Least Favorite Quest of Fallout 4 and its DLC

CT Phipps

Carbon Dated and Proud
I considered doing a favorite but I figured this would be more likely to be posted on.

:)

Please explain why.
 
Well the one I hated the most that I actually completed during my time playing the game would be Kid in a Fridge due to the inane bullshit of a kid stuck in a fridge dating to pre war with only a pudding and nothing else. That kid should've been dead without a food and water source and the fact that he was able to stay sane and not turn feral due to having no form of entertainment is absolutely ridiculous. Irritated me so much that I set the kid to be unessential and then proceeded to kill him and his parents before uninstalling the game.
 
Well the one I hated the most that I actually completed during my time playing the game would be Kid in a Fridge due to the inane bullshit of a kid stuck in a fridge dating to pre war with only a pudding and nothing else. That kid should've been dead without a food and water source and the fact that he was able to stay sane and not turn feral due to having no form of entertainment is absolutely ridiculous. Irritated me so much that I set the kid to be unessential and then proceeded to kill him and his parents before uninstalling the game.

I'm genuinely confused why they just didn't have him locked in the fridge recently. I can accept ghouls go into hibernation but that's a bizarre thing even by my standards.
 
A tie between Kid in a Fridge and the Cabot House quest. I don't think there are any quests worse than those, not even Preston's radiant errands.

Kid in the Fridge goes against the established rules and feels contrived. How is Billy still alive and able to move? Why does a Gunner happen to just run into you and offer to buy the kid? How are his parents conveniently still alive as well? How does the Gunner get his men and track you down so fast? (yes they're near a large Gunner base but it's still fast.)

Cabot House...do I really need to say more beyond alien immortality juice?
 
Well, I never personally played Kid in the Fridge, so I'd say Mystery of Cabot House because
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However from a purely lore-wise perspective, I'd say Kid in the Fridge. That shits just blatantly retarded.

As you pointed out earlier @CT Phipps , there is absolutely no reason to make that kid pre-war. He could easily have been out scavenging and got lost, or a refugee from the Quincy Massacre, or whatever.
 
Well, I never personally played Kid in the Fridge, so I'd say Mystery of Cabot House because
lLxCoWM.jpg

However from a purely lore-wise perspective, I'd say Kid in the Fridge. That shits just blatantly retarded.

As you pointed out earlier @CT Phipps , there is absolutely no reason to make that kid pre-war. He could easily have been out scavenging and got lost, or a refugee from the Quincy Massacre, or whatever.

There's no reason to make him a ghoul either really.
 
The Nuclear Option.

You have the most advanced facility in the Commonwealth, with state of the art synth soldiers defending it. Let's see how it's taken down.

Minutemen: you and a few cowboys armed with rusty, handmade laser rifles go in through a drainage tunnel, kill everything, go to the reactor, plant a fusion charge, leave, blow it all to hell. There's the option of ordering an evacuation order which will then give you more radiant quests post-game. However these new radiant quests are heavily bugged and rarely appear for players, if at all (there hasn't been a single video, but all the code/NPCs for the quests are there). The Institute goes BOOM and you're done.

Railroad: the entire idea of a faction helping synths is ridiculous in its own right. It's exactly the same as the Minutemen option as well. The only difference being you have to order the evacuation notice. Now here's the thing, they love synths right? So why the fuck are they blowing up the only place in the Commonwealth where they can make synths? That's like committing an entire race to death in their eyes! Was killing all of their security not enough? Fuck the railroad and their freedom trail- the Commonwealth gets worse if you help them anyway. The Institute goes BOOM and you're done.

The neo-Enclave fascists: wow, instead of a drainpipe you build a big robot to shoot your way in. You end up in near enough the same place anyway- did you really need the robot? They don't care if you order the evacuation notice, so there's that I suppose. Then these guys that love technology blow it all up- the most advanced place in the Commonwealth- gone. Oh and their leader accompanies you wearing only a coat and using a laser minigun. The Institute goes BOOM and you're done.

So much choice. So much pay-off.
 
I see Phipps is slowly learning what goes down well here at NMA and has changed the tone of his question-threads accordingly =P

Fridge kid and cabot house are pretty atrocious and definitely take the cake imo. But, I never finished the game nor did I dig too deep into the side content so, out of fairness, I'll limit myself to quests I actually played.

For me, it was that first quest in which you run into Parsley Gravy and his Meagremen. It was the precise moment I was struck with the sudden and awful realisation that I was not playing a Fallout game. The hype-fueled bullet train that I had been riding on since the initial announcement slammed into a concrete wall at full speed.

On a side note, the quest mod featured in this Alchestbreach video has a child companion who rips into Fallout 4's lore inconsistencies. Watch from 7:00 onwards.

 
I don't mind Cabot House as I mentioned because it's actually an homage to the writings of H.P. Lovecraft like the Dunwich Building and Dunwich Burrowers. The idea a Nameless City beneath the Mojave is a direct reference to, well, "The Nameless City." I also enjoyed the Cabots a great deal in terms of acting and there actually being something of a moral choice involved. Unfortunately, I understand why this quest bugs the hell out of people.

It's also annoying they really didn't need the aliens angle to do the storyline as they could have easily just had the Cabots be chemists or have discovered some Pre-War technology. Even so, it's also weird to introduce another group of aliens when we have the Zetans already.

I, for one, am going to second "The Nuclear Option" but for an opposite reason than @SarcasticGoodGuy. My problem with the Nuclear Option is the ENDINGS. There's only two endings in the entirety of the game for the most important quest in the entire game.

The Railroad, BOS, and Minutemen quests are all the "Good" ending where everyone talks like you're Jesus for destroying the Institute. They may make some commentary about how it's terrible so many lives were lost but they're all happy and cheerful.

Then there's the Institute ending where they're all annoyed, scared, and troubled by your decision. Amusingly, this is why I believe "The Institute" ending is the canon one because it's the one which actually has some emotional punch to it rather than the mindlessly cheerful trio above.

Every single ending deserved it's own ending but with the exception of the Railroad (which had Patriot commit suicide--props Bethesda for at least something decent in terms of emotional punch), there's very little work there and a lot of "cutting and pasting" dialogue.
 
Is the option "All of them" a viable answer?

Seriously though, I could say The Secret of Cabot House for obvious reasons, but I'll pick something different. I was probably the most bored by Dangerous Minds. The quest assumed that I cared about the motives and backstory of Conrad Cornflakes and why he stole my baby, but I couldn't give a damn. I hate the main quest, its premise and everything else about it. Furthermore, Kellogg was not an interesting character at all, just a generic hardass mercenary with a sob story. As such, Dangerous Minds ended up being an long-winded expositional speed bump in a storyline that I had already grown very tired of.
 
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There was a quest where you help a radio guy get some costume and it was basically go here and kill person A.

I get that this is one of the only quests to actually have a decent pay off (having the costume allows for some fun dialogue later on) but the whole quest was boring: it was basically a fetch quest which ended up with you killing people, not being able to resolve the issue without violence.

That's kind of a huge problem for me as in these games, I like to talk people down.

I didn't think kid in the fridge was long enough to really insult me too much, anyway, in my headcanon, the SS was crazy and did nothing but bring home a dead boy to his parents and left him there.

The Cabot house was very annoying because it shit all over New Vegas.
But again, my headcanon is that they were a family that were very crazy and fucked up on drugs and the miracle water was nothing more than their piss.

I have to do a lot of headcanoning to give it a more fallout humour
 
There's so many bad quests in Fallout 4. We're really spoiled for choice.

Kid in the Fridge. This is kind of a no-brainer. Bethesda seriously expect us to believe that a kid survived the horrors of nuclear devastation in a fridge and survived 210 years as ghoul while stuck in one place in complete darkness without any food and water. Sure, the Fallout series is a game about "talking mutants and ghouls" as Pete Hines eloquently put it, but there's such a thing as internal consistency. How am I supposed to suspend my disbelief and immerse myself into this world when stuff like this is in the game? It highlights Bethesda's design philosophy; how a gameworld should be a wacky funhouse as opposed to an immersive place to explore. It's not even that fun of a quest or premise. The hilarious thing is that Bethesda thinks they can steal a scene out of Indiana Jones and the Kingdom of the Crystal Skull, defend their writing and bash George Lucas' writing all at the same time.

The Secret of Cabbot House. Another ridiculous quest premise. I hate how it further attempts to legitimize Bethesda's handling of aliens in the franchise. They're supposed to be an easter egg for fuck's sake! And then they have the gall to hint that there's an alien city under the Mojave Wasteland. The space in which the last game was set. You know, the one that was infinitely better than that of Fallout 3's. They couldn't just leave that alone.

War Never Changes. This is more of a missed opportunity if anything. Exploring the old world should have been a monumental thing. We should have really gotten a glimpse at the culture, paranoia and everyday life of the world before the war. They could have used it to subtly foreshadow what was going to happen later in the plot. There's so much they could have done. But thanks to Bethesda's writing, it feels more like an excuse to showcase a novelty way to open the game without giving us any real choice and to show us plenty of wacky Fallout memes. xD But the drama sure got me invested in the story! I nearly nearly burst out crying when Kellogg Corn Flakes shot the wife and baby that I knew for five minutes. Thanks Emil!

Any quest that Preston Garvey gives you. Being leader of the Minute Men apparently means being an errand boy in Bethesda-speak. These are the most boring radiant quests I've played in any game. They send you off to go there, kill something, return and repeat. You can't even decline them. Then again all of Fallout 4's quests are like that, but at least there's story padding for them. How did Obsidian manage to produce more quests than Fallout 3 and Fallout 4 combined while still giving the player lots of choices and accommodating different play styles? It's just shameful.
 
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Just any of the radient quests that where given. Some of the side quest epexcted those mentioned above ^ where actually better than the main quest
 
Honestly the Yangtze quest was pretty terrible. I've been around multilingual people my entire life, and that's not the way that people codeswitch (I think it's called?) Whatever, swapping languages mid-sentence in real life, the writers fucked it up and there was no way the actor could have delivered those lines without sounding like he can't speak EITHER fucking language.
 
Honestly the Yangtze quest was pretty terrible. I've been around multilingual people my entire life, and that's not the way that people codeswitch (I think it's called?) Whatever, swapping languages mid-sentence in real life, the writers fucked it up and there was no way the actor could have delivered those lines without sounding like he can't speak EITHER fucking language.

Kind of like the Hitler Downfall videos. They kind of lose their fun if you speak German.
 
There's so many bad quests in Fallout 4. We're really spoiled for choice.

Kid in the Fridge. This is kind of a no-brainer. Bethesda seriously expect us to believe that a kid survived the horrors of nuclear devastation in a fridge and survived 210 years as ghoul while stuck in one place in complete darkness without any food and water. Sure, the Fallout series is a game about "talking mutants and ghouls" as Pete Hines eloquently put it, but there's such a thing as internal consistency. How am I supposed to suspend my disbelief and immerse myself into this world when stuff like this is in the game? It highlights Bethesda's design philosophy; how a gameworld should be a wacky funhouse as opposed to an immersive place to explore. It's not even that fun of a quest or premise. The hilarious thing is that Bethesda thinks they can steal a scene out of Indiana Jones and the Kingdom of the Crystal Skull, defend their writing and bash George Lucas' writing all at the same time.
The thing that really got me in that quest, and of which I don't see a lot of people talking about, is how both parents survived....and they're both ghouls too! That shit is just so awfully convenient. Is this a post-apocalyptic wasteland, or is it happy fun world where everyone gets a happy ending no matter how BS it is?
 
That has to be the best thing to come outta Fallout 4 I have ever seen in my entire life. That kid's going places.
I'd have to agree.
Kid: "You want to tell me what's awesome about being a kid in the wasteland? No school."
PC: "Education's overrated, let's shoot people in the cock!"
 
The thing that really got me in that quest, and of which I don't see a lot of people talking about, is how both parents survived....and they're both ghouls too! That shit is just so awfully convenient. Is this a post-apocalyptic wasteland, or is it happy fun world where everyone gets a happy ending no matter how BS it is?

I dunno, i don't mind happy endings if they're earned. Which this one isn't.
 
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