Fallout 4 - Far Harbor Official Trailer

I just don't understand Bethesda obsession with Blade Runner as well as Lovecraft. They just don't fit into Fallout. Sure maybe they can but it would take a talented and creative writer which Emil and the others at Bethesda are not.
Eh, Blade Runner is one of my favourite movies, so I don't mind, but I'm still severely pissed that they didn't add the Blade Runner gun into the game. Finally it would have made sense, and they even added the movie scene as an easter egg, but no, That Gun was featured in the original Fallouts, so it has to go.
 
Although it is pretty dumb that the That Gun doesn't make an appearance it could be Bethesda trying to preserve the lore, after all the .223 pistol was made after the apocalypse so it could be limited to the West.
 
Although it is pretty dumb that the That Gun doesn't make an appearance it could be Bethesda trying to preserve the lore, after all the .223 pistol was made after the apocalypse so it could be limited to the West.
They didn't even carry most of their own "original" East Coast weaponry over to Fallout 4. No, lore preservation is no reason to them.
 
In Fo4 they even have deleted from existence SMGs, viable heavy weapons, throwing melee (which with the crafting could be useful now), chinese or foreign weaponry, burst triggers, explosive launchers beyond Fatmans and ML, "survivalist" weapons, old weaponry and the decency, amongst other things.

Btw, who exactly manufactures the .223/5.56mm pistol? The NCR? If so, the one you can find in Vault 15 from Fo2, it just belongs to the Raiders there, whom stole/purchased it, or it's a sealed-off pre-war model?
 
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In Fo4 they even have deleted from existence SMGs, viable heavy weapons, throwing melee (which with the crafting could be useful now), chinese or foreign weaponry, burst triggers, explosive launchers beyond Fatmans and ML, "survivalist" weapons, old weaponry and the decency, amongst other things.

Btw, who exactly manufactures the .223/5.56mm pistol? The NCR? If so, the one you can find in Vault 15 from Fo2, it just belongs to the Raiders there, whom stole/purchased it, or it's a sealed-off pre-war model?
In Fallout 1 it was supposed to be a unique weapon, handmade by some dude. It kinda didn't have a place in Fallout 2 and NV, but people liked it so much that it was added (even in multiple versions in NV), anyway. I just pretend it's some dude with a workshop who makes those things, like custom gunsmiths today.
 
Speaking of the dead spouse, does the player character even once mention them or were they just hoping to have sex with robots or anything that consented to it all the while not caring about that "special" person they had a child with and jammed the stupid connection with them down our throats?
 
Yeah, the Dialogue wheel is the worst thing ever.
And I think the best example came of that came up in Far Harbor (Disclaimer, this isn't the fault of the developers of Far Harbor, but of the ones who made the base game).

So I was going to kill DiMa, and I thought Nick wouldn't want to see that. So I wanted to dismiss him. So when I tried speaking to him, he tried to give me a quest, I refused as I wanted to dismiss him. Dialogue ended, so I tried talking to him again. He tried to give me the quest I just refused, so I caved in and said yes launching the quest. I then tried to dismiss him again, and instead he pulled a holotape out of his ass and gave it to me as evidence on the case. Dialogue finished there.
So I had to talk to him again and I could finally dismiss him.

It really shouldn't take that long to dismiss someone, and I blame the dialogue wheel for that as it just limits your choices. Instead of being able to dismiss him right away, I need to start a quest and get evidence from him before I can tell him to piss off.
Luckily I recorded it so I can show you (maybe a bit later through), but it really is a half assed way to approach things.

I really do hope that Bethesda at least understands that people take issue with that approach to dialogue.
If Elder Scrolls 6 features a voiced protagonist and the dialogue wheel, I don't think they will get as many fans as they do now, in fact, they may lose them.
 
Are the DLCs that Bethesda is making not supervised by different people at Bethesda? That would at least explain why they are sometimes a step up from the usual Beth-Quality. I guess it really makes a difference if Toddmil (Todd+Emil) have full controll over a project, or if they just stop by for 5 min. every now and then.
Heh, I like to think that there are a handfull of people at Bethesda, who really really really hate the way how Todd and Emil do things. They probably don't hate them as people, just their ideas. I know I have been in such situations with my jobs. Where you have this supervisor, who has the worst ideas ever. But fuck it. We all need money I guess ...
 
Are the DLCs that Bethesda is making not supervised by different people at Bethesda? That would at least explain why they are sometimes a step up from the usual Beth-Quality. I guess it really makes a difference if Toddmil (Todd+Emil) have full controll over a project, or if they just stop by for 5 min. every now and then.
Heh, I like to think that there are a handfull of people at Bethesda, who really really really hate the way how Todd and Emil do things. They probably don't hate them as people, just their ideas. I know I have been in such situations with my jobs. Where you have this supervisor, who has the worst ideas ever. But fuck it. We all need money I guess ...
I got that feeling when I saw the lead designer for FH talk about the endings.
He just seemed to correct himself and it's like he was thinking "Oh yeah, Fallout 4 doesn't allow endings".

Personally, if these guys were working on a future Fallout title, and they were free to come up with their own ideas and story, it won't be as good as New Vegas, but I could see it being a Hell of a lot better than 3&4.
 
In Fallout 4, how do you actually check if someone is a Synth or not? Is there some kind of test? I mean considering all that incredible Science that is around ... there have to be SOME ways to tell? Or not?
 
In Fallout 4, how do you actually check if someone is a Synth or not? Is there some kind of test? I mean considering all that incredible Science that is around ... there have to be SOME ways to tell? Or not?
DiMA says that all their tests are lethal. Which is kinda silly, because synths usually leave synth-components behind, which should be detectable in some way, like x-ray.
Also, yeah, Voight-Kampff-test. They actually try that, and the joke is that it's the same questions as the G.O.A.T. from Fallout 3.
 
Dude, it's SCIENCE(!), not science. They can make teleportation devices, fusion, nuclear catapults, synthetic humans. But not a reliable way to test them. Because that would kill their whole who-is-a-synth? Plot.
 
In Fallout 1 it was supposed to be a unique weapon, handmade by some dude. It kinda didn't have a place in Fallout 2 and NV, but people liked it so much that it was added (even in multiple versions in NV), anyway. I just pretend it's some dude with a workshop who makes those things, like custom gunsmiths today.

Yeah, it was *really* weird playing Fallout 2 for the first time, when I actually had so many "unique guns" in inventory, I had to drop a few to stay unencumbered. :)
 
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