In the mission Call to Arms, Institute synths display a disturbing level of sapience, eerily treading the line between man and machine. The synths' sapience is exemplified in their dialogue, they call out to both the Sole Survivor and Paladin Danse when in the ArcJet Systems building, stating "whoever you are, I know you're there". Synths will also question themselves if they have detected but cannot uncover a target, commenting that their systems may be in need of recalibration. This dialogue, more than anything, hints heavily at the level of potential independence possessed by the synthetic humanoids.
There is a lot of controversy over the sentience of Gen 3 Synths and whether they should be allowed to live normal lives, some say they are mere machines mimicking human emotion and are just like any other Mr. Handy, undeserving of free will (eg. The Institute), some say they are a dangerous threat and need to be destroyed due to their use above ground (eg. The Brotherhood of Steel), while others say they are fully sentient based of some of the evidence inside the institute and therefore deserve to be free. (eg. The Railroad)
One of the points for them counting as "Human" is the process of making, they are constructed bone by bone, then covered in muscle tissue, their heart is started then they are dipped in synthetic skin before being processed, they are made of flesh and blood, it is somewhere during this process that the Synth Component is added to them, this allows the Institute control over them via voice commands.
A second, more important point for their sentience would be their free will and while some might call this a bug, some members of the Institute itself think this might show something more, which is demonstrated in the quest Synth Retention, where Sole Survivor has to go and bring back a rogue synth who had become a Raider. The Institute used this to as an argument for Synths being too dangerous when given free will, while other saw this as proof that they are sentient.
Weak and disturbingly human like, the generic synth poses little threat to low level player characters. Even so they are rarely found solitary and often come in groups of four or so. Armed with institute weapons they are one of the cheapest ways of attaining large amounts of power cells. Like ghouls, their limbs can be removed and they will change their tactics accordingly.
Stronger than an ordinary synth, these striders, while fairly weak, are still a significant step up. They, like their counterparts, use almost exclusively institute weapons, though there are exceptions where they will use shock batons. Likely by the point one meets these enemies they will already replace a good percentage of the synth enemies the player character meets. Take caution as with most synths they almost always travel in decently sized groups.
Stronger than most synths, Leaders can pose a dangerous enemy for the unprepared. Unlike most synths, leaders are armored and possess heavily modified institute weapons. They almost exclusively travel with other synths and usually act as the final opponent in synth occupied areas. Those of low level or who have armor specced towards anti ballistic weapons may find these opponents somewhat troublesome.
A step up from the synth Strider, this variant of synths is stronger and has a better aim. They are usually seen in groups of other synths, such as synth Striders or synth Leaders, and are usually seen with Institute pistols or rifles.
Higher and stronger then the synth patroller, these synths can really pack a punch. Seen with other higher variants of synths, these types can be dangerous with other Synths. Usually seen with the same weapons as the synth patroller.
Synth Troopers are the backbone of the synth reign. They are a little more aggressive than most of their counterparts and usually spawn in weaker packs of synth Striders or occasionally Patrollers. Proceed with caution.
Synths appear in Fallout 3 and Fallout 4. The two synths encountered in Fallout 3, Armitage and Harkness, were ostensibly Generation 3 synths, and Generation 1 and 2 synths were not introduced until Fallout 4.
情報はunverified behind the scenes informationに基いています が,Falloutの正史には含まれない情報です.
Synths share many similarities with the terminators from the Terminator film franchise. The most notable one being that the Generation 1 synths are nothing more than endoskeletons that loosely resemble a human skeleton, just like the majority of terminators created by SkyNet. The Generation 2 synths differ in that they possess artificial skin like the T-600 terminators shown in Terminator Salvation. The Generation 3 synths were designed to look exactly like human beings so that they can infiltrate human settlements undetected, which is the exact purpose of the T-800 infiltrator seen in every Terminator film. Sometimes when in combat with Gen 1 and Gen 2 synths, they will say to the player character "You must be terminated." Finally, the biggest similarity is that both the Fallout and Terminator franchises depict a post apocalyptic America destroyed by nuclear war.
The Generation 3 synths are much like Replicants from Blade Runner, based on the novel Do Androids Dream of Electric Sheep, in that they are synthetic humans genetically engineered entirely out of organic substances and are virtually indistinguishable from real human beings. This is one of many Blade Runner references throughout the game. In fact, the surname "Deckard," if used in some way as part of the playe characterr's name, is one of the names that Codsworth is capable of saying. This is a reference to Rick Deckard from the film. In addition, the test required to enter Covenant measures psychological response to random questions, very similar to the exam that Blade Runners give to suspected Replicants.
The hunting of rogue synths somewhat references the movie Artificial Intelligence. The movie depicts a futuristic America where androids are used as servants for various jobs, but they commonly gain self awareness and run away only to be hunted down and destroyed.
The exact distinction between Gen 1 and Gen 2 synths is a little vague. In the games files there are three types of non Generation 3 synths, not two. Some are unambiguously gen 1 synths and spawn with a completely exposed mechanical skeleton and typically don't use armor, as seen in Kellogg's memories during Dangerous Minds. On the other hand, some are unambiguously gen 2 synths and have intact "skin" which can only be damaged by crippling their limbs, expressive faces, and typically wear clothes, such as the synth requisition officer. In between these are synths with rigid plastic skin, which typically spawn at least partially damaged and can be blasted off by the player character even without crippling limbs, similar to other robots. The last group could represent gen 2's that have begun to decay, but given the more rigid appearance of their skin, they appear to be an earlier model. It could be that Gen 1 synths may have been built with plastic casings that often degraded over time and some units simply have none left.
Gen 2 synths bear similarities to the NS-5 robots from the film I, Robot.
Synths may be based on Star Trek's Androids, both have human variants such as Data and Gen-3 Synths, there is controversy on what to call them, Androids or Synths, Synths being short for Synthetic Humans. Both have controversy as to whether they are people or not, as Data at one point was threatened to be dissected and used to create more, saying he is not a person, Synths have the Railroad and Brotherhood of Steel (East Coast), and they both have someone they call Father, for Data it is the scientist who created him and Lore. For the Synths, it is Shaun, who was essential in creating 3rd gen synths.
unverified behind the scenes informationに基く最終的な情報です