Fallout Thoughts
1:14 pm in Fallout, Gaming, Video Games by Garth
I have always found intriguing post-apocalyptic worlds, because they are a very unique kind of fantasy. Specifically, during the past century they were in some way the chief fantasy; the chief myth. In the same way the ancient Chinese believed in the Golden Age, people were certain that post-apocalytia was possible and perhaps inevitable. If the nuclear weapon is one of the gods in the pantheon of the modern, then post-apocalyptia is his myth. It seems that in working hard to de-mythologize the past, we’ve succeeded only in mythologizing the future. If ‘There Will Come Soft Rains’ is not a vision of this very thing, then there is hardly cause to speak of it.
Enter Fallout. It is certain that Fallout is serious story; it’s not a comedy. But yet, at the same time, there is much that is intentionally absurd about it. And maybe this is purposeful; if you take a lot of the conventions of modern cinema, pulp fiction, television and video games seriously, what results is quite delightfully absurd.
Fallout bills itself as fantasy; which is what Post-apocalytic literature is. (There are probably some real exceptions, though.) But yet it does not have the same kind of forced feel of most modern fantasy, which tries to unironically ape Tolkein, Lewis and MacDonald. What is good among it is still good, no doubt, but it lacks the same qualities that Lord of the Rings has. At least in my day when we played D & D we did because it gave us a chance to feel like we were in a Tolkien story. (And perhaps this is why spin-offs are less successful; D&D IS Tolkien; most other settings are recycled Tolkien.)
I think Fallout succeeds where some others fail because it firstly does not try to be *too* realistic; it ignores scientific facts such as the real rate at which fallout radiation disperses (for instance.) It also does not take itself so seriously; most of the games in the series are full of dark humor, and ‘break the fourth wall’ (itself a convention.) When doing a bit of genre research, I was looking at Aristotle’s Poetics and found an interesting point. Aristotle, speaking of certain artists, says that some will do the comic (people who are ridiculous and clownish; and are ‘worse’ than us) some will do the heroic (people who are virtuous and ‘better’ than us) and some will do people that are very much like us. In Fallout, there is a conscious effort to include all of these types of people, evil and good clowns, heroes and villains, and people that seem like you might know them. Liars who nonetheless tell the truth, good-hearted and misguided people who do evil, and so on.
And not to forget the monsters; ghouls, super-mutants, robots, aliens and all manners of mutated giant creatures. It is a fantasy of course, because these things that we saw in old pictures and movies that were hokey, and read in old books are real in this world, and as horrifying as they ought to have been. Fallout 3, with the 3-d perspective really seals the deal for a lot of these creatures (especially the giant scorpions and ghouls) the way the earlier games did not quite do. Of course, to have a world with all of these things in it, makes that world quite fantastic, even if we could scientifically and historically explain why they’re all around.
And in this sense, Fallout is a modern faerie tale; When in the third game you run into the ‘fire ants’ (literally, giant ants that breathe fire) and get the back-story behind how they came to be you get a George MacDonald sense of the way science is treated in the series. You remember Chesterton saying, ‘It is logical that a Father has a Son, but it is incidental that apples grow on trees rather than gooses.’ In Fallout, gooses grow on trees. They may be a result of faerie magic, the whims of the powers that be, or in this case, an unlikely and uncontrollable event provoked by the research of a scientist who only half knows what he’s doing. Nonetheless, the geese remain. You laugh at the idea of fire ants and the frightened little boy who heralds their coming; but you aren’t laughing later on, when your world is fire and you are running from five ants the size of ponies.
But nonetheless, there is a real story going on, this is not just a paper plot wrapped around a special-effects display. Like in Firefly, the dramatic, epic and lyric find themselves expressed in the progression of the plot in this intentionally absurd – and yet strangely real – world. Maybe we all live in worlds as absurd as Fallout, but we like to pretend otherwise because we’re educated.
One of the most important metaphors in the game is the Wasteland itself; and maybe the subtlety to the metaphor, to the allegory if you will, is what is missed by some reviewers. Fallout does not really represent the future; as any good fiction concept it represents a vision of the world as it is, even if all of the things find themselves wearing masks in this particular play. I strongly believe that the Wasteland is a representation of the actual state of the World, and that the ‘Fallout’ (the fall if you will) is merely the means of its revelation in literal terms. Sometimes we’re struck that despite how bizarre the things are that happen in the stories, we knew or have known people (maybe ourselves) who may have done those things if the stricture of civilization had not prevented us.
And in representing the ‘world’, Fallout often serves as a metaphor for man himself. What if civilization were restored, however? It seems that it is never possible on a large scale in the world anymore; and most who claim to be creating order (other than the Brotherhood of Steel, who mostly defend innocents, collect technology and kill monstrosities) are actually tyrants and monsters themselves.
There is another level where we might think of Fallout’s world as the ‘fall’ from traditional society; the Vaults (where people kept themselves from the destruction) represent a kind of ‘ersatz’ continuation of civilization. For the modern person, there is no ‘continuation’ of tradition in the cities (which are now wastelands) the only thing that remains is the path of extreme renunciation; of going out into the desert. Uncoincidentally, all of the games (except for Fallout Tactics) begin with this act, though there is a twist each time.
In case there was a thought that this was not intentionally a kind of Christian symbolism, in the second and third games the item most sought after, the item which is this story’s ‘Holy Grail’ is called the ‘G.E.C.K.’ – Garden of Eden Creation Kit. If this isn’t about Paradise and the Fall, then what’s it about?

Interesting stuff, though I wouldn’t say all post-apocalyptic worlds are complete mythologies. In some cases they are what if scenarios, where part of the story involves the present day (or makes references to how it was before the apocalyptic event). Granted, you tend to see this more in movies and literature than games, but the point still stands. Those kinds of stories were meant to portray a realistic progression from present to a (hopefully) plausible “future”.
The other reason I would say it isn’t just mythologizing the future is because in our day there has been a shift in our cultural consciousness. We are not just imagining what may happen in some dark faerie tale future, a lot of us are noticing the very real fact that our world is truly getting worse by the day. How much longer the state will spiral downhill until we hit rock bottom we do not know. However, what I do know is that one doesn’t need a vision from St. John or a book in the Bible to notice that things keep getting increasingly worse. I think this rise in post-apocalypse media is an artistic expression based on reality hitting home and it’s hitting us pretty hard.
Interestingly, we’ve had the myth for longer than the shift in consciousness. One wonders if there isn’t a ‘death instinct’ in all secular/pagan cultures – like the Danes in Chesterton’s ‘The White Horse’: “You love defeat more than we love victory.” It is said that the Carthaginians – aside from mistaking the Romans for a weaker enemy – were slowly gutting their own society through their death-cult. It’s as though when the transition occurs eventually the culture ‘gives up’ (since it desires the impossible?) and begins to predict its own doom. It then fulfills its predicting by destroying itself from within.
Granted, I think the post-apoc was once limited to sci-fi, but now affects all types of media. I think once you lose the Christian apocalypse (which may come to-morrow or in a million years) you end up putting the end of the world in human hands – and well, the other option is fatalism: Neither ends in anything but despair, except that Nietzsche’s ‘ubermensch’ might arise. The only other true option is Christendom.
My opinion (and it’s often confirmed) is that the world both gets worse and better, always. Therefore, if we get too focused on a particular worldly affair we can be swept up in unrealistic hope or tragic despair. But this is an awfully general way of speaking of things.
The reason why I’d maintain it is mythologizing the future, is that it always carries certain assumptions that are themselves mythical: In Fallout for instance the totality of the destruction and the pervasiveness even centuries later creates a ‘timeless’ world of desert like the flipside of the mythical golden age. The ‘past’ from which it arises is a potentially impossible past – for the purpose of creating a kind of Americana mystique – the ‘aesthetic’ of the myth. It is the American myth: The elevator to the stars or the endless wasteland of ruin. Star Trek is the first and Fallout the second (also: Canticle for Lebowitz and others like Wasteland.) Firefly is curious because it combines both myths. You can see this mythology at work in the westward expansion of our nation into the deserts / prairies in hope of gold, free land, etc.
We can equally mythologize the past so that seems like this or that era was the peak of mankind on earth. But I think as Christians we’d maintain that the end of time is Christ: Which means that it has both already past and is coming. (as He Himself has and will.)
We earnestly do not know the outcome of the events which are building these days, but we have certainly convinced ourselves that they will be catastrophic and the worst we’ve known. Strictly speaking that’s not true since we don’t know days or hours (as you know) except that these are already the end times (have been for a long time!) but we can convince ourselves that it is the truth and act on the belief of that final outcome.
Honestly I hold that things have been and are ‘waxing worse and worse’ but that in God’s mercy things are also getting better: Therefore either the myth of the shining future of earthly man or his utter ruin by his own hand are not reliable meters of what will come, but perhaps may indicate what kinds of choices people will make according to the spirit of the age.
I hope that’s not too out there.
Well, I kind of see some of the things you are saying but some of it I don’t.
I don’t want to say anything more until I understand what you mean in the first and last paragraphs.
Well, in the last paragraph (at least) is my way of thinking of the creation groaning in travail: Certainly as a woman grows nearer to birthgiving the pregnancy gets ‘worse’ – bigger belly, more food required, and eventually, increasing labor pains – but at the same time the life within her is getting stronger and even if she should pass away in giving birth (which is perhaps what the metaphor suggests – as the Psalmist: The foundations of the Earth …as a vesture shalt thou fold them…’ (PS. 101) Either way, I’m always reminded by the words the Mother of God spoke to an English Orthodox nun who despairing because she was not successful at growing her convent: ‘It’s not what you think- it’s completely different.’
Also, apparently the Lone Wanderer (the hero of FO3) has a birthdate of 7/13/2258 which is a reference to Micah 7:13 ‘And the earth will become desolate because of her inhabitants, on account of the fruit of their deeds.”