Pip-Boy 3000 Mk. IV Quantum Re-Paint

After wasting so much time simply wanting to assemble a complete costume like this, I am finally putting together my Fallout Vault Dweller cosplay to attend Fan-X in Salt Lake City this year. It has taken so much out of me just waiting for my mental health to improve, never mind all of the painting and creation practice with other props. I’m thrilled with the results so far that I just had to share all my progress pictures. Now with commentary!

This is my finished, Quantumized Pip-Boy 3000 Mark Four!


It all started with the prop itself that I had purchased with the Collector’s Edition of Fallout 4. I’ve had this Pip-Boy since Fallout 4 came out, and I had always intended to repaint it and include it into some form of cosplay. The dream is finally becoming a reality.

Paired with it is my ancient iPod Touch (4th generation, I believe). I started by scratching the crap out of the shiny new plastic; the original prop greatly lacked for wear and tear.


And then I started with my fantastic blue color. It is Vallejo Game Color Turquoise paint (which you can find here). I used the same color as the base for my plasma rifle Quantum recolor.


And then came the disassembly to color the whole thing properly. I actually disassembled it a few times because I made the mistake of assuming I could simply not paint some of the ugly brown. This ended up not being true; the prop’s assembly wasn’t good enough to conceal any of the khaki color.


And then came the delightful purple. I don’t know if this color quite matches with the deeper Quantum violet, but I wanted my Pip-Boy to be a bit brighter and more inviting… at least until I settled on the right grime. For this, I used Vallejo Violeta Azul (which you can find here).


And here’s the finished base color (you can still see exposed tan color in some spots). At this point, I grinded off the striped yellow “caution” bars from the buckle with my dremel tool; to be honest, they were kind of tacky and didn’t match what I had in mind for the finished look.


I then tried my hand at painting racing stripes… or, at least, some candy-yellow lines to add a bit of soda-jerk flavor to the device. Admittedly, it only kinda worked. But after all the weathering and details, you can hardly tell how poor the application is. 😀


And then I added stickers! I had purchased some Nuka-Cola Quantum stickers for my thermos some years ago that I had accidentally ordered as opaque instead of transparent. Not liking how they looked on my thermos, I removed them… but I kept them because I knew I could do something with them in the future. How right I was! It definitely has that kitchy 1950’s soda parlor appeal now.

The stickers aren’t perfect, but they definitely sell the “Quantum-ness” of the recolor. And in the end, that’s all I care!


And then it was time to make it DIRTY. I used a three-pack of Distress Oxide paints (the brand of which you can find here; they don’t sell the specific trio I used on Amazon, but they do at Joann’s Fabrics) to rust the crap out of the Pip-Boy.


Note to self: wait until the paint is completely dry before applying the matte sealer! I was finding that my Pip-Boy was still wet for at least two days afterwards because I didn’t wait long enough for the rust paint to dry. Oops. At least the finished product looks dirtier because of it.


I have since improved upon the paint job of my plasma rifle by adding highlights. I can’t wait until this all comes together. Tomorrow, I am starting the assembly of my leather armor. I’m planning on using actual aluminum and painted pig leather, riveting it all together, and finishing it up with the same distressed paints. I hope to update soon with progress on the armor!

Backstage Tales – The Theme

mip05jq

No! Don’t kill the tunes!

Over the weekend, Bethesda released the theme music for Fallout 76. Have a listen:

It sounds like Fallout 76 is really taking us to the frontier of a newly-born post-apocalyptic wasteland. In fact, I hear echoes of the irradiated swamps of Fallout 3 in the beginning only for the theme to take on the feeling of an active rushing river. I feel like Fallout 76’s theme is about taking on a whole new life, literally and figuratively.

At the same time, take a listen to the theme of Fallout 4:

Where Fallout 4 echoes the story of loss and determination to rebuild the city of Boston hundreds of years after the bombs have dropped, the theme for Fallout 76 tells a very different story that reflects the wilderness of West Virginia and a world that has yet to recover from the worst effects of the Great War. Where the Sole Survivor has lost everything and ventures forth from Vault 111 to recover his/her son, the Vault Dwellers of Vault 76 have nothing to lose and everything to gain from exploring the wasteland. Both of these theme songs from composer Inon Zur are incredible, and both made me (or is currently making me) very excited to play these games. When the players of your game don’t want to press start on the title screen right away because the theme music is so good, you know you’ve hired the right composer.

In my opinion, the right tone of music can take even a mediocre game and make it great, and it can make a great game completely unforgettable. I love epic, sweeping music that has a full orchestral feel: give me dulcimer bells, legions of violins, an off-beat, and piano themes that will stick in my head like pudding and remind me what game I’m playing every few minutes.

(I know my family don’t quite understand my music tastes, but then again, neither do I; I love everything from Linkin Park’s Leave Out All the Rest to They Might Be Giant’s You’re On Fire to Gustav Holst’s Jupiter, the Bringer of JollityHow are those related? No idea. But I love them all the same. “It just works.”)

Here’s one piece by Jeremy Soule that I played over and over and over again when I was in junior high and high school. It’s not a theme song, per se, but it hit me like one. Playing these types of music is super calming for me and helps me focus on my writing. I wrote so many stories to this song:

(In fact, I wonder if my listening to music on repeat gives weight to my ‘overstimulation’ theory; I’ll listen certain songs right into the ground if they help clear my thoughts. Strange as it sounds, I’ve dedicated a lot of playtime in Minecraft to Karl Jenkins’ Symphonic Adiemus and the band Mew’s Eggs Are Funny albums. But anyway.)

If Jeremy Soule sounds familiar, it’s because he’s one of my favorite composers, and (this isn’t weird, but it sounds weird) I wake up to his brillance every morning:

It’s just beautiful music and actually relaxing to wake up to every morning. (Is it a backhanded compliment to say that your music is better to wake up to than a shrill beeping alarm? Still, it’s very true, and I’m grateful for it.) Every time I hear this music play when wandering the streets of Whiterun in Skyrim, it makes me wish the city were larger so I could take more time exploring and listening in peace. It’s the perfect peaceful theme for a Nord city that sits under the crisp chill of twin evening moons.

Here’s a theme that might make you wonder about me even more:

It’s like Tim Burton, a pile of black play-doh, and a thirty-person choir group got together and composed a soundtrack! Composer Kyle Gabler is awesome, and it makes me want to listen to the soundtrack of every Tomorrow Corporation game. Likewise, this one gets me every time:

It’s like Christmas came early, except there’s the very real chance that you’ll freeze to death if you don’t burn everything that’s precious to you right now for warmth! If you don’t know, that’s the premise of the game. It has a very ambiguous but memorable ending, and the theme goes right along with it.

Oh, and this one, the first video game song to win a Grammy:

So solid. It was recently sung by the Angel City Chorale on America’s Got Talent, and they were actually really impressive. It was also performed by Alex Boyé and the BYU Men’s Chorus and Philharmonic, which is just fun for this LDS gamer.

(To see the look on the face of the judges if you told them the song came from a video game would be very entertaining; in fact, one of the comments under the Angel City Chorale video goes like this: “My mum once asked me why I like video games so much, and I said one of the main things for me, is the music in a game. She told me she didn’t think video games had epic music, so I showed her this. I’m not saying she became a nerdy gamer but I changed her mind on that one…. 😛 “).

And lastly, I only need to hear this simple melody to get excited for Disney and Square all over again:

Yes, the extended edition. Of course, the extended edition. A melody of such simpler times. As one of the comments in this video says, the version of Dearly Beloved that will come with Kingdom Hearts 3 is going to break the hearts of all the players out there (as will the plot of the game, I imagine, put we’ll get there in January).

Those are just some of my favorite video game themes that made me an instant fan. What are others that stir your soul and make you wish you could forget the game and experience it new all over again?


EDIT: How could I forget Final Fantasy XIV?! The major themes of Stormblood are absolutely magnificent, topping off with this fight (spoilers, I suppose):

But man, I love FF XIV’s music. Just so much. I could go on.

Backstage Tales – The Illusion of An Endless World

Fallout+4+Wanderer+trailer

For game designers, I understand the desire to fill your game world with as much content as you can possibly cram on the disk (or the digital download). After all, you never want your players to feel like you’ve sold them half a game. This can lead to a lot of development time planning quests, writing dialogue, writing scripts for enemies to appear at the right times and places, and possibly even preparing branching paths and establishing consequences for player choice. Even if you have a triple-A video game company’s worth of manpower, I also understand the desire to invest in R&R for systems that can automate this lengthy process.

Bethesda’s solution for ensuring their games last even longer than their expansive quest list would suggest is their Radiant quest system. Whenever you play with certain factions in The Elder Scrolls V: Skyrim or Fallout 4, you may notice that some NPCs grant you repeatable missions that you can enjoy over and over to your heart’s content. These quests will involve you traveling to a location and killing everything hostile there, finding some item and returning it, escorting an NPC to a location and returning, killing a random friendly NPC in a town without being caught by guards, etc. etc.

b3o1012n5mx01

Hi, Mommy! I wuv you!

For completing these quests, you’ll get a moderate amount of gold or caps as well as (in Fallout 4’s case) a small amount of experience. Some notable Radiant quests include the Jarl’s bounties on dragons and bandits, the Night Mother’s assassination missions for the Dark Brotherhood, gathering Shalidor’s writings for the College of Winterhold, escorting Brotherhood squires to locations around the Commonwealth, and the ever-present “another settlement needs your help” Minutemen quests.

Normally, asking for a game to have less content doesn’t sound sensible. Never having to set down Skyrim or Fallout 4 sounds great on paper.

But man, I hate the Radiant quest system.

As this Redditor points out, Bethesda doesn’t ever want to let you off the roller-coaster. I realize that for any game developer, wanting your players to play as often as possible can only be good for sales numbers. Although I’d like to see a solid study between total player playtime and total Skyrim: Special Edition sales, it’s apparent that replayability is vital. I get it. Bethesda wants us to play their games for as long as humanly possible. We’ve already discussed my extensive hours in Bethesda games; I think their focus on replayability is the only reason Bethesda’s execs allowed the modding scene to become as large as it has with attempting to completely control and monetize it.

As clunky as the Creation Club is, imagine if it were the only modding option we had. But I digress.

fallout-4-creation-club-beta-announcement-content-listing

Horse power armor. Ugh. The only reason I have it was because they made it free a while ago.

My first complaint about the Radiant system: it’s not readily apparent which quests have significance to progression and unique rewards and which don’t. I was shocked to discover that the Randolph Safehouse Radiant missions for the Railroad in Fallout 4 actually do have an “ending” of sorts, as well as a rarer armor mod reward for finishing them all. The quests, however, even take place in Far Harbor; why would a secretive Boston-based synth-rescuing cell of operatives even need to be in Maine in the first place? And don’t tell me it’s because they know about Acadia, because isn’t the sole survivor (if siding with the Railroad) the first agent to discover the sanctuary and report on it? I’m digressing again.

But only partially, because my second complaint about the Radiant system is the fact that these quests can send you to almost any location in Skyrim and the Commonwealth. The first time I met with Scribe Haylen in a new playthrough after installing the Far Harbor DLC, she sent me to retrieve technology from the Vim! Pop factory. I was level five, I believe; I hadn’t even met Nick Valentine, the detective upon which the whole intro to the DLC is based, and I wasn’t going to visit Far Harbor for quite a while. According to the Fallout wiki, this is a bug. I have a hard time believing they didn’t do it on purpose. Even if it was an oversight, the fact that Radiant quests can send you to far-flung parts of the map long before you’ll have the equipment and weapons to explore the area much less complete the mission can make these missions sit in your journal or pip-boy unfinished for a long time.

In fact, the locations sometimes make absolutely no sense, as if certain Radiant quests were designed to appear confusing. What will likely be your first Minuteman settlement mission asks you to travel to Tenpines Bluff and help them. They complain that the raiders at the Corvega factory are stealing food from them on a regular basis. You mean to tell me that the raiders at the much closer Outpost Zimonja (whose boss has a Fat Man and power armor) aren’t a more immediate threat, considering the raiders at Corvega would have to walk through or clear around the very-ghoul-infested Lexington just to get to you? And you haven’t been troubled by the raiders at USAF Satellite Station Olivia at all? I somehow doubt Corvega is your most immediate problem.

Tenpines_Bluff

It’s a terrible settlement location, too. So there.

Third, Radiant quests have no effect on the game as a whole. They don’t. In fact, they make the game stagnate. There is little narrative developed by escorting Brotherhood squires for Kells, collecting technical documents for Quinlan, or “acquiring” food for Teagan. No increase in Brotherhood rank, no settlement or resource opportunities, no perks, nothing of note beyond caps (which are plentiful by the end of the game), possible companion affinity (when working with Paladin Danse), and a measly amount of experience.

You know what would be a really neat idea for those Brotherhood squire escort missions? If, when I had taken enough of the little tykes out to slay their first deathclaws, Sergeant Kells took me aside and asked the Sole Survivor to become the permanent mentor to a squire companion of my choosing (an invincible Atreus who could learn a valuable lesson about synths from becoming friends with a certain diminutive synth in the post-story). How about if, when I had procured enough technical documents for Proctor Quinlan, he allowed me a glimpse at the research he was performing and gave me schematics for constructing advanced plasma or tesla turrets for the Sole Survivor’s settlements? What if, when the Sole Survivor had “borrowed” food from enough settlements on behalf of Proctor Teagan, a small farmer-led riot would happen on the doorsteps of the Boston Airport, and the Sole Survivor would be ordered to “take care” of the crowd – through force or reasoning?

Most important of all, what if my standing in the Brotherhood could develop through the completion of these quests? Fallout: New Vegas’s reputation system would serve well here. I’m not expecting the game to let the Sole Survivor take Elder Maxon’s place; I rather prefer Bethesda’s decision that you can’t become the ruler of the Brotherhood through a coup. But I think it would be an experience-enhancing feature of the game if the Sole Survivor, after going through all of these Radiant quests for reputation, got the chance to make some game-affecting choices.

Prydwen-Squires-Fallout4

These kids get the cool flak jackets. I want a cool flak jacket.

Extrapolating further, what if Radiant quest reputation could stack? There’s something New Vegas and even the 2D Fallouts didn’t really do. What if, because of his or her reputation as a leader in the Brotherhood and the Minutemen, the two factions formed an official alliance, and the Sole Survivor’s first task would be making one of the many settlements he’s founded become the manufacturing arm for Brotherhood power armor or weapons? Granted, this would require a spotless reputation record from the Brotherhood to trust you with those level of schematics and probably a required number of established Minuteman settlements to be able to “produce” the facilities. But from then on, the Sole Survivor would have the ability to create power armor and laser weapons (maybe even plasma) at unique crafting stations. Heck, you could “minimize the Brotherhood’s potential casualties” (as Quinlan would say) and give the Minutemen access to the same heavy arms and armor for the infiltration of the Institute at the end of the main story. Not only would this combination of faction strengths fill in the unanswered question of how the Brotherhood replaced all the T-45s with T-60s in between Fallout 3 and 4, it would put the player in a fun and unique position based on their time spent with each faction.

You could easily come up with similar combinations of the Railroad/Minutemen (becoming a heavily-fortified synth refuge) or Institute/Minutemen (a settlement staging point for coursers and synth expeditions). Obviously, Brotherhood/Railroad wouldn’t work, and Brotherhood/Institute is right out. But a Minutemen/Diamond City alliance could produce a lot of caps in trade (might have to happen after the main story when Mayor McDonough is deposed) and a Vault 81/anyone could provide a steady supply of stimpacks, antibiotics, and radiation-free food, just to set a few examples.

I use Fallout 4 as a better example of how the Radiant quest system failed because, in Skyrim, it felt like the system was in its infancy. Radiant quests could have had such a larger impact on Fallout 4.  I truly hope Bethesda finds a better system for creating “endless” content. If they must continue to use the Radiant quest system in the upcoming Fallout 76 and other future titles, I hope they develop it to the point where these types of quests serve a greater purpose and no longer feel repetitive.

All I’m saying is that the Radiant system could have had so much more meat on its bones. I admit, I know nothing of Fallout 4 modding, but I’m surprised very few mods have messed around with the effects of Radiant system quests… Well, except for mods that mark them as such or disable them entirely. Interesting that such a “vital” system to replayability makes Fallout 4 really… Oh, what are the right words?

Oh yeah. Unimmersive. Boring. And worst of all, a waste of time.

6249-1-1450383080

When your “feature” gets modded out, something screwed up.

Backstage Tales – Bethesda Trifecta

There are a lot of thoughts swimming around in my head about this one.

If you were to look at my Steam profile and organize the games I have played according to their total playtime, one thing would become readily apparent: I have given a lot of my life to Bethesda Softworks. It breaks down like this: 891 hours with The Elder Scrolls V: Skyrim (although that comes to 986 when you include the Special Edition), 745 hours with Fallout: New Vegas, and 677 hours with Fallout 4. Ring me up, that time totals just over 100 days of total playtime.

72850_screenshots_2014-12-27_00001

I mean, c’mon. This is unmodded Skyrim. You can’t get any more desktop-screen-worthy than this.

These are single-player games, mind you, meaning I spent all of this time with no one but Bethesda’s writers, a bug-and-glitch-filled world, and my own imagination. Now, if you were to ask me if I regretted spending that amount of time in these digital worlds, I would say no after a moment of hesitation. I understand that the replacement of those 100 days of practice with, say, writing… That’s a large chunk of EXP. But the draw of Bethesda’s games is escapism, pure and simple. And escapism is vital to my mental survival. Just like someone would escape into a book or a movie, these games let me assume the role of someone who is much more outgoing and assertive. And yes, someone who is, at times, aggressive, and often violent. Someone I definitely am not.

Violence is often portrayed as necessary in these worlds. Just to travel from one place to another, a sword or a loaded gun is a necessity for personal protection. There are games that you can complete without having to kill anyone (another Bethesda published title, Dishonored, can be beaten this way, but why though when you can play like this), the same can’t really be said for the setting of Skyrim or Fallout. Skyrim is in the midst of a civil war with no Empire to guard the roads to and from cities; Boston and New Vegas are only just starting to recover from the aftermath of the Great War, held down by threats both seen and unseen. Bandits and raiders abound, the Institute kidnap people, the Thalmor threaten Talos worship with death, and Caesar intends to bring his Legion to bear (pun intended). Not to mention all of the wild creatures like dragons and deathclaws that call these environments home.

20180513223117_1

And this is my favorite line in the game. I’m sorry. The delivery is, oh, just delightful.

I don’t play these games strictly for their violence, even though the gameplay is part of the draw. After all, Fallout 4 is probably the one with the best combat system, and even then, the gunplay gets boring without any real context or purpose. For me, it’s mostly about the story, and Fallout: New Vegas takes the cake on that one. I’m the weird guy that reads the books in Skyrim (I think The Locked Room is one of my favorites), and I don’t think the main story in Fallout 4 is as atrocious as other critics say it is (I mean, it’s no War and Peace, but still). I’ve explored the heck out of these games, and in at least one instance (with Fallout: New Vegas) even helped me become familiar with the real-life location (my dad and I found Goodsprings and visited the haunted Pioneer Saloon once, even spoke with one of the owners for about an hour, it was a neat experience). I don’t know the games well enough the speed-run them, but I have spent enough time in them that exploration is no longer as fun as it once was. As for New Vegas, I just spent a lot of time completing Tale of Two Wastelandswhich combines Fallout 3 and New Vegas into a single game, and even then, I’ve played them into oblivion.

In fact, the only reason I’ve spent as much time in these worlds as I have is due of all the modding I’ve done to them. Skyrim especially. I can’t play the base games on their own. It’s why I’m so excited for the New California mod for Fallout: New Vegas to come out, as well as the rest of the Beyond Skyrim project.

So, what am I left with after 100 days in Bethesda’s buggy worlds, through all the CTDs and missing textures? As my dad told me once, “Strive to be as bold and goal-oriented in life as you would be in a video game.”

I think about that a lot. I wish life gave me an experience bar I could fill up by doing random things. Unlike in Fallout 4, when general ‘experience’ can be gained just as easily from building a power generator or discovering a new location as killing a super mutant or robot, it takes a considerable amount of effort in the real world to find success in any one activity. It takes even longer for that practice to produce anything meaningful. In improving my skills as a writer, smithing in Skyrim comes to mind. Hammering out a thousand iron daggers can help you smith that coveted dragonbone longsword, metaphorically speaking. I have to build my vocabulary and grammar skills in different ways to help me express the ideas I want to express. And in the writing opportunities I’ve had, I’ve been equally frustrated and blessed to be able to write for businesses of all types, from electricians to diving instructors to aviation fuel vendors and everything in between. Some businesses were simple. Some took a lot of research to make understandable to the common person. And some were so concerned with buzzwords and jargon, they could have pages of text on their website but not communicate anything meaningful. It takes a lot of knowledge to write, and you never know when a spare piece of research or information source is going to be useful for your future storytelling and writing ability.

20160901225545_1

The ‘Gallery of Steel’.

I’ve learned a lot of different lessons from Bethesda games, and I consider it one of my wildest dreams to be able to craft a story the way their writers do. The possibility that someone like me could make a living telling stories and writing like they do is amazing. Did you know Lawrence Schick’s official title at Zenimax Studios is ‘loremaster’? Put that on my resume!

My favorite writers are the ones at Obsidian Entertainment that worked on New Vegas, John R. Gonzalez, Chris Avellone, and his whole team. Vault 11 (which was, in turn, inspired by The Lottery by Shirley Jackson) and the entirety of the Dead Money DLC are highlights of my experience. Old World Blues had me rolling on the floor, it was so hilarious and irreverent compared to the bleakness of Big Mountain. One of my future articles will absolutely be on how they wrote the Mormon wasteland missionaries Joshua Graham and Daniel in the Honest Hearts DLC, on whom I think they did a superb job. And while I think Chris Avellone overdid it a little bit with Ulysses in Lonesome Road (probably more due to time crunch than anything else), I think it proved its point on how people can change the course of history just by the roads they choose to walk.

Will I ever be as bold as my player character is in Bethesda games? I don’t know. But maybe I’ll become a strong protagonist someday. Admittedly, standing up for myself is one of my weaknesses, especially when pressured (I can’t imagine that’s strange, though). But I won’t become a loremaster without growing a spine. As I stated before, it’s escapism that drew me to Bethesda games in the first place, all starting with Morrowind back in the day. For someone with mental health problems, distractions are a blessed diversion from the constant self-criticism. It’s actually a good thing to distract yourself from your problems after you’ve done all you can (provided you don’t overdo it). I feel successful when I progress the story, when I slay the giant, when I build the settlement.

That’s what Bethesda is best at: creating a world you can lose yourself in. And after the non-stop, consistent battering and negativity that I’ve trained my mind to think about itself, it’s nice to become someone who don’t take no crap from nobody. In fact, it’s just fun to be someone else for a while, period. Especially someone violent, for some reason. My preference? Take the ‘Terrifying Presence’ perk, pick up your favorite Q-35 Matter Modulator, travel to the Tops Casino, and tell Benny where he can stick that lighter of his.

Hint: look away, children.

tumblr_oats3lwkuc1ue8eobo1_500

Don’t look so sad, Benny. My plan is quicker than the cross Caesar planned for you. (Do I lose karma for saying that?)

Backstage Tales – The Toymaker

Fallout+4+Wanderer+trailer

Fallout 4 is, naturally, one of my favorite games to come out in a very long time. If you expect violence in a game about surviving a radiation-filled post-apocalyptic world, then you wouldn’t be disappointed. After all, when grenades are handed out like candy and shoulder-mounted nuclear catapults are stashed just minutes away at your local National Guard depot, there’s gonna be explosions and flying body parts in your immediate future (possibly even your own!). But that’s not the reason I play Fallout 4, or why I enjoy games made by Bethesda Softworks in general. While gameplay and the explosions are simply fantastic for a modern role-playing game, I love to analyze works of gaming by their writing and the stories represented in them.

Fallout 4 (as well as it’s previous titles) revolve around family. You, the player, take the role of a young mom and dad living in the suburbs of Boston in the year 2077, you’re currently living a quiet life. Taking walks in the park, watching your brand-new black-and-white television, and taking care of your six-month old son Shaun… You know, life as usual. The social unrest in other parts of the United States seem distant, and the ongoing war with China is half a world away.

fallout-4-pre-war-2

Ah, Codsworth. You’re so handy.

That is, until the nuclear bombs fall. No one knows whether the Chinese or the US launched the first missiles, but it hardly matters — mutually-assured destruction is the name of the game. You, your spouse, and your young son rush off to the safety of Vault 111, where you’ll be able to wait out the horrors of total nuclear annihilation. Though terrible circumstances, you become the only survivor, the Sole Survivor, of Vault 111.

That’s the story you experience as the player of Fallout 4. But there’s another story that really reached my heart further along.

In downtown Boston is a small administration building surrounded by the larger skyscrapers of the city. This building used to be the corporate headquarters of Wilson Automatoys, a pre-war company in the business of creating modern nuclear-powered toys for children. Their biggest seller is the Giddy-up Buttercup, a mechanical horse that’s perfect for any little girl — after all, there’s not a girl in the world who didn’t ask their parents at one time or another for their own pony! And it’s priced at an affordable $16,000!

The creator of these toys is a man named Arlen Glass. As a successful toymaker, he spent many years of his working life at Wilson Automatoys. The inspiration for the Giddy-up Buttercup had come from his daughter, Marlene. And although it’s not stated, I like to imagine Arlen had made the very first prototype of the horse just for her.

Arlen worked hard. Too hard, in fact. Wrapped up in improving and designing his creations, he hardly set aside time to see his wife Cheryl and their young daughter. One too many nights at the office, he didn’t call, he forgot groceries. He even forgot Marlene’s seventh birthday party. Despite this, Marlene love her father, and created a holotape especially for him sharing her love and asking him to come home.

Cheryl: Go ahead.

Marlene: Hi daddy! When are you coming home? You work too much. I want you to read to me again. Mommy says you’re helping all the horsies find good homes. Take care of them, ok? I love you. Hmm? Oh, Buttercup says she loves you too. We miss you. Come home soon!

800px-Fo4_Wilson_HQ_Ext

The Wilson Automatoys Building, circa 2287

But no matter how hard you work, you know politics isn’t far behind you in a large company like Wilson Automatoys. Arlen’s perfectionism in his designs began to erode the patience of the brand-new president of the company, Marc Wilson. You see, he inherited Wilson Automatoys from his father, and apparently wasn’t too keen on running a simple toy factory. Not only were the sales of Giddy-up Buttercup dropping due to the poor financial state of the US, the pressure of the government on companies to aid in the war effort in China had afforded Marc a golden opportunity: Project SCYTHE. Instead of making toys, the company would instead manufacture landmines at their factory just outside Boston. From children’s toys to weapons of war… Anything to make money, right?

Marc was one of the few people who knew about the project. At first. Somehow, word reached Arlen’s ears, and he was understandably furious. At the next company board meeting, Arlen called Marc out in front of everyone for steering the company so far from its original intent. Some stood with Arlen. Most didn’t. In response, Marc fired Arlen outright. Security escorted Arlen out of the building immediately, and advised him to never come back.

Marc: Damn it Nate, where are you? After today’s meeting, it’s going to take a miracle to salvage the SCYTHE contract. And you decide to take the evening off? Look, I wanted to keep the old man (Arlen) out of it. But what could I do? He called me out in front of the board! I had to fire him! Where do you stand, Nate? Are you with me, or with him? I want you in my office Monday at nine sharp. We can discuss the contract, or we can discuss your resignation. It’s up to you.

Instead of abandoning his life’s work, Arlen went back the next day to try to speak to Marc, maybe change his mind about the project.

But that day was the end of the world.

When a nuclear bomb fell just miles away from downtown, the city immediately became an ocean of fire and chaos. Arlen tried to make his way back home, but by the time he’d arrived, his home was nothing more than a crater.

He never saw Cheryl or Marlene again. In the deepest despair, he curled up in the ruins of his home and waited for the radiation to end his life.

Unfortunately, it wasn’t that easy. Instead of dying, the radiation turned him into a ghoul. You see, in the Fallout world, if some poor soul is exposed to the right dose of radiation, it melts the skin and cartilage (meaning you lose your nose and ears, among other things), but grants an immunity from radiation and an unusually long lifespan. Perhaps immortality, in fact.

Arlen_Glass

The man (or ghoul) himself.

For over 200 years, Arlen lived as a broken shell of a man, wandering across the dangerous wasteland. One day, he discovered a new community outside Boston made of ghouls and humans called the Slog, and decided to take up residence, making toys for children that visited the settlement. After all that time, his work continued to be the only way he could get away from his past.

And that’s when the Sole Survivor (you, the player) comes into the picture. After exploring the ruins of Wilson Automatoys, you come across the holotape Marlene left for her father all those centuries ago. Then by absolute chance, the Survivor meets Arlen Glass, recognizes his name as the once-famous toymaker, and gives him the holotape. Arlen plays it, and gasps in tearful awe, hearing the voice of his daughter and wife for the first time in 210 years.

Arlen: It’s… been so long. I never thought I’d hear their voices again. You can’t imagine what this means to me.

She was right, you know. I did work too much. And now… I’ll never hear her voice again. I’ll never get to hold her. Kiss her goodnight. All I have left are the memories. And… this tape.

From one parent to another… Thank you.

As a parting gift, Arlen presented the Survivor with the present he could never give his daughter for her birthday: a small Giddyup Buttercup toy.

Normally this is where the sad story and the quest line ends. Later I learned that Arlen is supposed to make a solitary journey back to where his home once stood to say a final goodbye to Cheryl and Marlene.

But he didn’t get the chance in my game.

After giving Arlen the holotape, I went about exploring the wasteland, killing raiders, helping caravans and settlements, you know… the usual hero Minuteman stuff. One day, I returned to the Slog to see if I could help assist in building up the community. But the moment I approach, I hear gunfire. The Slog was under attack by raiders.

I grabbed my plasma pistol. My companion and I rush into battle, vaporizing the bad guys left and right. After just a minute of intensity, the battle was over. The Slog was saved.

But there was a single casualty laying on the ground in front of the workshop.

Arlen.

I paused the game and thought for a moment. I could reload the game, and he’d be alive again. I could use cheats to bring him back to life, and I could go on with the game as if nothing had changed. He was only an NPC in a game, after all.

I couldn’t bring myself to do it.

I thought about how much Arlen had suffered though his life. Losing himself in his work. Missing his daughter’s birthday. Surviving through atomic fire when the ones he loved didn’t. Wanting to die, but living for centuries with nothing but memories and his work to sustain him. Then, through this chain of random happenstance, after a complete stranger discovered an undamaged holotape in a super-mutant-filled toy factory and chanced upon the Slog, giving him a chance to hear the voice of his long-dead wife and daughter one last time…

A stray bullet took his life.

But maybe, just maybe, he finally reunited with Marlene and Cheryl in a better place.

That’s my headcanon for Arlen. That’s why I play Fallout and Bethesda games. While some of their stories are hit and miss, it’s the connections of those stories to incidents of gameplay that make moments special. The Fallout world may be uncaring and dark, but human connections of love endure through the radiation.