If you kill the stragglers in the institute; preston won't talk to you during the blowing up the prydwen quest because he salty you did that; I had to reload back to save the institute scientists so I could blow up the brotherhood then I made a mod in the creation kit to keep preston in a arena constantly being torn up by deathclaws; but still essential; even modified a few of his ambient voice lines to be a loud "DURKA DURRRR SETTLEMENT DURRRR"
Well Interplay shoehorned them into every game too. There was no reason at all for them to appear in either Fallout 2 and Fallout New Vegas. Two pre Bethesda games have the BoS in the name and in 3 out of 4 the BoS is on the cover. By the point of Fallout 3 not including the BoS makes as much sense as not including Vault Tec...
@@funki4896 of course there was reason to include them in fallout 2 and new Vegas, they’re a west coast faction it makes sense for both of them to appear in the other west coast games, what doesn’t make sense is having them show up in Appalachia only 26 years after the bombs fell when at that point their still sitting in underground bunkers voting to make expeditions for minor technology
@@macalveyggg6552 they are not a "west coast" faction. They are a SOUTH CALIFORNIAN faction. Why is it not a stretch for the BoS to go to Nevada and Arizona but simply flying an airship a couple of hundreds miles further is a stretch? They had a very minor role in Fallout 2 and could have been as well left out but were kept for flavor.
@@funki4896 it’s not a problem in Nevada or Arizona because they are both within trekking distance of “south California”, flying to the Appalachia’s 140 years before they got vertiberds is just fucking stupid man, be reasonable The minor role is what makes their inclusion in fallout 2 good, they’re an element of the world that enriches the setting, if you asked Bethesda their the god-given most important and powerful thing in human history And just so you know dude the distance between L.A and the Appalachian mountains is 2452 miles
He’ll forgive you and allow you to continue leading the minutmen after you complete the open season quest. All it’ll do is make it so you won’t have Preston as a companion. Easily avoided if you complete all that nukaworld crap before rescuing him.
Whether you love it or hate it, I think we can all agree that the biggest missed opportunity in Nuka World was not adding a Raider ending to the main quest, especially since the DLC seems like it was made specifically to address the criticism that Fallout 4 didn't have any viable "bad guy" content.
The Guy from the Meme at 18:33 is named Erik Harris. Who unfortunately passed away in the Summer of 2022. He was a good buddy of me and a lot of others in his local community. He will be missed
You can check with vats. If you have weakness on. You'll be able to see her resistances and if they are different with a bonus in physical defense then she is a synth. You can also check by murdering
The biggest reason I hope the Minutemen ending is canon is due to the fact that should *they* be the ones to defeat the Institute, it's more "Poetic". At the start of 4, they're nothing, one man left in the whole Commonwealth, a myth to farmers and traders alike. Over time, and with hard work, The SS turns them in to a legit fighting force, the protectors of the Commonwealth itself. The Minutemen defeating the Institute is the people of the Commonwealth coming together to take them down, not for the sake of freeing synths of to stop "Dangerous tech", but because they feel the Institute does not get to decide their future anymore. I always liked the dialogue you have with Shaun where you say "The Commonwealth should determine it's own fate" because it stands inline with what Preston told you the Minutemen are about: "Protect the people at a minute's notice, and decide our own future." TL,DR: Minutemen ending is my favorite because it's the People of the Commonwelth conquering their fear, eliminating the greatest oppressors, and allowing the Commonwealth to decide it's own future.
Yeah is sad, institute one is justs better, with you at the command of pratically something more advance THAN THE PRE WAR technology the "re build a new world" can become easealy a concrete mission.
@@lsimo102except there's a council that doesn't really like you already, since they see your chairmanship as essentially nepotism, how will they, a bunch of technocratic slavers deeply racist towards the surface, react when you'll say you want to share all their precious technology with those "irradiated brutes"? Let alone freeing all the synths? In their ending you're one unpopular decision away from being assassinated by your own predator bodyguards.
@lsimo102 The Institute is more in-line with Vault-Tec than anything positive or productive. The Institute has ZERO interest or ability in governing, & instead they just want to run pointless experiments & call them "science," when they're anything but the scientific methods. Even the Sole Survivor's life & release from the Vault was just an experiment by their own son! They killed an entire settlement just because of the possibility of there being data on improved reactor efficiency. They are heartless & useless.
Do they really though? Has even one settler ever showed up, to defend a settlement that wasn't their own? Seems like this is a one way deal where I protect everyone, and nobody helps me at all, ever.
@@TijuanabillYou can use the flare gun Preston gives you to summon nearby Minutemen for assistance. Granted it needs to be within range of a settlement or Minutemen checkpoint to summon help, and the summoned Minutemen will rarely be higher than level 1. So, you technically can get help, but they’re still pretty much useless.
Brotherhood ending: Ends justify the means Institute ending: Hope for a brighter future Minutemen ending: At a minute's notice (Best for the Commonwealth) Railroad ending: Synths justify the means
Well which one should I choose? I hate synths but I also don’t want to kill the innocent synths (unless I feel cold blooded) and I don’t want to betray any of the 3 factions (my bad I meant 3, fuck institute)
I have mixed feelings about synths. 95% of them are just mindless drones trying to KILL YOU, while the other 5% are "gen 3" Synths who either don't know they're synths, (Danse, Sturges) or on the run from the Institute. Or the rare exceptions like Nick trying to help you.
@@hm3drake35 nick wasnt even a gen 1 he was a discarded prototype along with dima he did have the personality of the real nick valentine so thats why he didnt harm you the only other prototype was dima in far harbor who got to develop a personality so when it comes to friendly synths you got the prototypes and the gen 3's
The railroad could've been such a better faction if they hadn't made them be such a tunn vision bunch of weirdos. There's so much going on in the fallout universe and all they dare about is freeing synths 😭
Desdemona is an asshole too. And I dislike their intolerance towards gen 1 synths. You can just download memories into them and they become "indistinguishable from a human and must be treated as such" even though synths are superior in every way and dont have a lifespan, very different than a human. 😂
@@AlAl-b5j Well...they aren't superior in EVERY way. You can't program a human to do something they don't want to do. To me, that is the key thing that makes us human in the first place, free will.
My favorite is the institute ending allied with the minuteman. As the leader of both you get to control the research and reintroduce technology to the Commonwealth through the Minutemen. Seems the best outcome long term.
Agreed. In an older build of the game it is possible to side with the institute and not become hostile with the Brotherhood. When you need to teleport to the Mass Fusion building with the institute scientist in tow, refuse her help and use a vertbird to get to the building's roof. This will preserve any positive reputation with the Brotherhood. You can also get a PC mod on Nexusmods to keep the railroad intact with a simple charisma dialogue check to have them go silent.
Might be a weird opinion, but i think liberating synths, human as they are, is a worthy tradeoff, also there's no guarantee that the institute council will let you do the whole sharing tech thing, since they essentially see all surface dwellers as inferior to themselves, as irradiated brutes
Shortcut is to kill "Father" / Sean immediately when arriving the first time. Then you don't betray BOV or the Railroad. Then you can go to anyone for help in the final attack to blow up the reactor. As long as you use the scanner on the network before killing "Father". Then you just fight your way out and team up with whichever faction you want to blow up the Institute. Having played all the endings variations over the years this is the shortcut I take now.
As far as the Brotherhood’ opinions on the minutemen ending, I believe if you speak to Proctor Quinlan afterwards he has an interesting response Saying essentially, that us using the minutemen to take out the institute, accomplished the brotherhood’s goal, without incurring high brotherhood casualties
There was a cut mission where you are granted the title of sentinel even if you destroyed the institute with the minutemen, and you can trigger the event with commands
Yea probably ending the institute with MM and keeping RR and BOS neutral with each other will be the canon ending and the BOS will leave the commonwealth shortly after the event of FO4
I think the Minutemen ending is the canon ending of the game considering two pieces in the Fallout show. The first is that the Minutemen radio is playing at a station and has reached as far west as California shows that the faction not only still exists but has gained even greater power and influence in the ten year span between the game and the show. The second is that fact that the Brotherhood of Steel seems to have lost a lot of its old power and their home bases with the fact that their leader talks about their decline and the need to find and TAKE a new home for their own leading me to believe that they were driven out of the Commonwealth by the Minutemen and potentially the Railroad and the BOS in the show are the remnants of their organization trying to survive and find a new place to establish a beach head to rebuild themselves.
The radio station playing fiddle music is just that - a radio station playing fiddle music. It doesn't prove anything about the Minutemen. We know for a fact that the Brotherhood has a base of operations in the Commonwealth - that's where the BoS in the show got their orders from to find Wilzig.
I always side with the Minutemen. I love customizing every settlement(including the castle). I was able to rebuild the castle walls without mods, I put every companion in the castle and man it was the most epic battle in “Defend the Castle 🏰”. Plus, I like keeping every faction around because it makes the commonwealth feel more alive. It’s pretty cool to see my Minutemen soldiers team up with BOS patrols. And of course I still have my Railroad safe-house
I love the minutemen, but I don't really like using them for the ending, oddly enough, because in my RP headspace I'd prefer they conserve their strength to protect the commonwealth from other threats. The Railroad has a more direct beef with the institute, and is more focused on dealing with them. And doing their path also lets you see most of the institute one, while also giving you an excuse to take out the weirdo racist brotherhood of steel. doing the railroad path felt very narratively cohesive, like it was the way the game was supposed to go.
That’s easy. DIMA dies for his crimes, Arcadia is spared because Far Harbor likes you > DIMA kills another person and replaces them for the sake of peace between Children of Atom and Far Harbor > Keemstar looking guy kills Synth Avery and gets Far Harbor to exterminate Arcadia > Brotherhood exterminates Arcadia > Institute reclaims Arcadia > Doing one of the previous then Deactivating Far Harbors Fog Condensers, Activating Children of Atoms Nuke, leaving Far Harbor a truly, dead island. I really like Far Harbor. It feels more like a Fallout New Vegas DLC with all the different Options.
Far Harbor should have been Fallout 4. You get three factions with good details. You get the synth colony and even have the paranoia done right with even the justified if morally wrong and messed up logic for the kill and replace actions that had been done. The settlement builder while limited is more expansive as I remember those three settlements more than most of the Fallout 4 settlements. Even then... You have people actually debating or guessing which ending is the best. Do you do the murder and replace for three peaceful factions! Do you murder one or two of the other factions to bring peace? Do you turn a bomb on killing everyone, but fulfilling their religion letting them die by their faith without risking anyone else dying? As someone described it... The hardest thing is what happens when you know the right answer... And someone gives you a different answer that isn't wrong.
@@qwefg3 that just means there isn't a "right" answer . right and wrong are social constructs and subjective , no one can truly say what's right and wrong unless it's genocide of innocents and even then , some people would say it's justified for some reason/necessary evil
@@mithvibes4727 no, they are not, that's a age old claim of people that are too weak to decide. nature shows us, what's right and what's wrong - it's THAT simple.
I sided with the Institute. I believe in myself, and as their leader I can make them in my image. In my head canon, the Institute's unlimited Synth army went on to wipe out all raiders, super mutants and anything else that threatened humanity, while providing genetically modified crops, matter-energy replicators like the Sierra Madre vending machines, and making GECKs to help the citizens of the new world to thrive.
Absolute power corrupts absolutely. How long before the Sole Survivor sees a group of protesting townspeople as “Raiders”, or taking something deemed as necessary from someone who already has it.
I do like the agency that minutemen quest line gives you. You are the general, you get to decide how strong the minutemen are, and morally, it’s the best option because usually a native population having the most power in how the place is controlled usually leads to the best outcomes. The commonwealth being shaped by the minutemen, a group made up of actual commonwealth citizens would likely have the best overall outcome. I just wished the personal agency was pushed farther. There should have been more options to negotiate with other factions. Like with the brotherhood. You can destroy them, but what if you could also negotiate with them or crush some of their forces to force them to ally with you in the final quest. Making the final battle a two pronged fight where the minute men teleport in and the brotherhood forces their way in from the surface. Same deal with the railroad.
In a perfect world, it could work. However, realistically the BoS and the Railroad would still have tons of issues with the ethical morality of the synths, and they would still try to fight/backstab each other during the battle (even long term after the minutemen ending to where they would have decided is best to side with). The only way for that is for the Railroad to let the Minutemen do 100% try to evacuate the civilians and allow them to escape with other Synths through the old sewage/labs for the railroad to later pick up. Railroad needs to stay out of the battle directly & do only triage the survivors while the General & Minutemen breach the Institute. At the same time, the BOS becomes the primary threat to all the Institute's forces above ground (their heavily armored synths & coursers). The Railroad would logically take advantage of this situation, given that the BoS would suffer light to medium causalities during the assault with Liberty Prime during the initial path through Boston. The Railroad would sleep easy knowing that their rival had lost some manpower to the Institute, so they could even the odds a bit more while the BoS would lick their wounds from the battle. Despite this, the BoS needs to be more relevant and important for the Minutemen under the General to maintain the stability of the Commonwealth because the Gunners were becoming a very potent and deadly threat to everyone (look at the Sim Settlements 2 arc). The BoS is the only faction that can match the Gunners' determination, organization, and utter combat effectiveness. The two factions would still try to outdo each other amid a growing Gunners push to out the MM. The Minutemen would have to play a very dangerous balancing act until the General/LS dies, and then another internal power struggle and decline grip the Commonwealth's new government like before. Without the same mid to high centralization that the BoS has, the decentralized Minutemen would struggle again to maintain its cohesion & unity for the Commonwealth. The MM ending is morally good for the game's ending, but the faction could eventually repeat the Quincy Chapter where other groups could try to betray the faction for greed, etc..
Just like in real world when people are given the choice they usually pick the best one and not only that they are rational, kind, incorruptible force of good that's why police is needed to protect the incorruptible good rational people from other incorruptible good and rational people makes perfect sense when you think about it, surely uneducated armed short term opportunists will make sustainable long term solutions that will benefit all surely this uneducated and largely illiterate bunch understands everything better than people whos organization is literally advancing knowledge after all who would you like to perform a life saving surgery on you a qualified educated surgeon or a hobo surely you would not make any difference whatsoever between them after all they are both citizens and who is to say that hobo is not good at surgery how would we know he never tried it before who knows maybe he is good at it and nobody could possibly make an informed prediction no, no, no ,no that's nonsense.
This is perfect timing, I was actually thinking about playing through Fallout 4 again after watching the show! One thing I should mention, though, is the reason the brotherhood appears in the show even if you destroy in 4 is because the brotherhood is divided into two divisions. The brotherhood you see in 1, 2, NV and the show are the west coast division, whereas the brotherhood you meet in 3 and 4 are the east coast division. If you destroy them in 4, you're only killing off the east coast brotherhood. As for the Prydwen being in the show, pre-release material called it the Caswennan, so perhaps they built another Prydwen somehow, or rebuilt it, but that's probably unlikely. I do agree with you that the Minutemen ending is the best one, it's my personal favorite and the one I went with on my first playthrough, and it's the one where the most people live. Very well made video, you did an amazing job on it!
That naming of the airship was a purposeful red herring as Caswenna is an alternate name for the ship King Arthur sailed on Arthurian legend. The other other name being Prydwen. Same ships just called by different names depending on the version of the tale.
The ship was named the Fallout 4 ship as written on the ship. So yes... Minute men possible victory, but most likely Brotherhood ending because the west coast Brotherhood are Bethesda poster figures and thus can not lose in the end. Also their leader is still alive and he dies in the other two endings when his ship blows up.
Yeah I agree about the Minutemen Ending. And they are the only faction in which we can really be "the boss" from the start. Every other faction are full of rules or complex organization, the Minutemen are the ones only characterized by justice and peace as absolute values. Making the world a better place. Railroad - Utopistic and naive BOS - Military totalitarism Institute - Technocracy totalitarism
I kill the railroad on every playthrough. As soon as the lights turn on after you open their "special" door, and they are doing they're "Yeah we cool and mysterious" speech. Then go decode the courser chip myself because they ain't that cool and mysterious. Like how am I a 200 year old person that was taught in school how computer terminals work compared to a drug addict tinker tom that Jethro'd a terminal together; and not figure out how to use the terminal in their base to use it. Like tinker tom does this whole "IM CRACKIN DA MAINFRAME" thing when you just press "decode courser chip" and it just does it. The railroad was the most garbage faction when it comes to everything.
@@Leboobs22they are but if you do that your missing out on ballistic weave armour mod and honestly it’s worth working with the railroad getting that mod and killing them it’s that good when maxed out
@@maxjulian7920 I have a mod that adds that as a standard mod at the armor station. I don't care if it's cheating. I still have to get materials to craft it, and I ain't involving the diarrhea lore that is the railroad. "We're such safe space snowflakes; we don't want to destroy the institute; we can't ever do that without the main player; we simply exist because of some dude that wanted a French resistance type faction and wrote some B.S that made a load of retcons.. Like tinker tom figuring out how to fly a vertibird when you can decode the courser chip faster than him.
Bethesda's overemphasis on BoS has been my biggest gripe about their Fallout games. I always through they worked best as a minor faction. The fans just love them too much to let them stay in the background where they belong.
Bethesda's? It was a problem long before they ever had the rights to the franchise. Tactics and Brotherhood of Steel are both branded as Brotherhood games and they're far worse than anything Bethesda has put out.
@@wilomica i personaly think a transport that can take you any where, is better than having to realy on one fallback point. I can understand if you dont play on Survival difficulty, it would be a different story. So to answer your question, idk
The railroad are more of a secondary power, a force supported by the larger power, like the followers of the apocalypse and the NCR, they’re both strong and capable but hardly a ruling force, they should’ve tried an alliance with the minutemen, the player is their agent and the leader of the minuteman, he could give them access to their settlements, solving their safe house issue, the minutemen gain access to their armour technology, as well as settlers who know how to defend a settlement, then we just stage an attack on their safe houses, faking their destruction and spread the survivors through the minutemen settlements.
I think the canon ending for the fallout universe will be the minutemen one, reason being is that all factions except institute stay alive. Brotherhood will simply leave (to shady sands) and the minutemen staying will simply be better cse we can have maybe in the upcomming series maybe a preston that will save lucy in the commonwealth which would be a great entrance for commonwealth fallout series.
Honestly, I feel like in a Minutemen ending, war with the Brotherhood was going to be inevitable if the Brotherhood didn't leave the Commonwealth. The Brotherhood is willing to collect their "tribute" from settlements by any means, even using lethal force, something that the Minutemen are definitely not going to be pleased with. And the Brotherhood is also not into the Minutemen having the control, support, and firepower they do after defeating the Institute, because the Brotherhood never really likes having a faction that can oppose them existing. Not to mention they both equally don't trust and dislike one another, and the general populace of the Commonwealth don't like the Brotherhood in general. So it's very likely that things will boil over into conflict eventually.
Simultaneously there's no quests for it, just uneasy tension, and the quest to steal crops is from Teagan, who's probably a former Outcast or even Enclave member since he has an X-01 helmet nearby his post, and his terminal shows he was going to get in trouble if he didn't find a food source for the Brotherhood and he was denied permission to use Vertibirds to intimidate merchants for it.
Weapon ranking videos please! There is so much Fallout lore content about already but all of the weapon rankings are either outdated or under researched (still recommending far harbour armor/weapons that are outpaced by nuka world) would love to see a similar series to the cyberpunk rankings. 😁😁
Wish there was an ending where we could convince the Brotherhood, Railroad and Institute to work together. Or at least one where we can get the Institute to stop making him a Synths, since they’re the cause of all the problems in the Commonwealth.
The real reason to complete the Institute ending is for the music. After Father dies, the music is haunting and agonisingly beautiful. It so poignantly conveys the loss of Father as well as the feeling you made a huge mistake betraying the Railroad. It did feel like the right thing to betray the Brotherhood though. Emotional rollercoaster really.
I dont see how replacing humans with synths, then turns said humans into super mutants, which is a fate worse than death, is beneficial. Ive played this game for years and i still dont know what the institutes end goal is for example the minute men want to protect the people of the Commonwealth,the railroad want to free synths and the brotherhood want to preserve technology to ensure mankind doesn't destroy its self again but the institute is destroying these people lives for what a couples experiments? That sounds a lot like the Enclave.
@@connarmccain564 the minutemen have the good intentions but don't stand a chance against the institute. By leading the institute after your son, you have the chance to re-path the institute as you see fit. I always consider them as the absolute neutral ground, without judgement. So, question yourself. What would YOU do if you were the leader ? Depending on you and you alone, the institute has everything the humanity needs to prosper. I hope I was clear enough
Since Shaun dies, and Kellogg is killed by us, there is only one character left in the institute who is ready for brutal actions - Justin Ayo. If you don't join the railway, he will give you a quest to find who is helping the synths to escape - Plugging a Leak. On this quest, we can, on the contrary, unite with Liam to frame and expel Justin, who is generally disliked in the institute because of his cruelty. In this way, the institute is already becoming much better. And if you play the game for the railroad, then at the end Liam will be very angry with us, that he just wanted to help the synths, and we and the railroad betrayed him and killed everyone who was dear to him
No they arent, they're down there replacing humans for no reason and experimenting on poor people and enslaving sentient beings. Just vault tek 3.0 completely evil
Another way to do the Minutemen ending is at the Battle of Bunker Hill, kill the courser you meet with and leave the escaped synths alone. Tell Father on the CIT roof that you let the synths go and that you want no further part in the Institute. From that point on you are banished. This also allows you to keep the Brotherhood of Steel around since it's before Mass Fusion. Personally, I wish you could assault the Institute with both the Minutemen and the Railroad. Having the Minutemen engage the coursers and guards, while the Railroad escort synths to the relay. I know when you talk to Des afterwards, she says that while you were assaulting the Institute, they got most of the synths out (with casualties), but it would be nice to see it going on in the background.
Hey man, very nice video. It's obvious you put a lot of time/work into making it as thorough as it is, yet, not overly long. But I absolutely do enjoy long-format videos, for the record. I subbed--Looking forward to exploring the rest of your channel.
Actually the zeppelin in the show isn't the Prydwin it has a different name I don't remember. But the commonwealth brotherhood could have been destroyed seeing how the factions split at some point
If we are getting Fallout content, and specifically Fallout 4 would you mind covering some creation club content? Theyre a bit polarizing for the community at large but that also means not a lot of people cover them and I would love your insight on some of the stuff in there. Most of them are short so you could probably knock two or three out in a 30 minute video
The Institute's ending is the best one storywise IMO because they really DO have the best hope at rebuilding the world. Any sacrifices made to restore the world, well technically that's not really on the Institute, that's on Vault-Tec. They're the ones who nuked the world and the CIT is still trying to clean up that mess 200 years later. It's just really disappointing that Bethesda sort of left your cheese hanging in the wind post-Institute endgame though. I mean the Institute doesn't even function as an effective player home, there's no crafting stations. It would've been nice if they did something sort of like Pathfinder Kingmaker, where you actually RUN your faction. Build it up, expand, make decisions, you can be evil, you can be benevolent, both work but both have their advantages and drawbacks.
Bethesda missed an opportunity to create the Nuka Cola raiders ending where you end up taking over the whole commonwealth by wiping Minutemen, Railroad, BoS and The Institute off. They could’ve also allow you to take Diamond City and Goodneighbours over with your Nuka Cola raiders.
The thing I like about the minutemen ending is that you get to save the most lives. You get to see the light in the morally grey factions of the BOS and railroad, and are able to make sure they go about their own without all the casualties of the other endings
its so funny that if you legit rebuild the minutemen you can clap any other faction 10 times easier than the rest, and that's coming from civilians that just got tired of being bullied around
I feel like the canonical ending would be the minutemen ending. If the sole survivor was for sure a man, as he is a veteran, an argument could be made for the BOS ending. I feel he would connect with them as they are based on a prewar engineering unit, i think? As a veteran myself, i feel that too when i play. A lawyer wouldn't have that comraderie with the BOS, though they may initially be for them. As they may be terrified of the ghouls and super mutants, but with the experiences of the wasteland, realizing the brotherhoods mission is too extreme, and there not being a canonical sex of the sole survivor, the minutemen has to be the canonical ending in my opinion.
The Minute Men or The Institute ending is the best ending for the commonwealth. Fact is the Railroad or the BoS may be good short term solutions however they lack any actual long term vision for the commonwealth.
an institute ending is in no way good for the commonwealth. the people of the commonwealth are nothing but a stable of test subjects to the institute and they will never lift a finger to help anyone but themselves, and if you tried to make them do so as director they would revolt and kill you.
@Minultima OK fine, so they hate certain things now, great. But why give them the same philosophy as their arch enemy? It's bad writing. Plus hating synthetic is more than enough of downside. In F04 they use Virgil for help and want you to kill him after they have whay they want. Unless you bring him the Curr then they ask him to join hahaha! Bad writing again.
On the Railroad vs the Brotherhood thing: 1. Taking out the BOS is not a negative imo. I consider them to be secondary villains, only slightly less evil than the institute. They are essentially just an incredibly well equipped raider gang, abusing and robbing people at their whim. 2. the railroad does not attack them unprovoked. the Brotherhood has directly attacked them twice at this point. They are only attacking them in self defense. 3. it's not a 'cobbled together' plan. They specifically say they had a plan ready to go to take out the Brotherhood if they needed to, which has now become a necessity because the Brotherhood knows where their headquarters is now so they HAVE to take them out before another attack comes.
My favorite ending for Fallout 4 is the Enclave. It makes the most Roleplaying sense, Nate is a Pre-War Military Veteran and a War Criminal so it makes sense the Enclave would be his first choice. It just feels natural.
You missed the 5th ending that still exist. There is a 5th ending that you can destroy the institute without being alined to any of the factions. Originally i think it was part of the covenant quest line that got cut but the ending just stayed in the game. But you can be enemies with everyone. When you start the game, avoid Lexington at great distance to avoid minuteman contact. get to covenant, aline with covenant. do the game like normal and avoid Lexington and Sanctuary. you can be anti everyone and finish. trick to getting into the institute is using tinker tom's data after you killed him.
I was on track for the minutemen ending (where railroad is saved), but ingram just had to be standing next to kells, so before I could tell ingram to start the mass fusion quest, kells barged in and told me to decimate railroad. Thought it was game design that railroad had to die smh
I think the Minuteman made peace with the Brotherhood. The Minuteman and the settlements of the Commonwealth finally establish the Commonwealth Provisional Government.
Those are two different airships. One is the Prydwen and the other (from the show) is called the Cadywen or something like that. The survival of the Boston expedition can be considered irrelevant here.
best ending is what i call brotherhood alternate, work with all factions (dont destroy railroad) until the institute sends you to mass fusion, instead of going to mass fusion alert the brotherhood and then finish the game from there
Man I been trying to get that ending but they won’t let me talk to Ingram to alert them 😭 think because I maxed my affinity with danse before I progressed fully just for his companion perk
in my opinion the ending of the institute could theoretically be the best because in the end you can become the leader and who says that after this the institute will continue the kidnappings
considering that you already have to deal with a potential revolt from the directors before you even take over out of fear of what you might do, I think it's safe to guess they'd absolutely try to take you out if you tried to change their policies that much.
All in all. I don’t usually side against the institute despite my disagreement with their ideology, because I value family above that, I cannot betray my son. Though ideologically. It’s the brotherhood for their technology attitude. But not their mutant one. So the ending where you get the Minutemen, Railroad & Brotherhood all surviving may be best for me.
Your son not only betrayed you but became a evil asshole I told him I’ll see him in hell shot him with a shotgun I became a monster just find him and find out he’s the boogey man
It's kind of why some people want the Fallout Tactics BoS in the mainline story. During the good ending the BoS drops all their hard anti-mutant rules and allows ghouls and other mutated humans to fill their ranks and act more as a peacekeeping force, even lightening their firm stance on keeping technology out of others' hands.
I find it weird that people think DNA is the end all and be all definition of family. That's part of our modern science religion and spits upon every man and woman who has raised a child that did not share their DNA. Family has nothing to do with DNA, it is shared experiences and values. Sean is not your son, they were raised by the Institute. You were a donor, no more, no less.
@@liwojenkins I agree on disowning our modern science ideology, but that’s not the cause of blood relations being important. I care about blood and DNA. There is an inherent relationship between the ones who brought another into the world. - I don’t spit upon those who have adopted. But blood has its own relations and duty.
14:25 The Brotherhood doesn't plan on eradicating sentient Ghouls. Their NPCs say this on multiple occasions that they want to annihilate Feral Ghouls.
Yeah, Kells and other members constantly say "Ferals", disconnecting them from regular Ghouls, who they just show the same amount of prejudice to as other Wastelanders. In the quest where a guy is feeding Ferals, he says he does it because a friend of his was a Ghoul and he refuses to kill Ghouls, and you can challenge this by retorting and asking if he was feral, to which the Initiate gets frustrated since you made a fair point. Danse also likes the tenacity of the Slog's inhabitants, wants to help Billy, and has a quest-specific line considering it murder if you kill Kent in the Silver Shroud quest. Danse just says the Vault-Tec rep is living a miserable life and should be put out of his misery because he's suffered endlessly the last 200 years. Only Hancock remarks about the Brotherhood's desire to eradicate Ghouls, and that's because he sympathizes with Ferals like Glory does with Gen 1s and Gen 2s.
I picked the institute ending. I feel like its humanity's best shot. Railroad is the dumbest faction in a fallout game They turned the brotherhood into red blooded ameri-nazis
Their nazis because they merged with the outcast in fallout 3. Lyans brotherhood actually cared about people so much they gave them free water. Fallout 76 also showed that their are 2 versions of the brotherhood. One that cares about people and the other that only cares about themselves. That east and west coast for ya
My thought exactly. You become the leader of the Institute, imagine what good stuff you could do to benefit humanity with their tech. BOS , they do gave me the Nazi vibe 😂😂😂
So the human experiments, the mass murders of whole settlements, forcing half of their population into slaves, disrupting any chance of another government, their goal of creating a better race of man, and the general disdain they have for literally everyone who isn't them doesn't ring any alarm bells!?
I've played this game through twice and never once given the 'minute men' a second thought after bumping into preston at the start, I've also never done base stuff so mb that's why, their ending seems cool though
Considering how the show is going (and that its canon to the lore of the games) id say the most likely to be canon was the ending where the minutemen win, keeping the railroad and bos around.
17:42 that wasn’t necessarily the Prydwen in the Amazon show. When you first board the prydwen in FO4 and ask about it they mention that they’re aware of some prototype airships like it on the west coast but aren’t in contact with the brotherhood factions there and don’t know if they’re still around.
That actually creates an option which I quite like: The BOS in fallout 4 get taken out, the sole survivor sides with the institute and is still the leader of the minuteman and they together he/she rebuilds settlements whilst ensuring that one day the institute will return to rebuild everything. Just my guess.
Wrong! Kells specifically says when asked that all the West Coast Blimps were lost and that the Prydwen is a new design and only airship active in the Brotherhood.
Whose to say the airship in the Fallout show is the Prydwin. The Brotherhood had a west coast and east coast branch. Perhaps only the East coast branch was destroyed. And in previous games, it was shown they had other airships. Not to mention that Bethesda required that the show not make any ending in previous games canon.
The canon ending is probably the Brotherhood because Todd loves them for some reason though I'd say the best ending would be Minutemen with a united Commonwealth where we sent Preston to live alone in Spectacle Island
Then why did Todd make them such pathetic morons in the show? Maximus is cartoonishly stupid, and a terrible person, and they let him fail upwards constantly. Bet he'll be Elder in season 2 after blowing up the Prydwyn...
I don’t get your reasoning for ranking the railroad so low, unless canonicity played into it. You say things turn out well for everyone, but a lot of bloodshed was required since the brotherhood had to be destroyed, yet rank the brotherhood higher when they also kill a lot of people (the railroad and institute) and their dominance in the commonwealth is a net negative since they want to kill all ghouls and synths.
I side with the railroad every playthrough and here's my reasoning. Brotherhood just wants to hoard all weaponry and technology from the hands of common people, ultimately dooming them in the wasteland with barely anything to defend themselves. The Institute views the wasteland as barren and so full of little life left that they feel the only way to fix it is through synthetic plants, humans, and animals. They even view Gen 3 synths as just robots and machinery, lacking freewill and thought, when that isn't the case with them. The Minutemen only view synths as monsters created to replace people, instead of slaves (Like the gen 3 synths practically are) and thus will happily kill them So to me, I get to kill militaristic people who don't care about helping people, only saving them and keeping what they find to themselves, while rescuing slaves and killing arrogant scientists. Abolish slavery, blow up The Institute
@therealgmhere5988 I do though. I can't cite any quotes or remember any specific details, but I do very much belive they do. If you can fact check me and prove me wrong, go for it
@@cliffjumper416 you are indeed wrong. Preston specifically tries to save as many synths and institute scientists as possible during their route in the nuclear option (source: I finished this route two days ago)
I tend to keep friendly with the Brotherhood and Minutemen during playthroughs, Railroad are useful until the Ballistic weave. Institute, i don't care too much about.
I tend to do the opposite, the BoS are the true bad guys, the Railroad are kooks but they don't willingly do away with people, or force them to work for them, so I often don't even bother doing much with Danse, but I always do the minutemen ending, keeping the BoS and Railroad around for radiant quests afterwards, and Deacon is one of the best companions.
Honesly the only ending that actually makes sense is the institute ending. They literally are humanities best hope with the best scientists, inventions and the safest base. But lets say your so against synths and some of the shit the institute did, then guess what? At the end you become the director and can literally say hey no more 3rd Generation synths. As the main character you literally become the leader.
I thought the railroad was morally the best ending. You destroy the institute and save synths in the progress and can even help some scientists find a home afterwards
@@TheOriginalMasterOogway I mean the railroad has no sense. In the post-apocalypse they risk they own lifes to steal robots, giving them artificial memories. When Desdemona asked would you sacrifice your own life for the synth's sake I thought she had tried to lure me into a sect of lunatics
Great video Sam. I hope you continue to make more. I think it would be cool if you did a series about the technology throughout the Fallout timeline, starting with the Ubar, Zetan & Eldrich tech all the way to humanity's technological advancements by the time of the Fallout tv show. Maybe you could do a collab with TheEpicNate315 who specializes in Fallout lore.
I just did a play through that keeps all the factions (minus the institute of course). Mostly cause I never did it before. Imo it’s really picking your poison. I really like that there is no ‘stand out’ faction but on that note I really don’t like any of them….at all. Normal play throughs I’m more or less deciding who I hate the least.
@@macalveyggg6552 It is literally in the contract that the writers cannot contradict any of the game's endings, the prydwen showing up violates that and as such cannot be a thing
BOS ending is the coolest, Liberty Prime nuff said and seeing Elder Maxson, all the knights and paladin's and even Brandis in that final battle kicking ass with their laser Gatlins is just badass. The only reason I turn on the BOS is because Maxson's Battlecoat is freakin' sweet. The Institute ending is the best IMO, their "evil" always felt contrived in my opinion, they seem the best option to rebuild or at least I felt the Railroad could've had a bloodless coup option with you charisma speech checking your way to that and get all the tech for themselves. Also isn't it technically possible to upload anyone into a Gen 3 synth body? so non-feral Ghouls and Bots can get new bodies, that seems like a win win for me.
The Railroad ending being canon could explain why the TV show depiction of the Brotherhood is far more religious extremist than ever shown before, if Maxson's death made him a martyr to the Brotherhood members who were already considering him a holy figure. And the group Maxson leads is just one force, not even the whole chapter from the Capital Wasteland, and they're clustered mainly together on the Prydwen, so the Railroad debilitating them, at least for the immediate future by destroying that is actually somewhat plausible.