Fallout: What Is The FEV Virus?

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What is the fev virus, who made the fev virus.

Many iconic monsters in the Fallout universe have evolved and mutated due to post-war nuclear radiation. From the legendary Deathclaw to the disgusting rad roaches, to the mutated humans known as the ghouls , the effects of radiation on people and wildlife are varied and unpredictable.

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While some may think that the super mutants in the Fallout universe are also victims of radiation, this is not the case. Super mutants are created by a human-made virus called the FEV or Forced Evolutionary Virus. The virus and the super mutants have played an important role throughout every Fallout game, and here's what we know about them.

Fallout 4: Super Mutants In Institute Created FEV Vats

The Forced Evolutionary Virus is an artificial compound that can infect its host through direct contact or injection . Throughout different versions of the game, the FEV has been seen as a green liquid contained in vials or large vats.

The original purpose of its creation was to correct the host's DNA to create the perfect species of super soldier . Upon infection, the virus injects the pre-programmed DNA into the host's cell and spreads in the body much like a viral infection. Due to the difference in each host's unique DNA, the process is unpredictable and can depend on the dose, duration, and method of exposure.

Different strains of the FEV virus have been developed and used throughout the Fallout universe from before the war to the post-apocalyptic wasteland. Some strains create the different Super Mutants that we see across the world, some were used in developing the Gen-3 Synths seen in Fallout 4, and others have been experimented on different creatures and humans with various results.

As the virus itself is designed to be modifiable, the resulting mutation depends on who programs the virus' DNA and for what species and purpose.

Fallout 3 Screenshot Of Super Mutants

The Forced Evolutionary Virus was first created by West Tek's NBC Division . They moved their lab and equipment to the Mariposa Military Base in central California to begin human experiments just before the great war.

The security team overseeing the base found out about the unethical nature of the experiments, revolted against the science team, and created the Brotherhood of Steel in response to the abuse of science and technology after the war.

During the events of the original Fallout game, the antagonist known as "The Master" took over the Mariposa base and used the FEV-2 strain to create a society of strong and intelligent Super Mutants that can be found in New California and the Mojave Wastelands. The EEP strain of the virus was used in Vault 87 in the year 2078, just after the great war, which resulted in more feral and aggressive Super Mutants.

The Institute is responsible for Super Mutants in the Commonwealth. These mutated humanoids were a middle ground between the FEV-2 and EEP super mutants, with super-human strength but average intelligence. The institute also used the FEV virus combined with the Father's DNA to create the third generation Synths.

West Tek itself was responsible for the Super Mutants found in Appalachia. Shortly before the war, the local West Tek facility contaminated the river running through Huntersville, infecting some of the citizens and creating Super Mutants similar in strength and intelligence to those found in the Commonwealth.

There are also monstrous creatures in the Fallout universe that were created using the FEV. In the TV Show, we see evidence of scientists residing in Vault 4 creating the aquatic monster, the Gulper. While we mostly correlate the Forced Evolutionary Virus with Super Mutants, there is a variety of different creatures across the wasteland that were created using this virus, and perhaps many more that we don't know about.

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Fallout: 10 Most Terrifying Vault Experiments

These Fallout vaults had horrific experiments conducted in them.

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Fallout Wiki

Institute FEV Lab

The Institute FEV Lab is a section of the Institute in Fallout 4 .

  • 1.1 Publications
  • 4 Appearances
  • 6 References

This abandoned section of the underground habitat once housed the laboratory where the Institute tried to unlock the secrets of the FEV . Although the program has failed to produce any results for over a decade, Father insisted on continuing the project until Brian Virgil sabotaged it. [1]

Publications

Accessed through a Novice-locked door off the main area of the BioScience division laboratory, the player character begins in a foyer leading to an airlock with a dead synth. The corridor beyond is protected by a pair of laser turrets and leads through an Advanced-level door into a storeroom where an Assaultron can be found.

Beyond is the FEV lab, starting with test-subject observation chambers (and more turrets) and a small entrance area to the incubation chamber. The incubation chamber has three tubes where super mutants were held for experimentation. This section can also be accessed by using the Master-locked FEV lab entry terminal on the northern wall of the main BioScience laboratory.

The player character will then find the main research room, with three large glass cylinders in the middle, two of which contain super mutant specimens. The third cylinder looks to have been smashed with a chair. The rest of the room is filled with lab equipment and machinery. One can find another terminal that is filled with test subject information and progress reports. The player character can also find the serum that Virgil asks to retrieve to cure his mutation and the holotape " Brian Virgil Personal Log 0176 " which explains why he left the Institute. One can give this holotape to Madison Li to convince her to leave the Institute during the quest From Within .

  • Experimental Serum - In the room with the super mutant vats, on a counter in the southeast corner.
  • Brian Virgil Personal Log 0176 - Holotape, In the same room, on the table next to the accessible terminal along the west wall.
  • FEV Research Notes (2178) - Holotape, In the same room, on a console in front of the super mutant vats.
  • FEV Research Notes (2224) - Holotape, In the same room, on another console in front of the super mutant vats.
  • A puncturing pipe wrench mod - In the storage room with the Assaultron, on a shelf.
  • A hooked pipe wrench mod - In the same room, on a different shelf.
  • BioScience Systems Access - Given by Institute scientist Newton Oberly during A House Divided .

Appearances

The FEV Lab appears in Fallout 4 .

Institute FEV lab 02.png

FEV Lab entrance security room

fallout fev experiments

FEV Lab hallway

fallout fev experiments

FEV Lab storage room

fallout fev experiments

Brian Virgil Personal Log 0176

fallout fev experiments

FEV Research Notes (2178)

Institute FEV Lab.png

  • ↑ Brian Virgil Personal Log 0176
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Lucy (Ella Purnell) turning and looking at something over her shoulder with a Vault hallway behind her

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Fallout’s Vaults have even crazier experiments in the games

From Vault 4 to Vault 76 and beyond

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[ Ed. note: This post contains spoilers for Fallout season 1, as well as information from the Fallout games.]

The Vault systems in the Fallout franchise are meant to be a utopia, a shelter away from the harsh apocalyptic Wasteland and nuclear fire.

Of course, nothing is ever as it seems, and a little bit of digging (Lucy’s journey in Fallout season 1 or playing to the end of Fallout 2 ) reveals that the Vault systems are actually a way to experiment on survivors. Some of the premises are so wild or impractical that it doesn’t seem like an experiment at all, and many failed spectacularly . (According to series creator Tim Cain, the purpose was to test humanity’s ability to travel through space , but this isn’t in any of the games so far.)

There are two experiments in the Prime Video show that we get to see: Vault 4 and the combined network of Vaults 31, 32, and 33. Something like Vault 4 is relatively straightforward: a society ruled by scientists. Unfortunately, the scientists’ experiments got out of hand, creating the monstrous gulpers and requiring a total restructuring of their society.

Vaults 31, 32, and 33 are a little more complex. These interlinked Vaults rely on each other, with the members of 33 and 32 arranging marriages in order to diversify their populations. Early on, it appears that 32 fell to raiders. However, Norm and Chet soon find that the inhabitants of 32 died long before raiders ever arrived due to a terrible famine. As for Vault 31, we learn that Vault-Tec executives are frozen in here, and thawed whenever a new Overseer must be installed.

If you’re curious as to the other Vaults scattered across Fallout’s vast canon, here is a list of the monstrous experiments that Vault-Tec carried out after the apocalypse.

Lucy (Ella Purnell) holding her hand up and looking at something as she emerges from Vault 33

Vault 4: Those poor, unfortunate scientists. Now populated with the survivors, combined with refugees from Shady Sands. Chris Parnell plays the good-spirited Overseer, with a slightly strange single eye.

Vault 8: A control Vault, which means there was no active experiment. After 10 years, the Vault opened and used its Garden of Eden Creation Kit to found the large and successful Vault City.

Vault 11: This Vault had a psychology test in which the occupants had to vote for one human sacrifice each year or else lose all life support. The cruel conclusion of the experiment is that if the Vault Dwellers did refuse to sacrifice one of their own, the Vault would open and allow them to leave unharmed. Unsurprisingly, this is not what happened, and the results were tragic.

Vault 12: What happens if the Vault door doesn’t seal quite right, and radiation filters in? The answer is Necropolis, a community of Ghouls.

Vault 13: The home of the original Fallout ’s protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of their own trekking out into the world in search of a solution.

Vault 15: This Vault remained closed for 50 years, and the population was drawn from people of different walks of life and ideologies. Some of the population of this Vault went on to found Shady Sands, and eventually the New California Republic.

Vault 19: This Vault housed two societies, red and blue, each with one Overseer. What the occupants didn’t know is that they were flooded with subliminal messages to pit them against each other, which eventually culminated in civil war.

Vault 21: What if all conflict had to be resolved by gambling? The Vault would later be acquired by Mr. House and turned into a pleasant novelty hotel for tourists to New Vegas.

Vault 22: At first glance, it’s a botanist’s dream, in which the experiment is to develop plant life in the Vault with the help of sophisticated and advanced equipment. A parasitic fungus turned on the researchers and consumed the Vault.

Vault 27: Filled with double the sustainable population.

Vault 29: The age cap for occupants was 15 years old.

Vaults 31, 32, and 33: Lucy’s Vault (33), and the site of a lot of intrigue in season 1 of Fallout . The gist is that these three Vaults are interconnected, and 32 and 33 often exchange inhabitants to diversify the gene pool and create new generations. Things go horribly awry when the population of 32 is replaced with raiders, who attack — thus kicking off the events of the show. Lucy, and the other Vault inhabitants, do not realize that there is an experiment; they think this is the good life. And, as mentioned above, Vault 31 is there to house frozen Vault-Tec staff to bring into Vaults 32 and 33 as necessary.

Lucy (Ella Purnell) and her dad, Overseer Hank (Kyle Maclachlan) laughing over a science experiment in a still from Fallout season 1

Vault 34: The armory was stuffed with weapons, and there was no proper locking mechanism on the door. Eventually failed due to a riot and reactor damage.

Vault 36: Instead of proper food, the occupants were fed only a thin, watery gruel.

Vault 42: No lightbulbs of more than 40 watts were provided, which likely meant this Vault had a dim future.

Vault 51: This Vault was meant to test the limits of human tribalism, with an experimental AI running the show and selecting the Overseer. Perhaps unsurprisingly, the AI eventually killed the Vault’s occupants instead of rigorously testing them.

Vault 53: The equipment was designed to constantly suffer minor but repairable failures in order to study the effect stress had on the Vault’s inhabitants.

Vaults 55 and 56: In Vault 55, all of the entertainment tapes were removed. In Vault 56, they were all removed except for one really bad comedian. Truly, a terrifying fate.

Vaults 68 and 69: In Vault 68, the population only contained one woman. This ratio was flipped for Vault 69. This is one of the Vaults that feels especially disinterested in scientific curiosity in favor of cruelty; it’s hard to see any situation in which Vault 68 prospers.

Vault 70: The Vault stopped producing jumpsuits after six months.

Vault 75: This experiment was focused on breeding the perfect human, with failures being incinerated and successes joining the scientific staff to try and improve the process for the next generation.

Seen from behind, two roughly costumed figures escort a woman wearing a Vault 76 jumpsuit

Vault 76: A control Vault, and the one from which all Fallout 76 players emerge.

Vault 81: A Vault focused on researching diseases and antibodies. Similar to Vault 75, the residents were openly used as guinea pigs.

Vault 87: Experimenting on humans using the Forced Evolutionary Virus, which leads to super mutants appearing in the Capital Wasteland of Fallout 3 .

Vault 92: This Vault was filled with talented musicians, and then they were exposed to white noise that subliminally implanted combat suggestions. The musicians all lost their minds and descended into murder and mayhem.

Vault 94: Filled to the brim with pacifists and chill folk, this Vault was meant to prove the innate goodness of humanity. One year after the Great War, the doors opened, and raiders promptly blew the entire thing up.

Vault 95: Every occupant was struggling with an addiction to drugs, and this Vault was designed to study their withdrawal, and then reexpose them to an endless amount of chems. The Vault collapsed shortly afterward.

Vault 96: The Vault was filled with embryos that would be artificially raised to adulthood and then released into the Wasteland with robot companions and protectors.

Vault 101: A Vault designed to remain in total isolation from the outside world — until the events of Fallout 3 kick off, and the Lone Wanderer takes off in search of their father, James. It’s a fun parallel with Lucy and her search for her father.

fallout fev experiments

Vault 106: Psychoactive drugs were released into the air after the door was sealed. We can only hope the inhabitants had good trips.

Vault 108: The Vault was left without reliable leadership, and during its isolation from the world, the survivors accidentally cloned a whole host of Gary. These clones stalk the Vault, only able to say one word: “Gary.”

Vault 111: The survivors in this Vault were cryogenically frozen, with staff, security, and scientists making sure their pods remained operational. The Vault failed in 2078, and 210 years later, the Sole Survivor emerges from their pod in order to find their son, Shaun.

Vault 112: Dr. Stanislaus Braun took a much smaller population into this Vault and hooked them into virtual reality pods, where they could experience a true utopia. Braun eventually became bored, and the experiment turned much more sinister as he hunted down each survivor in their virtual reality, killed them, wiped their memories, and began anew.

Vault 114: Members of higher social classes were welcomed into this Vault, only to find it overcrowded and minimally equipped. The Overseer was selected outside of the usual population, with the intent of finding the most ornery and anti-authority candidate possible.

Vault 118: This Vault was meant to be filled with the ultra-wealthy and the working poor. However, before the working poor could arrive, funding ran out. The rich inhabitants would remove their brains, implanting them in robots, in order to survive forever.

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fallout fev experiments

Fallout Season 1 Vault 33 Experiment Explained

Image of Zhiqing Wan

If you’ve played any of the Fallout games, you know Vault-Tec are the bad guys, and there’s usually a catch to all of the Vaults that we visit in this universe. The same can be said for Amazon’s Fallout adaptation as well. Here’s everything you need to know about the Vault 33 experiment in Fallout season 1.

Do be warned that this article contains major spoilers for the entirety of Fallout season 1.

What Was the Experiment in Fallout Vault 33?

As you’ve probably gathered by now, every Vault in Fallout was actually created for a more nefarious purpose. They’re usually created with some sort of experiment in mind, and that goes for Vaults 31, 32, and 33 .

While all three Vaults were billed as protective shelters to shield its Dwellers from the radiation and nuclear bombs, Vault-Tec had created them with another purpose in mind. All three Vaults were built as an interconnected structure, with Vault 31 housing the most loyal Vault-Tec employees in cryogenic sleep.

On the other hand, Vaults 32 and 33 were regarded as genetic breeding pools, where its Dwellers were meant to be breeding and mating partners for the Dwellers of Vault 31. Every few years, a Dweller from Vault 31 would emerge to take on the role of Overseer for all three Vaults to keep everyone in check. The goal here was to eventually have the loyal Vault-Tec employees in Vault 31 to reclaim the surface in service of Vault-Tec. The Dwellers of 32 and 33 were nothing more than just breeding partners for those employees.

Of course, this plan gets derailed when Moldaver and the raiders infiltrate Vault 32 to kidnap Overseer Hank. This kickstarts the plot of Fallout season 1, as Lucy journeys up to the surface world to find her father and figure out the truth behind the Vaults.

fallout fev experiments

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A place to discuss the lore of the Fallout universe.

Did anyone in the games explain how FEV was created?

After that other FEV post about fertility, i read a lot of the comments on the post. I was especially interested in the thread that was pertaining to ghouls, and someone said something along the lines of "there's not enough FEV to do all of that".

Is there any explanation in the games as to how FEV is made?

If so, I'm guessing the reason why FEV would be nearly impossible to make in the post apocalypse is because a lot of the technology and materials to make it were destroyed. However, I'm curious about the Institute and the possibility of them being able to produce FEV.

It's been a while since I have played FO4, but if I recall correctly, there was a closed down section of the Institute that did have some kind of FEV experiments going on in it. Can anyone clarify what they were doing? I don't remember if I read any terminals or something that may have had more information.

Depending on what kind of experiments they were doing, do you think they were able to create FEV? In extension to this, what are your thoughts about the possibility of them experimenting on wastelanders with FEV? It seems they don't care about "replacing" people with synths (not sure if them actually replacing people is entirely true or just wasteland rumor), so do you think they'd be fine with exposing people to FEV and seeing what happens?

The Vault - Fallout Wiki

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FEV research

Gametitle-FO1

FEV research is a holodisk in Fallout .

Location [ ]

  • Found on level 5 of the Glow .

Transcript [ ]

TranscriptVaultBoy

FEV Summary Digest: 2073. As China became increasingly aggressive with their use of biological weapons, the United States government felt that a countermeasure was needed. The Pan-Immunity Virion Project (PVP) was officially formed September 15, 2073 . 2075 . It became clear that the best way to combat the newly created biological weapons was to alter uninfected DNA so that it was no longer susceptible to standard viral infection. 2076 . Unforseen side effects began surfacing in early 2076 with the PVP. Animal test subjects began showing an abnormal growth rate accompanied by increased brain activity. The U.S. government took notice of these discoveries, and in the interests of national security, moved a team on-site to secure and oversee the project, which was now dubbed the FEV ( Forced Evolutionary Virus ) project. 2077 . FEV nears completion. Test on lab animals are at a near 100% success rate. Size and muscle density increase approximately 60%, and the protential intelligence increase by 200%. Effects upon human subjects remain unknown; although they are theoretically promising. The military , wishing to continue further testing, builds a large facility at the Mariposa military installation in central California . At this new facility, testing of the FEV virus continues on volunteer subjects from the military.

 ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·  ·

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The strangest fallout 76 creature could be hiding unspoken fallout lore.

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Fallout 76 Skyline Valley Preview: You're Running Out Of Reasons Not To Play

Is fallout 76 cross-platform crossplay & progression explained, 5 fallout 76 mutations you’ll want to keep (& 5 to cure asap).

  • Fallout 76's Floaters connect to the series' lore, existing in Fallout and Fallout 2, aiding Super Mutants in battle.
  • Floaters are a result of experimentation with the Forced Evolutionary Virus (FEV), like Super Mutants.
  • The origin of Floaters in Appalachia is never fully explained, but some theories have arisen.

The weirdest Fallout 76 creature might have a lot to say about unearthed series lore. Fallout 76 is full of monsters , most of which represent mutated versions of real Appalachian wildlife. Others are based on local legends, like Fallout 76 's take on Mothman or the Flatwoods Monster. They might have extra limbs, a green hue, or seemingly supernatural powers, but for the most part, it's easy to guess where the inspiration came from.

But there are some creatures whose origins aren't exactly clear, and Fallout 76 isn't eager to explain them. They may just seem to be consequences of widespread radiation (or a developer's overactive imagination), but even then, there had to have been some pre-War starting point for these bizarre life forms. As it turns out, there's a perfectly good explanation for Fallout 76 's weirdest creature - it just requires a look back at some of the series' oldest and most arcane lore.

Fallout 76 Skyline Valley Preview shows an area of the expansions wastelands with a caution sign and a Ghoul holding a rifle and wearing sunglasses standing in front of it.

Skyline Valley is the biggest update Fallout 76 has delivered, adding a vast new area and more Ghouls than players can shake an electric sword at.

Where Do Fallout 76's Floaters Come From?

How floaters connect to the rest of the fallout series.

Fallout 76 's Floaters seem to come out of nowhere : they're bulbous-headed creatures who come in a variety of colors, each one matching up with a type of elemental damage. They pop out of the ground seemingly at random, floating toward the player and striking them with incredible speed and damage. Once their HP bars are depleted, they explode, spreading gunk that deals damage over time to anyone who steps on it. They follow Super Mutants around like hunting dogs, striking their prey on command and without wavering. But in all of Fallout 76 , it's not clear what exactly they are.

For answers, players need only look back to the first two Fallout games. Floaters existed in Fallout and Fallout 2 , and worked in much the same capacity: they would follow roving Super Mutant bands and aid them in battle. In a Reddit Q&A, Eric "Ferret" Baudoin , Fallout 76 's lead quest designer, clarified that they are the same Floaters across all three games. They may have looked significantly different, and didn't deal elemental damage, but that can be chalked up to regional variation - or maybe evolution.

Hidden files suggest Floaters were also due to appear alongside Super Mutants in Fallout 3 and New Vegas , but were ultimately cut from the final games.

This comment makes it clear that Floaters are the result of experimentation with the Forced Evolutionary Virus (FEV), the same mutagen used to create Super Mutants (albeit a different strain). Per Fallout lore, FEV is easily manipulated to effect a desired biological mutation in its host. Different variations of FEV account for the different colors and abilities of Super Mutants throughout the Wasteland. They've been employed by various individuals and factions throughout the Fallout series timeline to raise armies, improve the human immune system, or even just to see what would happen.

PS and Xbox logos with a character from Fallout 76 and a nuclear explosion.

With Fallout 76 being available on multiple platforms across generations of consoles, many newcomers may be wondering if it supports crossplay.

What Floaters Suggest About Fallout 76's Hidden Lore

West tek in appalachia.

Super Mutants lie in stasis within green tubes at a West Tek research facility in Fallout 76.

But there's one small problem. Every Fallout game makes it incredibly clear where its Super Mutants came from. In Fallout 76 , it was an experiment by West Tek, the developers of FEV, that saw the virus intentionally allowed to contaminate the water supply in the town of Huntersville. Those who were exposed to it as a result became the first Super Mutants in the region. In the original Fallout , the first Super Mutants were created by West Tek, but their population was expanded after The Master used a different strand to raise his army. But it's never clear where exactly the Floaters that accompany them come from .

Given their aquatic features (tentacle-like limbs, mandible-like jaws, fish-like spines), the Appalachian Floaters could conceivably have been spawned from the contaminated Huntersville water supply . If it ran off into groundwater, or nearby bodies of freshwater, local ponds, lakes, and rivers, the wildlife there would inevitably be exposed to FEV as well.

From there, it wouldn't be too much of a stretch to imagine bottom feeders rapidly evolving into the mucky, big-eyed Floaters that plague the post-apocalyptic Wasteland, shedding their gills and developing the ability to survive above the surface. The name " Floaters " would even make more sense: imagine their floating heads as mutated swim bladders, allowing them to control their buoyancy in air much as fish do in water. Sensing kin in the similarly infected Super Mutants, Floaters may have been naturally drawn to them as companions.

A mutated vault boy with missing hair and an arm sticking out of his torso in Fallout 76

Between good mutations such as Chameleon and less effective ones like Empath, taking radiation damage in Fallout 76 is like Russian Roulette.

But what about the West Coast Floaters? The Super Mutants there were created selectively, so there's little chance of accidental runoff creating Floaters. Their use of the same name suggests that The Master may have been aware of West Tek's experiments in Appalachia , seen how the Floaters there aided the Super Mutants, and resolved to recreate the results. It's not hard to square a presence, or at least a knowledge, of West Tek's Appalachian branch with known lore about The Master. Little is known about him before he fell into a vat of FEV, so anything's possible.

But whatever the similarities between Floaters and their willingness to help Super Mutants suggest, it's impossible to say. Fallout 76 is constantly getting new content , but an upcoming expansion making the leap to Floater-focused content seems highly unlikely. For now, the true nature of Floaters will probably remain one of Fallout 76 's greatest mysteries.

Source: Eric "Ferret" Baudoin/Reddit

fallout 76

Released in 2018, Fallout 76 is Bethesda's first foray into a massively multiplayer online world centered around Fallout. In this release, players find themselves in Appalachia, where they must do what they can to survive and rebuild the world around them. Players are free to meet other players and embark on quests across the wasteland.

Fallout 76

Fallout’s Vaults have even crazier experiments in the games

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Fallout’s Vaults have even crazier experiments in the games

[ Ed. note: This post contains spoilers for Fallout season 1, as well as information from the Fallout games.]

The Vault systems in the Fallout franchise are meant to be a utopia, a shelter away from the harsh apocalyptic Wasteland and nuclear fire.

Of course, nothing is ever as it seems, and a little bit of digging (Lucy’s journey in Fallout season 1 or playing to the end of Fallout 2 ) reveals that the Vault systems are actually a way to experiment on survivors. Some of the premises are so wild or impractical that it doesn’t seem like an experiment at all, and many failed spectacularly . (According to series creator Tim Cain, the purpose was to test humanity’s ability to travel through space , but this isn’t in any of the games so far.)

There are two experiments in the Prime Video show that we get to see: Vault 4 and the combined network of Vaults 31, 32, and 33. Something like Vault 4 is relatively straightforward: a society ruled by scientists. Unfortunately, the scientists’ experiments got out of hand, creating the monstrous gulpers and requiring a total restructuring of their society.

Vaults 31, 32, and 33 are a little more complex. These interlinked Vaults rely on each other, with the members of 33 and 32 arranging marriages in order to diversify their populations. Early on, it appears that 32 fell to raiders. However, Norm and Chet soon find that the inhabitants of 32 died long before raiders ever arrived due to a terrible famine. As for Vault 31, we learn that Vault-Tec executives are frozen in here, and thawed whenever a new Overseer must be installed.

If you’re curious as to the other Vaults scattered across Fallout’s vast canon, here is a list of the monstrous experiments that Vault-Tec carried out after the apocalypse.

Vault 4: Those poor, unfortunate scientists. Now populated with the survivors, combined with refugees from Shady Sands. Chris Parnell plays the good-spirited Overseer, with a slightly strange single eye.

Vault 8: A control Vault, which means there was no active experiment. After 10 years, the Vault opened and used its Garden of Eden Creation Kit to found the large and successful Vault City.

Vault 11: This Vault had a psychology test in which the occupants had to vote for one human sacrifice each year or else lose all life support. The cruel conclusion of the experiment is that if the Vault Dwellers did refuse to sacrifice one of their own, the Vault would open and allow them to leave unharmed. Unsurprisingly, this is not what happened, and the results were tragic.

Vault 12: What happens if the Vault door doesn’t seal quite right, and radiation filters in? The answer is Necropolis, a community of Ghouls.

Vault 13: The home of the original Fallout ’s protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of their own trekking out into the world in search of a solution.

Vault 15: This Vault remained closed for 50 years, and the population was drawn from people of different walks of life and ideologies. Some of the population of this Vault went on to found Shady Sands, and eventually the New California Republic.

Vault 19: This Vault housed two societies, red and blue, each with one Overseer. What the occupants didn’t know is that they were flooded with subliminal messages to pit them against each other, which eventually culminated in civil war.

Vault 21: What if all conflict had to be resolved by gambling? The Vault would later be acquired by Mr. House and turned into a pleasant novelty hotel for tourists to New Vegas.

Vault 22: At first glance, it’s a botanist’s dream, in which the experiment is to develop plant life in the Vault with the help of sophisticated and advanced equipment. A parasitic fungus turned on the researchers and consumed the Vault.

Vault 27: Filled with double the sustainable population.

Vault 29: The age cap for occupants was 15 years old.

Vaults 31, 32, and 33: Lucy’s Vault (33), and the site of a lot of intrigue in season 1 of Fallout . The gist is that these three Vaults are interconnected, and 32 and 33 often exchange inhabitants to diversify the gene pool and create new generations. Things go horribly awry when the population of 32 is replaced with raiders, who attack — thus kicking off the events of the show. Lucy, and the other Vault inhabitants, do not realize that there is an experiment; they think this is the good life. And, as mentioned above, Vault 31 is there to house frozen Vault-Tec staff to bring into Vaults 32 and 33 as necessary.

Vault 34: The armory was stuffed with weapons, and there was no proper locking mechanism on the door. Eventually failed due to a riot and reactor damage.

Vault 36: Instead of proper food, the occupants were fed only a thin, watery gruel.

Vault 42: No lightbulbs of more than 40 watts were provided, which likely meant this Vault had a dim future.

Vault 51: This Vault was meant to test the limits of human tribalism, with an experimental AI running the show and selecting the Overseer. Perhaps unsurprisingly, the AI eventually killed the Vault’s occupants instead of rigorously testing them.

Vault 53: The equipment was designed to constantly suffer minor but repairable failures in order to study the effect stress had on the Vault’s inhabitants.

Vaults 55 and 56: In Vault 55, all of the entertainment tapes were removed. In Vault 56, they were all removed except for one really bad comedian. Truly, a terrifying fate.

Vaults 68 and 69: In Vault 68, the population only contained one woman. This ratio was flipped for Vault 69. This is one of the Vaults that feels especially disinterested in scientific curiosity in favor of cruelty; it’s hard to see any situation in which Vault 68 prospers.

Vault 70: The Vault stopped producing jumpsuits after six months.

Vault 75: This experiment was focused on breeding the perfect human, with failures being incinerated and successes joining the scientific staff to try and improve the process for the next generation.

Vault 76: A control Vault, and the one from which all Fallout 76 players emerge.

Vault 81: A Vault focused on researching diseases and antibodies. Similar to Vault 75, the residents were openly used as guinea pigs.

Vault 87: Experimenting on humans using the Forced Evolutionary Virus, which leads to super mutants appearing in the Capital Wasteland of Fallout 3 .

Vault 92: This Vault was filled with talented musicians, and then they were exposed to white noise that subliminally implanted combat suggestions. The musicians all lost their minds and descended into murder and mayhem.

Vault 94: Filled to the brim with pacifists and chill folk, this Vault was meant to prove the innate goodness of humanity. One year after the Great War, the doors opened, and raiders promptly blew the entire thing up.

Vault 95: Every occupant was struggling with an addiction to drugs, and this Vault was designed to study their withdrawal, and then reexpose them to an endless amount of chems. The Vault collapsed shortly afterward.

Vault 96: The Vault was filled with embryos that would be artificially raised to adulthood and then released into the Wasteland with robot companions and protectors.

Vault 101: A Vault designed to remain in total isolation from the outside world — until the events of Fallout 3 kick off, and the Lone Wanderer takes off in search of their father, James. It’s a fun parallel with Lucy and her search for her father.

Vault 106: Psychoactive drugs were released into the air after the door was sealed. We can only hope the inhabitants had good trips.

Vault 108: The Vault was left without reliable leadership, and during its isolation from the world, the survivors accidentally cloned a whole host of Gary. These clones stalk the Vault, only able to say one word: “Gary.”

Vault 111: The survivors in this Vault were cryogenically frozen, with staff, security, and scientists making sure their pods remained operational. The Vault failed in 2078, and 210 years later, the Sole Survivor emerges from their pod in order to find their son, Shaun.

Vault 112: Dr. Stanislaus Braun took a much smaller population into this Vault and hooked them into virtual reality pods, where they could experience a true utopia. Braun eventually became bored, and the experiment turned much more sinister as he hunted down each survivor in their virtual reality, killed them, wiped their memories, and began anew.

Vault 114: Members of higher social classes were welcomed into this Vault, only to find it overcrowded and minimally equipped. The Overseer was selected outside of the usual population, with the intent of finding the most ornery and anti-authority candidate possible.

Vault 118: This Vault was meant to be filled with the ultra-wealthy and the working poor. However, before the working poor could arrive, funding ran out. The rich inhabitants would remove their brains, implanting them in robots, in order to survive forever.

The post Fallout’s Vaults have even crazier experiments in the games appeared first on Polygon .

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Shattered by montreal mind-control experiments, but undeterred in a suit.

Families of patients in a Cold War-era mind-control experiment in Montreal are pressing forward after a recent setback in their class-action lawsuit.

By Vjosa Isai

The C.I.A. logo on the floor of the headquarters in Langley, Va.

Every weekend was an adventure for Julie Tanny when she was a young girl.

Her father, Charles, made sure of it, surprising his three children with trips and visits to the amusement park. His warmth radiated physically, too, when he would rub his children’s ice-cold feet back to life after a skate at their backyard rink in Montreal.

Everything changed in the winter of 1957. A tooth filling gone awry spurred an excruciating neurological condition that stumped five of his doctors. They referred him to the Allan Memorial Institute, a psychiatric hospital at McGill University in Montreal, where he was admitted for three months of treatment.

When Ms. Tanny’s father was released, the man who came home was distant, irate, confused and physically abusive. He did not remember that he owned a snowblower business. He was barely able to recognize his family.

It was as though his brain had been reprogrammed.

As Ms. Tanny would later learn, it largely was. Her father had unknowingly become a patient of Dr. Donald Ewen Cameron, a psychiatrist running a secret mind-control experiment claimed to be funded by the Central Intelligence Agency as part of a Cold War-era program known as MK-ULTRA.

“He was like a shell of what he was before,” Ms. Tanny, a retired wholesale jeweler, said. “He was just a completely different person.”

Ms. Tanny, 70, is the lead plaintiff in a class-action lawsuit filed in 2019 against the institutions linked to the experiment and the Canadian and United States governments. About 400 people, mostly families of former patients who were treated at the clinic between 1948 and 1964, have joined the effort, she said.

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Fallout 3: Vault 87 Was the Birthplace of the Capital Wasteland's Super Mutants

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5 Most Selfless Characters In Bethesda Games, Ranked

Todd howard reveals big fallout 4 and skyrim regret, roblox: all aura craft recipes (june 2024).

Vault 87 is one of the most difficult locations to access in Fallout 3 . However, the Lone Wanderer has no choice but to find a way in, as this vault contains an item necessary for furthering the main quest: the G.E.C.K.

That aside, this Fallout 3 vault has a long, gruesome history of scientific experimentation. The scientists within the facility were tasked by Vault-Tec with conducting heinous experiments on the unsuspecting residents. These scientific projects involved administering the Forced Evolutionary Virus into human test subjects; unsurprisingly, things didn’t go well.

RELATED: All the Ways Fallout 3 Set Up the 4th Game

The Evolutionary Experimentation Program of Fallout 3

vault-87-fallout-3

Vault 87 was built with both civilian living quarters and a medical wing. The latter was an extensive facility, complete with lab cubicles and workstations for the scientists who were assigned to the vault. This was unlike the other vaults in Fallout 3, in-line with the experiments Vault-Tec had planned for Vault 87.

Vault-Tec partnered with the US military to explore the effects of the Forced Evolutionary Virus, or FEV , on human subjects. To do this, they installed equipment like stasis chambers and plasma containment fields. They also assigned a scientist named Wayne Merrick to oversee what would be known as the Evolutionary Experimentation Program (EEP). Cut Fallout 3 content describes Merrick as “one of the brightest minds in the field of accelerated evolution,” which is likely why he was chosen for the job.

After Vault 87 was fully equipped with the necessary research tools, Vault-Tec let inhabitants in. None of them knew they were to become test subjects in the EEP, which isn’t surprising given Vault-Tec’s history . One by one, Merrick and his team picked off the residents and began experimenting on them. To cover this up, the vault’s medical records staff were told that residents chosen as test subjects were to be marked as having “unexplained or undefined deaths.”

When Fallout 3 ’s Lone Wanderer arrives in Vault 87, medical records list a total of 87 unexplained or undefined deaths. Only six others were marked with natural or accidental deaths. This was how far Merrick and his team went before things took a turn for the worst.

RELATED: Fallout 3: Vault 108's Cloning Experiment Went Horribly Wrong

Growing Paranoia Among Vault 87’s Residents

fallout fev experiments

Sometime during Merrick’s string of experiments on Fallout ’s FEV, the remaining residents began to grow uneasy due to all the deaths. A man named Peter Stevens had his son, Jason, taken away, and checking the medical records reveals that he was one of the EEP’s test subjects. However, Peter did not know this.

His mental state began to devolve and, in his terminal entries, he writes that he doesn’t see the point of existing anymore. Eventually, the medical staff gave him pills to help him calm down, but Peter refused to ingest them. He reportedly started hearing Jason’s laughter, but insisted it wasn’t just his imagination. He was probably hearing the children living nearby in Little Lamplight, another location in Fallout 3 , but it’s unclear what happened to Peter after this.

With the general uneasiness also came suspicion toward Merrick and his team. Daniel Koster, the Maintenance Chief of Vault 87, was in charge of maintaining the facility’s machinery, such as the water purifier and radiation purging chambers . At one point, Merrick called on him to fix what he referred to as the EEP Chamber. In his terminal records, Koster admits he wasn’t sure what the device was for, but managed to repair it anyway.

Following this repair job, Koster would leave one final entry in his service log terminal explaining that there’s something wrong in the medical wing having to do with the EEP. He then writes that his wife, Mercia, had been diagnosed with some sort of disease , ultimately leading to her death. This was the final straw for Koster, and he set out to get answers from the vault staff. The medical records list Mercia as having died from cancer, though perhaps this was a ploy from vault staff to try and get Koster off their backs.

Countless Failed Experiments

Super Mutant Behemoth Fallout 3

Unfortunately, Koster’s fate in Fallout 3 is unclear, though it wouldn’t be farfetched to believe that he was apprehended and made into another test subject. All the experiments followed the same pattern. Three days after administering the FEV, both male and female subjects were “transforming to an almost asexual state," becoming more similar in muscular structure, perhaps to “level the playing field.”

A few days later, a test subject might expire from a massive loss of brain function, which prevented them from sustaining the body’s basic needs. According to Merrick, this was what usually happened when they administered FEV strains. On day 10, the subjects’ skin morphed to become thicker and more resilient, which Merrick notes “could prove useful in combat situations” - something confirmed with the super mutants of Fallout 3 . Finally, on day 14, the subjects would grow too hostile and anxious, so Merrick would have them disposed of. He writes that the physical changes were not worth their resulting mental devolutions.

Merrick underwent this 14-day procedure again and again, changing aspects to see if the subjects improved in their mental capabilities. This went on until the angry subjects managed to overpower vault security and take over Vault 87, which resulted in the super mutants of Fallout 3 ’s Capital Wasteland coming to prominence. They began kidnapping wastelanders and taking them to the vault to make more super mutants, at least until they ran out of the FEV strains - or the “green stuff,” as they called it.

By the time the Lone Wanderer arrives at Vault 87, the main entrance is a cesspool of radiation, forcing them to take the underground entrance through Little Lamplight . Once there, the player can take care of the super mutants once and for all. However, it’s sad to know these super mutants probably never wanted to become what they were, merely test subjects for the nefarious Vault-Tec.

Fallout 3 is available now on PC, PlayStation 3, and Xbox 360.

MORE: Fallout: How Glowing Ghouls Stand Out From Typical Variants

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Experimental Animation Shines in Annecy Contrechamp Title ‘Journey of Shadows’: ‘I Understand Animation as a Model to Reflect Ourselves’

By Holly Jones

Holly Jones

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'Journey of Shadows'

The minimal and subliminal converge in Swiss artist Yves Netzhammer ‘s Annecy Contrechamp title “ Journey of Shadows ” (“Reise der Schatten”).

Netzhammer, who made his feature debut with “Journey,” is well known for his work in sculpture, animation, mixed-media and video, all of which informed his animated project and abstract rendering of the human condition.

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Produced by Stella Händler at Freihändler Filmproduktion GMBH and Jolanda Gsponer a Liechti Filmproduktion, who also handle world sales rights, alongside Gabriela Bloch Steinmann and SRF Schweizer Radio und Fernsehen, the film sets up three main figures on screen, two mannequin-styled forms managing a tumultuous romantic relationship through bouts of self-reflection, and a simian companion. The aesthetic is both modern and futuristic in its rendering. A delicate choreography ensues, as the figures make quick work of love’s emotional labor and the inevitable toils associated.

Contemplative and clever, while also mind-bending, taboo and raw, the nude-hued silhouettes carry all the trappings of modern flesh and bone as they meander around a veritable fugue state. 

“What impresses me most is the deep humanity with which Yves’ figures address us, even though they have neither a face nor other individual attributes,” Händler relayed.

Netzhammer wrote, directed, and painstakingly animated the 3D feature, which debuted at the International Film Festival Rotterdam earlier this year.

“This animation work, as well as the technical preparation for a feature-length film, is enormously time-consuming and complex. With this approach, I believe I can offer the audience an extraordinary cinematic experience,” he added.

With no words to clutter the film’s colorful atmosphere or muddy the emotions presenting themselves through fluid movement, the forward and stalled trajectories are ever more striking. The images hold viewers captive rather than relying on a preconceived plotline full of concrete meaning. Essentially, the viewer is left to project their desires onto the austere figures, as the film calls into question our agency while ruminating on the connections we make, bend, then break.

A visceral jaunt, oddly warm and inviting while uncanny and void of precise emotion, the forms take on the plotlines cast upon them by an audience rather than being front-loaded by the filmmaker. The figures careen into and away from one another like clockwork and destiny at once, leading to an assembly line of experience for the nameless forms – at times brutal, illogical and dystopic.

“My reduced style allows for a lot of openness. This means that you can empathize with the characters and go on this cinematic journey with them. Of course, this openness also raises the question of how, or in what way, we can still tell ourselves stories in a world so saturated with information and emotions,” Netzhammer explained.

“I actually understand animation as a model to reflect ourselves in the world and how we think about the boundaries of subjective and collective freedom,” he continued.

Accompanying the characters, a sophisticated, astral score with music by Anthony Pateras, curated by sound designer Oscar Parcival van Hoogevest, that works to realize the transcendent nature of the images. Fluid morsels of matter drift through the scenes alongside it, recalling humanity but standing firmly outside any bounds equated with the species.

An affinity for non-natural artforms is apparent, as Netzhammer proclaims, “Naturalistic aesthetics and narratives run the risk of illustrating prefabricated knowledge.” By employing techniques that test the bounds of whimsy, “Journey of Shadows” is on track to provide another immersive and innovative artistic odyssey.

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Fallout Wiki

FEV research

FEV research is a holodisk in  Fallout .

Location [ ]

This can be downloaded into the Vault Dweller 's Pip-Boy 2000 via dialogue with ZAX 1.2 in The Glow . The player does not actually receive a holodisk inventory item.

Transcript [ ]

Transcript

2073   As China became increasingly aggressive with their use of biological weapons, the United States government felt that a countermeasure was needed. The Pan-Immunity Virion Project (PVP) was officially formed September 15, 2073 . 2075 It became clear that the best way to combat the newly created biological weapons was to alter uninfected DNA so that it was no longer susceptible to standard viral infection. 2076 Unforeseen side effects began surfacing in early 2076 with the PVP. Animal test subjects began showing an abnormal growth rate accompanied by increased brain activity. The U.S. government took notice of these discoveries, and in the interests of national security, moved a team on-site to secure and oversee the project, which was now dubbed the FEV ( Forced Evolutionary Virus ) project. 2077 FEV nears completion. Test on lab animals are at a near 100% success rate. Size and muscle density increase approximately 60%, and the potential intelligence increase by 200%. Effects upon human subjects remain unknown; although they are theoretically promising. The military, wishing to continue further testing, builds a large facility at the Mariposa military installation in central California. At this new facility, testing of the FEV virus continues on volunteer subjects from the military.

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How ‘fallout’ visually nails a post-nuclear war america.

It took more than a dozen visual effects houses from throughout the world to build the video game-adapted drama, says VFX supervisor Jay Worth.

By Danielle Directo-Meston

Danielle Directo-Meston

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Says Fallout’s VVX supervisor Jay Worth We had to have this feeling of beauty, hope, sadness and dread — this tableau of the Santa Monica Pier that has all those things baked into it as we exit with Lucy from that vault into this new world.

How do you breathe humanity into a post-nuke, radiation-poisoned America? In Fallout , it comes down to Walton Goggins’ noseless Ghoul, a cyclops vault dweller, bloodthirsty mutated bears and a centuries-decayed Santa Monica Pier, just to name a few of the series’ cataclysmic details.

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“It was fun being able to make a sad little love letter to L.A., mixed with all the different challenges that we had storytelling-wise and where visual effects were really able to support and enhance the characters,” Worth tells THR . “That’s all it really comes down to: How can we support the story? To have such a rich canvas to play with in the Fallout world and the story that Graham and Geneva wrote, and the way Jonah envisioned it — I knew when we were working on it that it was going to be special. We’ve all done this enough to realize that there’s something different about this one.”

Bethesda Game Studios producer Todd Howard’s original Fallout designs “gave us a great starting point for set builds and a lot of our asset builds,” says Worth. Shot entirely on film, the series features a handful of scenes created with the 3D creation tool Unreal Engine — but viewers won’t see any original game footage in the show. (“ Fallout 4 came out a few years ago, so even now it’s an [outdated] version of Unreal,” notes Worth.)

It took more than a dozen VFX houses from throughout the world to build Fallout , among them Important Looking Pirates (ILP), Rise Visual Effects, Mavericks, Framestore, FutureWorks, CoSA, One of Us and Refuge — plus the benefit of extra time thanks to the writers and actors strikes.

You used Unreal Engine for Westworld . How much did you lean on it for Fallout , given that it’s most often used for video games?

We used Unreal, obviously, for the stuff that we shot on a volume [on-set virtual production], so we did have four different sets that we shot on a volume. We don’t like to shoot everything on [LED backdrops], so we only shot those four.

Which scenes were those?

When [Lucy] is on the farm and we’re in the wedding area where you have the bucolic scene, that was actually all done on Unreal, which worked really well because it needed to have a painterly quality to it. We wanted it to look like a projection and not an LED screen, so we added some imperfections and we changed the way the object rendered.

The other one, which was my favorite, was the vault entrance when Lucy is exiting the vault. All we had there was an elevator, the door plug and a bridge, but all the walls were done on an LED volume stage. People [often] shoot it all in a volume, and then they’re going to replace it all anyway. We pretty much only shoot it if we can get final pixel, so we do some cleanup along the top and we extend where we need to. It was a challenge, but it was really rewarding. 

The other one was all of the flying footage in the Vertibird; we shot plates for that and that was playback.

How did the strikes affect your timeline?

Had you played the video game beforehand? How did you land on the same page creativity-wise?

Jonah had definitely played the game. I had not played it very much. When I came to the project, I tried to jump in on it, but I thought, “I don’t have the time for this,” so I watched playthroughs quite a bit. In the bullpen for our VFX group, we basically had playthroughs going at all times to immerse ourselves in the game. We wanted to build off what Howard [Cummings, Fallout production designer] had done for his designs, and we ended up feeling like we knew what the game felt like. We picked a few shots for ourselves in the season, and those were really our benchmarks.

Was there a scene that gave you that wow factor when you saw the final cut?

I watched this thing so many times, so there was no surprise per se. I surf and I take photos basically at the view from where Lucy [emerges from the vault] and sees the Santa Monica Pier. I scouted that with Jonah, Howard and Graham back in March of 2021. When we were there, it was like, “OK, this is what we want the show to feel like.” That really grounded us in a reality and a world that had space and expanse with destruction, but with beauty and nature and how nature took over and what we really wanted it to feel like.

Definitely part of it is Ramin [Djawadi]’s score. Part of it’s the lighting, part of it’s the beauty of the location. But it gave us a benchmark, something to shoot for and to push for, to keep that idea that it needs to be more and to challenge ourselves to create something really beautiful.

As someone who was born and raised in Los Angeles, seeing the remnants of landmarks in Fallout really brought it close to home.

I grew up here, too, in Malibu, so for me it was such a love letter. I totally made a map of what the route should be, knowing that we weren’t going to use it, but we wanted to ground ourselves. Lucy’s going toward downtown the whole season, then she goes toward Shady Sands and gets there and then goes up to Griffith Park. She has to be down next to the airport, then she walks up and she crosses the freeway, and then she goes to the Baldwin Hills overlook for that shot when she has the head. If you notice, it’s looking more toward the hills of Westwood and Century City. Then she’s going along Paramount [Studios] and Melrose [Avenue], and then she comes down toward downtown and then she wraps around downtown to get to Shady Sands.

It really helps to know how far downtown should be, even though the world that we created is much larger than L.A. We always want to start with some part of reality and then make sure it looks cool after that.

Speaking of challenges, what were some of the most difficult scenes to create?

We really wrestled [with it], and the early concept art was not pretty. But I partnered with Important Looking Pirates, a company out of Sweden, which did Dolores’ exoskeleton for Westworld and the de-aging of Anthony Hopkins for the Young Ford character, so I trusted them with it. 

It still took a lot more iterations than I thought it would. One of the breakthroughs was when we gave him two eyebrows instead of one, which sounds weird when you look at it now and you think, “Of course he has two eyebrows.” It was a weird “aha” moment we had. We really wanted to keep the humanity of it. He gave such a stinking funny performance. We didn’t want to distract and pull away from that.

The Gulper [in episode three was also a challenge], just because it’s such a big creature and it’s just right out in the middle of broad daylight and no real places to hide. 

There’s little fun ones, like [in episode two] when Max kicks a rock and it hits that brick wall when he first gets the power suit armor on. That was a spur-of-the-moment [decision] from Jonah, who said, “I want to make that wall fall.” So we couldn’t shoot any elements or anything, and we made it fall all in visual effects. All the bricks falling, everything, it’s all completely seamless and really well done by ILP. 

How was his nose created?

We put some tracking markers on it, so we kept all the information from the makeup. All of the movement and all of the way his face moved, we didn’t end up having to change that because the makeup was attached to his skin, so all of his facial performance was captured. We didn’t touch anything else. It was all there on camera. All we had to do was remove the nose, which was great.

It seems the audience isn’t that distracted by the missing nose. 

Completely. We knew when we hit it each time because it’s weird if you make it too big, it almost looked like a pig snout. If it was too light, then you’d see the septum inside, and that didn’t work. If it was too dark, it looked like a black hole. We used to call it “nose-apalooza” review sessions where we would review only the nose shots. We really had to see them back to back. When The Ghoul takes in a blood hit or a set extension or any other shot in between it, you’d lose your rhythm, so we would just hold off on reviewing and we’d look at 20 to 100 noses in a row. We started being able to see it pretty quick. When it became a distraction, when it wasn’t part of his character, you could feel that. 

How long has the VFX road been to get to Fallout ?

I worked with Jon Favreau — Jonah knew him personally and I’d worked with him on [the NBC sci-fi series] Revolution — and he invited us to go to The Lion King set and then the Mandalorian world. I thought, “Well, you guys just figured out some of these things,” and then we were able to use it for Westworld season three. But even now and then, how film and technology cohesively comes together into this new thing is really fun and exciting.

What was the collaboration process like on Fallout ?

Geneva and Grant were incredible to work with. I go back 14 years now with Jonah, and it’s really great to have that connectivity there. From a vendor perspective, I feel like I lucked out because I was able to go and pick all my favorite vendors. I was more confident as a supervisor to be able to go into it saying, “I know we can nail this because I have these trusted people.”

I like splitting it up so not any one vendor is completely overwhelmed, which really helps to share the load when you have a heavy episode. It helps with the pipeline, with reviews and with being able to stay ahead of creative.

You mentioned that some scenes would have been impossible even five years ago. Do you envision enough new technology to experiment with for season two?

I think there will be, and I don’t necessarily know what that’s going to look like. I’m just excited to embrace it. Jonah has always embraced what you can out of the technology that helps from an old-school filmmaking standpoint. We’re still old-school filmmakers; we still shoot on film. We still want to do things practically when we can and utilize new technology when it’s going to help us. 

There’s definitely an “if it’s not broke, don’t fix it” [approach]. If there’s a tool that’s going to help make it better, we’re going to 100 percent use it. There’s a lot of technology out there that is creatively focused but isn’t necessarily VFX-ready. They’re starting to make that crossover. I’m really excited to meet with some of our technology partners in the next few weeks because we’re really digging into it now [and asking], “What can you bring to the table that maybe we haven’t thought of?” Thankfully, I get brought in very early with the creative process.

This story first appeared in a June standalone issue of The Hollywood Reporter magazine. Click here to subscribe .

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IMAGES

  1. FEV Experiments by Tomhanch : ImaginaryFallout

    fallout fev experiments

  2. Fallout: The Forced Evolutionary Virus (FEV) Explained

    fallout fev experiments

  3. Fallout: The Forced Evolutionary Virus (FEV) Explained

    fallout fev experiments

  4. Institute FEV lab

    fallout fev experiments

  5. What Happened in the FEV Lab?

    fallout fev experiments

  6. Image

    fallout fev experiments

VIDEO

  1. 18 Most Disturbing & Terrifying Fallout Vaults: A Chilling Look at Humanity's Dystopian Experiments

  2. Fallout 3 EP 4 Radiation Experiments With Moira

  3. Fallout 4

  4. Fallout Vault Experiments Part 3

  5. Fallout’s Deadliest FEV

  6. Fallout's Weirdest Vaults Ever (part 14)

COMMENTS

  1. Forced Evolutionary Virus

    The Forced Evolutionary Virus, or FEV, is an artificial virus created by West Tek's NBC Division. Its ability to force changes in both the genotype and phenotype and ease of modifying it for whatever purpose desired made it one of the most important mutagens in the wasteland, harnessed by different organizations and individuals for their own purposes both before and after the Great War. FEV ...

  2. FEV experiment disk

    The FEV experiment disk is a holodisk in Fallout. Found in a locker on level 5 (testing labs) of the Glow. The item in-game is simply named "FEV Disk." In the Pip-Boy 2000, its entry is titled "FEV Experiment Tape."

  3. Failed FEV subject

    Failed FEV subjects are mutants that were once humans. They can be found in Vault 87. They are hideously mutated Vault 87 FEV test subjects. In the Vault 87 terminal entries, a vast majority of the deaths logged in the computers were caused by FEV experimentation. Failed FEV subjects appear to have undergone much of the same physical changes that other super mutants went through after FEV ...

  4. Forced Evolutionary Virus

    The Forced Evolutionary Virus, or FEV, is an artificial virus created by West Tek's NBC Division. Its ability to force changes in both the genotype and phenotype made it one of the most important mutagens in the wasteland, harnessed by different organizations and individuals for their own purposes both before and after the Great War. The version responsible for creating regular super mutants ...

  5. Forced Evolutionary Virus

    Virus. "Research into possible cures for the New Plague created the Forced Evolution Virus, which was further developed in an attempt to create a transmittable genetic-engineering virus -- in effect, infectious evolution."—. ZAX. FEV or Forced Evolutionary Virus is a pathogen created before the Great War, used by various groups such as ...

  6. Fallout: The Forced Evolutionary Virus (FEV) Explained

    Fallout's Forced Evolutionary Virus is a major piece of the apocalyptic universe's lore that played out both before and after the Great War. ... After all these experiments, the FEV reached a ...

  7. What Is The FEV Virus In The Fallout Universe?

    The Forced Evolutionary Virus is an artificial compound that can infect its host through direct contact or injection. Throughout different versions of the game, the FEV has been seen as a green liquid contained in vials or large vats. The original purpose of its creation was to correct the host's DNA to create the perfect species of super soldier.

  8. So... what happened to the original FEV experiments? : r/Fallout

    But I think the idea was way way more "just a guy". Like the more successful mutants in fallout 1 talk like people and look less orcish but still are not close to the unseen ideal of what a fev infected person without radiation would be. They would be basically captain america. All the mutation stuff isn't part of the original experiments.

  9. Institute FEV Lab

    Beyond is the FEV lab, starting with test-subject observation chambers (and more turrets) and a small entrance area to the incubation chamber. The incubation chamber has three tubes where super mutants were held for experimentation. This section can also be accessed by using the Master-locked FEV lab entry terminal on the northern wall of the ...

  10. Fallout's Vaults have even crazier experiments in the games

    The answer is Necropolis, a community of Ghouls. Vault 13: The home of the original Fallout 's protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of ...

  11. FEV experiment disk

    Major Barnett has ordered experiments with batch 10-011 of panimmunity virion, which has been renamed FEV, for Forced Evolutionary Virus. His main concern is with the side effects of the quad-helix structure rather than its main effect of replicative stability. He believes the new structure is the next logical step for mammalian nuclei.

  12. A list of all the Vaults and their designated experiments that ...

    Vault 87 (Fallout 3): Tasked to experiment with FEV on its inhabitants. Vault 88 (Fallout 4): Test prototype technologies which would be sent to other vaults. ... Vault 108 (Fallout 3): Assigned two experiments. One was for the overseer to die of cancer in 40 months, the power supply malfunction after 240 months, lack backup systems, have an ...

  13. Fallout 4: Why Dr. Brian Virgil Escaped from the Institute

    Aside from kidnapping Shaun, the Institute also conducted another FEV-related experiment in Fallout 4.This time, it was on Edgar Swann, a low-ranking Institute staff member before the year 2287.

  14. Fallout Most Disturbing Vault-Tec Experiments

    Vaults in Fallout series were not just shelters, but sites of cruel experiments on unsuspecting inhabitants by Vault-Tec scientists. Residents of Vault 87 were subjected to FEV, transforming them ...

  15. FEV lab

    The FEV lab is a section of the Institute in 2287. The FEV lab is an abandoned section of the facility where the Institute tried to unlock the secrets of the Forced Evolutionary Virus, and it is the source of most of the super mutants in the Commonwealth.[1] Although the program failed to produce any results for over a decade, Father insisted on continuing the project until Brian Virgil ...

  16. Fallout Season 1 Vault 33 Experiment Explained

    Here's everything you need to know about the Vault 33 experiment in Fallout season 1. Recommended Videos. Do be warned that this article contains major spoilers for the entirety of Fallout season 1.

  17. Did anyone in the games explain how FEV was created?

    The purpose of it was originally to create super soldiers, but flaws in the virus lead it to turn people into super mutants and create various other mutant creatures. As for the Institute, they were able to produce FEV. The super mutants in Fallout 4 were created by a strain of FEV produced by the institute.

  18. FEV research

    FEV Summary Digest: 2073. As China became increasingly aggressive with their use of biological weapons, the United States government felt that a countermeasure was needed. The Pan-Immunity Virion Project (PVP) was officially formed September 15, 2073. 2075.It became clear that the best way to combat the newly created biological weapons was to alter uninfected DNA so that it was no longer ...

  19. The Most Horrifying Vault Experiments In The Fallout Franchise (So Far)

    The birthplace of the Capital Wasteland's super mutants and centaurs, Vault 87's original experiment was scrapped in favor of subjecting the humans inside to the Forced Evolutionary Virus (FEV).

  20. The Strangest Fallout 76 Creature Could Be Hiding Unspoken Fallout Lore

    But there's one small problem. Every Fallout game makes it incredibly clear where its Super Mutants came from. In Fallout 76, it was an experiment by West Tek, the developers of FEV, that saw the virus intentionally allowed to contaminate the water supply in the town of Huntersville.Those who were exposed to it as a result became the first Super Mutants in the region.

  21. Experimental serum

    The experimental serum is a quest item in Fallout 4. An experimental serum created by Virgil during his time at the Institute, in order to counter the effects of the Forced Evolutionary Virus on a subject. Located inside the FEV lab, in the BioScience division inside the Institute. It can be found inside a device on a desk under the board of lights, in the back of the room with the two super ...

  22. Fallout's Vaults have even crazier experiments in the games

    The answer is Necropolis, a community of Ghouls. Vault 13: The home of the original Fallout 's protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of their own trekking out into the world in search of a solution. Vault 15: This Vault remained closed for 50 years, and the population was drawn from ...

  23. Shattered by Montreal Mind-Control Experiments, but Undeterred in a

    The fallout of Dr. Cameron's experiments shattered the lives of families and traumatized patients, said Jeff Orenstein, the class-action lawyer. "They just came out sort of robots, robotlike ...

  24. Fallout 3: Vault 87 Was the Birthplace of the Capital Wasteland's Super

    Sometime during Merrick's string of experiments on Fallout's FEV, the remaining residents began to grow uneasy due to all the deaths.A man named Peter Stevens had his son, Jason, taken away ...

  25. Experimental Animation Shines in Annecy Contrechamp Title ...

    The minimal and subliminal converge in Swiss artist Yves Netzhammer 's Annecy Contrechamp title " Journey of Shadows " ("Reise der Schatten"). Netzhammer, who made his feature debut with ...

  26. FEV research

    2077. FEV nears completion. Test on lab animals are at a near 100% success rate. Size and muscle density increase approximately 60%, and the potential intelligence increase by 200%. Effects upon human subjects remain unknown; although they are theoretically promising. The military, wishing to continue further testing, builds a large facility at ...

  27. How Fallout Visually Created a Post-Nuclear War America

    Bethesda Game Studios producer Todd Howard's original Fallout designs "gave us a great starting point for set builds and a lot of our asset builds," says Worth. Shot entirely on film, the ...