Everything in Fallout 4 looks too new

Oh and Children. Fucking kids.
Why add children in the game if they virtually serve no purpose and virtually have zero reasons to take up the game's memory? Bethesda has some of the most questionable logic I have ever seen from a development company. I will also never understand why Obsidian decided to add children in a game that had in an 18-month developmental cycle.
 
I will also never understand why Obsidian decided to add children in a game that had in an 18-month developmental cycle.

Likely some combination of "verisimilitude" and "we can just reuse the assets". I mean, if we want to believe the Mojave is a living place, and since people are apparently having sex, there should probably be children somewhere. You don't have to have a proportionate number of children, since presumably most people aren't going to let their kids just run around in the wasteland, but a few here and there accomplish the effect. I can't imagine it was much work to add them either, since the assets for "child characters" already existed in the engine.

Plus "some kids found it and think it's a toy" is perhaps the best solution for "where is the C-Finder". Veronica's personal quest really did need some solution that didn't require going deep into a hostile vault, after all.

18-month dev cycle mostly means "you don't have the time to make a lot of new stuff" more than "you don't have the time to repurpose existing stuff."
 
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What I don't understand is why are there 4th of July decorations if the war happened in October.
Must have been a really fucking wild party to carry over in to the Nextel month and a half

I have to imagine that since the U.S. was at war for some time (China invaded Alaska in 2066, a full decade before the bombs fell) that flag-waving jingoistic fervor was pretty much en vogue all year round. I mean, that's a reasonable explanation at least.
 
But if you feel the little settlement you built is awesome, you're going to worry less about how the actual city is kind of underwhelming.

No ... I mean, I know why Beth wants it. I am just curious if there will be any kind of explanation in the game or if they just want that every person has to assume that they are playing the equivalent of Hans Sprungfeld.

I am just curious if you're getting out of the vault and building towns and villages for lulz. I mean if the wasteland has already a relatively safe place with enough food, resources and knowledge to support people ... why ... would anyone get the idea to venture out in to the wasteland to start a new community? That isn't even without risks in our world, like with the first settlers, hell there are many accounts where some even turned to canibalism even because they have been runing out of food not knowing how to survive correctly in the wild.

So far I have not seen one argument or information about why you're player is so special that he can build succesfull villages or why there is even a need for it.
Because Bethesda looks like they're going to. Do "Past Man's Burden". Everyone went retarded after the bombs fell (hence Fo3) and now only the Sole Survivor is smart enough to fix things... Sort of like Idiocracy. Except it's designed by idiots too.
 
Children in New Vegas were implemented in an absolutely fine way. You'll only ever interact with children during the Boomers quests, potentially Veronica's quest, and as meaningless NPCs such as the Legion kids. There's a huge difference between a few short encounters with children with little impact in the game, and having an entire town full of unkillable children who are not only annoying, but also an obligatory and extensive part of the main storyline.
 
I will also never understand why Obsidian decided to add children in a game that had in an 18-month developmental cycle.

Likely some combination of "verisimilitude" and "we can just reuse the assets". I mean, if we want to believe the Mojave is a living place, and since people are apparently having sex, there should probably be children somewhere. You don't have to have a proportionate number of children, since presumably most people aren't going to let their kids just run around in the wasteland, but a few here and there accomplish the effect. I can't imagine it was much work to add them either, since the assets for "child characters" already existed in the engine.

Plus "some kids found it and think it's a toy" is perhaps the best solution for "where is the C-Finder". Veronica's personal quest really did need some solution that didn't require going deep into a hostile vault, after all.

18-month dev cycle mostly means "you don't have the time to make a lot of new stuff" more than "you don't have the time to repurpose existing stuff."
Forgive me, but I find it hard to believe a gameworld is a living place when it is designed around an extremely outdated engine that was probably more than a decade old, prior to the rushed development of the game. Obsidian might not have much to work with by adding children in the game, but their purpose for being in the game at all is minimum, though I do like how they are nowhere near as loathsome as their Capital Wasteland counterparts.

Despite what an 18-month development cycle means, Obsidian added many features that were never introduced in the series, such as Hardcode mode, Iron Sights, etc.
 
I don't mind the kids in New Vegas. They add diversity to the NPC's and they're nice so I'm not getting the mungo treatment which is always good.
 
I don't mind the kids in New Vegas. They add diversity to the NPC's and they're nice so I'm not getting the mungo treatment which is always good.
Now that you mentioned it, I think NV has the nicest child NPCs in the series so far.
 
I didn't have a problem with the kids in New Vegas. They were unkillable as usual, but relegated to the background not propped up as literal roadblocks to the main questline like they were in 3.

Invincible roadblocks at that, ones you were forced to deal with in a particularly linear fashion. It felt as if the developers were rubbing my face in it the whole time which really sticks in my craw.
 
I don't get why people have such a problem with the Mick and Ralph's kid. I think the Atominc Wrangler and Van Graff criers are much more annoying, the first one is pretty trashy and the second one will try to kill if complete Cass' quest the pacific way.
 
Funny enough, the Atomic Wrangler crier's voice actress was around thirteen at the time and also voiced a bunch of kids in the game.

I know the crier is depicted as a young woman, but still...
 
Indeed, some of the stuff I have seen has sort of a 'stylish' new plastic look, and not something that has been out in the opening and been decaying for centuries.
There is such a thing as artistic freedom which is allowed from time to time to negate reality but in this case it is bullshit, like the intact banners, posters, and party/tourist decorations that decorate the town.

It seems like a 'comfortable' apocalypse, rather than a destructive event that wiped almost everything out. (this describes Bethesda's Fallout rather well)

I have the same with Boston, the buildings are way to much intact including that government building with the golden dome and that monument on bunker hill. That stuff should have collapsed a long time ago due to lack of maintenance and the shockwaves of the nuclear detonations.

If anything, I think the setting should have been more like what we see in Lonesome Road (minus the torn apart land and canyons which were caused by nuclear armed missiles going off in their silos).
Lots of 'skeletons' of buildings or collapsed buildings with only a few standing, painstakingly restored with various kinds of materials the occupants managed to salvage from all over the place.

I really have a hard time taking this design serious.

they is making it more colerful this time instead of a boring grey and brown... and if you dont like it YOU DONT HAVE TO BUY THE GAME
 
Indeed, some of the stuff I have seen has sort of a 'stylish' new plastic look, and not something that has been out in the opening and been decaying for centuries.
There is such a thing as artistic freedom which is allowed from time to time to negate reality but in this case it is bullshit, like the intact banners, posters, and party/tourist decorations that decorate the town.

It seems like a 'comfortable' apocalypse, rather than a destructive event that wiped almost everything out. (this describes Bethesda's Fallout rather well)

I have the same with Boston, the buildings are way to much intact including that government building with the golden dome and that monument on bunker hill. That stuff should have collapsed a long time ago due to lack of maintenance and the shockwaves of the nuclear detonations.

If anything, I think the setting should have been more like what we see in Lonesome Road (minus the torn apart land and canyons which were caused by nuclear armed missiles going off in their silos).
Lots of 'skeletons' of buildings or collapsed buildings with only a few standing, painstakingly restored with various kinds of materials the occupants managed to salvage from all over the place.

I really have a hard time taking this design serious.

they is making it more colerful this time instead of a boring grey and brown... and if you dont like it YOU DONT HAVE TO BUY THE GAME

So making a game colourful is really important for success. Okay...
 
So making a game colourful is really important for success. Okay...

I think it's just an issue of aesthetic trends in game development. Way back in the hoary days of Fallout 3, pretty much everything in AAA used the same sort of muted gray, green, brown, and gunmetal color palette. Around 2012 or so popular AAA games started being colorful again so now everything is colorful. I will say, that just because there was a nuclear apocalypse 200 years ago doesn't mean there won't be colors in the wasteland. Nature itself can be pretty colorful and people are going to want to make their environs pleasing to them.

It doesn't mean the game will succeed or fail, it's just an indicator for what aesthetic trends dominated the era in which it was developed.
 
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