a good ending for vault 13 anyway, either the super mutants get them in fallout 1’s technically bad ending, or they get gunned down by the enclave in fallout 2.
No at the end of fallout 2 they are freed from the enclave and join with arroyo
@@derpyoctopus4217 not those ones, for the super mutants it is those ones, for fallout 2, some get gunned down, one gets punched into pieces by Frank Horrigan (the death claw dwellers)
@@Kai-1138 what do you mean those ones? For the cannon ending of the vault being saved the enclave captures most of the dwellers and take them to the Poseidon oil rig where they are saved by the chosen one and rejoin with the citizens of arroyo who were also captured rather than returning to vault 13
@@derpyoctopus4217 there’s deathclaw dwellers from fo2, and the original dwellers from fo1, in the part where the dwellers die, that’s me talking about the deathclaw dwellers, the one about supermutants is about the original dwellers, I already know that the original dwellers lost like 5 of their population in the intro of Fo2 and then were captured, but the deathclaw dwellers in Vault 13 during 2241 die to the enclave and the supermutant behemoth known as Frank Horrigan.
He did say "the best". That's not the idiots who might think the wasteland is a fun place for an adventure, that's the people who will hear how the Vault Dweller overcame the wasteland's difficulties and changed a lot of people's lives for the better and will want to do the same. If everyone brave and talented leaves, the vault very well might be doomed with no one there to solve any problems that might arise.
Too bad we find out that both the Vault Dweller's and the overseer's anguish over this decision was for nothing, as it ended up being a complete failure of a half-measure according to information in the sequel. Instead of letting the Vault Dweller back in after making him promise to shut his mouth about his adventures or making him leave and just telling everyone how he was too contaminated with radiation to save, the overseer let everyone find out how the Vault Dweller is their savior and that he banished him, resulting in his own execution and half the vault leaving anyway, according to Fallout 2.
"the butterfly effect isnt real!"
jacoren kicking out the protagonist led to the destruction of the enclave
Damn that walk hit me so hard
Vault Dwellers look on the ground is what made the scene realistic
one of the greatest video game endings ever. you saved a world that was already destroyed... and for what?
To go on with those that are willing to follow you and create a new home in the wasteland
When someone gives you the answers for a test but the teacher sees them doing it:
1:34 Me after witnessing Fallout 4, and then 76 not long after.
Trust me fallout 4 was a good game as well as 3,2,1 New Vegas etc. Fallout 76 was a scam and a bullshit game Fallout 4 was still good
@@mrgrinderman8861 They dumbed down the RPG elements even more, and they neutered the dialog system.
Something no Fallout game should go without.
Its not like all that was complicated, if I could figure that shit out as a kid back then, I can imagine most can figure it out now.
With the removal if the point system, the perk system had to pick up the slack. Meaning they had to put in perks that did nothing special besides increasing damage of a particular weapon type. Perks that simply make you hit the things harder is a boring upgrade.
Fallout 4 was a shooter with very light RPG elements. That was why many hate it. People don't play Fallout for that.
Obsidian knew how to create a believable world with amazing characters with plenty to say. Cesar alone is amazing, he has so many views he expresses through dialog.
Last, but certainly not least they also neutered the ending. 3/4 of them in fact are the exact same. Fallout New Vegas' ending, depending on how much you did, can go on for ten minutes or more.
The only thing Fallout 4 did better was having the companions speak to one another when swapping them out, revealing what they think of each other.
@@Ghoffman91 i respect your opinion but still I like fallout 4
Its a great game but I dislike the endings
@@mrgrinderman8861 76 was made because people cut 4 so much slack. Neckbeards should have been listened to
@@mrgrinderman8861 I’ll respect your opinion though I heavily disagree but I just want to say i never thought until now about how rare it is to see someone who like 1-4 and new Vegas and probably rarer yet that actually likes all of those and 76. It is crazy how divided if a series it is with its fans by changing genre and writing every other few games with 1 and 2 being isometric rpgs, 3,4, and no bring open world rpgs, and 76 being an open world mmo.
Personally I think 1,2, and new Vegas are all around equal in quality and hold them in high regard. Fallout 3 has some flaws but still has some genuinely great moments in it that I love.
Fallout 4 though I can’t think of a single moment I actually enjoyed besides the gameplay being decent.
Fallout 76 is an abomination however
And then a bunch of Vault Dwellers follow the Vault Dweller out. Saving humanity yet again.
@1:18 Important.
MaverickOrange gets pissed and kills him
Frodo when he returns to the Shire:
What's ironic about this is that the decision the Overseer made might have just increased the popularity of the Protagonist as a hero. It doesnt matter if he were to survive and prosper in the wastelands, or if he was to die as a martyr, because both would be win-win situations.
This speech is referenced in the fallout 3 quest trouble on the homefront and is almost of a bummer there too
This shit made me mad when I finished playing it with my brother as a kid. But I a newfound respect for the great ending as I grew up
the vault dweller is my favorite fallout protagonist, he may not be the strongest but he was the most brave venturing into the waste he may have died a thousands times but his determination to save his people and the wasteland made him stronger and after all that he was expecting a hero's welcome but instead he was exiled , without the vault dweller the wasteland would never be the same
Still my favorite video game ending ever.
the fact that actually after that the vault dwellers get mad at the overseer for making their hero and savior leave, and they end up executing him and leave the vault to find the chosen one and join him
then he became the stranger with Big Iron on his hip
1:33
the last good spark of humanity leavening the den of hate and hell that it becomes in the future
It’s a terribly shortsighted move on the overseers part. The Vault Dweller was the only one to leave, and cannon suggests that they succeeds in their mission. They’re already a hero, and saving the vault just builds the legend. We also know that in spite of his actions, tons of people left the vault anyway so he kicked out a bastion of humanity for pride and vanity.
-Gets kicked out
-People in the Vault get pissed that h was kicked out so they rebel and half leave anyway
-His grandson saves BOTH the descendants of those who left and the descendants who stayed in Vault 13
-NCR builds a statue to his Wasteland Legacy
Jacoren was right: He was a Hero and everyone knows it😎😎
Jacoren's best solution would be to allow the Vault Dweller to stay. They wouldn't necessarily need to leave, as instead they could open Vault 13 to the wasteland and integrate themselves through the caravans. Vault 13 was the ultimate defence, featured air conditioned hallways, but above all else it featured an intact library system (that could be used to educate wastelanders) as well as selling the water as an alternative to the Water Merchants down at The Hub.
Inevitably some dwellers would want to leave, though the amount of people who would give everything they had to live in a Vault would secure the vaults population long term. If anything, banishing the Vault Dweller was the worst course of action. In the end many dwellers left Vault 13, and those who remained sealed themselves inside, isolated from the world. Until, of course, the Enclave arrived 80 years later.
In an alternative world, Vault 13 could have greatly aided a changing wasteland. The newly founded NCR in their capital not too far away would secure them as close partners. Educating as well as providing clean drinking water to the residents. After 80 years the dwellers could have expanded their population beyond what the Vault could manage, and in the end they could have migrated outside. Even without a GECK, the founding of a second Vault City would be all too easy.
And unlike Vault City, founded by the dwellers of Vault 8, with 13's close ties to a rising NCR they would not have become an enclosed community. The Enclave, in trying to reach the Vault, would have to strike in the heart of NCR territory only miles away from the Capital Shady Sands.
In the end of the Enclaves fate is less certain, with no founding of the city of Arroyo, and no Chosen One, who knows if the Enclave would be destroyed in 2242.
Just because you did the right thing, just because your baddest sob in the wasteland, doesn't mean everything is going to be peachy, you can still suffer, you will still lose.
What I think really sells this ending is the Overseer's voice acting. He sounds just as heartbroken as you are
1:37 "We had lost one of our own, and just as the Overseer had planned, we were safe once more. The water, the precious water was saved thanks to the new Water Chip. As for me, I grew to manhood. In the fullness of time I became the Overseer of the great Vault 13. And the Vault Dweller? That was the last we ever saw of him. He lives now, only in my memories."
Ironically, The Overseer gets killed by the other dwellers for this decision in the lore of Fallout 2, and people leave the vault, the remaining dwellers get killed by the enclave (by releasing the intelligent deathclaws into the vault)
Modern video games would not dare do ending like this!
a lot of games have shitty endings, look at cyberpunk 2077 as an example.
@@Sarahsqueak wouldn't call cyberpunk a shitty ending, save for the arasaka ending, I admit that the endings are kind of downer, but have a rather existential positivity to them despite the dark aspect of them, particularly the nomad one and the phantom liberty one to a lesser extent. But it was consistent with the world and tone, themes of the game. The ending in fallout 1 is the same in that regard.
@@cane6074 yea that’s what i meant, shitty for your character i mean
bro has not played any modern games
Let him live nearby if he wants. Train those who want to leave. Truly forcing him out was wrong. The most dangerous man alive is now desolate and alone. He might come back to take his flock.
Compared to Amata, this one is very different. He knows that he is delaying the inevitable but knows that their people are not ready
Idk why everyone hates the over seer, he did what he had to do, you could hear in his voice and see it in his face the man felt sorrow kicking your out
Ypu know what. As much of a dick move that is, i get it. He's just scared after all. It's not lik Fallout 3 where the man is just a damn tyrant and condescends you. This guy really just sounds scared
Except not really, he doesn't want you interfering with the goals of Vault-Tec entrusted to him as overseer, and he ends up paying for it anyway
You're a hero.... The one we deserve, but not the one we need right now...
To be fair, the Vault Dweller would inspire people in there to have a vault-opening rebellion movement. People knowing too much and sometimes this only choice to keep someone safe.
THE BEST FUCKING ENDING THE VOICE ACTING, THE FUCKING SCENE, THE FUCKING MUSIC, THE FUCKING REALISM, THE FUCKING REASON . EVERYTHING IS SO FUCKING PERFECT
The still shot of the forlorn vault dweller walking towards the sunset is what ties this all together, so depressing.