The 10 Most Interesting Fallout Vault Experiments
Announced (and released) last month at E3, Fallout Shelter is a deceptively cute mobile game that’s helping fans of the retro-futuristic, post-apocalyptic series keep their cool until Fallout 4 comes out later this year. Fallout Shelter puts players in the role of Overseer for a vault of their choice, but unlike the Vault-Tec vaults established in Fallout lore, they’ll be starting almost completely from scratch and building rooms and facilities as they go. That makes for a pretty entertaining way to pass time on the bus or at the dentist’s office, but it doesn’t exactly make for the best social experiments—and that’s kind of Vault-Tec’s whole deal. Their experiments were intended to provide insight into human behavior that would be beneficial to rebuilding society, though more than a couple were just downright mean.
We may not be able to fully reproduce the authentic Vault-Tec vault experience in Fallout Shelter, but it does provide a good opportunity to look back on some of the best vaults in the series to date. Okay, so maybe “best” isn’t the right word, but these are at least among the most interesting.
10. Vaults 55 & 56
Precious little is actually known about these twin experiments because they’ve only ever been mentioned in passing. That’s a shame, because the premise is absolute gold. In Vault 55, residents were deprived of entertainment tapes. Presumably they still had the books, magazines and other assorted items that players often discover scattered throughout a vault, so that alone doesn’t seem too bad. But meanwhile over in Vault 56, all entertainment tapes had been removed with the exception of those featuring a particularly annoying comedian. Imagine a Blu-ray collection consisting of nothing but the collected works of Ray Romano and a communal entertainment space and you might understand why the tape-free Vault 55 was expected to fare much better.
9. Vault 43
In any list of Fallout vaults (and between now and November there will be plenty) you’ll probably hear about Vaults 68 and 69. In the former there was only one woman present out of 1000 vault subjects, while in the latter there was only one man. Vastly more interesting than both of these cases is Vault 43, which was populated with 20 men, 10 women, and a panther. Perhaps this was a Vault-Tec experiment to determine if panthers could be properly integrated into small communities, but more likely than not it was just another case of Vault-Tec directors being total jerks.
8. Vault 12
Some of the most interesting vault experiments are also some of the most mundane. Vault 12, for example, would have been an ideal shelter to end up in if not for one little detail: The door was intended not to seal correctly when closed, allowing radiation to seep in and gradually turn the occupants into ghouls. In most games that would probably be the end of it—bust in, shoot the place up, loot it and leave—but Fallout’s mutants and ghouls are worlds away from the zombie-like creatures you might expect. The folks who found themselves in Vault 12 went on to found their own cities and communities on the surface. Some of them worked out better than others, but that’s life in a nuclear wasteland for you.
7. Vault 112