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Why destroy the Institute? Not the organization, the building.


LeahTheUnknown

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Minutemen: The Institute is a threat to freedom. Forget all the great things we could do for the Commonwealth if we had their resources and tech, let's blow the place up, it will look cooler.

 

Railroad: The Institute enslaves sentient beings. Let's exterminate the race by blowing up the only known way for them to reproduce.

 

Brotherhood: The Institute has created a technological abomination. Rather than take over their facility and spend years sorting out their advanced technology, let's just nuke the place.

 

 

None of these make any sense. The Institute facility is ridiculously advanced. They have a working teleporter for crying out loud. Rather than harness this resource, all of their enemies opt to detonate their reactor (which is an over-used, highly non-scientific trope; reactor != nuclear bomb). Maybe the Railroad ending makes sense, they're not known for their critical thinking, but the other two definitely do not. Especially the Brotherhood.

 

Sorry if this has been brought up before, it's just something that has always irked me.

 

~GKX

Edited by GenghisKhanX
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I think Bethesda went for that option only because the Institute itself doesn't make any sense, at least, their explanation and what they are doing. Complete nonsense. So, better nuke the place before anyone finds out...

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  • 4 weeks later...

It makes just as much sense as completely abandoning your child so that you can save group after group of complete strangers for the Minutemen.

 

It makes as much sense as a settlement telling you that they are being harassed by raiders, then sending you to the complete other side of the map (which is way too far away for anyone to harass anyone from there) because that's the location that was picked randomly.

 

It makes as much sense as animals dropping human weapons and loot. Where exactly was that pistol hidden inside that dog?

 

It makes as much sense as the Institute duplicating people (which is just kinda forgotten about once you enter the Institute).

 

It makes as much sense as the Institute creating gen3 synths in the first place. If you want slaves, why give them free will? If you want to copy Blade Runner, you at least have to have some reason for creating a replicant.

 

It makes as much sense as Kellog looking young, even though he is older than Shaun. If the Institute can keep people looking young, why is Kellog the only person that they have done this to? You would think that the guy in charge of the entire freaking Institute might want to do something to prolong his own life and keep himself youthful and energetic.

 

It makes as much sense as killing everyone in your vault, except you. Their clumsy and poorly executed plot device requires the Institute to be complete bad guys until you find them, then they mysteriously turn into potential good guys who are just misunderstood, so you have to make a choice. But the bad guy stuff is never quite explained.

 

It makes as much sense as Shaun releasing you from the vault, because... uh... experiment? Shaun has access to a teleporter. If he wanted to meet you to see what you are like, poof, teleport, 3 seconds and done.

 

It makes as much sense as a female player, a lawyer, going all Rambo all through the wasteland. Apparently lawyers in 2077 need to be fully combat-trained on a variety of weapon types. Must be one heck of a judicial system they have. Your honor, I object! (Blam! Blam! Blam!)

 

FO4 is a shallow puddle. If you try to dive in, all you end up with is a headache.

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By the time I get to that point in the game, I've given up any pretense that the story line makes any sense so it's just kind of a "blow the place up? Yeah, whatever."

my feelings exactly.. i was tempted to use a mod that saved the Rairoad but then i thought.. "nah,useless SJW´s" kill the buggers.. i tried (very,very Hard) to console myself with Maxxon but he´s a Brat in Daddy´s coat and the Brotherhood just loses me because of him.. i still kill Danse though,annoying posterboys are just that..annoying.. and Minutemen? jeez!! gimme a break! freaking do it your freaking selves you dumbÅsses! which leaves the Institute,populated by numbnuts,with a plan that makes no sense and soooo many gaps in storyline and credibility that i just go "Who wants to nuke the Nerds??" and use whatever faction i got (involuntarily) involved with... and KA-BOOM!!! now,can i get some peace and quiet while i extort Traders,Settlers and the occasional raider cry-baby.. in short.. not one iota of the Storyline adds up.. i mean look at the irritating dreamscape episode with Frosties? so he´s been hauling Shaun along for whatever since snatching him and now that the kid is 10 he´s to old for him?? or the institute wants a 10-year old and not a baby?? what gives? Preston and the secondaries are just laughable,no flesh to the story and just BLEH! the RR are just SJW´s with no clue and the only one worthwhile is Deacon.. for about five minutes then he becomes a boring sniveller.. and the BoS ? well it could have been grand,it could have been marvelous.. and i ended up being DÅÅÅheads in power-armour.. thanks Beth.. the story sucks,the graphics rock and btw.. RL people have sex.. if ever i kiss a guy or girl and the world turns black i know i should have nixed the last drink.. there,rant over.. shoot me!

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If you've never played any other FO than FO4, it can be a bit jarring...

FO4's depiction of the BoS is highly conflated with the Enclave too, which doesn't help.

(FO4 is biased in one direction, just like FOBoS was biased in a pro-BoS direction).

you won't understand the "Crazy Wisdom" of the BoS, and what motivates them. R2Protect/R2Prevent...

 

FO4 is exploring a lot of 'kurt vonnegut-esque 4th wall metanarratives"

as much as it is also an exploration of TabulaRasa/MinimalistStorytelling and "Unreliable Narrator Theory" <---

how can it be 'reliable' after the MemoryLounger moment forward?

just like FO3's v112 MemoryLounger moment hehe.

 

I never had to face this option,

thanks to mods - it is possible to have the Good Institute triumph over the Bad SRB,

and atone for what happened at University Point etc,

the Boston Accord Authority forms, eventually that meets the NCR etc.

there is a diplomatic pathway to a win-win possible that way, I mean, the game hints at H D Thoreau so much and that "city-state model".

 

some intrinsic/ie In-Universe 'lore-wise' hypotheticals follow below.

 

 

However,

unmodified FO4, it does make sense from a few points of view.

Context - FO1 the BoS formed when Capn' Roger Maxson defied an unethical order to take the non-FDA approved substance known as F.E.V at Mariposa JFB the incomplete action of the nascent BoS led eventually to the formation of an entity known as "The Master", a 'blob' formerly known as

Dr Richard Grey...

FO3, the Enclave, responsible for FEV, tries to complete what was started in FO2, the removal of the mutants. Colonel August and JHEden attempt to sabotage the water supply, etc. It is a designer bioweapon, which will only harm certain kinds of mutants

 

so, skip forward ~200 years to 2280s,

the descendants of that BoS (a para-nationstate at this time from Maxson etc)

have the possibility to prevent what they might see as history repeating from recurring, "R2Prevent".

the council of steel would be convened, they would deliberate the matter and form a path of action.

 

The Circle of Steel , the intelligence arm of the BoS, would provide reports from 'lay of the land',

the institute is more than 1 threat, it is really 3-5 threats simultaneously, 2 or 3 being 'involuntary/wildcard unpredictables'.

FEV, Atomics, and Robots/Replicants, (plus Food/Water and medicines etc).

There are a lot of ways that could go real wrong.

 

Add to this -

the possibility that, the Institute could fall into the hands of other wastelanders/factions.

The MesaVerdeans, Mr House, the NCR,

and, the Council of Steel might make a 7:3:1 decision in favor of a rapid response...

7 for, 3 against, 1 abstaining.

 

scorched earth, 'poison the well' roman-style. You can practically hear the arguments now.

Anyone in FO4 who was in FO3, would have very strong feelings about that...

whereas, the folks from the NCR or Central or Southern BoS, who've had encounters with Raiders, Boomers, MesaVerdeans and the NCR,

might have different ideas.

 

So, they'll opt for the pathway which is the least worst.

"Capture infrastructure&personnel intact" is a very difficult prospect in this scenario.

sure, the scribes would probably want to confiscate that tech...

 

 

 

So, a lot of it will depend on the intelligence reports and what they can vet and who knows what when.

If the BoS never learns of the Institute's altruistic streak prior to the rise of the SRB... they will form a different percept/construal of the Institute.

Enter Dr Li, Dr Amari, Nick Valentine, DiMA, Dr Virgil, Dr Zimmerman from FO3 etc.

They would be very valuable sources of intelligence.

 

Consider - if the BoS only ever hears from Dr Virgil and people at Diamond City or Quincy,

the BoS may only believe the Institute is 'homogenously 'evil'.

The only other data they have, are 'readings/signals' etc.

 

I think diplomacy would be very hard to achieve;

if the folks topside learn how to get to the Institute, they might take matters into their own hands first. <--- the railroad might want this to happen, so as they can escape in the confusion etc.

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