One criticism of Bethesda’s Fallout games was the removal of the ability to kill children. Imagine a combination of some of the haunted vaults in Fallout 3 and the oppressive wartime decisions of This War of Mine and you’ve got Fallout: Vault 12. You decide who gets Rad-X and who has to bear the brunt of the radiation then manage the dividing populations as people turn to ghouls and lose sympathy for their fellow residents. Players try to maintain life as a resident in the vault while people get sick and decay. Here’s the pitch: Survival horror on a community scale. The massive population stems from, you guessed it, the residents of Vault 12. One of the biggest hubs of ghouls is Necropolis, a city players may run across in the original Fallout. Despite this, they’re often surprisingly empathetic characters, with thoughtful dialogue and a depth of experience taken from their horrifying life experiences. Zombie-like in appearance, their rotting flesh is a product of exposure to massive amounts of radiation. Ghouls are familiar to anyone who’s played a Fallout game. Awash in deadly radiation, the survivors of Vault 12 were permanently transformed by Vault-Tec’s negligence. Foregoing the very purpose of a fallout shelter, Vault-Tec intentionally left the door unsealed. Vault 12 is one of the most twisted of these experiments. Government, Vault-Tec built most of its vaults around “social experiments,” testing the effects of isolation and other variables in the tightly controlled underground communities. Vault-Tec, the company who built the shelters spread across America, is a notoriously unethical corporation in the Fallout universe.
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