#eventually i will be talking about acadia & how far harbor handles synth marginalization waaaaaaay better than vanilla fo4. of course
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orange-coloredsky-archive · 11 months ago
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The two most popular reads of the synth plight in Fallout 4 are that of the race allegory and the Red Scare/McCarthyist allegory. In the former example, synths get racialized in a similar way to Black Americans in the late 19th and early 20th century, but just barely. The Underground Railroad is quite literally remade, synths are subjected to slavery at the hands of their human creators and punished harshly for escape attempts. Others have likened synths to fears of immigrants or asylum-seekers from nonwhite majority populations. Synths in these imaginings of Fallout 4 are painted as needing to be saved at the same time as they are vilified and dehumanized – sometimes by the same character over the course of the story. This duality could be a great opportunity for a dive into how white saviorism tends to play out, but in reality it ends up being a messy, deeply uncritical exploration of the impact of race and racism in society. The factions doing the racialization and/or saviorism’s motives are never questioned, and there is a very clear depiction of “good vs. evil” being the end-all-be-all of anti-racism work (again, with no critical thought as to how the “good” side is made almost completely of non-racialized people making decisions on behalf of a marginalized group). Worse yet, it’s contrived. The android-racism analogy has been a thorn in the side of the science fiction genre ever since Isaac Asimov wrote the 3 Laws of Robotics. There’s very few iterations on the idea that have come from popular (white, Eurocentric) media that aren’t riddled with the same aftertaste of white guilt and fundamental misunderstandings of how racism plays out in day-to-day life.
The less common, slightly more agreeable interpretation is that of the Red Scare – which, given Fallout’s inspirations and the setting’s original critique of reliving America’s “good old days”, makes perfect sense. In this example, synths take the role of the Soviet spy: watching over everything Americans are doing and reporting back to a secret base that is plotting to overthrow the world as we know it. Psychological screenings as well as inhumane tortures are utilized to pick synth “spies” out from the good, red-blooded residents of the Commonwealth. A neighborhood is founded entirely around the protection of the “old ways of life”, complete with a white picket fence comically decorated with automatic machine gun turrets. While this is a more charitable analogy that’s grounded in a slightly-deeper-than-surface-level exploration of American history, the Red Scare interpretation is victim to the same pitfalls that plague the racism interpretation. Midway through the game, the player discovers that there actually is a secret base of evil villains hiding underneath our feet, plotting to annihilate our beautiful Commonwealth lives. People do get taken and replaced by synths, they are in our governments, there is an actual reason for synths to be feared. Sure, some synths are perfectly fine people with no wish to be made tools of the Institute’s tyranny, but that is greatly overshadowed by the fact that the Institute’s stated goal is to use synths to gain control over the Commonwealth. There is no real critique of McCarthyism, there is no ideology to be challenged, because the Communists are here and killing your loved ones in their sleep.
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