I like to think the reason why everything in the vault sounds so ominous and evil is because you’ve stepped foot into the wasteland. Now you’ve returned to your home, where you’re on edge, every noise is a false threat: the machinery, the clacking of a nearby keyboard, the intercom, the whispers of the people, all because you had to be on your guard 24/7 in the wasteland, and you can never get this fear out of your tormented mind.
The Vault dweller stares into the blinding sunlight, in awe of the expansive desert before him. This is his first view of the outside world, beyond the safety and predictability of the Vault... he has 150 days to save his people from horrible dehydration.
I heard this for the first time in Vault 22. The whispers of vault scientists, the clicking of keyboards, and the running machinery blended almost too well with the sound of something scurrying and rattling about in the vents. I felt so tense and on edge as I explored every room. Every time ED-E and Veronica were alerted by something down the hall, I expected the worst.
It was also used in that school scenario where you had to get the data off of 3 terminals in Old World Blues. but not every time, it was only in the basic tests, and it felt really creepy, especially when the Nightstalkers came. It was actually well implemented, and made Dr.Borous saying things in the intercom a comfort.
When i saw the room with a baby stroller and a family of spore carriers it just make my heart drop especially thinking that the entire family didn't survive this experiment but instead becoming a monster
First time i was there i was with boone only, and was wearing a rebreather for roleplaying purposes as well as it juuussst might protect me from gas. I learned 4 things fron the first experience. 1. Never, Ever, EVER take a ranged companion to a vault or a cave 2. Always bring a flame based weapon to vault 22, perferably A Flamer but and incenirator can work too. 3. Never trust the compass marker 4. Whenever you think its just a plant, *burn it*
What the broadcaster says in the track: Russian (original): "В докладах рассматривается эволюция ядерных арсеналов и социально-психологические проблемы гонки вооружений." Translit: "V dokladah rassmatrivajetsâ evolûcija jadernyh arsenalov i socialʹno-psihologičeskije problemy gonki vooruženij." English: "The reports consider the evolution of nuclear arsenals and socio-psychological problems of the arms race."
You've made it back home. You've done it. You stopped the Unity and nuked The Master off the map. Taking off your laser and plasma scarred helmet, you walk back to the door and await the overseer. As he steps out, the look on his face says it all. He can't let you back in. What if the others leave? Then what? You understand. You must go. After stopping over in the Hub and selling all your hard earned gear, you buy plenty of provisions and leave most of the caps for the locals of Shady Sands. Heading back to the Vault to behold it one last time, you spy a group of people wearing jumpsuits. They must have left after you were exiled. They're not cut out for wasteland survival. You take command, and set out for a new home. It's quiet, isolated and has plenty of wildlife for the group to hunt. You name it something you once read in a book. Arroyo. Maybe here the scars of the battle against the Unity can fade. Maybe here, things will finally change.
What I love about classic Fallout is that you're a nobody. People before you have been sent out and if you failed, people after you would probably be sent out in your stead. In the Bethesda games you're this special person, but in the first game you're just you. In short: what a RPG should be like.
The functioning machinery pumps water and life through the pipes, it's generators whirring all the devices in constant function. You hear echoes of long distant voices, the last transmissions intercepted before all went dark outside. You sit on the chair and continue typing at the computer, you are safe in the vault, but outside it's sturdy, clean and illuminated halls, there is only darkness and uncertainty.
living in a megalith in a devastated wasteland nobody knows about. It could be the last hope of humanity if everyone else has regressed into a tribal society living off the salvage of a former age. For some reason they departed from the creative drive of living amongst savagery, and tried to turn it into a comedy instead. Just imagine the plot twists that could have been exploited by encountering survivors in a changed ecosystem or what could happen if drug addictions got the better of you. Maybe a sequel should have included people reduced to poverty when the threads of the economy broke and had to rebuild food and shelter almost from stone age material
@@laurentiusmcmxcv No it' snot. It's a western movie so cliche and rip-offy that I'm shocked zombie John Wayne hasn't risen from his grave to sue Obsidian. The game is only unique and Fallouty with the DLC installed.
@@laurentiusmcmxcv Agreed. Fnv is even superior to Fallout 4. FO4 imo just changed way too much shit. Everything is repulsively different in design, including nuka-cola bottles, vaults, and ghouls.
Can you imagine what it would be like to live in an isolated bunker surrounded by modern science and technology, while the world you grew up in is left to crumble beyond recognition? That, what you finally venture into the world above, it will NOT be the society you were raised in, and you could be a tiny minority, maybe the only civilized person, in a unforgiving wasteland. This music set the tone perfectly.
When I got stuck in Fallout I would switch to C&C Tiberian Sun and then switch back when that got too hard. both seem to have a similar feel even though they are two completely different games. I loved this time in gaming so much dark and evil vibes. :)
They both have that bleak post apocalyptic atmosphere, they both have atmospheric soundtracks, they both have early 3D pre-rendered graphics, they both have that rusty machinery vibe, and they are both isometric games. Man I never really thought like this before.
Totally agreed. Some people say "You can't kill the overseer!! Think of the vault dwellers!" They'll step out of the vault, see that he's dead and choose a new overseer. in the worst case they'll just leave the vault.
Nobody: Random guy under all Vault of the future videos: " *В* *ДОКЛАДАХ* *РАССМАТРИВАЕТСЯ* *ЭВОЛЮЦИЯ* *ЯДЕРНЫХ* *АРСЕНАЛОВ* *И* *СОЦИАЛЬНО-ПСИХОЛОГИЧЕСКИЕ* *ПРОБЛЕМЫ* *ГОНКИ* *ВООРУЖЕНИЙ* ."
whats that? you put victory music when you exit your vault? well when i exited mine, all i had was this track, a pistol, a knife, and skeleton to accompany me
Heard this in vault 22 and spent the whole time thinking there were living dwellers somewhere blocked off from mantids. After I searched everywhere, it made me think maybe it was ghosts. Nope, just a recycled ambient track. Fair enough, it served its purpose.
I'm just imagining this in Fallout 3, if you decide to kill everyone in the vault. It would have been a cool easter egg for Bethesda to implement in the game.
I'm currently replaying New Vegas and when I listened to this track, I felt it was way too atmospheric in comparison to the rest of the soundtrack, and then I realized that, of course, this one was from Fallout 1. Can't believe I forgot about it when I've replayed that game so many times.
i miss this kind of drama suspense-like music, makes the classic fallout games so good. Wish they look out for this in the upcoming game fallout 5 but i doubt
+Earthstar Review it's a russian speech explaining the usefull behavior during a nuclear blast during the cold war. Originally a sample of depeche mode i think
ON RUSSIAN: В ДОКЛАДАХ РАССМАТРИВАЕТСЯ ЭВОЛЮЦИЯ ЯДЕРНЫХ АРСЕНАЛОВ И СОЦИАЛЬНО-ПСИХОЛОГИЧЕСКИЕ ПРОБЛЕМЫ ГОНКИ ВООРУЖЕНИЙ ENGLISH TRANSLATE: THE PAPERS CONSIDER THE EVOLUTION OF NUCLEAR ARSENALS AND THE SOCIAL AND PSYCHOLOGICAL PROBLEMS OF THE ARMS RACE
Sometimes, more often than not, whenever I explore a vault in Fallout 3/NV/4 I turn the in-game music slider down to 0 then come straight here and play this song. I've just never felt like the soundtrack in the 3D games stack up to the originals. There's something so ominous about the Fallout and Fallout 2 soundtracks. The 3/NV/4 soundtracks sound mostly gloomy. The originals are full of dread and hopelessness, which in my opinion is exactly what the post-apocalypse is all about. You're never supposed to feel safe outside a major settlement in a Fallout game, and the soundtrack has to reflect that.
+Klavair89 Can you believe that Mark Morgan actually offered to do the music for FO3 and Bethesda declined him?!?! How fucking arrogant can they be. I'm glad his music wasn't tainted by those generic theme park "Fallout" games.
+Sans the Spooky Skeleton Man 3 is just bad next to 1&2. It tried to be a FPS and RPG at the same time and failed in both. 4 is at least a good shooter.
I first heard this in vault 22 and it creeped the shit of me, I didn't know that it was actually from the first game, that's pretty incredible that it can manage the transcendence of time fade.
Those electronic drones that play in the 2nd half of the track remind me of Kelly Bailey's "Cavern Ambiance" (Half-Life). That track plays 2 times in a game, when you descend on Akira elevator deeper into facility. HL1 and FO1 are quite similar in terms of atmosphere and 90s cheesy sci-fi horror vibe
Courier: Mr. Clarke, you have got to learn why the Vault 22 dwellers came here. Randall Clarke from FNV: Honest Hearts DLC: Ok. Courier: The dwellers came here after the spores caused Vault 22 to go into chaos, and they wore vault jumpsuits which is the reason they have 22 on the back. Randall: Oh. Courier: And you kill many and took the survivors and treated them like livestock. Randall: Oops. Courier: BTW, I'm taking the rifle.
This is a really weird thing, but the mumbled words kinda sound like Afrikaans words, "fok die mense" which means literally means 'fuck the people', and I don't know why I find that so fitting for vault 22. Like some vault tech guy asking about the ethical ramifications of what they're doing and his boss replying with something like that, stating that the results of the experiments are more important than the people. 0_0
It is a Russian broadcast when translated to English tells that "The reports consider the evolution of nuclear arsenals and socio-psychological problems of the arms race."
This track annoys me. It's home. Despite everything else that's going on, this should at least sound like a safe haven even if it isn't. This doesn't sound like home =p