@@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.
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!!
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.
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
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.
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.
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.
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.
@@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.)
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
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.
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.
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"
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.
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
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.
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.
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
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.
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
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.
"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.
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'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 is arguably the most powerful videogame ending I’ve ever seen, the overseers final words to you, and the music as you walk away into the wasteland, nothing but art.
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."
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.
THE BEST FUCKING ENDING THE VOICE ACTING, THE FUCKING SCENE, THE FUCKING MUSIC, THE FUCKING REALISM, THE FUCKING REASON . EVERYTHING IS SO FUCKING PERFECT
@@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
The ending of a great game wrapped up in great achievement but sadness as well. As the Vault Dweller went through many escapades to get that chip and restore the water. Setting out from his father-like figure guiding him to do the right thing and that all would be made right, and everything would be restored and keep going as it was just like he left it. His adventure brought many new friends and enemies, restoring hope in civilizations adapted to the wasteland and monsters with the hope of co-existing with humans. Through all his tribulations he arrived with his quest fulfilled, and his father-like figure proud of the man he had become. Meeting the Overseer and being congratulated also brought the only thing he'd wish he'd never have to hear, almost as hard as failing his mission as the effect was the same, he was now outcast for his noble deeds, never to set foot again in the vault or to say goodbye to his friends, now the wasteland and its harsh environment was his home.
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.
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)
years later in 2277, the Lone Wanderer will hear those same last words spoken to them by their childhood friend as they suffer the same fate as the Vault Dweller
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.
-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😎😎
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
@@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 I learned from some of the comments here is that the vault would’ve been more in threat from the Vault Dweller’s violent tendencies instead of becoming inspired from his stories of grandeur.
God Fallout 1's ending is such a fucking gutpunch after everything youve been through. You walked into literal hell, fought off disgusting mutated beasts, lost all of your friends in the process...and in the end it was all for nothing. You cant go back home, you can never know the oeace you once had again.
It speaks a lot about Albert's character of how he never even resisted the exile. He probably understood why The Overseer made the decision but he was still resentful of course (he said so in his journal) I guess he was so war-torn from the waste that he was just tried of fighting and accepted his fate.
@@basedtvrk9125Albert Cole is a fan canon names, the first of three character from character creation. Most people just call him Vault Dweller or Wanderer, the name he refer himself in his memoirs.
No doubt, best game-story ever written. U survive in total hell of a world for a brighter life for yourself and everyone in th vault. In the end, you are the one being left behind the doors of a vault, left in this nightmarish lands forever, realising that you gained absolutly nothing...
I’m here because the scene cut abruptly and then the credits starting rolling so I didn’t get to see the Vault Dweller walk away. Maybe I clicked or pressed a button and it did that?
The wasteland celebrates. They have all been saved from the grim end that was about to overtake them. Just for a moment, those who once fought to the death are glad to be able to stay alive another day. The resident returns enthusiastically to tell the good news, and for the first time we are not treated like trash. Everyone looks so happy about our great feat, including the supervisor himself, who makes us see that we not only saved the lives of our family, but of all the people out there. However, fate is cruel, and the dangerous outside has another plan for us. The resident is summoned away from everyone. The supervisor congratulates him once again on his great achievement, but this is when the atmosphere of happiness and joy changes unexpectedly. And without warning, we are treated like someone who actually did horrible things to achieve their goals. We are no longer a person, but a survivor, a celebrity. Everyone inside the shelter will want to know how we manage to survive out there, resulting in a figure or role model that every child will want to imitate without thinking about the consequences. The supervisor says he just can't let that happen. It is too dangerous for us to stay inside the shelter, as we will cause emotions that do not need to be explored by our family, and by indirectly saving them we have also condemned ourselves. It is here that the old man makes a sad but very hard decision, which, like the master, will allow us to be a drop of hope despite everything we have achieved. Congratulates us once again for our great work. We have endured the worst aspects of the apocalypse to give a tomorrow to all those who were part of our growth. We made friends along the way, but also many enemies. We shoot weapons, heal limbs and inject ourselves with hundreds of medications to stay in combat. We rob people, but we give hope to those who shot us with a gun. We walked hundreds of kilometers and came across things from another world. We go through countless things just to bring hope to an old man and a lot of people who have no idea how to deal with what we are dealing with. For them we are a hero, but for the supervisor we are a threat. And that's why we must go. In a way we know they are right. We cannot avoid the sad fate that awaits them, and staying would encourage others to put on the hero's shirt just as our character has done. If we have truly become one with the wasteland, we know that there is no point in staying with our own. So with our last energy we left Vault 13, leaving behind all those who placed their trust in us and called us their last hope. We changed the world, but it was this same one that took our other world away from us.
He could at least give the Vault Dweller some extra supplies on the postapocalyptic desert. Instead the hero was wandering with nothing but clothes on the back, clothes from the Vault. Bastard.
Vault 13 was supposed to be an experiment of prolonged isolation. By leaving the vault the dweller broke the rules, he saw the outside and was in a way no longer accepted into his society
For those thinking this was necessary, imagine a positive outcome where the overseer took the initiative to help people become ready to survive in the wasteland, instead of banishing the only person to ever leave the vault and have knowledge of the outside world. It's also important to note that between the events of Fallout 1 and 2, it was discovered that the overseer banished the vault dweller, and was subsequently executed for it, as the citizens of the vault considered it to be a grave crime.