joevonzombie
Buried alive in Golgotha
Professional reviews are an extension of advertising as others have pointed out. Game Informer is fucking owned by Gamestop for fucks sake.
What part of the gameplay from the footage did you find boring? In my opinion the shooting in that game makes me think " How is it possible to make pew pew gameplay so fucking boring that I would prefer to exit to desktop and find an interactive story game more engaging than this?". I mean how can you screw up the main element of your game so bad that it becomes repetitive within a couple hours?That footage looked so boring. The Ride of the Valkyries was good, but my god, that gameplay. Ugh...
...or just quit the game to play a better game.
That's the previous design philosophy of a Bethesda game that FO4 doesn't follow. I think I came across more scripted events in this game than any other Bethesda games combined and some didn't even make sense, for example Kellogg; I had Piper with me, I didn't bother talking to him because I had fragged myself while trying to bash and died so I wasn't sitting through the dialog again. After that I sent Piper home to head to the Prydwen, later after not being able to find Piper I looked online turns out she's scripted to go to Nick's office. I get to the office where Piper is questioning Nick like she wasn't at Fort Hagen with me and my only dialogue completely ignores that I didn't even talk to Kellogg. I expected watered/dumbed down from this game, but I was completely surprised by it's lack of freedom which has been the only reason I've even played Bethesda games.People like Fallout 4 for the dynamic events. Not shown in OP's video since that's a quest with the right music at the right time, but it's the main reason why people still enjoy Bethesda games.
The way Bethesda games are designed is that they are an experience simulator and the entertaining events are a random occurrence, a result of the right AI intersecting at the right locations to happen (like baiting a creature into attacking a patrol completely out of script). It's the equivalent of throwing the dice and hoping it lands on the "player will have fun" chance. It's not designing the game properly, it's designing it so that things can and will go crazy, and sometimes that crazy results in things you might not see in other games.
I like random, unexpected, dynamic things that don't go according to script, but they're supposed to be used in conjuncture with actual level and world design. Randomness found in open-world games like Minecraft and Far Cry combined with an attempt to make an in-depth RPG usually ends up with one or the other conflicting. Especially now that dialogue is real-time. New Vegas had a lot less dynamic events for me - there were a lot less times than Fallout 3 when I caused a fight that wasn't supposed to happen, simply because Obsidian prevented it so that it wouldn't mess with quest events and therefore, the writing. This is where most Bethesda fans get the "Fallout 3 had better experiences" claim from. And it's impossible to prove in that sense because random events are random, and therefore are not experienced by everyone, and even when they are, it can't be experienced the same way.
It's like in Fallout 2 if you walked into Klamath the first time and everyone's been shooting each other and at least two to three of the quest-related NPCs are already dead because hostile NPCs stumbled into town range by random. You might've not experienced it if you waited in-game and then came to Klamath, or were playing a different save. The best way to enjoy Bethesda games is to simply be the kind that reads a book you've already read and expect every next page to be different from the first time.
Last example - say a Far Cry game tells you go assassinate a military commander in a forest compound. The game goes the same everytime, you shoot or stab the commander, he turns out to be a decoy, you have to fight a helicopter with the real commander. But, say, on the first playthrough of the whole game, you try to sneak in and a tiger swoops in and messes up the entire patrol, allowing you to sneak past and stab the commander decoy. On the second playthrough or on your friend's playthrough, this doesn't happen. The plot turns out the same - you still have a helicopter fight - but the way unexpected wild cards like that tiger appeared is what people consider "dynamic" and "a unique experience". This is where people can Fallout 4 excuses from. It's not the differences in plot that people care about - it's the differences during the gameplay.
In that sense, if in Fallout 4 you try to retake the Castle, and a deathclaw that wasn't there the first time takes out the Mirelurk Queen for you, then that's what people consider "different". Because even after the fight, the result is always the same way - you start the Minutemen. You can't take the Castle for another faction, you can't do it a pacifist way by luring the Mirelurk Queen out with chemicals acquired from a doctor or something. But the fight is different, and in the eyes of general gamers, that's unique.
too long sorry
7. Attempted to find alternate access to Institute without teleporter. Bethesda counter - nope. You even learn in the Minutemen questline later on that there is a water outflow tunnel you can use to get in, which completely defeats the whole point of having a teleporter, since the pipeline leads out next to the teleporter room anyway. Didn't need to throw teleportation into the plot at all.
As a shooter Fallout 4 sucks.
As a RPG Fallout 4 sucks.
As a Fallout Fallout 4 sucks.
As a game Fallout 4 sucks.
Bethesda has this idea.
As A Shooter: 3/10
RPG Mechanics: 1/10
As A Fallout Game: 1/10
As A Game: 3/10
Total: 8/10, GOTY. Aim for a bit everything and you get a better everything! Riiiiight? (no)
Fallout 4, gives quick stimulation though. For a time. I can jump into a Power Armor and feel all glorified, change my appearance quickly and play dress-up doll, shoot things around without any consequences. It's quick stimulation, even if one element has been depleted, it allows you to jump to the next to prolong your time invested in it.
But it goes beyond that as well. You build because there's something that you don't like/haven't seen or experienced and you fill the lack of it with your own creation. You tirelessly change weapons and armor before out exploring because you want to experience something new that the game didn't offer - even though in the end it's the same over and over again. You try to fill the missing gap with your imagination - the quick stimulation and wish for something else keep you staying and hell, you've been busy living off your imagination of having fun - I know the table I made isn't good, but I lost a lot of time and effort into making it. I'll defend it to an extent and for some time that it's good. It'll pass, I'll get over it - but until then, that's a fucking good table.
Exactly. Fully agree with your statement - nicely concludes my rambling above. It is a game that focuses on quick and short stimulation and if enjoyed as such, it can offer fun. Try more of it, deeper and it will quickly run shallow with disappointments which will in term leave you feeling unsatisfied and take away the whole fun experience.It's best played like a mobile game - you jump in, play for a very short time, jump out.
Pretty sure this stupid nonsense is some sort of fallacy, but I don't know offhand which one. In any case, those who accuse people of having played a game too long for their criticism to be valid are the same people who accuse others of not having played a game long enough for their criticism to be valid. Their validation is meaningless, they aren't interested in doing anything but white knighting their beloved game.Come to think of it, I know people outside NMA keep bringing up the idea that since you have several hundred hours put into the game you're not allowed to criticise it
@Lanfear I have no problem with the fact that I've 500 hours in FO4, most of which are while I was playing Sims Apocalypse.
I've had my money's worth and do not regret paying for the game.
I'm sad that it's not been a role-playing game, but I've enjoyed Borderlands: Boston for very different reasons that if I'd had a Fallout game to play.