Charisma Fallout 4 SPECIAL video

Now, I just wonder why the hell they were called Yao Guai to begin with.

Chinese words are fun.

I don't doubt that Chinese folks would call giant mutant bears something like that, the real question I have is "how did that nomenclature become standardized over the past 200 years, considering there should be relatively few Chinese agents on the mainland U.S. post-apocalypse." It seems like that's something that needs more explaining. Were the bears some sort of bio-weapon developed by the Chinese before the war (like how the U.S. developed deathclaws before the Great War)? It seems like that's something that should be confirmed in the text.
 
New Vegas again gave it an explanation, Tribals named them, and the names travelled.

All those Chinese-speaking American Tribals?

I would buy the name traveling through word of mouth via tribals if the name existed before the Great War, but I don't think they would coin a name for something in some actual earth language that they don't speak. Tribal dialects in Fallout are generally a mixture of English, Spanish, and various Native American languages, right? Though I suppose there might have been various internment camps for American Chinese somewhere, that eventually became a tribe in the wastes. So that's plausible.
 
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The tribal languages were all an amalgam of different languages, because a lot of their original memebers where tourists.
Also pretty sure america had a sizeable chinese population before the great war between just regular immigrants, to spies and people in interment camps, the Big MT even used them for experiments.
 
I find it entirely possible. Chinese prison camps may haven't been hit yet still affected meaning the prisoners escaped into America. With no proper home they would form tribes or fall in with other tribes bringing their language.
 
The thing about Charisma affecting addiction is weird. People are using the statement that charisma can help you hide the effects of addiction but that doesn't mean you aren't being ravaged by the physical effects of addiction.

As for the video itself? I thought they did a decent job with the animation style being reminiscent of some animation from that era (closer to 60s stuff though). It was overall cute and a little amusing.

What bugged me though is the beginning where they discuss how "the wasteland will be a distrustful place, full of unsavory characters, and few morals."

This is supposed to be provided by Vault-Tec right? Shouldn't it strictly be discussing life within the vault? They don't even know if there will be a society post-bombing. Actually it'd probably be in their best interests to try and sell people on the idea that the vault is their only option for survival if they want to actually sell vault spaces.

In addition it kind of loses that optimistic outlook where we don't really discuss the negative aspects of society and everything is going to be just ok. That is kind of how most of the pre-war media is portrayed as far as I know. Well outside of news reels and such of course.

I dunno, maybe I'm just being nitpicky.
 
They're making an arbitrary distinction between chems and alcohol since the latter is more socially acceptable, like the nonsensical alcohol, drugs and tobaccos. They have differing effects, but more importantly, differing connotations. The kind of drugs we see in Fallout game (Opiates and Amphetamines, primarily) aren't "social" drugs like alcohol. Thus, the distinction makes sense.

As for the fact that they aren't showing any dialogue: I don't remember it too clearly, I was younger, but during the New Vegas promotionals, there was the trailer which was entirely explosion and action, the teaser which was just Victor playing in the sand, the storming of Nelson (again, combat) and some walking around the Strip, only talking to the arms merchant. No expose of plot.

And no, I don't think Fo4 will have a story comparable to NV. Not a fucking chance. But at this stage, the criticism on the lack of story elements is just plain unfair.

How? It's Bethesda and guess what! Same fucking writer for Fallout 3. Remember that story?

And how does the stat that affects having the right stuff with people able to stop drugs. You can't explain that!

No, I agree the story will be bad- but you can't reasonably criticize it based on teh fact that they haven't shown off dialogue when NV didn't either.

No, I agree, that one is retarded. But it's no worse then some other Perks we've had.

They have shown dialogue. And it's bad in my opinion. Never liked the dialogue wheel because it's so limited.

You haven't even seen the dialogue wheel, fully, yet. None of us have seen it. We don't know how many options there will be.

If your Intelligence is a 1, all of the options might be "Durr..." "Gahh..." and "Flurp..."

They recorded a ton of dialogue, so at least wait until the game comes out before you judge all of Charisma based on a funny little cartoon.

So far all the dialog options shown from the e3 demo follow this pattern:
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Sure, they follow that pattern, but we do not know if the responses listed in the dialogue wheel are modified based on stats, and we do not know if the actual lines of dialogue associated with the responses in the dialogue wheel are modified based on stats. It would be simple, if-then programming to have one spoke of the dialogue wheel trigger a different line of dialogue for that spoke based on your statistics.

Rather than showing all of the options, it may only give a general idea of what the response will be. If that's the case, I will like that we can't see options we could have had if we had different stats. It always bothered me when the earlier games told me what I could have said, if I had higher charisma, etc.

Even though we have normal conversations before the stats are set, that doesn't mean that can't change after we're frozen in carbonite in the vault for 200 years.

FWIW, I will be disappointed if Perception, Charisma, and Intelligence do not significantly affect the dialogue in the game.
 
Sure, they follow that pattern, but we do not know if the responses listed in the dialogue wheel are modified based on stats, and we do not know if the actual lines of dialogue associated with the responses in the dialogue wheel are modified based on stats. It would be simple, if-then programming to have one spoke of the dialogue wheel trigger a different line of dialogue for that spoke based on your statistics.

Rather than showing all of the options, it may only give a general idea of what the response will be. If that's the case, I will like that we can't see options we could have had if we had different stats. It always bothered me when the earlier games told me what I could have said, if I had higher charisma, etc.

Even though we have normal conversations before the stats are set, that doesn't mean that can't change after we're frozen in carbonite in the vault for 200 years.

FWIW, I will be disappointed if Perception, Charisma, and Intelligence do not significantly affect the dialogue in the game.

In FO3 Lady Killer/Black Widow gave you extra dialogue options. In FO4, as seen in the video, Rank 1 of the perk says that members of the opposite sex "are easier to persuade in dialogue". Make of that what you will.
 
Hmm... Becoming addicted to something is down to both biology and personality. I could get on board if your charisma just made you slower to get addicted to things, even if endurance would make more sense in an in-universe context. I doubt we're going to have the ability to overdose on things in-game.

It all comes down to how they handle chems.
 
Hmm... Becoming addicted to something is down to both biology and personality. I could get on board if your charisma just made you slower to get addicted to things, even if endurance would make more sense in an in-universe context. I doubt we're going to have the ability to overdose on things in-game.

It all comes down to how they handle chems.

There is no explanation whatsoever. It's not down to personality AT ALL.
 
Hmm... Becoming addicted to something is down to both biology and personality. I could get on board if your charisma just made you slower to get addicted to things, even if endurance would make more sense in an in-universe context. I doubt we're going to have the ability to overdose on things in-game.

It all comes down to how they handle chems.

Because you can just smile at the bottle of booze and convince it not to make you an alcoholic.
 
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