Bon Jovi Invented “John Fallout”

Is the classic rock legend JBJ really responsible for the iconic “John” meme?

We all know the “John” meme by now. Simply take the name of something and add “John” in front of it, and there you go, your new de facto main character. John Fallout, John Halo. Hell, when I worked at GameStop we even had a running gag about the company’s “founders,” Johnathan Game and Robert Stop. Why is it funny? I have no idea. Maybe it’s deep fried internet humor. Maybe it’s pure brain rot. But whatever the reason, it seems like the joke is here to stay.

Earlier this week I was driving in my car when Alice Cooper came on the radio. That reminded me of a conversation I had years ago with a listener: is Alice Cooper the man, or the band? The answer is technically both. Originally, it was The Alice Cooper Band, fronted by Vincent Damon Furnier. As the group grew in popularity, Furnier began performing under the name Alice Cooper himself, eventually adopting it as his legal name. What started as a band name became a person.

Once you notice that phenomenon, you start seeing it everywhere. Take Van Halen. The band is named after Eddie and Alex Van Halen, but when someone says “Van Halen,” you almost always think of the band itself rather than the brothers individually.

Then there’s Bon Jovi. Most people assume Bon Jovi is simply Jon Bon Jovi’s name. But technically, it isn’t. Jon’s real last name is Bongiovi. “Bon Jovi” started as a stylized version of that name — a band name, not a personal one. But as the group became famous, Jon adopted Jon Bon Jovi as his stage name, essentially taking the band’s name as his own surname.

And that’s when it hit me. Jon Bon Jovi might have accidentally invented the “John” meme decades before the internet did. Think about it. The band name becomes the character’s name. If the situation was identical but Jon happened to front Nirvana instead, it would be the equivalent of John Nirvana.

The internet may think it invented the “John” meme, but the truth is that rock and roll might have gotten there first. And somewhere out there, John Fallout is probably very proud.

-Style

True Vault Escapades on WSRR Radio

A WSRR interview with Preston Hardin: Creator of True Vault Escapades!

True Vault Escapades creator Preston Hardin joins Style to discuss his journey through Fallout-centric, Lore-friendly, radio! Fallout 3’s impact on Preston, The controversy of Old World Tunes, Launching A-Bimb Radio, and bringing True Vault Escapades to WSRR Radio! Plus even more Fallout talk. Listen to the full interview below!

Listen in to WSRR Radio at 10am on 5/5/24 to hear the interview on air!

Interview form 5/04/24


Fallout: Texas?

While New Orleans and a return to Nevada have been heavily favored for the next fallout location, The best answer might have been right in front of our faces the entire time.

Since its inception, the Fallout series has transported players to post-apocalyptic landscapes ripe with adventure, danger, and intrigue. From the desolate wastelands of California to the urban ruins of Washington D.C., each installment has offered a unique setting teeming with stories to uncover. As fans eagerly anticipate the next chapter in this beloved franchise, one question looms large: Where will the next Fallout game take place? Among the myriad of potential locations, there’s one standout candidate deserving of exploration: the Lone Star State itself, Texas. Texas boasts a diverse landscape that can provide players with varied environments to explore. From sprawling deserts to dense pine forests, from bustling cities to isolated towns, Texas offers a wealth of settings ripe for post-apocalyptic storytelling. The contrast between urban decay and rural wilderness could create a rich tapestry of locales for players to traverse.

Texas is steeped in history and culture, offering a unique backdrop for storytelling. Its iconic imagery, from cowboy culture to oil fields, could be seamlessly integrated into the Fallout universe, providing a fresh aesthetic for players to immerse themselves in. The fusion of Texas lore with Fallout’s retro-futuristic style could yield a compelling and distinctive setting. With a storied past, including its own struggles and conflicts, which could serve as fertile ground for narrative exploration. From the days of the Wild West to its role in the oil industry, Texas has experienced moments of triumph and tragedy that could be reimagined in the Fallout universe. Delving into the state’s history could provide players with a deeper understanding of the world they inhabit.

No discussion of Texas would be complete without mentioning the Alamo, one of the state’s most iconic landmarks. This historic site holds immense cultural significance, symbolizing resilience and sacrifice. In a post-apocalyptic Texas, the Alamo could serve as a central hub or pivotal location within the game world.

Imagine the crumbling walls of the Alamo fortified by survivors, its grounds transformed into a bustling settlement teeming with activity. Players could interact with a diverse cast of characters, each with their own stories and motivations. The Alamo’s historical significance could be woven into the game’s narrative, offering players quests and challenges that pay homage to its storied past.

Furthermore, the Alamo’s strategic location could make it a sought-after prize for rival factions vying for control of the region. Players may find themselves drawn into conflicts over the Alamo, forced to defend it from raiders or make difficult decisions that shape its fate. The juxtaposition of the Alamo’s historical legacy with the harsh realities of the post-apocalyptic world could provide a compelling backdrop for the game’s storyline.

Whether it’s delving into the Alamo’s underground tunnels in search of lost artifacts or uncovering the truth behind the myths that surround it, the Alamo could provide players with countless hours of adventure and intrigue. Its status as a cultural touchstone would make it a memorable and impactful location within the game, leaving a lasting impression on players long after they’ve moved on to other quests.

Incorporating the Alamo into the next Fallout game would not only pay homage to Texas history but also add depth and richness to the game world. It would provide players with a captivating setting to explore, complete with its own unique challenges and mysteries. From its iconic architecture to its legendary status, the Alamo has the potential to elevate the next Fallout game to new heights, ensuring that the Lone Star State leaves an indelible mark on the franchise’s legacy.

While other locations within the Fallout universe have been explored in previous games, Texas remains largely uncharted territory. This presents an exciting opportunity for developers to introduce new lore, creatures, and gameplay mechanics unique to the region. By venturing into unfamiliar territory, the next Fallout game can captivate players with fresh discoveries and surprises around every corner.

Texas represents a compelling setting for the next installment in the Fallout series. Its diverse terrain, cultural significance, rich history, and untapped potential offer developers a wealth of opportunities to craft an unforgettable gaming experience. As fans eagerly await news of the next Fallout game, the prospect of exploring the wastelands of Texas is sure to ignite excitement and anticipation. So saddle up, wasteland wanderers, because the Lone Star State awaits your adventure.

Should Fallout: New Vegas be Remastered?

Is a remaster worth it for this beloved Fallout Title?

While a remaster typically involves enhancing the game’s visuals, and performance, and perhaps making some quality-of-life improvements, it doesn’t typically involve significant changes to gameplay or story elements.

Remastering Fallout: New Vegas could be appealing to fans of the game who wish to experience it with updated graphics and improved performance on modern hardware. A remaster could enhance the game’s visuals, increase the resolution, improve textures, and potentially add support for higher frame rates or other technical enhancements. This could make the game more visually appealing and immersive for both returning players and newcomers.

The original game had some technical limitations and performance issues, especially on certain platforms. A remaster could optimize the game’s performance, potentially reducing bugs, improving frame rates, and providing a smoother gameplay experience. As technology advances, older games may struggle to run on newer hardware and operating systems. Remastering Fallout: New Vegas would ensure compatibility with modern systems, allowing players to easily enjoy the game without the need for workarounds or compatibility fixes.

New Vegas has a strong fan base and is considered by many to be a classic within the series. Remastering the game would help preserve it for future generations, allowing new players to experience the game in a polished and updated form. A remaster could attract new players who might have missed the game’s initial release or were deterred by technical limitations. By updating the visuals and performance, a remastered version might generate renewed interest and introduce the game to a wider audience.

It’s worth mentioning that a remaster doesn’t fundamentally change the content or mechanics of the game. So, if you’re looking for significant gameplay changes or new story content, a remaster might not fulfill those expectations that a sequel or even prequel might.

Ultimately, the decision to remaster Fallout: New Vegas would rest with the rights holders and developers, taking into account factors such as the demand from the player base, the costs and resources required, and their overall vision for the franchise. Bethesda working on a New Vegas remaster might also take time and resources away from developing the next chronological installment of the game which would definitely divide the opinions of the fanbase. Is the tradeoff worthwhile? Would you be in favor of a Fallout New Vegas remaster?

Style and Lyle Davenport

Microsoft Talks Fallout New Vegas 2

Now that Bethesda has been obtained in Microsoft’s most recent purchases, there have been mumblings of Fallout New Vegas 2 finally becoming a reality.

It’s been quite some time since we discussed the possibilities for a follow-up title to the prominent Fallout New Vegas. However, now it would appear creators under the Microsoft umbrella are ready to do the same!

As reported by VGC, Venturebeat’s own Jeff Grubb discussed the possibility of a new Obsidian crated Fallout now that they are under the same parent company of Microsoft.

Grubb is quoted as saying, ““This is very early, but people have begun to have talks and say these words in sentences, and those words are ‘Obsidian’ and ‘New Vegas 2’.”

While Grubb would go on to explain this project wouldn’t be in the near future, there is at least interest in the idea of it. Interest has been heavily expressed in the past not only by the community but by Obsidian CEO Feargus Urquhart who views the opportunity like the original Fallout series, the games would be closely related in a relative proximity while still telling different stores.

While the answer to a New Vegas sequel is still largely up in the air, we are definitely closer than we’ve ever been to the reality of it. We anticipate more updates and news regarding the Fallout series under the new umbrella of Microsoft.

-Style

Middler, Posted byJordan. “Fallout New Vegas 2 Is Reportedly in ‘Very Early Talks at Microsoft’.” VGC, 24 Feb. 2022, https://www.videogameschronicle.com/news/fallout-new-vegas-2-is-reportedly-in-very-early-talks-at-microsoft/.

Another Multiplayer Fallout?

How Fallout 76 could’ve been approached differently and keeping future multiplayer Fallouts story oriented.

Fallout 76 brought a multiplayer experience into the Fallout series, one that was long asked for, but poorly executed. That said, is there a chance to save the long awaited multiplayer aspect without muddying the story driven game? A concept that up tp just a few years ago was nothing more than hopeful speculation, is there a way to take your typical single player, story driven Fallout and play with a friend. In order to understand how to approach this, we must first look back at how the multiplayer Fallout we were given was presented.

What Fallout 76 Did Right

Photo: Pastemagazine.com

Easy is it to jump aboard the band wagon and deem Fallout 76 a bad game. While not exactly what you’d look for in or expect from your typical post-apocalyptic adventure, and while rushed, Fallout 76 like it or not does have some redeeming qualities. The first and foremost thing 76 has going for it is server size. Todd Howard made it extremely apparent during the E3 reveal of the game this is not a party, its the apocalypse. By keeping server sizes limited to “Dozens” of players rather than hundreds, Bethesda made a very smart and more lore friendly online experience for players. Apart from the small servers, 76 also capitalized on Fallout 4’s building engine. Now don’t get me wrong, I’m entirely of the opinion that less is definitely more when it comes to settlement building, However, in the age of current day Bethesda titles the settlement building g suite is something that just isn’t going away. While Fallout 76 may have gone a bit over kill on it, they adapted it well for the game we were given.

What Fallout 76 Did Wrong

Photo: pngaaa.com

Now for the fun part. While fans had been split for over a decade in wether or not their favorite title should adapt a multiplayer aspect, very few expected this. Bethesda Studios took an interesting and bold rout using the MMORPG style similar to a World Of Warcraft game, and in the end, it didn’t exactly pay off like they would’ve expected. The open world aspect is 100% in line with what we’re used to In the series, however the distinct lack of NPCs leaves a lot to be desired in therms of the main, as well as side, quest lines. Quests seem empty and unimportant, doing something simply because a voice on a hollowtape said to then doing that same exact thing every mission gets tired very quickly. Honestly, the lack of interesting quests and dialog is enough to kill the game dead in its tracks right there, and while there are a ton of other issues present, I could be here all day listening them. For your sanity as well as mine, here’s the quick and easy breakdown of all the issues I’m sure you’ve already figured out for yourself!

Settlement building seems like a chore, when it works that is. Constantly having to hope and pray your house will be able to be placed every time you enter a server is not something I should have to worry about. “Companions” are just side quest beacons that rarely add any kind of interesting aspect to the gameplay, looking at you Beckett. The replay-ability aspect is simply not there, interesting thought out side quests have been replaced with timed events and daily challenges that are just more of the same. Of course we can’t forget constantly having to deal with that one guy in each server who somehow was able to sit though countless hours of 76 and reach an ungodly level just to try and start problems with other players.

How Multiplayer Could’ve Been Approached

Photo: Fallout Wiki

Asl any life long Fallout follower how they would’ve pitched a multiplayer Fallout prior to the release of 76 and I guarantee 9/10 times someone will bring up what I like to call “the companion option”. The companion option essentially boils down to the second player would take over the role of whoever the main player’s NPC companion is at the time. Not very complicated, and quite reminiscent of the PS2 days of co-op multiplayer! However the downside to this will always be the second players limitations. Having to deal with a preset character that is ultimately the first players decision. No personalization or custom stats to work off of, just dropped into a role and attached at the hip to the host. Now, my proposal for a work around? Use the same idea that 76 had. Now hear me out, remember how we talked about keeping the server size small, make it smaller. Same open world concept, build a single player game like the days of FO3 or NV, then add in a second private slot. Same single player aspect we’ve grown to love but with two main characters, that can interact, team up, or duke it out. No strangers If not wanted and full ability to keep it single player. If Fallout 76 has shown us anything, anything is possible when it comes to the Fallout series. Will we see another multiplayer Fallout, most likely down the road. The only deciding factor of how it will play out following the backlash from Fallout 76 will be what the community is clamoring for.

Let me know what you thought of Fallout 76, and how you would build an ideal multiplayer fallout below! Don’t forget to check out more fallout blogs right here and keep up to date on everting happening at StylesRebelRadio.com

-Style

My First (And Worst) Fallout Experience

My First Fallout Experience Was The Absolute Worst Time I’ve Ever Had Playing…

I’ve been a die hard fan of the Fallout franchise for many, many years now. By far it’s my favorite game series and one I’ve played over again easily a dozen times each. Typically when someone finds their favorite game it’s a fantastic and exciting experience, for me, not so much. I was unfortunate enough to experience the absolute worst the wasteland had to offer on my very first run through, and I’m talking RIGHT AWAY. An experience I’ve never seen anything come close to in my near 100 following play throughs of the series, you’d think I had a real life Luck of zero!

A few things to keep in mind before I get into it:

• The copy of Fallout 3 I purchased came with all the DLC on a second disc .

• I used to keep my TV relatively dark to get away with playing it last midnight on school nights.

Alright, so the year is 2010. I was the absolute last of my friends to play Fallout 3. I decided to pick it up from my local Game Stop after hearing my cousin talk it up for quite some time. Opting for the slightly more expensive Game Of The Year edition, I got home and began installing the DLC from the second disc. Later in the evening once everything was installed I began my journey into the Fallout universe.

Upon starting the game everything ran like expected, Tunnel Snakes, GOAT tests, Overseer , all that good stuff. Then, came time to exit the vault. Stepping into the bright blinding light of the wasteland with nothing but my vault security armor and a baseball bat, I was beyond excited to explore the Capitol Wastes. That lasted all about 15 seconds however. Taking roughly 10 steps from the door, I began to walk toward a tall black figure that stood just off to the right of the vault entrance. Immediately without haste I was greeted with a barge of fire flying towards me. That’s right, the very first enemy I encountered in Fallout was none other than an Enclave Hellfire Trooper. So here I am, level 1, never played before, wood baseball bat, and being repeatedly spawned in front of and killed by a Hellfire Trooper with a heavy incinerator. Fortunately after a dozen deaths and a few tears, I realized I had saved before I left the vault while figuring out the controls.

After loading a new save file and exiting the vault for a second time, I was able to leave in peace! Arriving in megaton I began the main quest of finding my dad. However once again my game wasn’t having it. After informing Lucas Simms about Mister Burke’s offer to blow up the town, I met the two at the saloon, as you do. Only before Burke shot Simms, Simms’ body vanished! Burke shot thin air and Lucas was nowhere to be found for the rest of the game…. alright… guess he’s dead then. Moving on. Exiting the building and coming to realize the day cycle exists, I began wandering aimlessly around Megaton unable to see a damn thing in the dark.

The run from hell wasn’t over there however, opting to help out Moira after the whole Mister Burke incident, I began to make my way down to Super Duper Mart. Now, while I was warned about the vast amount of Raiders that can be found there, what I was not warned about was a damn Deathclaw. Upon arriving to the parking lot I was greeted with the body of a wastelands being thrown about as the giant mutated monstrosity charged toward me. After several deaths, my level 2 ass had just about had enough. Finally having the sense to just turn around and run the opposite direction upon spawning, I opted to run down the map and AROUND Super Duper Mart, just far enough to not be noticed by the Deathclaw.

My plan was fool proof, until I began to get a little too close to the parking lot once again. Finding myself in [Caution] I slowly began to back away toward the bridge just south of the store before turning and running away in full sprint… well, Fallout 3’s equivalent to a “full sprint”. Sprinting right into a Mirelurk King. Keep in mind, I didn’t even know better than to try and engage it! So here I am running away from the Mirelurk King back TOWARDS the Deathclaw just praying one of them would target the other. Fortunately for me the Deathclaw wasn’t having it and decided to attack the king, providing me just enough time to get the fuck outta dodge.

After this, I promptly turned off my Xbox wondering if I had just wasted $40. It would take me about a month or two before I finally gave it a second chance with a new profile and a normal ass play through. Here I am 10+ years later still playing Fallout 3 and every other Fallout title 100 times over, yet I’ve never once experienced anything that has even come close to that first one.

I’d love to hear about your first and/or worst Fallout experience! Let me know if you’ve ever experienced anything like what I went through my first time around and be sure to check out more Fallout right here!

-Style

Fallout: New Vegas 2 Main Story

What could the main quest line for Fallout New Vegas 2 possibly be?

For seemingly over a decade now, fans of the Fallout series have been clamoring for a Fallout: New Vegas 2. The next chapter in one of the most commercially and publicly successful games in the franchise however leaves many wondering exactly what that might entail. We’ve broken down a few theories as to just how a Fallout New Vegas 2 might play out for the protagonist!

New Vegas Canon Ending

In order to progress into the future the past must first be distinctly defined. This is seemingly the biggest issue in continuing the side series. Fallout New Vegas is praised for its open ended and choice heavy main quest line. The player is given the option of which faction to side with, if any, which will directly impact the ending of the game. However, in order for there to be a next chapter in New Vegas one of these choices has to be defined as canon. It wouldn’t be the first time in the series a canon ending has been decided for us, however it may be the largest. Imagine playing through hours of one of your favorite games to take over the strip and overpower all of the factions seeking the same goal just to boot up the next game and find that The NCR was given control of New Vegas. Just how many players would be disappointed off the bat? With that said, a canon ending to NV would allow for the easiest main quest line opportunity. For example, Caesars Legion had taken control of the strip! Now the play must either work with The Legion to continue to conquer the rest of the Mohave or faction up to take the strip back.

YouTube.com (TheStaticProductions)

The Prequel

Fallout Wiki

My personal favorite, seemingly a more lore friendly choice would be a prequel. This main quest line could revolve around The Courier, before his 24 Karot run of bad luck, on his journey to revive the platinum chip, different factions and people of interest attempting to steal and swindle the chip from you, meeting familiar faces for the first time, and untimely ending up in a hole outside of Goodspings! Another option would be to set up the player with a faction allegiance right out the gate, have their quest lines follow the lord behind New Vegas and lead up to where they are before The Couriers involvement in the first game.

Fallout: New Reno

Nexus Mods

More the case of a spiritual successor, taking place right outside New Vegas, New Reno could potentially be set after or even during the events of the first game! Defiantly one option that leaves a lot of room for open ended choices and new experiences with an old twist, New Reno might be the closest thing to a sequel we could see.In an article regarding a DICE chat from RockPaperShotgun.com, Obsidian CEO Feargus Urquhart was asked about the subject of a New Vegas sequel and explained if they were to do it, it would resemble Fallout 1 and Fallout 2, “If I think of going from Fallout 1 to Fallout 2, we tried to associate the two areas somewhat closely,” he explained to RPS. “It wasn’t just ‘Oh, we’re gonna do this 2,000 miles from here.” Not to mention, they’ve already got the perfect trailer song for Fallout: New Reno!

Fallout: New Orleans

MinecraftForum.net

To that same vain, should we see the resurgence of Obsidian produced side titles, why not keep on the path of city based games? Fallout New Orleans has been a game idea circulating around the community for a while now due to the intriguing Cajun culture and opportunity for new and exciting enemies! One of the most likely answers to a New Vegas successor, the option to have a multitude of new games in new atmospheres seems like a win win for the community and developers, now if Bethesda would just play nice! A game like Fallout New Orleans could see a game extremely similar to New Vegas where the main story is relatively opened ended, and while not necessarily too long, has depth in options! Talk about attack of the killer Shrimp.

Those are just a few of the options for the ever elusive Fallout Nee Vegas 2 story possibilities, let us know what you think the main quest line should be and check out more Fallout related content right here!

-Style

Grayson, Nathan. “And Here’s Obsidian’s Idea For Fallout: New Vegas 2.” And Here’s Obsidian’s Idea For Fallout: New Vegas 2 | Rock Paper Shotgun, Rock Paper Shotgun, 12 Feb. 2013, http://www.rockpapershotgun.com/amp/and-heres-obsidians-idea-for-fallout-new-vegas-2.

“Fallout Wiki.” Fandom, fallout.fandom.com/wiki/Fallout_Wiki.

Fallout Enemies That Looked Better In the Past

The new engine has its perks and it’s flaws. We all know that. But there are some things that many of us can agree on, and it’s the design of the newer gen enemies looking a little…different.

Molerats

Nexusmods.com Fallout.fandom.com

The newer models of molerats just seem to look way less menacing than previous Fallout games. They’re smaller and are a lot more broken spawn-wise. Pathetic.

Super Mutants

Fallout.fandom.com

While the newer Fallout games incorporated a lot more story and character to the super mutants, the older model mutants just seem to be more memorable with the permanent protruding teeth and wide varieties of armor.

Ghouls

Pinterest.com

Feral or not, the ghouls in the newer Fallout games are not even remotely close to being as dangerous as they were in the past. I remember being terrified as a low level to wander the Wasteland or Mojave at night because of the endless lightning-speed ghouls. They’ve lost their touch and scare factor in the newer vanilla Fallout games.

Sentry Bots

IGN.com

This point is mainly just based off of the nostalgia factor for me and most players. We understand the idea that sentry bots are supposed to be beefy and very intimidating, but the gritty style and look of the sentry bots in the older games just hits different.

Any Mirelurk

Fallout.fandom.com

Again, it’s the menacing factor for the older mirelurks. While the queen in the newer games is equally as terrifying as the old games, it’s more crab-like and seems less mutated. I know there’s time frames and how long it takes the enemies to mutate lore-wise, but we can agree that the older mirelurks are more intimidating and fun to kill.

-Pige

Fallout’s Cut Content

The Fallout series most interesting and mysterious cut content

The Fallout series has adapted, improved, and tested numerous new ideas and gameplay modifications over the years right in front of our eyes as the series progressed. However, there are still plenty of scrapped concepts and designs that we never got to experience first hand in post-apocalyptia. The following are just a few examples of interesting and mysterious cut content of the Fallout franchise we’ve been able to uncover.

Tenpenny Tower Radio

YouTube.com/ Ketaruz

Home to the “elite” of the Capital Wasteland, Tenpenny Tower is the brainchild of founder Allistair Tenpenny. The prewar hotel remains relatively untouched by the outside world and as such, the residents have taken up a prewar lifestyle to compliment that. Dressed head to toe in Casualwear and Parkstroller outfits, you can’t expect the residents of such a classy establishment to be subjected to the rough and rowdy sounds of Galaxy News Radio! Enter Tenpenny Tower Radio. A station seemingly cut for unknown reasons in the late stages of development, several audio files can still be pulled from Allistair Tenpenny’s file!

Vault 120

Aminoapps.com

Most likely to be an end result of completing Fallout 4’s cut quest, 20 Leagues Under the Sea, Vault 120 was to be located in the waters of The Commonwealth! Files and assets for this vault can still be found using the Fallout 4 Creation Kit as well as several unused scripts referencing the underwater vault. Furthermore, Vault 120 appears to have been tossed around as an idea for the wild wasteland of Appalachia in Fallout 76 as multiple unused cells can be found for Vault 120 that are not present in the files for Fallout 4. Don’t be surprised when the next Fallout title or even 76 DLC features this underwater mystery.

Catfish Mierlurk

Fallout.Fandom.com

Sticking to the underwater genre, there have been several references to a catfish like creature across multiple titles In the Fallout franchise. That being said there shouldn’t be any surprise the idea has been toyed with as to how it should be represented in game. The only official In game name given to the creature occurs in Fallout when a fisherman speaks of a “Giant Catfish” . However, Fallout 3’s concept art shows the idea for a mierlurk variant referred to as the “Catfish Mirelurk” a mutated bipedal fish with menacing teeth and barbs that very well could’ve been another obstacle for The Lone Wanderer. Yet another entry we are expecting to eventually see become canon.

Vault 65

Fallout.fandom.com

A vault cut from the final release of Fallout 76, Vault 65 contains numerous files depicting a large scale vault including several rooms, elevators, machinery, and crafting stations. Diving into the game files will find the vault also referred to as “Vault 75” which might have been an early prototype for Vault 76 or other larger scale vaults according to Fallout Wiki. Interestingly enough while this vault was cut and may not even have ever been intended for gameplay, a Vault 65 trunk does exist alongside the other canon vault numbered containers.

Vault 11 Survivor

Fallout.Fandom.com

Naturally, a game built around the idea of surviving nuclear annihilation via underground vaults is going to have plenty of vault related content that doesn’t make it off the cutting room floor. With that said, we tack on our third vault related entry to the list. Located in the barren wastes of the Mohave, Vault 11 played host to one of Vault-Tec’s darkest social experiments. For those not familiar, residents of the vault were told each year one member of their community must be scarified in order for the rest of them to be able to sustainably survive, failure to do so would result in all dwellers death. In reality, Vault-Tec had a prepared message once the residents refused to do so explaining they are a true beacon of humanity and as a reward for not killing one another would be granted access to the vault door. Unfortunately the dwellers found this out much too late, with only 5 remaining survivors. The final five are said to have gone insane form the realization of that they had done resulting in eventual suicide or homicide of all the remaining member except for one. This one remaining member was originally meant to be able to be discovered in game with game files containing a character model able to be spawned via console commands. However, unlike the previous entries, while the NPC itself was removed, this character as a concept is still canon thanks to the Holotapes able to be collected in Vault 11.

Mister Burke

DiviantArt.com/ Vincent-Is-Mine

Now I know what you’re thinking, “Mr.Burke? One of the primary characters in Fallout 3? Someone who is directly involved in one of the largest choices the player can make in game?” Yes. While the majority of us who have played through Fallout 3 are faced early on with the option to either save or destroy the town of Megaton courtesy of Mister Burke, players who revived the Japanese version of the game did not! The Japanese release of Fallout 3 featured the removal of Mister Burke and with him the players ability to revive the detonation device, meaning destroying Megaton wasn’t even an option! While this was removed for “Cultural Reasons” and understandably so, it just seems odd to play through the events of Fallout 3 without one of the biggest choices the character has to make, as well as seemingly removing much of the appeal of Tenpenny tower.

These are just a handful of the mysteriously interesting cut content found within the Fallout series. As always, we’d love to hear your favorite content that never got the chance to make it to release day! Let us know in the comments down below, and check out more Fallout related content right here!

-Style

“Fallout Wiki.” Fandom, fallout.fandom.com/wiki/Fallout_

“Fallout 3 Concept Art.” Neoseeker, http://www.neoseeker.com/fallout-3/concept_art/.