Elements you'd have liked explored more

The Gunners as a viable option for the main quest.
Now we already talked about how the raiders should have been an option to solve the main quest right from the start.
The same could be said about the Gunners. Of course, in-game they're just another band of raiders and always hostile, but as a proper band of mercenaries they should have been a proper option to find (press x to) SHAAUUUUN as well. They're a well connected outfit with bases all over the Commonwealth and apparently a lot of resources, they would have been easily able to help you track down the Institute.
But of course they're just reskinned raiders, because thinking is hard.
 
The Gunners as a viable option for the main quest.
Now we already talked about how the raiders should have been an option to solve the main quest right from the start.
The same could be said about the Gunners. Of course, in-game they're just another band of raiders and always hostile, but as a proper band of mercenaries they should have been a proper option to find (press x to) SHAAUUUUN as well. They're a well connected outfit with bases all over the Commonwealth and apparently a lot of resources, they would have been easily able to help you track down the Institute.
But of course they're just reskinned raiders, because thinking is hard.

Raiders=Awesome.

Gunners=Suck.

Just saying.
 
What's interesting is they do seem to have an origin story with the School Vault but it's not really explicitly linked.
What do you expect, can't not-half-arse anything in Fallout 4. Every single good idea or interesting concept must be ruined by laziness. I think that was their top design creed.

/edit: The Gunners even often have blood sign tattoos. That could have even affected the gameplay similar to how the slaver tattoo affected you in Fallout 2. But no.
 
They can fly them because they can fly them.

For the male SS it would have even made sense to join up with the Gunners, being a veteran and all. A decorated soldier would have made a valuable addition to them.
 
Gwinnett brewery probably had a few dozen in stock as part of a military-sponsored marketing campaign or whatever. Because apparently every bumfuck got the latest military hardware if they just asked nicely.
 
Gwinnett brewery probably had a few dozen in stock as part of a military-sponsored marketing campaign or whatever. Because apparently every bumfuck got the latest military hardware if they just asked nicely.

Much like Caesar's Legion, if you're going to be a bunch of regimented soldiers with a clear chain of command and goals then you might as well not be a Raider at all.

tumblr_n4v6246v3O1rv231do1_1280.jpg
 
Much like Caesar's Legion, if you're going to be a bunch of regimented soldiers with a clear chain of command and goals then you might as well not be a Raider at all.

tumblr_n4v6246v3O1rv231do1_1280.jpg
The difference is that in-game there's no difference between Gunners and raiders. Both simply attack on sight, because that's exactly what a bunch of regimented soldiers with a clear chain of command would do when they're a mercenary group living off contracts.
Killing your clients totally makes sense.
God, I should get this fucking Fallout 4 review out of my system so I can finally put this piece of shit to rest. The more I think about it the more it pisses me off. That amount of half-assing can't be accidental anymore. Bethesda is maliciously dumb.
 
God, I should get this fucking Fallout 4 review out of my system so I can finally put this piece of shit to rest. The more I think about it the more it pisses me off. That amount of half-assing can't be accidental anymore. Bethesda is maliciously dumb.
There was a well-written blog post that tore apart PHP a few years back, entitled "PHP: A Fractal of Bad Design". And that phrase keeps popping into my head when I think about FO4. The more you look at it, the worse it gets and the deeper it goes.

Unless you think there will be some catharsis from the experience, just move on.

I am honestly curious about what goes on at Bethesda, though. Are they as untalented, sloppy, and unprofessional as they appear via their products? Are there evil management overlords ruining the hard work of good developers? Is there a cult of bad taste and mass kool-aid consumption?
 
There was a well-written blog post that tore apart PHP a few years back, entitled "PHP: A Fractal of Bad Design". And that phrase keeps popping into my head when I think about FO4. The more you look at it, the worse it gets and the deeper it goes.

Unless you think there will be some catharsis from the experience, just move on.

I am honestly curious about what goes on at Bethesda, though. Are they as untalented, sloppy, and unprofessional as they appear via their products? Are there evil management overlords ruining the hard work of good developers? Is there a cult of bad taste and mass kool-aid consumption?

Triple A gaming basically is inherently fucked.

Play this and you'll have a good idea of what goes down in it.

https://mrwasteland.itch.io/twwds

The non-interactive video game part is the fact that Triple A games work by assembling a committee of people together to plan the game who usually come from wildly different video games and franchises or other projects before they are given a vague number of goals and a premise. Very often they'll be completely unfamiliar with a franchise or its continuity, be told to change it in a dramatic way "make a dark gritty reboot of Kirby's Big Adventure", or hate the kind of game they're being asked to make ("I love shooters and R-rated megaviolence, what's the game?" "The Magical Princess Pony Adventures"). Very often, they'll also be called in to a game which is already MID-DEVELOPMENT.

For example, Chris Avellone could be invited in to take over Fallout 5 but that's only after the game has been in development for 3 years and is half-finished with the premise of a happy shiny future megalopolis and a heavy focus on romance. This is, btw, a major reason why so many video games are incredibly schizophrenic because they literally ARE made by two different people who have two different developers. Far Cry 3's writers had the dual ideas of:

1. A Borderlands-esque parody of action video games where quest-givers and stories are treated as making sense when it's all ridiculous nonsense with you murdering a bunch of guys because someone told you to.
2. A gritty Heart of Darkness-esque story about how a young man loses his humanity in the quest to free his friends.

So BOTH quests got put in the game.

Similarly, the writers for Assassins Creed Unity were two separate teams for the Multiplayer and the Main Quest.

1. Team Mulitplayer were told the Assassins were supporting the French Revolution, Freedom, and it was a rollicking good swashbuckling adventure overthrowing the nobility.

2. Team Main Quest threw out that idea and talked about how the French Revolution was supported by the Templars and that extremism is bad with it better to find compromise.

Which is why both are in the game.

There's a horror story about Homefront which basically talks about how the developers were constantly told to change the game's focus and had the most miserable experience of their lives making a game they hated.
 
There is a diary in a cabin that tells the tale of a young girl who died all alone when the bombs fell.

It actually managed to pull at my heart strings.

I would have loved to play as an agent of the institute when they first decided to emerge and see how Boston is inhabitable for humans and just explore the ruins of a lost world (such as that girls diary) and try to make peace with the few kinds of tribalistic mutants who are the only kind that can stand the heavy radiation and pollution (in order to manipulate them into providing resources that The Institute needs).

Eventually something eould happen and youd be exiled but thered need to be some reason for you to stick around Boston so you can deal with the Institute or prove your innocence or worth to the community. It would have fewer quests but have a very branching storyline.
 
Back
Top