The Fallout games are by far one of the most confusing series of plot driven open-world games that are out there. Bethesda is unparalleled in its ability to make a world feel real and giant, with every game's map getting progressively bigger and bigger and more densely populated. The only issue that they seem to run into is prioritizing their plot, story, and making sure that the choices within the game have consequences. These plot holes are Bethesda's own doing: they introduce a concept and don't follow up, or they find themselves left with unanswered questions, or even just continuity issues! Fallout is the king of survival shooter RPGs, with engaging characters, companions, and usually a pretty compelling story. Now, if someone could just teach Bethesda how to fill their plot holes, these games would be polished pieces of art.
15 Kellogg's Kidnapping (Fallout 4)
My beef with Kellogg isn't because he stole my infant son from my loving wife's arms, and then popped a cap in her ass. My issue isn't his cybernetics or the fact that I literally emptied a clip of 10mm into this merc's face... but the fact that the timeline doesn't match up. He steals the Lone Survivor's baby from their vault at some point during their cryo freeze, which we later find out was about 60 years ago. If Kellogg kidnapped the child when Kellogg was a newborn fetus, he literally would not look this good at 60. When we see Kellogg grab the baby, he looks fully grown. So you're telling me that the guy in the photo above is at the least 75 years old? That's total BS! Bethesda could have fixed this issue simply by explaining that maybe Kellogg's lifespan was increased by his Cybernetics or something, but no... no explanation means no canon means PLOT HOLE.
14 The Courier's Survival (Fallout: New Vegas)
The Courier gets to start Fallout: New Vegas buried 6 feet under with a bullet lodged into his head. Now, we can all agree that a headshot isn't 100% a death sentence in every scenario. The Courier gets his bullet removed from his head by Doc Brown, which explains why the Courier is even remotely alive. That being said, Goodsprings is far from a sterile, clean environment. That means that wherever Doc did this surgery—probably his rundown house in the post apocalyptic wasteland—was apparently sterile enough equipment for open brain surgery. This makes zero sense: accompanied with that, this one random doctor is apparently an expert in traumatic brain injuries as advanced as a gunshot wound directly to the head. I don't buy that this redneck hillbilly doctor is that skilled of a surgeon. Not to mention, even if Doc did a perfect surgery, the Courier takes a few more blows to the head throughout the game. While punches aren't lethal to the average person, a freshly bandaged brain is not meant to be continuously thrown around the skull.
13 Major Injuries Don't Have Any Impact
Stimpacks can be found on the bodies of enemies, in ammo boxes, crates, and bought at pretty much any trader. Stimpacks are also the key to invulnerability, apparently. Not only can they heal a crippled limb back to normal function in half a second, but they can heal gun shot wounds, full-thickness burns, mini-nukes to the face, and grave injuries from a Deathclaw attack. But have no fear: if you're a little slow on the draw—and out of Stimpacks—you can always sleep for an hour and fully heal your whole body. You know! How reality works! All the heroes in the Fallout universe must be descendants of Wolverine with their healing powers! There are too many ways to get out of the massive injury that you would have received to quickly get back to shooting raiders- and taking shotgun rounds to the chest like Terminator.
12 Vault 87 Enclave Sneak Attack (Fallout 3)
In the climatic ending of Fallout 3, the Lone Wanderer is ambushed by the Enclave within a vault while the player is trying to secure the FEV. Even though you can have the Gatling Laser getting help from the super mutant Fawkes, these power-armored baddies are no joke. What is a joke is how the Lone Wanderer got ambushed in the first place. The above image is of the entrance to Vault 87, and as you can see there is ONE entrance and ONE exit. For the Lone Wanderer to be ambushed makes no sense, because when did they get past him to set up the ambush? And how would they have known that the Lone Wanderer was where he was!? They would have to have followed or tracked the Lone Wanderer, which doesn't explain how they managed a perfectly executed ambush.
11 Your Dad's Death (Fallout 3)
WHY!? Why die rather than help the Enclave with their Water Filtration idea? Sure, I get that, but who designs a water filtration plant with a massive radioactive mist button to gas an entire room? Whose idea was that? Your dad designed the plant so that if he was held at gunpoint he could just kill everyone? This makes as much sense as why your dad (James) couldn't just pop a few Rad-X to survive the radioactivity. That pill works when I need to get into a heavily irradiated place, or if a MINI-NUCLEAR BOMB goes off on my chest, yet this badass and smart scientist doesn't think to have a few of these pills on standby IN A RADIOACTIVE WASTELAND? Hell, in Fallout 4 your character literally walks through a portion of the map that's so heavily irradiated that hardly anyone dares to go there, and is somehow totally fine. It makes zero sense that he needed to die.
10 General, Paladin, Railroad Commander (Fallout 4)
It's bad enough to be constantly harassed by Preston Garvey that more and more settlements apparently need the help of one ex-solider in Fallout 4, but the plot hole lies within why on earth he keeps asking. Every single faction in this game is apparently in search of the highest ranking person in their faction. You become a General for the Minutemen, a high ranking Paladin in the Brotherhood of Steel, and so on, by doing just one or two missions for each faction. It makes no sense why every single faction is so trusting of a stranger, and chooses to elect them to a conveniently vacant high-up position. Preston has been a huge part of the Minutemen, for example, essentially responsible for getting them back on their feet, and yet the Sole Survivor rises to be his commanding officer, while asking him pretty much every question about how the world got to how it is. Why would you appoint the guy who just spent a few hundreds of years on ice to the Commander and General of your militia? You wouldn't.
9 No Timeframe For Main Story
All of the Fallout games are about exploration, and finding and helping (or killing) literally everyone you meet. This ends up making the plot make no sense. For example, as the Lone Survivor, you try to save your son who was kidnapped. Yet, even though that's supposedly my number one goal, apparently I'm prioritizing helping some guy get Nuka Cola Quantums in Nuka World—while not searching for my son—which is literally the whole reason the plot is moving forward. While it's understandable that other events happen in route to saving your son or any other objective, the lack of a solid timeframe and the passage of time makes it a plot hole. For example, when the Brotherhood Flagship arrives in Fallout 4, rather than immediately having to address that a giant warship that just entered the Commonwealth, you could help secure Settlements for Preston forever until you accidentally start the quest. Some quests should have time limits and different priorities.
8 Valentine's Brain-Splice (Fallout 4)
After you reduce Kellogg's brain to ground beef, you can remove the cybernetic brain implant from the gore and the grey matter, and insert it into your trusty companion Nick Valentine. There's this one moment when Nick goes totally haywire bananas on you and as you explore the memories you discover there's a little bit of Kellogg in Nick the same way there's a little Captain in you (Captain Morgan, please give me money). This would have been a really cool find except they never mention this fact again. Here's this dynamic plot point—a synthetic robot with a mercenary serial killer's brain—that Bethesda just casually brings up and does absolutely nothing with. This is a plot hole simply due to the fact that its a completely unanswered question and abandoned plot point.
7 NCR Rangers (Fallout: New Vegas)
Become good enough friends with the New California Republic, and they will hand you a radio and tell you to call them anytime for backup. The fact that the NCR can teleport soliders to your location at will, is nothing short of a miracle. This does cause some questions for me as an engaged wasteland explorer. For instance, why will these NCR rangers keep coming by radio even when I've killed half of their army for that badass helmet. And if the NCR has the time and resources to drop rangers on the Courier to help him fight a Cazador, how the hell are they unable to kill Caesar or his legion or even find his stupid fort? This always pulled me out of the immersion of the game, and raised some questions as to how the plot progresses.
6 Caesar's Legion Chooses The Courier (Fallout: New Vegas)
Just like with the Rangers, the Legion's choice is to choose one of the best Legionnaire killers in the Mojave. Boone and I went on a rampage, killing any Legion scum we came across, yet when I came out the Gomorrah casino, there was still a Legion asshole waiting for me to give me the fabled Mark of Caesar. Why would Caesar ask to see someone who's been tearing his army to pieces? With the actions in Fallout having little to no impact story-wide to how you're treated, you end up with confusing plot holes like this one and the NCR Rangers. The AI and game need to possess common sense; if The Courier is vilified with your group, why would you keep trying to recruit him?
5 Jeannie Mae Crawford's Return From The Dead (Fallout: New Vegas)
Take a gander at what happens when you sell my best buddy's wife into slavery with the Legion, and ask yourself how... HOW does this woman read dialogue at the end of the story? "Despite their vigilance against potential attacks by the Legion, the citizens of Novac were no match for the Courier. The motel and Dinky the Dinosaur were left vacant, a rare stop at best for travelers along Highway 95" is quite the statement from a lady whose head my boy Boone reduced to a bloody firework! This was always a confusing plot hole to me, how the dead magically speak in the ending, regardless of the fact that I put some of them 6 feet under the dirt with my own two hands.
4 Megaton's Kiloton (Fallout 3)
There's a few issues with Fallout 3 and its opening city Megaton. This town apparently has an un-exploded nuclear bomb, that someone had the bright idea of building a population around. Now, I don't know how familiar you are with nuclear bombs, but if there is any break in the bomb's hull (and there are about a million totally visible on this one), this mother would be releasing lethal amounts of radiation which would eventually kill every person in the town. Not to mention, there is almost no way to make sure the bomb won't go off (which you can even do manually to be straight dick from day one). It makes absolutely no sense that someone would choose to build a town around a nuclear weapon of mass destruction, even if you see it as some weird religious thing.
3 Re-spawning Enemies (Fallout 4)
It doesn't matter how many times you kill a raider camp. It doesn't matter how many times the Minutemen or any faction needed ghouls wiped out of the area for the millionth time. The actions you take to save settlers or farmers don't matter because eventually the stupid wastelanders will eventually get back into trouble, and back into the hands of raiders, ghouls, robots or anyone else. Having these "radiant quests" and re-spawning enemies takes away the entire reason to go through the game, explore, and attempt to make the world or the wasteland a better place, or rule it with an iron fist. The repetition of killing the same enemies over and over again is enough to make any Vault Dweller go crazy and any sense of a plot disappear.
2 Power Armor
One of the biggest plot holes I find in every Fallout game is the amount of power armor that is just laying around. But besides that, Fallout 4 makes a major plot hole in the series by the fact that in New Vegas and Fallout 3 you require specific training to use power armor, and yet the entire format seems to change for the newest installment. The Sole Survivor shouldn't be able to find the amount of power armor that's always conveniently nearby, and definitely shouldn't be able to pilot the armor without pulling an Iron Man and having the armor rip his spine in half. The Brotherhood is very protective over the armor and its use; why would they just give away some of the armor they cherish to someone who helped kill a few ghouls?
Everyone's ability to survive multiple gunshots, hit targets from miles away, and eat mini-nuclear bombs like they're candy is the biggest mistake and plot hole in Fallout history. What makes no sense is everyone's proficiency with literally any gun that they pick up. The bulletproof t-shirts and skulls, and more than anything that EVERYONE HAS THE SAME 7 GUNS! This is what always blew my mind in these games! How does everyone have the same weapons, across thousands of miles, and tons of conditions, everyone finds the same 10mm pistol hanging around in the limited caches and resources they actually have? The unlimited supply of ammo, Wolverine healing factor, and lack of real bullet physics destroys any realism in Fallout's plot.