Fallout 4: You Are a Synth Theory (Spoilers)
Synths are everywhere in Fallout, but are you one of them?

Across the Fallout games, synths, and the idea of unknowing synths, has been played with and shown to be a common occurrence with no wasteland being without mind-wiped synths of it's own, but no game pushes the idea that you might be a synth harder than Fallout 4.
Specifically, in the Far Harbor DLC ( one of, if not, the best DLC for the game ), you meet a synth named DiMA who has an overwhelming amount of accumulated knowledge even forgetting the memories he wiped selectively. DiMA presents the idea that any single entity that can trace back to a distinctive initial memory could be a synth themselves for one purpose or another. This statement comes with enough gravity on it's own when you consider that your memory in the 4th game starts with a very conveniently nuclear family in a cookie-cutter neighborhood getting the opportunity of a lifetime just before they need it, however, adding the fact that various characters can carry synth parts on death, it becomes hard to deny that the paths you take and the characters who can change things the most could've all been set up for you to find on your great Institute-Deciding journey.
No, really! Characters like Mayor McDonough, Paladin Danse, Sturges, Kellog and Magnolia are all synths. This isn't even close to the majority of the cast, however almost all of them point you in the direction of the main quest, a deciding of fate for the Institute and life itself. This idea would be harder to grasp though if Father wasn't directing you to make this decision the entire time, but really he's just building up "trust" or the amount of effort that would bring trust, before asking you what the next move is for humanity.

As well as this, the way that Father views the Institutes future is somehow both stubborn and in your hands, giving you a sense of what he wants ( much like characters such as Danse and Sturges ) along with the idea that you must take the helm. A similar mindset that, I believe, he recreated in coursers destined for various high ranking positions.
I know what you're thinking though, at no point is Father outed as a synth, why would he be paired with other synths? For that, I have an answer. It's entirely possible that the intro happened but you died in cryo years later as middle aged Father explored his first homes. Afterwards, Father could've collected the preserved tissue and re-built his lost parent, and how he knew their memories, to make a choice he knew he wasn't impartial to. As for the other synths in game, Father wanted a fresh mind to make the decision, so would it be that crazy that in the thought of being impartial he designed and "lost" special coursers that would go on to influence you? Would it be so insane that the same person who recreated himself in the image you'd imagine, remade you to be his lost parent, and humanities guide?

In a way, this idea would contradict Father's mentality of synths being equal but somehow property. Although, even with his fallacies I think it's safe to say that Father saw the use in synths and even unstable ones like Kellog. Considering you may have the exact same mind as before just with newly added protection and abilities, its not far-fetched that Father saw you as nearly equal to himself. Going further, ignoring game mechanics being adjusted for fun, you could also say that each companion is a synth designed to never leave your all-but-impervious side as you go through the wasteland. This would explain things like Dogmeat's invincibility, but also why you and companions scale so well and are able to travel together in the Glowing Sea.
About the Creator
Dorian Hardin
I love everything gaming and film related, especially when it comes to lore and practical effects. Some of my favorites in both come from titles like Fallout, The Backrooms and many other story based time-sinks.



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