Vault-Tec | |
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![]() Vault-Tec Logo | |
Series | Fallout |
First appearance | Fallout (1997) |
Most recent appearance | Fallout (2024) |
Created by | Tim Cain |
Location | United States |
Key people |
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Purpose | Creating and running vaults |
Products | Vaults |
Technologies | V.A.T.S. C.A.M.P. G.E.C.K. |
Vault-Tec Corporation, otherwise known as Vault-Tec and sometimes called Vault-Tec Industries, [1] is a fictional defense megacorporation from the post-apocalyptic Fallout franchise. Throughout the United States, Vault-Tec created government-funded vaults, large fallout shelters that would serve to shelter civilians and allow for the continuation of human life in the threat of a nuclear attack. Within most of these Overseer-governed vaults, Vault-Tec carried out human experiments on its residents without their consent or knowledge, ranging from being mostly harmless to disturbing and inhumane.
Vault-Tec is a pre-war defense megacorporation responsible for creating the vaults featured throughout the Fallout series. [2] Their purpose of conducting human experiments on its residents began as an idea by Fallout co-creator Tim Cain following the 1997 release of the first Fallout game. [3] [4] [5] Despite its slogan "revolutionizing safety for an uncertain future," [6] Vault-Tec is consistently portrayed as a corrupt, [7] unscrupulous corporation with themes of unfettered capitalism. [6]
Vault-Tec created vaults throughout the United States with the help of government funding. [8] These vaults served as large fallout shelters used to house civilians and allow for human life to continue in the potentiality of the U.S. being in immediate threat of a nuclear attack. [9] These vaults were Overseer-governed, [8] with Vault-Tec carrying out human experiments on its residents without their consent or knowledge, [9] which ranged from being mostly harmless to inhumane and disturbing. [10] [11] In total, Vault-Tec created 122 vaults, [12] 17 of which were "control vaults," or vaults not made for human experimenting purposes. [13] Vault-Tec made revenue through selling reserved spots in these vaults. [14] [15] In order to market themselves, Vault-Tec made various products such as lunchboxes and bobbleheads. [16]
The Pip-Boy, a wearable computer by RobCo Industries, was initially made for pre-war and vault-living use, with many of the device's settings used for inhabitants of Vault-Tec's vaults due to the Pip-Boy being issued to each dweller. [17] [13] The Pip-Boy's useful functionalities have also allowed for it to be used in the wasteland. [17] Fallout 4 features two games created by Vault-Tec that are playable on a Pip-Boy, one of which, titled Red Menace, being a propaganda game against China. [13]
Vault-Tec created V.A.T.S., [13] or the Vault-Tec Assisted Targeting System, a special combat system introduced in Fallout 3 and featured throughout the series. [18] [19] The combat system allows for the player to target the specific limb of an enemy based on chance. [20] [21] Fallout 76 features technology created by Vault-Tec such as portable C.A.M.P.S. (Construction and Assembly Mobile Platform) [22] [13] and G.E.C.K. (Garden of Eden Creation Kit) devices. [23]
Vault-Tec's identity is highly represented by Vault Boy, the corporation mascot. [24] [25] [26]
The first of Vault-Tec's creations appeared in the first Fallout game, where the player originates from Vault 13, one of many created by Vault-Tec. [27] Although Vault-Tec's concept of conducting human experiments was not yet developed, Vault 13 still had remnants of the yet-existent concept as the Overseers were tasked with keeping its residents in the vault no matter what, for as long as possible. [28]
Vault-Tec's lore formulized with the release of Fallout 2 , [8] in which Cain described one of the vaults as being a "control vault," explaining it as giving the company "a purpose beyond just 'let's save some of the American population then release them back into a radioactive dead zone.'" [29]
Vault-Tec appears in Fallout 3, notably behind the creation of several vaults in the Capital Wasteland such as Vault 101, where the Lone Wanderer begins the game. [30] [31]
In Fallout 4, the player is guided through a tutorial sequence where they enter Vault 111 and, as part of Vault-Tec's experiment within this vault, becoming cryogenically frozen for two centuries. [32] [33] One of the game's DLC is Vault-Tec Workshop , in which the player has the ability to construct and customize the initially-empty Vault 88. [34] [35]
In Fallout Shelter , the player builds and manages their own vault. [36]
In Fallout 76, which takes place in West Virginia, the player is an inhabitant of Vault 76, [37] one of the 17 "control" vaults. According to a log in Fallout 3, one of the workers for Vault 76, the assistant CEO of Vault-Tec, was kidnapped by aliens. [38] Vault-Tec runs an institution in the area known as Vault-Tec University, which features a simulation vault for training purposes. [39]
Some of Vault-Tec's buildings and structures have been featured throughout the series. The Vault-Tec Headquarters is a landmark featured in Fallout 3, which takes place in Washington, D.C., and the Vault-Tec Regional HQ, [13] Vault-Tec's headquarters in Boston, [40] is a landmark in Fallout 4. [13] Additionally, "Among the Stars" is a Vault-Tec amusement park attraction in the Fallout 4: Nuka-World expansion pack. The Vault-Tec University is also a landmark in Fallout 76. [13] The Fallout television series also reveals that Vault-Tec has a headquarter building in California. [40]
Vault-Tec is featured in the 2024 television adaptation Fallout . It goes into more depth surrounding its pre-war corporate events, [41] contributing heavily to the plot of the series. [2] Four of their vaults were featured in the series: three neighboring vaults, Vault 33, Vault 32 and Vault 31, as well as Vault 4. [42] Lucy MacLean (Ella Purnell), a dweller of Vault 33, leaves in search of her Overseer father Hank MacLean (Kyle MacLachlan) who was kidnapped during a New California Republic (NCR) raid led by Lee Moldaver (Sarita Choudhury). [43] [44] One of the earliest mentions of the corporation itself takes place in the second episode where Enclave-defector Siggi Wilzig (Michael Emerson) takes "Vault-Tec Plan D," a cyanide pill which he described as "the most humane product that Vault-Tec ever made." [8] [45] It becomes later revealed in the show that Vault-Tec, [46] led by representative Barb Howard (Frances Turner), [47] was proposing dropping nuclear bombs throughout the United States to initiate a nuclear war, allowing themselves to be the only ones left thanks to the Vaults. [46] [48] High-ranking employees of the corporation, including Hank, were cryogenically frozen inside of Vault 31, as discovered by Norm MacLean (Moisés Arias). [49] It is also revealed that Hank dropped a nuclear bomb on the NCR's headquarters, Shady Sands, [50] following the NCR's rise in political power over California. [51]
The show featured an easter egg by providing a Vault-Tec phone number through an in-show advertisement casting actor and Vault-Tec spokesman Cooper Howard (Walton Goggins), [52] [53] which viewers could actually contact. [54] [55]
In 2008, as part of a marketing campaign for Fallout 3, a collector's edition version of the game was released, which included a Vault-Tec lunch box. [56] In 2019, a limited edition Vault-Tec themed computer case was released by NZXT, with a limited quantity of 1,000 units. [57] The following year, Bethesda partnered with gaming chair company Noblechairs to release a Vault-Tec edition chair. [58]
Following the release of the 2024 Fallout series, Arizona Beverage Company released Fallout and Vault-Tec themed ice tea energy drinks. [59] Gunnar Optiks also released Vault 33-themed eyeglasses. [60]
Vault-Tec has been placed in several top-ranking lists for evil corporations within video games, including by The Guardian , [61] GamesRadar+ , [62] PC Gamer , [63] and TheGamer. [64] Sarah Milner of Polygon described Vault-Tec as having "little interest in saving the population – its corporate leadership was playing the long game, using the majority of the Vaults to conduct social experiments and scientific research, free from the restraints of regulations or ethics." [8]
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