Any memorable characters?

Well Bethesda idea of "memorable" is having characters be obnoxious and irksome to the point of wanting to kill every living thing around you like MacCready, Amata, Dr. Li, Three Dog, Maven Black-Briar and the entire Thieves Guild but can't because their set as essential. So I guess most of Fallout 4 characters are memorable like The Railroad and their idiocy,The Institute and their idiocy, the BOS and their idiocy, the brat in the fridge, the rape that was The Cabot House, the robosexual teacher and his Ms. Nanny in Diamond City, your pack mule companions with their cringe inducing romances, all memorable! Now if you excuse me, I need to go beat myself with a hammer until I forget everything related to Fallout 4 and it "memorable characters".
 
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Well Bethesda idea of "memorable" is having characters be obnoxious and irksome to the point of wanting to kill every living thing around you like MacCready, Amata, Dr. Li, Maven Black-Briar and the entire Thieves Guild but can't because their set as essential. So I guess most of Fallout 4 characters are memorable like The Railroad and their idiocy,The Institute and their idiocy, the BOS and their idiocy, the brat in the fridge, the rape that was The Cabot House, the robosexual teacher and his Ms. Nanny in Diamond City, your pack mule companions with their cringe inducing romances, all memorable! Now if you excuse me, I need to go beat myself with a hammer until I forget everything related to Fallout 4 and it "memorable characters".
There's a robosexual teacher? How did I miss that funny nonsense?
 
Well Bethesda idea of "memorable" is having characters be obnoxious and irksome to the point of wanting to kill every living thing around you like MacCready, Amata, Dr. Li, Maven Black-Briar and the entire Thieves Guild but can't because their set as essential. So I guess most of Fallout 4 characters are memorable like The Railroad and their idiocy,The Institute and their idiocy, the BOS and their idiocy, the brat in the fridge, the rape that was The Cabot House, the robosexual teacher and his Ms. Nanny in Diamond City, your pack mule companions with their cringe inducing romances, all memorable! Now if you excuse me, I need to go beat myself with a hammer until I forget everything related to Fallout 4 and it "memorable characters".
There's a robosexual teacher? How did I miss that funny nonsense?

Yep! Its at the Diamond City School House: http://fallout.wikia.com/wiki/Zwicky
What funny to me is that New Vegas treated romance with robots as a joke while Bethesda plays it straight and tries to make some kind of social commentary about it. Its so laughably bad that its hard to be mad at it.
 
That's true. Alpha Protocol had a defined protagonist - Michael Thorton. And like Geralt of Rivia from the Witcher, he is more of a defined character whose actions and personality are heavily influenced by the player. So the AP wheel works for characters who already have a personality. But Fallout is about building your own character from the ground up, so I see how it wouldn't work, since it would still force or impose a personality on you.

I would still have preferred it to what Fallout 4 actually had though.
That's one of my gripes with FO4, Bethesda managed to make a protagonist with enough backstory to keep people from creating a unique character while at the same time making him ambiguous enough to feel boring and not fully fleshed out.

Well, you could technically say that about anything in Fallout 4. The settlement building feels too wonky and unstable to be a smoothly integrated game mechanic, yet it's involved in too many quests and built inside much of the gameplay to be ignored completely.

Companions are practically built into half the game, yet feel too half-assed to not ruin immersion.

The factions are written so badly yet you have to stick with at least one of them to finish the game.

Bethesda is indecisive in their designs - it's a thing, they can't decide whether they want to stay Morrowind or become Mass Effect.
 
That's true. Alpha Protocol had a defined protagonist - Michael Thorton. And like Geralt of Rivia from the Witcher, he is more of a defined character whose actions and personality are heavily influenced by the player. So the AP wheel works for characters who already have a personality. But Fallout is about building your own character from the ground up, so I see how it wouldn't work, since it would still force or impose a personality on you.

I would still have preferred it to what Fallout 4 actually had though.
That's one of my gripes with FO4, Bethesda managed to make a protagonist with enough backstory to keep people from creating a unique character while at the same time making him ambiguous enough to feel boring and not fully fleshed out.

Well, you could technically say that about anything in Fallout 4. The settlement building feels too wonky and unstable to be a smoothly integrated game mechanic, yet it's involved in too many quests and built inside much of the gameplay to be ignored completely.

Companions are practically built into half the game, yet feel too half-assed to not ruin immersion.

The factions are written so badly yet you have to stick with at least one of them to finish the game.

Bethesda is indecisive in their designs - it's a thing, they can't decide whether they want to stay Morrowind or become Mass Effect.

And no matter what they do it ends up a failure due to bad design choices.
 
Indecisive is a good choice of word. So much of Fallout 4 felt like board members passing down notes that said: Be like this game, that game, and this game. At it's worst, it's as boring as Destiny, clunky as a crafting game made in Unity, and a run of the mill FPS. There's some good in this game; I enjoyed some quests and companions, but the game's too busy being all these other things that it cannot do one thing well.

Take Nick the companion and his quest line. I was fine with a Marlowe robot. To me, that concept is a much needed bit of cheese in a game that takes itself way too seriously. He's amusing if clichéd, has some pathos, some history. The quest to find portions of a password from often dangerous locations added some difficulty to it. I listened to holotapes for clues. It was a giant fetch quest, but at least gave the illusion of an adventure, all the while I learned more about Nick. But then came the letdown of not having to input the password myself as a puzzle. It became a simple key. Then came the lackluster conclusion with someone from Nick's past, which didn't make a whole lot of narrative sense. This antagonist should not have lived as long as he did in that place, with so little storage for food and water. I was onboard for Nick, liked his dry sarcasm, his oddity as a robot PI. Only for his story to be hampered by a lackluster conclusion. Not enough effort went into the quest.
 
Stereotypes and clichés aren't a bad thing in and of themselves. Half of NV's companions are clichés or tropes: Boone is the Cold Sniper, Arcade is the Sarcastic Nerd, Cass is the Hard-Drinking Girl, ED-E is R2-D2, for instance.

The difference is, they are well written. Boone has a very good reason for having a stick up his ass, he's still the most boring companion in the game however. Cass goes beyond her hard-drinking facade and is actually a fairly intelligent, kind and thoughtful woman who just has a particular way of expressing herself. Arcade hides his hefty backstory behind his sarcasm and proves to be an almost zealously principled chap in spite of it. ED-E... well, remains an R2-D2 clone, that's true. He still has more personality than Preston, so that's that I guess.

Companions in FO4 have almost no growth. At best Cait starts disliking drugs once you make her go cold turkey (she still always talks about getting in fights however). Preston stays a boring and bland nobody. Strong stays a dumb mutant. Piper stays the intrepid reporter. Nick stays the 100% stereotypical private eye, but he's a synth so that's, like, completely groundbreaking or something.

Even if you dig you see almost no additional layers, very few interactions beyond ''your thoughts?'', no real reasons to care about them beyond their status as pack mules.

Obsidian does better. Say what you will about Bioware, but even their most boring characters have more layers than Bethesda's best ''efforts''. There's really no excuse for such blandly written characters beyond Bethesda's lack of interest and/or failures as writers.
 
Stereotypes and clichés aren't a bad thing in and of themselves. Half of NV's companions are clichés or tropes: Boone is the Cold Sniper, Arcade is the Sarcastic Nerd, Cass is the Hard-Drinking Girl, ED-E is R2-D2, for instance.

The difference is, they are well written. Boone has a very good reason for having a stick up his ass, he's still the most boring companion in the game however. Cass goes beyond her hard-drinking facade and is actually a fairly intelligent, kind and thoughtful woman who just has a particular way of expressing herself. Arcade hides his hefty backstory behind his sarcasm and proves to be an almost zealously principled chap in spite of it. ED-E... well, remains an R2-D2 clone, that's true. He still has more personality than Preston, so that's that I guess.

Companions in FO4 have almost no growth. At best Cait starts disliking drugs once you make her go cold turkey (she still always talks about getting in fights however). Preston stays a boring and bland nobody. Strong stays a dumb mutant. Piper stays the intrepid reporter. Nick stays the 100% stereotypical private eye, but he's a synth so that's, like, completely groundbreaking or something.

Even if you dig you see almost no additional layers, very few interactions beyond ''your thoughts?'', no real reasons to care about them beyond their status as pack mules.

Obsidian does better. Say what you will about Bioware, but even their most boring characters have more layers than Bethesda's best ''efforts''. There's really no excuse for such blandly written characters beyond Bethesda's lack of interest and/or failures as writers.

Exactly. That's what I meant by well-written characters even when built out of stereotypes and clichés - all of the New Vegas companions.

Fallout 4 is potential that's never built on, pure and simple. When I see discussions on the companions outside NMA, they're all full of good, very in-depth and interesting ideas, but... they're all ideas. Speculation. Assumptions.

Cait, albeit in a very subtle manner, shows interest in the Brotherhood of Steel (and I'm not just talking about the "Cait likes that" when you speak to Maxson). A lot of the time, many of the choices she would prefer you pick in a quest matches the ideology of the East Coast Brotherhood of Steel. Considering the BoS there isn't exactly xenophobic and is content with recruiting outsiders, there could've been a questline involving that. Not sure how creative it would be, but just curing her addiction and leaving it at that felt empty, to say the least.

Preston? Well, let's see. Ignoring the fact that he's stuck into a pseudo-tutorial quest where he cannot be killed, and gives repetitive quests in a very obnoxious and unavoidable manner, Preston Garvey appeared quite bland and uninteresting. And that's great - as a start. But you're supposed to build on that. He gave off a kind of "I want to be a hero" feeling, along with his slightly naive and self-righteous behaviour and the stern near-suicidal depression he revealed to you later on. That could've been used for a lot.

See what I mean? All good ideas right? And this is the problem - good potential is being mistaken for good writing. Fallout 4 is loved for what it could've been and not for what it is. This doesn't include just the writing, it includes the features - see how people are all waiting dearly for the mod tools to arrive? So that it can be used to fulfill the potential the base game never did? It's all about building the house frame and letting the players build the rest of the house. For story, the players have to fill in the imagination with their own gaps. For gameplay and graphics, the modders will fix it. See how this goes?

And while using imagination isn't a bad thing, imagination used to support the personality of the character you roleplay is fine, but not to fill gaps left by laziness.

So there's that. I thought Fallout 4 had pretty decent storytelling when I first played it, then I realised half the stuff I thought was the good bits actually came out of my own head or reading other people's theories. Then people recall it incorrectly, and that's where people get the defense of "Fallout 4 had good writing" from.

Basically, the game has potential, gamers fill in that potential in their own head, then when arguing on the internet, remembers their own fillings incorrectly as already being in the game. Potential potential potential. That's all there is to it.
 
That right there ZigzagPX4 is Bethesda biggest problem with their more recent titles. Bethesda does come up with good and even interesting ideas but they never seem to want to work further with them or rush things. I've seen it happen in Fallout 3 and Skyrim and again with Fallout 4. Bethesda has potential and so much to work with but they never really do anything with the ideas they have either because the gamers who make up the mass audience for AAA title games will be bored or not like their morality and ideals being questioned or they rush the hell out of the game in order to make their money back as fast as they can. That to me is what makes it all the more frustrating with Bethesda.
 
Stereotypes and clichés aren't a bad thing in and of themselves. Half of NV's companions are clichés or tropes: Boone is the Cold Sniper, Arcade is the Sarcastic Nerd, Cass is the Hard-Drinking Girl, ED-E is R2-D2, for instance.

The difference is, they are well written. Boone has a very good reason for having a stick up his ass, he's still the most boring companion in the game however. Cass goes beyond her hard-drinking facade and is actually a fairly intelligent, kind and thoughtful woman who just has a particular way of expressing herself. Arcade hides his hefty backstory behind his sarcasm and proves to be an almost zealously principled chap in spite of it. ED-E... well, remains an R2-D2 clone, that's true. He still has more personality than Preston, so that's that I guess.

Companions in FO4 have almost no growth. At best Cait starts disliking drugs once you make her go cold turkey (she still always talks about getting in fights however). Preston stays a boring and bland nobody. Strong stays a dumb mutant. Piper stays the intrepid reporter. Nick stays the 100% stereotypical private eye, but he's a synth so that's, like, completely groundbreaking or something.

Even if you dig you see almost no additional layers, very few interactions beyond ''your thoughts?'', no real reasons to care about them beyond their status as pack mules.

Obsidian does better. Say what you will about Bioware, but even their most boring characters have more layers than Bethesda's best ''efforts''. There's really no excuse for such blandly written characters beyond Bethesda's lack of interest and/or failures as writers.

What makes a cliche is the story and writing behind the cliche itself in my opinion. In Fallout New Vegas they explain the character beyond the stereotype, explaining it and making them interesting. Fallout 4 just writes them as cliches, no more description.
 
I hate your use of the word trope. Please stop spreading it's misuse. EVERYTHING has tropes. If they didn't they just wouldn't exist.
 
I hate your use of the word trope. Please stop spreading it's misuse. EVERYTHING has tropes. If they didn't they just wouldn't exist.

What's wrong? I used it in exactly that context. Everything has tropes. That's not a bad thing. I hate a lot of people's use of the word trope too.

The entire point of everything I wrote was in agreement with you.

EDIT: oops, it was aimed at Ilosar, not me. I didn't even use the word. I don't see how Ilosar uses it in a negative manner, though.
 
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I hate your use of the word trope. Please stop spreading it's misuse. EVERYTHING has tropes. If they didn't they just wouldn't exist.

What's wrong? I used it in exactly that context. Everything has tropes. That's not a bad thing. I hate a lot of people's use of the word trope too.

The entire point of everything I wrote was in agreement with you.

I agree Zigzag, what's the problem even?
 
Most memorable character is Buddy. Most important character, too.
I really don't get why the happiness of the settlement I send him to doesn't go through the roof.
 
I really wanted to like Cait but her story pretty much starts and ends within an hour of meeting her.
 
I really wanted to like Cait but her story pretty much starts and ends within an hour of meeting her.
That's really the issue with even many of the main characters.

Compare these companion characters to any character you meet, even in the smallest encounter, from Witcher series, Mass Effect, Dragon Age, Fallout New Vegas, Pillars of Eternity, Wasteland 2, or even Fallout 3 where you could at least ask characters about topics, and you soon realize just how shallow these companions really are. A dwarf blacksmith who gave me a one-off side quest in the beginning Witcher 3 had more going on than Cait.

Too many characters are cliches that I have seen repeated countless times. Mama murphy is a cliche of the standard drugged-up spiritual oracle you see in all sorts of fiction, Cait is a cliched drunk Irish stereotype, Nick is a cliche 1950s detective. They're all cliches. Even the gangsters in the vault where you pick up Nick are a bunch of cringe-worthy cliches that had me quitting the game at how out of place they all sounded. Why were there a bunch of gangsters looking and sounding like that? To be silly? Just for funsies?

In the end it doesn't matter because the companions are just there as pack mules for when you have to go clear out Corvega Assembly Plant for the 5th time because your settlers at Sanctuary Hills are very adept at getting kidnapped the second you leave.
 
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